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otter

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  1. otter
    So, a problem has come to plague me yet again. My profiles in the BZPRPG are getting way too long, so instead, I'll use this place to store the meat of them, in the main post and the comments. Yay!
     

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    Name: Hasil
    Species: Toa
    Gender: Male
    Appearance: Hasil is a tall Toa, nearly a head taller than most, with bronzen skin rather unlike those of most Toa of Air. However, he keeps himself covered in black robes most of the time, with headcloth and veil, such that his face cannot normally be seen. On the underside of those robes are sown lamellar scales, as protective armour. As well, while he rarely shows his face, Hasil is a rather attractive Toa.
    Kanohi: Hau
    Powers: Hasil is a Toa of Air, so he has the usual range of powers, though he does not often practice them.
    Abilities: Hasil is, first and foremost, a swordsman; with his long O-katana, his O-wakizashi, or his two kunai-like throwing knives, or even the weighted chords he keeps more as a distraction, he is a master, able to use them with the same speed and dexterity with which a Nui-Rama uses its wings. As well, he's a good shot with a disk launcher. However, he cannot read or write.
    Personality: Hasil has a deeply abiding sense of right and wrong, and will never allow the wrong thing to be done; other than that, though, he is rather ambivalent towards others. He can be friendly with those he knows, if he trusts them, though he's often rather quiet and reserved.
    Weapons: An O-katana, an O-wakizashi (both constructed rather strongly, and able to be used as other than just weapons); two protosteel kunai (also used for eating, or tying to the weighted chords to use them as bladed whips); a set of weighted chords; and a disk launcher.
    Weakness: Hasil is not one for mass, group-fighting, preferring instead one-on-one duels; as well, he hasn't much practice with his element.
    Biography: -to be added-
     
    Name: Dendron
    Species and Gender: Male Toa of Plantlife
    Powers: As a Toa of Plantlife, Dendron has the obvious ability to do almost anything he wants with the plantlife around him, while his bronze Kanohi Kakama allows him to move really quickly doing it too. Fun! Although, he primarily uses his element for making medicines and such, not fighting.
    Appearance: Dendron is tall, Dendron is lean, Dendron has bronze armour on a green body, Dendron is almost always smiling, and Dendron probably has a bunch of scars from when he was being dumb, got in trouble, and got hurt. Like that one time he got captured.
    Abilities and Skills: Dendron is relatively skilled with controlling his element, and generally uses it to make very specific plants, generally for medical usage as part of the Onu-Koro Ussalry. He also is a well-trained fighter, which he demonstrated well at the Nui-Rama hive battle, and can use his element for more than just making medicines - and he can use his Kakama rather well when fighting, too.
    Weapons and Kanohi: Dendron has a bronze Kanohi Kakama, a small ironwood baton (that can be made into a staff, a spear, or what have you), and a Teleportation Rahkshi staff that he got after the Nui-Rama hive battle.
    Weaknesses: Dendron relies on speed, not strength, in a battle, so if you're able to stop him from running circles around you, he's in trouble. Also, he's relatively out of practice when it comes to using his element alongside any physical attacks while battling, as he normally uses his element for far different usages - anybody who is able to fight with their fists and their element at the same time would have an advantage against him.
    Personality: Dendron is happy, Dendron is generally energetic, Dendron somehow still manages to remain quiet most of the time, Dendron is caring and concerned and yet, when he's not trying hard, he's easily distracted. Dendron also likes to fight, although only recreationally (Dendron can also be kinda annoying, but don't tell anyone I said that, he's really a mature fellow).
    Bio: -To Be Written-
     
    Name: Tur Auras
    Species and Gender: Male Toa of Stone
    Powers: As a Toa of Stone, Tur has the ability to create, absorb, control, or manipulate any stone around him - be it part of a structure or something sticking up out of the ground - as well, he has far greater natural strength than any other type of Toa. As well, his Kanohi Kakama allows him to move far faster than is normal, his movements barely distinguishable as more than a blur when he uses it.
    Appearance: Tur is a relatively average appearing Toa - he's not particularly attractive, and he's average in height as well...maybe just a little shorter than average. His Kakama is shaped the same as any other Kakama around, and his rather light armour and mask are the colour of rust. However, despite his rather unassuming appearance, his eyes are striking - burning with an inner fire that is very rarely allowed to burn uncontrolled.
    Abilities and Skills: As previously mentoned, Tur has much greater natural strength than any other type of Toa, being a Toa of Stone; as well, he's rather well practiced with his mask and his weapons, and can ride a Kane-Ra or other suitably large animal rather well.
    Weapons and Kanohi: Tur's Kanohi is a Kakama, shaped like every other Kakama and coloured like rust, as is his light armour - primarily chainmail, though with more solid armour plates in a few weak areas and with a very solid helmet. He also carries a large, metallic heater shield, and a bearded axe, able to be used either on the ground or from the back of a Kane-Ra (or other suitably large animal), with a leather thong to prevent him from losing it and with the haft made of wood, with langets running the length of the haft to protect it - and a nice long spike on the end of it and a shorter, curved one on the back. Tur likes having multiple-use weaponry.
    Weaknesses: Tur isn't very proficient with his element, nor is he proficient in fighting against anybody else's element - he's a physical fighter through and through. As well, when he does relinquish his iron grip on himself, he loses almost all personal control and inhibitions - and while that normally means that he becomes little more than a force of nature on the battlefield, that also means that he becomes a force of nature that doesn't defend itself from counterattack.
    Personality: Most of the time, Tur's personality is nonexistent. His responses are almost all formulaic, his face is a cold, expressionless mask, and he's rather quiet unless he is specifically spoken to - or he feels an overwhelming need to respond. At least, that's what he appears like on the surface. Beneath the surface, he's still just as cold as he seems on the surface, but it's a calculating intelligence and a cold anger - seasoned with good amounts of sarcasm, snark, pride, and contempt - that define him...and deeper than that, a burning, seething, boiling rage that drives him to keep living, regardless of how dead even he thinks he is.
    Bio: Tur Auras never tells anybody about his life. What does his life story matter when he's only acting in what he considers to be his death?
     
