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BULiK

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Everything posted by BULiK

  1. 'Echelon' may be presumed dead, but did Scrimblo Plimbo survive?
  2. The Woodsmith Name: Nichou (Nih-CHOW) Species: Onu-Matoran Gender: Male Appearance: The Onu-Koronan carpenter has a sturdy frame befitting his line of work. While Nichou may have the stout body of a trained warrior, his posture utterly lacks the swagger and confidence a soldier might have. His toned musculature is covered with his scuffed black and grey natural armor that similarly betrays the reality of manual labor and years of travel. It's in perfectly good functional condition, with several minor field repairs visible upon inspection, but it's clear that aesthetics are not a priority. The only part of Nichou's armor that's kept in nearly pristine condition is his bright purple Kakama. Bright emerald optics glow behind his Kanohi's tinted lenses. His boots are colored similarly to his Kanohi, although unlike his Kanohi, they are the most worn parts of his armor. The craftsman has an array of tools and trinkets strapped to his armor's toolbelt - the self-reliant, monk-like nomad is the walking definition of 'every day carry'. A leather bandolier with many pockets and straps stretches from one hip to the opposite shoulder, helping support and distribute the weight of the variety of equipment the utility belt carries. Where the bandolier meets the belt is a large satchel for carrying lighter items, and the back of the bandolier has a slot to easily secure Nichou's staff if necessary. In adverse weather, Nichou wears a simple grey burlap poncho. Mask: Purple Kanohi Kakama Powers: Like all Onu-Matoran, Nichou has innate earth powers: More easily able to sense vibrations in the ground Excellent night vision Physically stronger than most other types of Matoran (Innate strength - with Nichou's line of work, he's well above that Onu-Koronan baseline as well) Skills: Nichou is a craftsman by trade, and has accumulated many skills: Carpentry was Nichou's first love - his manipulation of wood is unmatched by all but Toa of plantlife or the finest woodsmiths of Le-Koro. If it's made of lumber, either Nichou could build it, or more likely, already has. Masonry is a skill Nichou learned from the artisan stone carvers of Po-Koro during an extended pilgrimage to the city. Architecture is one of Nichou's more recent practices, spurred for the necessity of housing the influx of refugees into the massive after Ko-Koro's fall. The combination of Nichou's prior experience, it's ironically become something he's most known for by now, if anything, despite being more recent. Many a displaced Ko-Koronan has given thanks to Nichou's rapidly built shelters housing them in their time of need, though most don't know the architect by name. If he had charged for his work, Nichou might have even made a small fortune of his own. Equipment: Metal Staff: A walking stick Nichou was gifted in his days as a member of Stannis's Companions, its green hue is chipped and faded from years of travel across the island. At its head is a notch with a groove for quickly inserting an attachment Dagger: This universal tool rests snugly in a sheath on Nichou's toolbelt. While it was built and purchased ostensibly for self defense, the carver typically uses it for whittling trinkets in his spare time. The hilt is configured to easily slot into the notch on Nichou's staff for usage as a spearhead. Hatchet: A particularly durable one handed axe, well sharpened and maintained. Trees beware. Heatstone: An invaluable resource from his time in Ko-Wahi, Nichou has taken to keeping a heatstone thermos on his toolbelt out of habit. Chisel: The smallest of tools can move mountains. Technological Equipment: iStone Tablet: This peculiar yet popular Onu-Koronan device is invaluable for its note taking capabilities. While Nichou is skilled enough to not need to rely on a schematic before building something, in recent weeks he has realized the benefits of the technology's software for coordinating construction with others. Lensed Lightstone Flashlight: You'd be hard-pressed to find an Onu-Matoran that didn't carry a lightstone just in case. Even long after Nichou had acclimated to surface dwelling, this is still the case. This recently acquired mass-produced metal housing directs the lightstone's energy through a lens into a focused beam. The head of the device can be twisted to adjust the aperture, controlling the ray's width and intensity inversely. The beam can be constrained to the point