    Name: Edubard a Briuis
    Species and Gender: Male Toa of Air
    Power(s): Edubard has the basic powers any Toa of Air has. Small cyclones, using the wind to blow things around, vacuum sealing small packages, the works. However, he puts less focus on his powers than others; as such, he has little skill with using them. Having an Arthron, he also has the ability to utilize sonar at all times.
    Appearance: Edubard is a tall Toa, with an almost regal appearance. His armour, silver in hue, was expertly crafted to both accentuate his appearance and protect it, though it lacks the flashy appearance that some might expect from such things. However, he has allowed one small amount of vanity to creep in, decorating his armour with various etchings.
    Aside from his armour, Edubard is, while possessed of a rather muscular disposition, rather average in his looks; he’s no show-stopping prettyboy, nor does he want to be one. Rather, he wears every scar he’s gained both as a matter of pride and a remembrance of mistakes he’s made before.
    His mask, while in power an Arthron, is in appearance a Hau, dark green with silvery accents. His eyes are light blue.
    Abilities and Skill: Edubard’s first focus is on his swordsmanship - after an accident that resulted in the unnecessary death of a sparring partner, he had, for a time, sworn never to draw his sword unless his life absolutely depended on it. Through a loophole, he decided that his life depended upon his drawing, practicing with, and using his sword so that he would never accidentally kill somebody again.
    After that, he picked up some skills in carpentry and woodwork while he was running swordless, so that he would have a way to support himself.
    Weapons and Kanohi: Edubard’s preferred weapon is a basket-hilted claymore, or claybeg, that being his preferred simply because it is what he first learned to use. However, he is fully capable of using any broadsword, longsword, or greatsword - he just prefers to stick to his claymore.
    For a Kanohi, Edubard wears a Hau-shaped Arthron.
    Weaknesses: Edubard’s focus on honourable, and non-lethal (if ever it is possible) fighting leaves him open to enemies who both fight dirty and are willing to kill to win; as well, anybody who knows of his past failures in duelling can easily drive him into a rage if they taunt him with them.
    Personality: A former slave, Edubard has both a compassionate outlook towards other beings and a humorous outlook on life - he refuses to ignore anybody’s plight, no matter how much trouble this might cause him, but he also relied on humour as a way to retain his sanity, though he has calmed somewhat from how he used to be.However, despite his humour, Edubard is a perfectionist; he will not tolerate failure, especially not in himself, practicing for hours a day on his swordsmanship simply so that he may perfect every last faint, lunge, slash, parry, or riposte that he can, to make sure his technique leaves absolutely no room for lethal error.
    Although, one thing Edubard has learned: simulating the appearance of insanity is a great method for duplicity, and it is one he will use whenever it behooves him to do so - the most prominent example being the time he spent as a slave.
    Biography: With his first memories ones of slavery, Edubard’s young life was both a hard life and one he doesn’t prefer to remember, less still to talk about; the most that he lets anybody know is that, a year before his freedom, he came under the charge of a man named Bhuta, a slaver. By that time he had perfected the appearance of insanity, using it to keep those in charge of him from harming him, forcing him to do work - indeed, he even used it as a distraction, to aide the other slaves when he could, though few, if any, knew of his tactics - he made sure to cultivate the appearance of insanity with everybody, not just with his captors.
    After breaking away in the midst of a battle - his duplicity just then revealed - Edubard spent an amount of time on board the ship known as the Infernavika, a pirate vessel. He had no jobs on the ship other than staying out of everybody’s way and entertaining them with his swordsmanship - however, this soon worked against him, when he and a former crewmember of the ship engaged in a friendly duel. In a freak accident, Edubard cleaved through his sparring partner, from shoulder to navel, killing him. The Toa, horrified, instantly blamed himself for the accident, though nobody can truly tell who is actually to blame for the incident, due to there having been no witnesses to the duel.
    And so, taking to wondering, Edubard vowed he would never use his sword again, unless refusing to use it would mean the death of himself or others. He went to Ga-Koro, learning the trade of carpentry, and starting along on shipwork; however, the Daedra’s taking over, and the subsequent destruction they caused as their alliance fell apart, influenced Edubard to draw his weapon again - though now he made sure that he wouldn’t grow complacent with his training, as he never wished to repeat the earlier accident. Since that time he has regained some amount of his good humour, his old self beginning to resurface, though he is still somewhat subdued, both in personality and in action, voice, and thought.
     
    Name: Grochi
    Species and Gender: Male Toa of Plasma
    Powers: Grochi has the usual powers for a Toa of Plasma - essentially, the ability to control that superheated ionized gas that generally does rather well to cause damage to physical objects...or can leave organic beings suffering from radiation poisoning, if you know what you're doing.
    Appearance: Though he still manages to stand tall these days, Grochi is getting old - he has been, for a while - and it shows in the way he carries himself, as though he's simply getting weary of all that life continues to present to him. Still, he holds himself as a proud man, and when he sees fit to do so, he can present a presence that is hard to ignore, visually. Though in the realm of the purely cosmetic, Grochi has a rather simple set of armour, coloured in forest green with white accents, pitted and scarred through the years of action he's seen.
    Abilities and Skills: Grochi is rather well practiced with his rapier, and a few other weapons, though he doesn't often need to use them. As well, when he finds it needed, he can show himselt to have a rather commanding presence - though he much prefers simple angry complaining to get his thoughts across and get others to do what he wants. It's less work.
    Weapons, Equipment, and Kanohi: Grochi's main weapon is a simple rapier, though anymore he's been using a rather tall cane - purely a fashion accessory, don't let anybody tell you different (it certainly isn't there because he needs it) - as both self defense tool and general tool. To go with the rapier, he also has both a buckler and a main gauche dagger (neither of which he carries often, leaving them at his home), and a cloak that he also wears when he's cold. As well, at his home, he has a larger, heavier sword similar to the (real-world) British Officer's Pattern 1796 Heavy Cavalry Undress Sword, with a stiff, heavy, straight, single-edged blade (with hatchet point), and a rather heavy bowl guard. Rather unsuitable for delicate swordsmanship, very suitable for bashing through an enemy. And their defences. Other than that, he has his home in Ta-Wahi, near Ta-Koro, his widgets, a large Ussal (to ride on/help carry his things), and his Kanohi Kualsi.
    Weaknesses: Grochi certainly isn't as fast, strong, or flexible as he used to be - while it doesn't particularly get in the way of him performing his duty as a protector of Ta-Koro at the moment, it can prove a possible liability, at times. As well, he isn't known to get on well with all of Ta-Koro's guards...and aggravating them might not always be the best idea.
    Personality: Grochi is eccentric, he is easily annoyed, he is loud and cantankerous and cranky and...yeah. Those are all rather accurate descriptors for him. Though he's also generally a good man, trying to do well and trying to be kind to most others, and generally succeeding.
     
    Generally.
    Bio:
     
    Name: Unari
    Species and Gender: Male Toa of Air.
    Power(s): The usual powers for a Toa of Air, though he doesn't use them - except, possibly, to blow smoke out of his bar.
    Appearance: Unari is a rather average-sized Toa of Air, at least in height - the rest of his body is considerably thicker, though whether that's fat or muscle, nobody can tell you - except, perhaps, those he has thrown out of his bar. His armour is rather average, and he's more likely to wear loose fitting clothing than anything else. He's black and green in colouration.
    Abilities and Skills: Unari is an excellent bartender, a wonderful cook, a shrewd business man, a great brewer, and he's more than able to toss any rowdy fools out of his bar without a second thought - or use his staff on them.
    Weapons, Equipment, and Kanohi: Discounting his home, bar, and Inn, the Bright-Star Inn, and everything in it, Unari doesn't keep particularly many possessions on his person. Most everything he needs for brewing he keeps in the Bright-Star, as well as most of his money, kept in a special safe - though he always keeps some of it on his person. His Kanohi is a black Kanohi Pakari, shaped like a Hau - not that he particularly needs to use it - and his weapon is an ironwood staff, with a straight bladed backsword inside.
    Weaknesses: Unari isn't, at heart, a violent person - and while he's more than able to be a bouncer for his bar, he isn't particularly fond of the job, and unless things are degenerating quickly, he won't try particularly hard to hurt somebody, only to scare them. As well, don't. Ever. Harm. His. Inn. Or break into it, for that matter. Call it a berserk button if you will, but just remember not to push it or you'll find that he missed his target completely and actually threw you off the platform.
    Personality: Unari is the very epitome of the jocular innkeeper - he's got a big body and a big personality, and while he's just as capable as being quiet and reserved as he is loud, joking, and, if need be, angry, you're more likely to see the loud part than the quiet part. However, don't ever harm his inn, or anybody inside it, or you will find that he will get very quiet, very angry, and you will be very airborne.
    Biography: Born and raised in Le-Koro, Unari always loved the party scene that was part of what made Le-Koro famous. However, there was one thing that was wrong - there was never a bar and inn that lasted particularly long in the Koro. Once he became a Toa - and got the necessary loans - Unari decided to fix all that, opening the Bright-Star Inn. While some might have expected it to fail like the others, they'd be wrong - as Unari's prosperity, and the Inn's recent four-year anniversary would attest.
     
    Name: Jaaku
    Species and Gender: Male Toa of Magnetism
    Power(s): All powers granted by being a Toa of Magnetism, X-Ray Vision.
    Appearance: Jaaku is a tall Toa, with prodigious strength and a commanding presence, though rather average in terms of general appearance; however, his armour, with parts a gleaming amber and parts a dark grey is a masterpiece of work, made of small, interlocking plates. After that, his Kanohi Akaku is in the shape of a Huna.
    Abilities and Skills: Jaaku is very proficient with his element, able to launch metallic objects down a board into a target, or use the magnetic field around to, say, aid him if he needs to make a high jump to something, or to modify electronics or mechanical equipment. After that, he is a great shot with his bow, even without elemental aid, and has some defensive skill in terms of close-combat. As well, given the time, he has a great deal of tinkering skill with technology.Weapons and Kanohi: Jaaku wields a Kanohi Akaku, shaped like a Huna; however, each eyehole has hidden lenses to aid in any visual modification; the right, magnification of objects near, the left, the magnification of objects far; i.e., it works like a telescope, and has a small cross-shaped reticle, made of thin thread, formed inside the glass. This hidden system is made possible by the use of sliding rails holding the lenses within the face-side portion of the mask, allowing Jaaku to manipulate them at will. However, due to modifications necessary to the mask itself, Jaaku’s mask is thinner, and therefore weaker, than others; a good hit right on the nose and it could crack, a couple more, and it could shatter.Jaaku’s main weapon is a longbow made of yew, with a quiver holding somewhere around fifty arrows to go with it; however, he has been testing a new weapon he built, basically a long board with a trough cut in it, a slingshot at one end, and a stock and grip at the other, made to fire any metallic projectile to be found, be it a crossbow bolt, a miniature cannonball, a knife, some unlucky Toa’s foot, you name it.
    As well, Jaaku owns an iStone, in order to help with his inventing.
    Weaknesses: Jaaku has only defensive skill in close combat, and his mask, being thinner than most, is easier than most to break.
    Personality: Jaaku is slightly eccentric, with an ease towards developing any manic obsession; other than that, he is a textbook sociopath. He only has a few long-standing, close relationships, all others he makes easily and quickly dropped in favour of something better, and he gives little thought towards others’ feelings if it doesn’t suit him. As well, his moods are very dynamic, changing as easily as the Le-Wahi wind.
    Biography: Jaaku’s history is currently unknown, even to him; he could be a newcomer to the island, he could be a native with no memory. All that is known is that, once he came, he used his talents towards tinkery to make a place for himself in Onu-Wahi, where he currently resides.
     
    Name: Svero
    Species and Gender: Male Toa of Plantlife
    Power(s): The usual. Create plants, increase their growh, sap energy out of them and kill them to help himself (something he isn't particularly fond of)...the usual.
    Appearance: Svero is of average height for most Toa, his armour of rather average style as well, a sort of laminar affair. He's got a forest green sort of colouration overall, though his mask and some parts of his armour are more of a burnished bronze. While he isn't overly bulky, he's muscular; and while he isn't the best looking Toa around, he is by no means ugly. He always keeps a baldric on him, with his spada da lato; as well, he always wears a satchel, with his canteen and various other items within. On the sheathe of his sword, the ricasso of his sword, and on his satchel is the Ta-Koro guard insignia. He can walk just fine, though normally he leans on his special staff.
    Abilities and Skills: Svero is a rather accomplished gardener, but more than that, an ecologist; he wishes to restore parts of Ta-Wahi to the live, thriving state they were in before. As well, he is an accomplished swordsman, and is just as proficient at defence with his walking staff.
    Weapons and Kanohi: Svero's main weapon, as he was told when he joined the Ta-Koro guard to learn, is the spada da lato; it is a different weapon than can be found among most of the island's warriors...but it is more than strong enough to fight with them. As well, he has an ironwood staff - both made of ironwood, and with a core of actual iron. He normally uses it to walk with, but he is adept at using it to fight with.His Kanohi is a Kualsi-shaped Calix, though he never much uses it.
    Weaknesses: Svero, being a Toa of Plantlife, rather requires water; and being in Ta-Wahi, he needs a lot of it, rather often, and can dehydrate easily. As well, very cold environments affect him pretty much the same as very hot ones.
    Personality: Svero is soft spoken, and serious; while he may throw jokes in with his words, he will never allow humour to distract him from the problem at hand. He prefers to let his actions speak, rather than his words. As well, he has a deep sense of right and wrong, and will not hesitate to make sure the right thing is done in every case.
    Biography: The Matoran who was Svero came with most of the Le-Matoran on Mata-Nui to the island, before quite a few Toa and others had arrived; and while at first he lived in Le-Wahi, he eventually grew rather annoyed with the frivolity of the Matoran there, so he relegated most of his time to his ecological studies; once finally a Toa, he left to Ta-Wahi, which he had been rather interested in ever since its major forest was burnt down, and joined the guard there, as he needed a way to support himself; and while he has never lost sight of his original plan, he finds that his work as a guard is both rather time-consuming and rather fulfilling, so work on fixing the forest has been slow.
     
    Name: Eutuchia
    Species and Gender: Male Matoran of Jungle
    Power(s): As a Matoran of Plantlife, Eutuchia has no actual powers; however, he does have latent effects, such as a penchant for gardening, or just an affinity towards helping all things living.
    Abilities and Skills: Eutuchia is, primarily, a musician, able to play many instruments with ease; however, due to his latent elemental abilities, he is an excellent gardener, able to make things grow when others have no success, and he also holds a great affinity towards all things living, such that he can pick up on their thoughts and emotions easier than others. As well, he is a great speaker, having trained his voice to the same standard as the greatest of orators.
    Appearance: Eutuchia is nothing short of handsome. With carefully shaped mask and armour to emphasis his carefully sculpted body, with leaf- and vine-shaped armour plates covering vital spots on his body, though leaving his dextrous hands and leanly muscled lower arms free, one can easily imagine how the rest of his body must look; and the pleasing combination of colours, ranging from forest green to a deep teal, almost seem to make one think of a small, shady clearing in a Le-Wahi forest, a calm place amidst the storm of life. However, most important are his eyes; with a gentle almond shape, and of a deep blue colour, like two mountain springs, they are extremely emotive, and at the same time extremely perceptive.
    Weapons and Kanohi: Eutuchia’s only weapons are a small knife and his voice. The first, able to cause physical wounds; the other powerful enough to weave you into some sort of spell, causing many to hang on his every word. He’s spent a long time training his voice to reach that sort of ability, to try to make his singing, his speech, nearly hypnotic, if he needs it to be. His Kanohi is a simple powerless Ruru.
    Tools/Items: Eutuchia carries many tools, all of which are those either for gardening or for maintaining his instruments, or building yet more for sale. His only item that he habitually carries with him is a small tenor ukulele, tuned with a traditional high G string, though he has many others in his shop/home.
    Weaknesses: Due to his small size, he isn’t the best match against some larger beings; however, he isn’t a fighter as it is. As well, his instruments and tools are worth as much to him as his own life, and he is loth to allow one of them to get damaged. After that, his lower arms and hands are rather free of protective armour.
    Personality: While mainly presenting himself as having a rather carefree sort of demeanor, Eutuchia is a rather caring individual, always putting others first over himself. While normally he is happy, he can rather easily notice when somebody is not, or if they’ve been rather stressed, angry, or otherwise, and will always do what he can to help.
    Biography: Eutuchia is a Matoran from the Southern Continent, though his memories of being there are rather fuzzy, having been gone so long; he doesn’t speak about it often. The most he tells anybody about his past is that, one day out on a boating trip, he got caught in a storm; after a week out at sea he washed up on Mata-Nui, halfway dead, but with a Ukulele clutched in his hands. After he woke he found himself in Le-Koro, where most Matoran of his type came to live, though unlike them, he found it too raucous for him. Instead of just retiring to the deeper jungle he traveled across the island, coming to rest in Ga-Koro. He quickly set about getting to know quite a few of the people in that village, including Nokama, the Turaga, and after a couple weeks he joined the Ga-Koro Marines, aiding the defense of the village from crises that beset it. Once Makuta was removed, however, he retired from that to work simply as a musician, gardener, and assistant to anybody who needed one, including Hahli, the village Akiri.
     