where it becomes nearly a point, which is very useful when Nichou directs other beings in construction projects. Tinted Lenses: A pair of lenses that fit snugly into teh eyeholes of his Kakama, partially blocking the light coming in. A common product used by many Onu-Koronan expatriates, although occasionally used by other Matoran on bright days or for "style points". Alignment: Good Personality & Traits: Nichou's most endearing quality is perhaps his boundless curiosity. The Onu-Matoran's love of exploration and learning have driven him to visit most of the island of Mata Nui by this point. Nichou believes in Mata Nui and hopes for his awakening, with the Matoran's faith encouraged by the leadership of others and the fulfillment of the second great prophecy. His faith in Destiny has been tested by his friends becoming legend, but after deliberation, believed his lack of heroism to be his greatest strength. History: One day, Nichou woke up with a renewed thirst for adventure. He closed his workshop and on a whim, went on a fruitless bounty hunt that taught him the dangers of the world. While nursing his wounded ego, Nichou heard the call of the Matoran Stannis, who was forming a group of companions to hunt for clues to fight back against Makuta. He travelled with the Companions to investigate Kini-Nui, protect Hafu in Po-Koro, search for Taipu in Onu-Koro, and meet with Nuju in Ko-Koro, where Stannis was christened the Wanderer. Shortly thereafter, Nuju was captured by Makuta and Stannis, now the subject of the Second Great Prophecy, disbanded the companions under murky circumstances. There had been growing distrust of the suddenly important leader's secrecy, and according to Destiny, only two of the companions were meant to join the Wanderer's new company. A disheartened Nichou returned to Onu-Koro. When the Rahkshi came, Nichou helped to defend and later repair his home Koro. In the aftermath of Makuta's defeat, Nichou trekked to Po-Koro to meet his old friend Stannis. In the caravan across the desert, Nichou met the spy Ishi Polzin, although Nichou only knew the Po-Matoran under the false identity of the Kohlii player Khyra. The two became roommates, and with no luck finding Stannis, Nichou spent his time learning the art of masonry. After some time, the duo travelled to Ko-Koro, splitting ways at Rhanus's Inn as Nichou went to The Massif, the remote hillside village his friend Stannis hailed from. Initially meant to be a short trip, when Ko-Koro was besieged, Nichou found his skills were needed, and spent the duration of Ko-Koro's control by the Legacy building housing for the refugees inside of the Massif When the Koro was recaptured, Nichou initially assisted in the repairs, but it wasn't long before news arrived of a similar crisis befalling the Dasaka in Ga-Wahi. Knowing his skills were needed, Nichou travelled with some trusted Ko-Koro refugees and monks from the Massif to construct homes for the overflowing Dasakan population in Ga-Koro... Weaknesses: Careful, Icarus: Nichou's innate curiousity can be as much a detriment as it is a boon. Augmented Vision: The night vision of an Onu-Matoran comes at a cost - Nichou is more sensitive to intense brightness. While he has darkened lenses to shield his optics from harm, if those aren't on, he is vulnerable to distraction and surprise. Kneeling Is Rude: As a matoran, Nichou is much smaller in stature compared to many other sentient species. The Trapper Name: Kreigero (KREE-jir-oh) Species: Ko-Matoran Gender: Female Appearance: The majority of Kreigero's white and black body is normally hidden beneath a hooded, snow-white cloak that was thick enough to provide protection from the harsh Ko-Wahi weather, but light enough to not be cumbersome in long journeys. This cloak is fastened by a brooch engraved with the symbol for ice. Her dark grey Kaukau is often obscured by a black shemagh. Kreigero's optics are blue. Underneath those protective coverings, her armor is fitted with a smorgasbord of of straps, sheaths, harnesses, and other modifications in a highly optimized effort to keep every tool necessary for survival available as quickly as possible at any time. Her torso and arms are a brilliant white, with her kanohi and greaves in a dark grey. Kreigero wears a backpack to carry further supplies for survival alone in the drifts, and often has a quiver of red flags ready for navigation in storms. Picture (Circa 2012) Mask: Dark Grey Kanohi Kaukau Powers: Like all Ko-Matoran, Kreigero has innate ice powers: Ice & cold resistance Equipment: Ice Pick: An implement of many uses, from climbing