    Name: Beosach
    Species and Gender: Male Po-Matoran
    Power(s): No evident powers, but Beosach, as a Po-Matoran, has the greatest natural strength of all other types of Matoran, nearly able to compete with a Toa of Air in terms of baseline strength.
    Appearance: Beosach is a stocky Matoran of average height, with green eyes against his brown armour. His armour, while form-fitting, seems outwardly to look as though it was carved from rock, with distinctly angular features, all in shades of sandy tan and rocky brown.
    Abilities and Skills: Beosach is a great navigator, able to find his way around in Po-Wahi, or anywhere else, without much trouble, having spent the multiple years before the road to Po-Koro was created learning his way around the Wahi, creating one of the first comprehensive maps of its eastern half, in which Po-Koro is located, before returning to take up the typical occupation of a craftsman of whatever sort; in Beosach’s case, a weaponsmith, though he does some stonework. This was also when he learned to become rather proficient with his weapon, a lochaber axe.
    As well, Beosach is one of a small number of Po-Matoran who is able to swim; having helped to man some of the boats they sent to begin their earlier trade with Ga-Wahi, he made a point of learning the sport of swimming, so that if he fell out he wouldn’t be consigned to slow death by drowning.
    Weapons, Equpiment, and Kanohi: Beosach’s weapon is a lochaber axe, only slightly shorter than he is tall; the hook on the back end of the blade actually is part of the blade on his axe, sharpened on the inside like a sickle, to make it more dangerous than it already was. As a weaponsmith he has all necessary tools in his forge, though he keeps a rock hammer and chisel with him for any stonecarving or gemwork.
    Beosach’s Kanohi is a powerless Hau-shaped Pakari, in tan, which is the primary armour colour of his.
    Weaknesses: As a Matoran, Beosach has no ability to use the powers of his element, and, while stronger than most Matoran, he is weaker than most Toa; also, he sets greater store in protecting others than himself, which not only leaves him vulnerable in combat if a friend is nearby, it leads to him getting into fights in attempts to protect others.
    Personality: Beosach is generally a friendly fellow, though he can seem overprotective to his friends, at time, and even to others; mainly, though, this is because he wants everybody to keep safe and not get hurt.
    As well, he sets a large store on maintaining one’s honour, so he can, at times, seem to be a rather haughty individual.
    Biography: One of the Matoran native to Mata-Nui, Beosach has been living on the island, specifically in Po-Wahi, as long as he can remember. One of the first things he did was explore Po-Wahi, learning the land and creating one of the first, comprehensive maps of the eastern half of the region, and memorizing all of the myriad ways to Po-Koro, when then there was no road to the Koro. Later, after going through a cursory examination of the other regions and Koro of the island, he settled down, setting up shop as a weaponsmith, mainly, though with some work done in terms of stonecarving and as a jeweler, aiding the Setinels every once in a while, though never a full member; mainly, he provides them with their arms, though he will also go on some trading caravans or boat trips whenever he feels he needs a break from the norm.

    Name: Karnakie
    Species and Gender: Male Kaiakan
    Power(s): After exposure to Antidermis, Karnakie gained the power to project himself onto the mental plane, similar to how an Iden user might project their spirit out into the world, separate from their body. When Karnakie is projecting, he is, essentially, separate from his body. He also has the ability to implant himself within another's mind, either communicating with them that way or attacking them.
     
    He can communicate with another mind in a manner similar to telepathy, though he doesn't automatically have to make himself known. He can, if he chooses, choose to hide himself from the other mind's perceptions, giving suggestions and playing at being a consciousness. Of course, the person whose mind is being suggested to can ignore those suggestions, just as they might ignore their own consciousness.
     
    The other, far more aggressive ability he was given, is the ability to attack somebody's consciousness directly. By striking at the very building blocks of a person's personality, Karnakie can essentially induce insanity into his target. However, this also makes his presence completely known, allowing the target to fight back mentally to protect themselves.
     
    However, this new power of Karnakie's comes with a cost. The more he projects himself, the more familiar he becomes with using his power, the less ability he has to fully reconnect with his own physical body, and the less comfortable he feels when a part of the physical world - driving him to wish to project himself again, to return to the mental plane, until such a time comes that he is unable to return within his body and act within the physical world every again - though he might still experience the physical world and know what is going on, by embedding himself for a time within another mind and observing the sensory input that the mind receives.
    Abilities and Skills: As a Kaiakan, Karnakie is a large, durable, and strong man - not as strong as somebody with a Pakari, but he could certainly wrestle a Skakdi into submission, and stand toe to toe with a Po-Toa - and as for his durability, he can rather effectively shrug off hits that might deter a smaller, thinner-skinned being, though he certainly isn't invulnerable to anything.

    As for his skills, Karnakie is both an accomplished swordsman, axman, and Kane-Ra rider - all considered essential skills for somebody from his family to have. It also makes for a quite imposing sight, when a large Kaiakan is running you down on a Kane-Ra, swinging a lochaber axe left and right without any trouble.

    Beyond that, Karnakie is quite intelligent and diplomatic - advanced in rhetoric as well as battle tactics and skilled in the games of economics, he can hold his own in any of the fields of battle that he might be found in. And he certainly knows how to use his prodigious strength in any battle.
    Appearance and Traits: A tall, thick-boned, thickly muscled, and thick-skinned Kaiakan, Karnakie is a prime example of the Kaiakan race - one might even say the holotype, for those living on Mata-Nui. Broad-shouldered, with a thick neck and a slightly attractive face, Karnakie's maroon armour is covered with the marks of battles fought and won - scratches here and there, every so often a large scar cut in, though all those are only superficial. He has yet to fight any that could seriously wound him or even what he wears. Beneath the armour, his musculature is well defined, his skin appearing almost to have been chiseled from dark gray Purbeck Marble, feeling smooth, yet almost leathery to the touch - a natural armour. His eyes are a deep, dark blue - slightly at odds with his armour - and his voice is a (normally) deep baritone (though with a range from low tenor to a rumbling basso profondo), rich in its tonal quality with an almost hypnotizing allure, silky when he wishes it to be, always speaking with a light burr.
     
    After utilizing antidermis upon himself, Karnakie's appearance has changed. His armour, formerly maroon and appearing heavily used, is now black and grey, and appears to be new again, and his skin is now ashen in colour.
    Weapons and Kanohi: Karnakie wears no Kanohi - he doesn't need one, nor can he really use one. Besides, he views them simply as a crutch - a true warrior shouldn't need such a thing.

    As for his weaponry, Karnakie is well trained in the usage of two main weapons: the longsword, a rather well-liked weapon in his homeland, and the lochaber axe - a large polearm, and for one as large as a Kaiakan, equally suitable for use mounted as dismounted. With its long blade that comes to a sharp point nearly ten inches out from where the end of the haft is, Karnakie can use it as a quite effective stabbing weapon should he need to - especially if he needs a lance. The lochaber, with the sharpened point and with its large butt spike, functions rather well in that capacity. His longsword, meanwhile, is more of a hand-and-a-half sword for him - though it could easily function as a two-handed sword for a Toa.
    Tools/Items: Karnakie keeps all the tools and items and such needed to take care of himself, his armour, his weapons, and his Kane-Ra in his saddlebags. However, aside from that, he has a rather sizable collection of literature - fictional or non-fictional - that he keeps with him, as well as quite a good bit of paper, pens, ink, an abacus, and all his wealth - converted to widgets, of course, so that he could function economically on this new island.
    Pet/Mount: Karnakie has a large Kane-Ra bull for a pet and mount, named Karys. Karys is a rather typical example of a Kane-Ra, though he doesn't seem quite as aggressive as most others naturally are...though this isn't to say that he isn't aggressive at all. He moreso has greater discipline than wild Kane-Ra.
    Weaknesses: Being unable to use Kanohi, lacking in elemental powers, lacking in vision powers, and lacking in technological prowess, Karnakie - like other Kaiakan - is at a disadvantage, compared to most other beings on the island. As well, he is not a particularly stealthy individual, most of the time - he considers it far nobler to meet your enemy head-on in honourable battle; leave the slinking about in the shadows, the covert killing, all of that to the mercenaries and assassins you might hire.
    Personality: Karnakie is a bit of a mixed figure. On one hand, he views physical battle as great sport, and as a great determinate of who deserves what in the world - be it life, land, wealth, or otherwise. However, as he is also a businessman, he understands the value of diplomacy and rhetoric, and often prefers to test the waters with both of those before going on to wasteful battle. For while he views battle as great sport and fun, he also sees it as a somewhat wasteful pursuit, in terms of wealth and such lost. Beyond that, he wishes to carve out a niche for himself in the island, gain himself some power, and if he does that via trade and politics or through simple war, he will get it done, as he is a very determined individual - he will not let that which he wants slip from his grasp, and he will not leave any goal or task that he has set out to achieve or do unfinished.

    Beyond that, he often acts as a rather noble individual, and honourable. While he isn't nice at any rate - wanting to do whatever he can to carve out his own domain - he generally treats others with a measure of respect and almost friendliness, be they trading with each other, or on the field of battle. He finds great fun in witty banter, and will often drop some such comment into any conversation he might be in. However - despite his noble, honourable disposition, he is not benevolent except to those he knows and trusts (and even then, not particularly so), he can be quite arrogant, and he will not hesitate to murder somebody if he feels it necessary.
    Biography: Karnakie was born as a member of one of the higher castes in his species and society on his homeland, though he was, at times, treated worse than the lowest of the low - his family had fallen into dishonour before his birth, and operated as simple tradesmen, having never distinguished themselves through military prowess. Looked down upon by others of his own caste and treated almost as an equal by the other castes for much of his young life, Karnakie's outlook soon became one of fiery discontent - discontent with his position, discontent with his family's lack of wealth, discontent with how he was treated and how his family could do little to tear themselves from the mould they had been fit to. However, as for all Kaiakan, military service to those of higher standing was always a means of advancement; and as all Kaiakan of high standing were warlords, all needed some sort of fighting force at their disposal. So Karnakie did the first thing he knew to do: he volunteered to serve under the ruler of his home city, in the hopes of advancing himself beyond his then-lowly position. Quickly trained to ride and fight as well as any other Kaiakan might be expected to, the young man was sent off to battle relatively soon into his adulthood...and those who sent him out quickly realized that he would never allow himself to lose, always making sure he stayed one step ahead of his enemies, somehow, and never allowed anything more than an essentially superficial scratch to mark him.

    The family he served quickly took notice of this, quickly promoting him as he continued to display exemplary military skill, either in fighting or in leading the troops they entrusted to him. They came to view this young Kaiakan, born in dishonour, as one worthy of being called a friend - even family, to them, though they never could truthfully adopt him...and as such, Karnakie was always kept out of the place of honour he most desired, kept from ruling any space of his own. Until the moment that his father was found a suspect of a murder. When forces were sent by the ruling family to take him into custody, the man rebelled, gathering what remained of his meager household to him, to fight until the end. All of them were taken into custody, that fought - and that was all but Karnakie. As a demonstration of their trust in him, and expecting him to serve them as he had before, the family placed Karnakie in charge of the execution - and made him personally the executioner of his father. As Karnakie ascended to the platform where his father's execution would take place, numerous pleas for mercy and aid found their way to half-listening ears and a closed heart. The young Kaiakan's only words to the man he was to kill, when told by that man that he should do as his father said and help, were these:

    "My father is not being executed; my father ordered this execution."

    Karnakie's axe fell, and his father's soul was released from the world...just as Karnakie released his former name. Now he was a member of a different family, one that could provide him with education, with wealth, with standing and honour...one that would allow him to rule. He was quickly brought in, and thrust into the life of one of high social standing - into politics, economics, and the war that he knew well. He quickly learned that words often made better weapons than did swords or axes, and that if you could bleed your enemy dry through trade you might never have to shed blood at all to subjugate them. Where before he had been a warrior, Karnakie was now shaping up to be a ruler. Yet when he was passed over for the ruling of the outer territories the family had, in favour of the family's natural son - one who was, in Karnakie's eyes, far less deserving of what honour he was given - the young Kaiakan's fighting spirit and almost uncontrollable envy and lust for power flared up again. Though now he knew that he wouldn't get what he wanted unless he was to be careful about it. Diplomatic. He couldn't rush in with an axe or a sword and get what he wished...he would have to steal it from them, all whilst acting in plain sight.

    For the well-liked self-built man, it wasn't hard for him to gather support from those he had led, numerous times, into battle...or from other families on the island. Or, even, from a shadowy advisor. One who supplied him with greater knowledge and guidance than he'd had before, should he promise to serve the man when the man needed his help; weighing his options, Karnakie agreed. He knew it wouldn't be much of an issue. And when that man gave him the idea to go with a full military coup, and when that coup succeeded, Karnakie took it one step further; he wanted all the control of that area. So he didn't just force that family to give him the original territories. He killed them, leaving him as the sole heir of their entire territory - and the only man who had the power to conquer surrounding territories. It was quite soon, however, after he'd finished his campaigns to expand his own, personal empire - not just with his family's original territory, but with most of that surrounding it - he found himself washed up upon some island he'd never seen or heard of before. His memory was quite full of holes, and even what he did remember he wasn't sure was true or some odd construct of his imagination. He did, however, retain all of his skills, memory of all the battles he'd been in - if not why he'd fought them - and he retained knowledge of the shadowy old creature that had brought him to so many victories before, and he quite quickly guessed that it was that man who had brought him to this island. A favour for a favour...quickly finding out who was in control of the island, a force of evil known as Makuta, Karnakie pledged himself to the being's service; he had sworn to serve the man when it was needed, and he would never go back on an oath, or leave any debt unpaid. But once Makuta was removed from the picture, the island was suddenly free for the taking...for whoever might decide to take it.
     