to combat. Spear: There is no finer tool for keeping Rahi at bay than a long metal stick with a sharp end. Dagger: The original multitool. Round Shield: While large, it can be strapped across Kreigero's back, used to block the wind or support a temporary structure, or a sled. Rope Spool: In these glaciers? You can never have too much rope. Snow Shoes: Even for the wide feet of Matoran, these are useful. Technological Equipment: Kreigero doesn't need it, clearly. If you can't survive in the drifts from your own wits, will, and strength, perhaps you aren't meant to. Alignment: Neutral Good Personality & Traits: Given her self-sufficient lifestyle, Kreigero is unsurprisingly not trusting of outsiders, although it is unclear which of those came first. She travels alone, except with her hunting partner - a light grey Hapaka named Reyal. History: A hunter from Ko-Wahi, Kreigero mainly hunts rahi in the drifts and North March, returning to Ko-Koro on rare occasions when in need of supplies she can't make or repair herself. During the Legacy's control over Ko-Koro, Kreigero tracked further into the drifts to avoid League activity. Now that things are 'back to normal', Kreigero is keeping an eye on the changes to Ko-Koronan society. Weaknesses: Cold Shoulder: Kreigero isn't particularly sociable, much preferring to rely on herself instead of others. Snowflake: As a matoran, Kreigero is much smaller in stature compared to many other sentient species. The Hunting Partner Name: Reyal Species: Hapaka Gender: Male Appearance: A hapaka with light grey fur and a few scars. Wears a cloth harness. Powers: Enhanced senses Enhanced agility in mountain environments Herding skills Barking Alignment: Doggo Personality & Traits: Barks & bites. Protects Kreigero. Hunts. Tracks. History: Kreigero's tame Hapaka. Possibly not the first. Probably not the last. Weaknesses: Good Boy: Unwavering loyalty; Reyal will protect his owner to his last breath. Rahi Rage: Hapaka may be smart predators and loyal hunting animals, but when it comes to fight or flight, sometimes instincts will always take priority. Thrill of the Chase: Reyal can be easily distracted. The Lovable Rogue Name: Quoribay (CORE-ih-bay) Species: Fe-Matoran Gender: Male Appearance: Quoribay has a sleek, athletic body colored dull grey. His armor is lightweight and flexible, designed for absorbing impacts of falls and slices of blades. Currently, his armor's outer layer is colored a dull bronze on his chest, forearms, and boots - a clever disguise blending him in with the Po-Koronan populace and keeping him from being recognized by any Sentinels. Deep blue optics peek from beneath his Kanohi, which he changes often. Mask: Bronze-colored Kanohi Pakari Equipment: Ceremonial Daggers: These two ornate dirks were 'liberated' from a shipment to a Po-Koro Sentinels depot several months prior, and Quoribay has been putting them to use ever since. Hewkii probably didn't miss them. Bamboo Disks (4x): A classic, inconspicuous weapon on mata nui, their sharpened edges are not to be underestimated. Kept in Quoribay's backpack alongside his disk launcher. Balisong: A strange, impractical pocket knife, used more for show and giving nervous hands something to do than actually cutting anything. Well cared for. Technological Equipment: Smoke bombs (3x): These miniature balls have a particularly ashy conconction of photothermic powder, meant to create a large puff of smoke on impact. Telescoping Disk Launcher: A custom order by Matan and Natan's inventions in Onu-Koro, this high powered disk launcher has been souped-up with an variety of unique elements. Flicking a small lever on the handle the rifle-length launcher can telescope inwards and then fold over the other half of the disc launcher to create a surprisingly compact package. Quoribay keeps this in a backpack strapped to his back, its purpose obscured by its complexity. Alignment: Chaotic Neutral Personality & Traits: Adventurous. Jocular. Cocky. Sarcastic. Sneaky. Shortsighted. If he didn't have that mouth of his, he might have found several jobs with his skills. History: Quoribay has been living a life of crime as long as he wants to remember. Running from the law for this and that, living the thrill of the chase. Except that one time. His biggest score was selling a group of ten Ko-Koronan hostages for 20,000 widgets as a henchman in the Shadow Hapaka, an upstart criminal gang. His 50/50 split of the stash is buried in a place in Onu-Wahi that only he knows. He spent some time in Ko-Koro after the fall, a haven for a petty thief, but when things began to heat up, he disguised himself once again and slipped out of the city along with the refugees. He spent the time since scouting out Forsi, looking for his next big score, craving the rush and thrill of the chase. Weaknesses: #??? Accountant: Quoribay tends to have trouble seeing the true value of things such as fiat currency, or properly assessing the risk versus reward of certain actions. Wanted Man: Quoribay is on the run from a variety of petty crimes. While most if not all of these were performed under a different appearance, there are only so many masks and color schemes you can paint yourself as before people start drawing connections. Offer He Can't Refuse: Greed is good. Propose a deal that's too good to pass up, and... well... it is. Underdog: As a Matoran, Quoribay is much smaller in stature compared to many other sentient species. The Detective Name: Vrill (VR-ill) Species: Toa of Crystal Gender: Male Appearance: A thin, athletic build, with a blueish-teal crystal-covered kanohi. Behind the kanohi burn two orange optics. His blue armor has a thin outer layer of blue and seafoam-tinted crystal that he often manipulates with his powers for an advantage, such as patching holes or thickening his armor in a fight. While not subtle, it is certainly effective. Over this armor, Vrill wears a large light grey cloak so as not to stand out more in a crowd or at a distance when he doesn't want to be seen, and in general to assist in adverse weather. Vrill's Kanohi is a nearly featureless oblong, form-fitting surface, as if Mata Nui had set out to make a Pakari but decided the only details necessary were the eyeholes. A third eyehole forms a perfectly equilateral triangular pattern on the kanohi's forehead, although this symbolic third eye is merely an engraving through half of the Kanohi, and not a full hole. Vrill commonly grows a crystal covering over this blank canvas of a kanohi in order to disguise himself. Unless he intentionally changes the appearance, typically he uses the seafoam colored crystal over the rest of his armor to form a sleek, more tactical kakama. Also, Vrill talks like Elias Toufexis. Mask: Mask of Perception (Approved by Nuju Metru & Reapproved by Tyler Durden) This Kanohi, when activated, enhances the thought processes and sensory input of the user, Giving a surreal experience to the user, as if time had slowed down around him/her. This Kanohi does not alter time in any way, only letting the user experience more and comprehend faster, thus giving the "Slow-Motion" illusion. The user's body is as at the same speed of control as normal, so the user cannot use the mask to do impossibly fast attacks, etc. The user is able to control how much faster his mind is, with a maximum of increasing his/her awareness tenfold from his normal perception of time. The higher the speed the wearer's mind overclocks to, the more strain is put on his/her system, and memories of the experiences aren't as clear as normal memories would be. Prolonged periods of using the mask or using it many times in succession will give the user headaches of varying sizes, depending on the time used, speed used, and frequency. Powers: Toa level control over crystal. Ability to use Kanohi. Equipment: Diamond Blade: A cruciform steel sword that is seemingly standard from a glance. Upon closer inspection of the cutting edges, it becomes clear that the edge is flat and unsharpened, with a myriad of small slits leading to the sword's hollow core. Inside the sword is a mixture of several crystal types that Vrill can grow with his elemental powers to go through the holes and outside the sword, where they can be used to coat the edge of the weapon in razor sharp crystal of various types and shapes. Vrill is known to coat his blade in crystals such as diamond, obsidian, lightstone, and heatstone, and even shape the blade into different configurations. Unfortunately, this sliver of space makes the regular protosteel cutting edge of the sword much less sharp than an equivalent sword. Satchel: Vrill keeps a leather satchel on him at all times, where he keeps various supplies such as a notepad and pen that he keeps to himself. Powder Horn: A horn-shaped leather flask for storing powder. Whereas some would use this for storing photothermic powder or perhaps some salts or spices, Vrill keeps his topped off with the soot and ash that's critical in the photothermic powder mixing process. Technological Equipment: Grenades (5x): Softball-shaped crystalline containers of photothermic powder. Vrill can use his powers to manipulate the grenade itself, alongside the shape of the outside