    Name: Praggos
    Species and Gender: Male Toa of Ice
    Kanohi: Hau-shaped Mask of Healing
    Appearance: Praggos is of rather average height for most Toa, perhaps even a little shorter than usual. He doesn't wear particularly much armour, preferring cloth over metal, though he has enough to protect himself; and on his upper right arm, one can almost trace out the vestiges of the mark he used to carry. Generally rather well dressed and clean cut, Praggos isn't particularly unattractive, though he's nowhere near that of some other Toa on the island.
    Powers: Praggos has the usual powers of a Toa of Ice, though refined to an exquisite control. He can do what is usual - make blocks of ice, cause snow to fall, freeze an opponent outwardly, or he can do other, more fine things: he can chill a small object to almost supercooled temperatures, given time, or freeze an opponent's fluid within their bodies, or other such things, though these require quite a bit of energy, concentration, and time.
    Abilities and Skills: Praggos is, first of all, a healer, anymore. He had functioned as a medic for the Sanctum Guards prior to being taken off with the rest of the Mark Bearers, and his actions as part of that group have led to his wish to return to that profession, almost as a method of atonement. With his mask and knowledge of various herbs and such around the island - that he still travels to collect, at times - he's very proficient with what he does. Other than that, he is skilled, though by no means a master, with various weapons, and as mentioned, has taken his elemental control to a level of refinement that few try to achieve.
    Weapons and Equipment: Praggos has, for quite a long time, been trying to find a good weapon for his use. He's tried swords, staves, spears, hammers, axes, almost anything you can think of that he might use, though now he contents himself with a simple protosteel quarterstaff, and an arming sword. Other than that, he has a satchel that he carries various medical supplies in, as well as his widgets, and perhaps a few other small possessions - though he keeps most things medical supplies and such in his hut in Le-Koro. A large, four room hut - living area, working area, sleeping area, and wine cellar. He has a large collection of wines, as well.
    Weaknesses: Praggos has devoted himself to attempt to save and preserve life more than he might take it, and unless things are horribly wrong, he will always strike to disable an opponent, not to kill. As well, he's still somewhat ashamed of what he did as a Mark Bearer, and bringing that up enough is a surefire way to either make him angry, or just make him withdraw himself from the world for a time.
    Personality: Praggos has been said to be arrogant, cold, contemptuous, and those descriptors were - and some times, still are - applicable to him. He's calmed down a bit, though - his brushes with mortality and morality both have had a sobering effect on his personality, and he much prefers to just stay back and help others. He's quite well ashamed of himself for quite a few of his actions as a Mark Bearer, and still works to atone for them. Aside from that, he can also be somewhat indecisive or flighty - though this doesn't show particularly often.
    Bio: Originally a medic and scientist for the Ko-Koro Sanctum Guard, Praggos, ever the experimenter, found himself one day to be the experiment; a mark was found upon his shoulder of a most peculiar design, glowing with a burgundy light at times, and seeming to accentuate the worst parts of his personality. Eventually, he met with a group of others who were plagued with marks like he was, travelling with them for a time, and acting in ways that he now views as completely and utterly detestable. Eventually, he came to live in Le-Wahi, first in Pala-Koro, later in Le-Koro, acting as a doctor and trying to forget the actions of his past - though sometimes he finds himself lonely for the company of a few of those he had known, some of the only people to share a plight he had - and some of the only people who would understand why he acted as he did.

    Name: Xicuta
    Species and Gender: Parakuka, no gender (masculine personality)
    Power(s): Xicuta, as a Parakuka, has the ability to latch onto a being and use them as a host, while slowly draining power away from them as it feeds, as well as tapping into their own nervous system and sensing the outside world along with its host. As well, Xicuta can, momentarily, power up its host, although this generally leaves it and the host (currently, Kixin) exhausted later, and can prove dangerous.
    Appearance: Xicuta is an old and large Parakuka, perfectly sized for the large being its latched onto. Its body is covered in hard, chitinous plates - a sort of natural armour - and can often be seen pulsing rhythmically, like a heart beating, upon Kixin’s back. When especially distressed, a sort of natural lubricant - likely derived from the hemolymph within Xicuta’s body - can be seen to be oozing out from between the chitinous plates, though this normally doesn’t happen. When transformed, Xicuta’s chitinous plates lengthen and form spines similar to those on the backs of Rahkshi, making Kixin look far more ferocious than he actually is (or, at least, than Xicuta thinks he is).
    Abilities and Skills: Xicuta is very well adapted to Kixin, and can sense the world through Kixin - as well as Kixin being able to sense what happens to Xicuta, not just through the mental link, but actually physically sensing it, so deeply as Xicuta made his connection to Kixin. As well, Xicuta has a great amount of control over when it and Kixin transform, and when they revert from their transformation.
    Weaknesses: Xicuta has no ability to actively protect itself, which means it has to rely on Kixin for nearly everything - and should it be forcibly separated from Kixin, not of its own will, they’ll both die. Should it be killed while Kixin lives, Kixin will still die. Should the transformation be held too long, Kixin and Xicuta will run out of energy and both die. All in all, Xicuta’s weaknesses relate to how it can’t protect itself and how if it dies, Kixin dies, if Kixin dies, it dies. Not fun for either of them.
    Personality: Xicuta is, currently, an old, somewhat grumpy Parakuka with an ofttimes sarcastic (and sadistic) sense of humour, although nowhere near as evil as most Parakuka are (rightfully) assumed to be...although it isn’t good, either. Xicuta has simply seen enough in its age to decide that it wishes to be affiliated with neither that which is commonly perceived as good or that which is commonly perceived as evil, nor does it want to worship either a dead and sleeping god or a ‘father’ that held little respect for his own creation beyond its being a tool and is also, currently, dead and gone.
    Biography: Created by Makuta, Xicuta was one of the earliest Parakuka. It was also one of the stronger Parakuka from its batch, able to fight with (and win against) numerous Kraata that its’ father’ had created. Soon, though, it found it needed more by way of sustenance, and left Makuta’s lair in search of beings to feed upon. From the names of its first six hosts, Xicuta developed a name for itself, as it came to understand language - although it never deigned to learn to properly communicate in the Matoran language, until it came to its most current host, Kixin, after living relatively secluded for a time in a cave in Ko-Wahi. Now that Kixin and Xicuta have re-integrated with society, Xicuta has basically been commanded to learn the Matoran language, in return for Kixin continuing to work with it at times. The Parakuka’s grasp of the language is certainly quite elementary and often inconsistent, but it’s getting there - regardless of whether or not Xicuta prefers its previous method of communication.
     
    Name: Jerin (pronounced j=y)
    Species and Gender: Male Toa of Earth
    Kanohi: Noble-shaped Great Akaku
    Power(s): As a Toa of Earth, Jerin has the abilities to control the earth around him, create more of it, and absorb energy from it; his Akaku, meanwhile, grants him the power to see through objects should he use it. He also has excellent night vision and can easily sense vibrations through the ground, and is somewhat stronger than most Toa (discounting, of course, Po-Toa).
    Appearance: Jerin is a rather typical example of a Toa of Earth. His body is coloured in blacks and greys, and he stands with a noticeable hunch - although he is relatively tall should he stand up straight; his hunch was simply developed due to spending so much time underground. His armour is of the heavy, protective sort, although years of getting used to it has helped Jerin to develop the speed and agility most others have. His hands are noticeably clawed (with three fingers and a thumb, compared to the usual four and a thumb), compared to other Toa, an adaptation to make it easier for him to dig through the Earth without having to expend his elemental energy as he does so.
    Abilities and Skills: Jerin is a skilled miner, as that was his occupation before he became a Toa and remained to be afterwards. He also has an excellent memory, and almost never forgets anything that is said to him. Beyond this, he did not spend all his years as either Matoran or Toa without learning something of battle, and can hold his own in a fight if he should be forced into one.
    Weapons: As a Matoran, Jerin wielded a simple pick-hammer, able to be used with either one or two hands; when he transformed into a Toa, this tool transformed as well. It is still useable for mining, though now it has been optimized for warfare as well, with the haft now made entirely of metal, with a spear point now on the bottom of it (commonly kept covered by a screwed-on metal attachment when not being used in battle). He also acquired a shield during his transformation, which he commonly uses in combat, preferring to use his pick-hammer with one hand. Also, his claws, naturally sharp and slightly retractable, are able to be used as weapons, as they are made of protosteel.
    Other Possessions: Jerin has a small home in Onu-Koro, one that he carved into the side of the main cavern to replace his former Matoran hut. He also has a small pack for carrying his items when he travels, with a few hundred widgets of spending money on him at all times. Strapped onto the pack is a portable shelter should he be somewhere where it is impractical to carve one into the earth, and he has a cloak for warmth.
    Weaknesses: Jerin isn't much of a fighter, and will commonly take the defensive position rather than the offensive; most of his fighting experience is only against Rahi. Also, if you manage to get around him or unbalance him, you have a much better chance of getting an attack in.
    Personality: Jerin is a quiet Toa, much like many Onu-Toa are, although he is relatively friendly. He just doesn't talk much. He doesn't complain much, and he sees little point in holding a grudge, although he will if he feels its warranted. He's easy to annoy but hard to anger, and doing the latter can be relatively dangerous for one's health.
    Bio: Jerin is a native to Mata-Nui, and was primarily just a miner. After the Toa Mata disappeared he was one of those who was transformed into a (shoddy knock-off) Toa, and simply continued his work (despite attempts by the Ussalry to get him to join). Nowadays he spends a lot of his time travelling, though he has agreed that, if he is in Onu-Koro, he will aid the Ussalry as needed. He's simply trying to dispel the boredom he feels when he remains in Onu-Wahi.
  2. otter
    So, any of you who know me well - or who have taken a look at my profile on here, the title of this blog, or even my profile picture - will know that I play the Double Bass (as my main instrument and first love), and that there's really nothing I enjoy doing more than playing the Bass and making people happy. At the same time, all of you on skype will know just how often I complain about playing and how much it hurts.
     
    Well, the entry today - what I suppose I can consider my first real blog entry - is going to be about that.
     
    Now, I've been playing for a long time, even though I've only recently turned 18. In fact, I'm in my eighth year of playing, that's how long I've been at it. Something I have dealt with constantly through this time is hand problems. Now, I've had more than one related to this, but the one that plagues me the most and is almost always there is...
     
    Blistering.
     
    Anybody whose had a blister (which means anybody who's ever used their hands for something or walked more than a hundred feet at any point in their life) knows that blisters aren't fun. But they normally go away pretty quickly, and you get a callus, and things are fine. Not so with my right hand, sadly. No matter what I do for prevention, I get blisters. All the time. Most of the time I'm not able to stop playing, either, so they'll end up popping, either a day later or some other amount of time later, or very shortly after they developed (Christmas gala, uggh), and so I have extra pain to deal with. They generally end up forming a nice, thick callus, though, whether they do or don't pop. Which is good. Calluses are good if you play bass.
     
    But I don't know what it is about my hands and the strings I'm using (and however many other factors), but no matter what, I always end up either losing my calluses somehow - even though I never stop playing so that I can lose them - or I develop blisters underneath the calluses. Then I know for sure why I end up losing my calluses in that case (ever lost a patch of skin thicker than a millimeter because of a blister? Yeah it ain't fun. Then you have to rebuild that callus anyways). But this is my eighth year of playing. I should have thick calluses by now and not have to worry so much about blisters.
     
    Curse this feeble right hand of mine, and its inability to keep up with the left while stroking music out of my wooden instrument.
     
    I've come to think a big part of it is the strings I use and the fact that my hand can't fight them like I want it to. Sure, these steel core strings with >26 pounds of tension per each string are nice and sound nice and everything, but regardless of whether they're stiff feeling or loose feeling, they're just too strong for my hands. I can't really get the sound I'm always thinking of out of them, and my hand is yelling at me every step of the way. And at the same time, I'm just a student without much money, so I have no choice but to continue using these. Synthetic core strings, gut strings (man I want some of those), they aren't an option to me right now.
     
    And, of course, I have college coming up. I'm going to be a music education major. I'm going to have a lot more playing I can do. That's going to mean more blisters, more pain, more searching for solutions that just don't work and wishing I had the money to try different strings and see if that would help before just giving up and deciding to deal with the blisters, my future lost in a hopeless, dark, and tear-filled world of pain and torn fingers and overly-ginger playing.
     
    Why is it that the one thing I find I want to do for the rest of my life is the thing that has to cause me the most (literal) injury?
     
    Anybody else who plays music instruments - specifically, percussion or strings - who reads this, feel free to chime in and offer your own stories/complaints/possible solutions. Misery loves company, after all. =P
  3. otter
    i would like to thank random.org or whatever site it was for helping me get this
     
    and GSR for having his little giveaway in the first place
     
    and myself for entering
     
    yay i'm premier now
     
    what to do
     
    hmm
     
    welp
  4. otter
    Also known as the place where I will put various short descriptions of the universes I made for my characters in Bionifight; only the ones that I myself made will be included. Others can probably be described by other people if they feel like it.
     
    Vagust's Universe: Vagust's universe was no different from the main universe up until the point where Mata Nui slipped into his great sleep. There, continuity split. In Vagust's universe, Toa are extremely prevalent now that Mata Nui has fallen into sleep. The battle between the Makuta and the Toa is at a stalemate, with the war shifting from one side to the other depending on who has more forces mobilized at which point in time. Toa are able to, with meditation, remove some or all of their inner shadow; rather than gaining light powers, however, this grants them a special resistance to any shadow-based powers, from the actual element of shadow to all the Rahkshi powers, such that the following powers barely harm them.
     
    The general aesthetic of this universe is that of a wartorn wasteland, though some islands - such as Metru Nui, Artahka, Destral, and Daxia - were made into powerful fortresses, and safe havens for those who would not fight, depending on which side you were on. Odina was a haven for mercenaries, where they could be hired to aid either side, but battle was expressly forbidden on the island. For the time being, the Brotherhood of Makuta and the armies of the Toa respect that. Xia is a massive factory turned to aid the Toa, while Stelt - formerly a mercantile base - has been made the same for the Brotherhood of Makuta, with either defected scientists and weapon artisans or captured and enslaved members of the same groups serve the Brotherhood. The Southern Continent is an uninhabited wasteland and no-man's land, battles occur quite frequently on Zakaz (some things never change in the multiverse),and the Northern Continent is a major staging point for the armies of the Toa. Karda Nui is a known haven for those who do not wish to fight, as the Brotherhood of Makuta has never once tried to attack the heart of the universe, though as their power waxes and the Toa's wanes, it does, at times, appear as though they might. The overall struggle is, however, quite surely deadlocked. Av-Matoran are slowly making their way out from Karda Nui, and some are being made into Toa to continue to combat the threat of the Brotherhood of Makuta. Rahkshi hunting is a common profession, in the downtime between large battles for the soldiers who have naught else to do, on the side of the Toa.
     