for better throwing and fragmentation. He can even absorb some of the crystal in the explosive compound to change the composition of the explosive charge. Handheld Patero Launcher: A short range, wide-bore patero suited to one handed firing. Often used for hurling small grenades or signal flares, Vrill can use it to fire anything at high speeds from close to mid range, with dubious accuracy. It's encased in a crystalline holster by his hip that keeps it from being visible, smoothed over beneath his thigh armoring. Lighter: A shiny metal flick-open lighter, precisely engineered and well maintained. Used to make getting lung cancer look even more stylish. Alignment: Chaotic Good Personality & Traits: Cool, calm, collected. Keeps his wit to himself, mostly, unless he needs to talk his way out of a problem. A skilled liar, Vrill isn't afraid to break a few rules or skirt the boundaries of Sanctum Guard protocol to get things done. Analytical, Vrill was selected for his role due to his quick thinking and ability to act independently. History: An undercover officer of the Sanctum Guard, Vrill was out of the Koro when the siege came and the guard's command structure disintegrated. Lacking leadership and not wanting to break his cover, he travelled around the Wahi to continue the investigation he was tasked with, albeit more as a vigilante than a guardsman. After the recapture of Ko-Koro, Vrill returned, disheartened. While Vrill is adept with his sword, he primarily uses his element in combat, with his sword acting more as a Toa tool for directing his elemental power usage with less effort and more strength than a weapon made of pure crystal, although he does use conjure those on occasion. He relies on his kanohi to give him an edge in combat with impossible reaction times, using his advantage to better predict, dodge, and redirect the attacks of his opponent for a swift victory or escape. In times of need, he can whip out his patero for a quick table-turning grenade round. Weaknesses: Plainclothes Patrolman: Vrill keeps his identity as a Sanctum Guard secret, allowing him to perform investigations others can't. Revealing this can be dangerous, and as such, such a threat can be exploited. Cutting Edge: Vrill's custom sword's design means it's actually dull when crystals are not grown on the outside edge. Even when those crystals are grown, it can't cut much more powerfully than a crystalline sword. Free Your Mind: The Mask of Perception requires moderation to use without giving pain to the user. Push Vrill too hard and have him overclock for too long, and you can get an easier opening. The Wyvern Name: Long Dihunai (DEE-you-nigh) Species: Dasaka Clan: Long Caste: Menti Gender: Female Appearance: Dihunai is a shorter than average Dasakan, with her toned physique obscured by her flowing, navy blue robes. The outer layer of her lightweight, mobility-optimized armor is composed of a carefully woven, fire-resistant fabric. Her attire looks almost ceremonial, with the edges of the cloth decorated in the signature red-orange color symbolizing Clan Long leadership, however the calculated folds and tucks betray a tactical efficiency - her clothing is loose fitting where possible, and tightly bound where it matters, making it difficult to discern what might be concealed beneath the baggy sections. Dihunai's gloves and boots are mostly a charcoal grey, with the latter being reinforced with crystal in typical Dasakan style, albeit in a blood orange swirl that could easily draw one's eye to it like the infinite fractals within an opal. The edges of with the signature red-orange color of Clan Long leadership snaking throughout the edges of the fabric in her robes as a secondary color. The hilts of ruby-hued crystalline knives poke out slightly from their sheathes on opposite sides of both of her hardened boots. Dihanu's marble-colored Kanohi is a nearly featureless oblong surface, as if Zuto Nui had set out to make a Pakari but decided the only details necessary were the two holes from which Dihunai's bright golden optics shine through. The only feature on the kanohi is a third eyehole that forms a perfectly equilateral triangular pattern on the kanohi's forehead, although this symbolic third eye is merely an engraving through half of the Kanohi, and not a full hole. Mask: Mask of Perception (Approved by Nuju Metru & Reapproved by Tyler Durden) This Kanohi, when activated, enhances the thought processes and sensory input of the user, Giving a surreal experience to the user, as if time had slowed down around him/her. This Kanohi does not alter time in any