    Ilyin's Universe: In Ilyin's universe, the Matoran and Toa are actively waging war against the Brotherhood of Makuta, however, Toa are rather scarce - and considered relatively pointless anyways - and as such, the Matoran hold a much more active role in the war. However, the Makuta are by far the dominant force, having pushed the Matoran back to just a few key islands: Metru-Nui, Artakha, and surprisingly enough, Karzahni, the ruler of that realm - in a fit of momentary sanity - agreeing to ally with those for whom the universe was created. Daxia is still hidden and unknown, as it has yet to reveal itself to the Matoran, while every other island is under the iron fist of the Brotherhood of Makuta. While the Matoran are able to hold what territory they have, they are unable to take any more, and as the Brotherhood of Makuta continues to amass ever more forces of Rahkshi and Exo-Toa, the Matoran seem quite certifiably doomed, if the Order of Mata-Nui won't reveal itself soon and aid them - if the Order of Mata-Nui even still exists.
     
    The general aesthetic of this universe is yet another wartorn wasteland, although quite a bit worse off than in Vagust's universe. The last few islands that the Matoran control are primarily filled with refugee camps from which soldiers are often conscripted due to a need for fighters, and the shining cities they once were are now rusty metropolises rather than beautiful utopias, falling into a state of disrepair. The islands controlled by the Brotherhood of Makuta are filled with internment camps and work camps, some islands being devoted entirely to large factories, and many others to barracks. The Dark Hunters long since chose to ally themselves with the Matoran, but are stuck in the same bleak cities as the Matoran, Odina long since having been overrun and made a massive nursery devoted entirely to the creation of, raising of, and training of Kraata and Rahkshi. The Skakdi are the frontline soldiers of the B.o.M.'s forces, with Zakaz now being a strictly regimented barracks. The Xians, meanwhile, have been enslaved, and forced to craft weaponry for the Makuta. And, in a fitting turn of events, the two lower-class Steltian species are now viewed more highly by the Makuta as they make better troops, while the upper class - of which Sidorak is a part - is yet another species of slaves, often sent to do the heaviest of work by virtue of their greater stature.
     
    Yuri's Universe:
     
    In Yuri's universe, everything is - somehow - progressing along quite smoothly with the Great Beings' plans. However, the Great Beings were pretty much bumbling fools when it came to creating and programming the various species, and made them sentient right off the bat. Other than that, they made quite a few more accidental species than just the Zyglak - for example, the Biomechanical snails, a species of sapient turtles (similar to the Dermis Turtles of the prime universe, although in this case not created by the Brotherhood of Makuta), and the Kanohi, which were a race of organic masks that lived symbiotically with the Matoran, Toa, Turaga, and any other beings that wore masks. In return for the various mask-wearing beings of this universe giving the Kanohi energy on which to feed and survive via their contact, the Kanohi would grant them various powers, depending upon the species of Kanohi.
     
    (author's comment: i just love stealing ideas sometimes; in this universe, Matoran, Toa, Turaga, Makuta, etc. etc. don't need Kanohi at all, but they wear them because extra power + super cool face warmer [kanohi are hot blooded here] = best thing ever)
     
    Also, the Great Beings were bad programmers, and their programming language for this universe had a noticeably different and much more confusing grammar than that of other universes in the multiverse, leading to some difficulties in communication should a member of this universe and a member of any other connect.
     
    The general aesthetic is that of a naturalist paradise. There aren't any ridiculously large metropolises or cities, and most islands are primarily still in there natural state, and most species - other than the Steltians, who are trying to build an empire (and failing, as the Brotherhood of Makuta, Order of Mata Nui, Toa, and the armies of the Six Protectors, Pridak, Ehlek, Kalmah, Mantax, Takadox, and Carapar all prevent them from doing so), and have built their island of Stelt mostly into a large city (minus some space on the northern end, which was the ancestral home of the Biomechanical Snails and was not easily captured from them), with a massive coliseum for gladiatorial combat located in the center of it, which they would often capture people for and force them to battle in.
     
    Praggos's Universe: Bonklefite!Praggos's universe is a universe similar to the BZPRPG, except Makuta won, the Mark Bearers never lost their marks, and ultimately, Makuta lost interest with the island of Mata Nui and decided to go and explore the multiverse somewhere else. In this universe, Praggos became a rather sadistic scientist, his Mark of Contempt giving him the energy to engage in whatever foul experiment he felt he should pursue. He came to possess an Avsa, and used that as his primary mask, giving him the ability to actively drain energy from other people if he should need more. However, this all changed when one day he decided to try using an implant to give himself psychic powers. After having an assistant place the implant within Praggos's brain, the implant initially sent out signals that drove Praggos into a completely unthinking rage, leading to the death of his assistant and the near-complete destruction of his home's interior, minus all of his notes. Shortly afterwards, the personality that was Praggos - as well as the spirit of his Mark - were locked away inside the implant, leaving a nearly robotic, rather plain man behind, who continued to use the name of Praggos. He was nowhere near so evil as the earlier Praggos, and put his medical skills to good work, turning his name around and helping the Matoran and Toa on his island, and at times utilizing vaguely-remembered fighting skills (primarily muscle memory) if he needed to engage in combat with some aggressive being.
     
    The general aesthetic is quite similar to the current BZPRPG, with the various Koro turning into larger cities, although this is a little more pronounced in Praggos's universe, with the island very nearly having become one large city. In the absence of both Makuta and Mata-Nui, battle is at a relative minimum, and the island is quite peaceful. However, many Matoran and Toa - even those formerly sided with the Makuta - are readied for battle, in case Makuta should return and attempt to disturb the peace.
     
    Llun Yvere's Universe: Llun Yvere's universe is actually a collection of deeply-intertwined universes, with easily traversed 'gates' built in between each one. It is here that the eternal mafia games take place, and one family has suffered deeply throughout the ages in these games, and that is the Null family. Llun is the complete collection of the consciousness and soul of every Null ever to have been killed in a game, and he has depopulated quite a few of the various universes within the overall Mafia multiverse-bubble, though his work is far from finished. The aesthetic often varies depending on which universe you're in.
     
    Iesua's Universe: Iesua's universe is based in G2 Bionicle, and the only known location is Okoto. The Toa have yet to come to Okoto, and the Protector's species is primarily organic in nature, with the only inorganic parts to them being their armour and masks, and any potential implants or upgrades they may have gotten from Ekimu or Makuta, while both were still present and operating on the island.
     
    Zvuk's home universe: Zvuk Voyny's home universe is quite similar to the prime universe, with the only major exception being that the Tahtorak do not suffer to let neither the Skakdi nor Keetongu's species to ride them, and have instead crafted a nomadic civilization for themselves. The GSR continues to work as planned, and the Brotherhood of Makuta has not yet turned against Mata Nui.
     
    Not shown: Aclaraung's universe (Virse: City in the Sky, contact Blade for more information), Seven's universe (same as Ten and Ardian [Nine], contact Ehks or Burnmad for more information), Malkon Tento's universe (same as Xaeraz's; contact Xaeraz [currently Decapixaetion] for more information).
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