way, only letting the user experience more and comprehend faster, thus giving the "Slow-Motion" illusion. The user's body is as at the same speed of control as normal, so the user cannot use the mask to do impossibly fast attacks, etc. The user is able to control how much faster his mind is, with a maximum of increasing his/her awareness tenfold from his normal perception of time. The higher the speed the wearer's mind overclocks to, the more strain is put on his/her system, and memories of the experiences aren't as clear as normal memories would be. Prolonged periods of using the mask or using it many times in succession will give the user headaches of varying sizes, depending on the time used, speed used, and frequency. Powers: Ideatalk Soulfire (The Breath of the Dragon) Soulfire Menti Techniques: Dragon's Teeth Dragon's Scales Dragon's Heart Equipment: Crystal Dagger: A long, mostly ceremonial dagger composed of a blood red crystal blade on a blackened wood grip. Sheathed horizontally along the back of her belt. Throwing Knives (8x): Dihunai's body is laced with thin crystalline knives, balanced for reliable throwing accuracy. Four are sheathed in her boots, one up each sleeve, and the last two on her chest beneath her robes. Shuriken (12x): Three crystal Shuriken are tucked up each sleeve for quick access, with the other six on Dihunai's chest beneath her robes. Technological Equipment: Compass: Cutting-edge lodestone-based navigational technology. Alignment: Lawful Neutral Personality & Traits: If you're not careful around her, you might get a contact dose of confidence when in proximity to Dihunai. Her boldness can be equally reassuring and intimidating, depending on the circumstances in which you discover her competitiveness. Utterly serious, improvement is Dihunai's singleminded focus, which some weaker-willed mahi-ple could consider abrasive. Dihunai greatly respects the value tradition and discipline have in Dasakan society. History: Dihunai's life has revolved around becoming the next great soulfire master for as long as many can remember. With the impossible temporally precise vision her Kanohi provided her, she became a natural student, using the mask of perception to study the minute movements in the styles of Clan Long masters, until she mastered three techniques to become one herself. Dihunai's greatest training aid became her downfall on her quest for true mastery, however. The over-reliance on enhancing her mind for impossibly fast reaction times and unbelievably precise strikes was incompatible with the level of mental focus required for the Dragon's Rage technique. After sustaining (and causing) injuries in her attempt to learn the technique too soon, a depressed Dihunai paused her studies. Having since realized her crutch, she's spent her time teaching the other three techniques to others, using her Kanohi to better observe her students form, while practicing to slowly rely on her Kanohi less and less, so that one day she might attempt to learn Dragon's Rage once more, or die trying. The Rahkshi invasion put those plans to a halt, and it took all of Dihunai's tricks to stay alive in the initial waves. Many of her fellow masters fell in battle before Long Shunkyou ordered a retreat. In the ensuing chaos, Dihunai lead several Menti on an escort mission to bring civilians to Sado and eventually the evacuation fleet. Her bravery in combat and the fact that her convoy survived in any numbers at all caught the Rora's attention, and on the long voyage to Mata Nui, Dihunai began to train Yumiwa, and occasionally advise on strategy, off the record. Weaknesses: Sovereign Wyvern: Dihunai speaks her mind whether others like it or not, and this undiplomatic behavior can easily become counterproductive. Dragon's Lust: Dihunai is the best, and she'll push past her limits to prove that. Silent Running: Dihunai wears lightweight padded armor that is excellent at reducing blunt force trauma, but is more vulnerable to piercing or slashing attacks. For such dangers, she relies on her mastery of the Dragon's Scales technique to protect her, but this always carries risk. Thrice as Bright: While Dihunai has a near-mastery of soulfire Menti techniques, her reliance on her powers for combat, and having a Kanohi that can impart mental strain with intense usage, can lead to not having enough focus for longer battles. The Climber Name: Varqui (Vahr-KEY) Species: Vo-Skakdi Gender: Male Appearance: Varqui has a rugged, wide-shouldered build, even for a Skakdi. He's mostly swirling shades of blue, with chalky white hands, and white skakdi runes emblazoned across his armor in a mystical fashion. His presence is made more imposing by how his equipment makes his arms and back more thickly armored and deadlier, with spikes along the each vambrace that can be used to hook into a rock wall and slow a tumble. His entire armor set has been reworked to be ergonomic and nimble for maximum agility in climbing and combat, although the necessary exoskeleton-like mountings for securing cables and fuel tubes makes it appear top-heavy. It has a climbing harness integrated into it's design, and various pouches are attached in a modular fashion. A large leather holster on his right thigh holds Thunder, and one climbing hook dangles from his thick belt on either side of his body. Powers: Elemental lightning (In conjunction with another Skakdi) X-ray vision Equipment: Spiked Boots: Reinforced boots with spikes on the bottom for ease in securing footing. Shaped like a cowboy boot, with the toes end narrowing into a sharp spike Climbing Picks: Steel hooks used for climbing rock walls, easily able to support more than Varqui's body weight if needed. Binoculars: To look out at his kingdom from atop his peaks. Arm Blades: Varqui's gauntlets have a variety of spring-loaded blades along their underside, which can be deployed rapidly to slow a fall or get out of a tight situation. Technological Equipment: Grapnel Gun: Mounted to Varqui's left forearm is a unique firearm that uses compressed air to fire a metal grappling hook long distances. This grappling hook is connected to load-bearing cable that wraps around several pulleys and into a spool mounted within Varqui's backpack armor, where a winch is stored that can retract the grapple hook back to a firing position with remarkable torque at the press of a button. Somehow, it's possible for this device to even lift Varqui himself, provided that the grapnel is securely mounted. The Grapnel gun is recharaged with compressed air from a tube connecting to Varqui's backpack. Flamethrower: Mounted to Varqui's right forearm is a miniature flamethrower, fed with a highly flammable alcohol stored in a tank in Varqui's backpack. The nozzle is tuned for a wide, imposing flame that only reaches a few meters ahead - great in close quarters and for theatricality and/or deception. It is possible to just flick on the pilot light, a tactic commonly used for lighting celebratory cigars. Thunder: A double-barrel, break action shotgun in side-by-side configuration. Lacking a stock and sporting short barrels, it kicks like a mule and hand a report fitting it's name, but it's capable of solving two problems at once, with one hand. Spare shells (With loads ranging from birdshot to protosteel slugs) are stored in a bandolier across Varqui's chest, and Thunder itself is kept in a beefy leather thigh holster. Alignment: Lawful Neutral Personality & Traits: Bold and brash, Varqui takes what he wants from Zakaz because it is rightfully his. There is no feat he cannot accomplish, and none can convince him otherwise. History: Varqui was never the strongest or fastest or smartest skaklet when growing up in the Garsi clan. He still isn't... but the first two, he's working on. One day he started talking of the prophecy of The One who would conquer the mountains of Zakaz and bring glory back to the Skak:dii, for he who can dominate the mountains, deserved domain over the valleys. It is not known if such a prophecy actually exists or not, but that doesn't stop Varqui from proclaiming it's truth Since then, Varqui has been training for his ascendance, and plans to stake his claim on Zakaz, or die trying. Weaknesses: Chosen One In Progress: Varqui boasts of a grand destiny for himself, that he is the conqueror of mountains and valleys that some prophecy foretold. Therefore, he must defend his honor against those who consider that a bluff. Wired: When Varqui's grapnel gun is in use, slicing the cord or otherwise manipulating it may hinder him until it can be repaired or replace. Slicing the cord running along his right arm will cut off the fuel supply to his flamethrower. Tuma Syndrome: The machinery underneath the backplate of his armor houses the power and control for his flamethrower and grapnel gun, including storing the cord and any fuel. Handle with caution. The Slate Name: Myhruk (meer-OOK) Species: Su-Lesterin Gender: Male Appearance: Myhruk's hardened body is coated in a drab gradient of light grey. The entire coloration is inconsistent, darker in some areas, lighter in others. Clotted ash and dust from Ta-Koro's volcanic smog congealed to make his armor look like it was made from the region's igneous rock itself in some kind of camouflage pattern. His chest has symmetrical streaks of a faded white that trace up through the orange and grey spackle of his neck before stopping short of his orange head. His mask of emulation is sleek, almost reminiscent of a Kakama that had been smoothed like a rock in a riverbed. Cerulean optics drift with memories of the seas beneath the faded white Kanohi. Myrhuk's shoulders are lightly armored and differ in coloration - underneath light speckles of ashen grey is a vibrant orange, swirling with 'keetorange' patterns like birthmarks. His forearms are more heavily armored with reinforced vambraces, ending in darker grey hands calloused and strengthened from years of hard labor. Similarly, his legs have thick protection at and below the knee, but are limber for flexibility at his soot-covered orange thighs. Around Myrhuk's waist is a sturdy belt containing some pouches for his belongings as well as a sheath for his dagger and a slot where his hammer can hang from. In a lightweight quiver slung across his back on his bandolier rest Myhruk's sticks. Mask: Mask of Emulation Powers: Almost complete resistance to heat. Natural poison/toxin resistance Equipment: Hammer: A common tool amongst tradesmen, sized for a Toa. Useful for when all you see are nails. Dagger: The original multi-tool. Brass Knuckles (x2): More a show of force than an actual weapon - more often used to communicate just how deadly Myhruks fists are to any fools goading Myhruk into a bar fight than to actually tenderize said patrons. Sticks (x2): Two knurled protosteel rods the size of shortswords that have machined slots on one end to lock into each other to form a longer range stick. Unassuming yet brutal weapons when necessary. Lightstone: For spelunking. Technological Equipment: Compass: A personal possession Myhruk has kept with him as long as he can remember. This combat is an antique, marked with military precision yet with the flair of an officer's pride given that the artisan who made it long ago took the time to etch images of strange ships in the metal, though much luster has been lost beneath centuries of tarnish. Alignment: Chaotic Good Personality & Traits: Myhruk is an independent young fellow, striving to strengthen himself because he has never known family or friendship. While in some ways this makes him a textbook loner, Myhruk tries his best to change that situation, even if he has his doubts about the effectiveness of that. This constant dichotomy aggravates him and he isn't sure why, which only aggravates him even further. History: Despite having been on Mata Nui for a long time, only recently has Myhruk begun to remember his past before washing ashore. Foggy memories are clouded by strange sorrows and youth alike - the young Myhruk prefers to think towards his future, as his adolescence would not be a tale worth remembering compared to the heights he has reached and will continue to. Myhruk drifted to Ta-Koro shortly after his arrival, diving headfirst into the city. Many mistakes later, he truly earned his freedom from an exploitative contract, hence why he values his independence and self-reliance so highly. While he looks up to the Ta-Koro guard as protectors of his city and considered joining up, he elected to do his part to defend his city on his own terms. Myhruk uses his natural abilities to his advantage, working many dangerous jobs in the city of lava, but never staying tied down to one. Weaknesses: Grounded: For as long as Myhruk can remember, he has been uncomfortable on boats. Be it the swaying of the deck, the mysteries of the deep, or the nightmares of the light of the sun fading through the waves above him, Myhruk is superstitious and averse to contesting the power of the tides. Rebellion Mode: Ego can be a weapon. Myhruk rejects definition and values independence wherever he can take it. The Fixer Name: Kihr (KEY-irr) Species: Ga-Lesterin Gender: Male Appearance: Kihr looks like an item one would describe with the oxymoron of "well worn, but in excellent condition." His advanced age is obvious across his armor - it might have fit a younger man better, and a younger man wouldn't have as many mechanical implants either. The majority of his armor, including his Kanohi, is a dark blue, faded to the point of being more like a blue-ish tint of dark grey. The sandy brown accent colors on his hands, chest, and thighs were presumptuously once a bold keetorange. Kihr has light green optics, but appears to be missing the same glow from where his heartlight should be visible. Instead, below where his heartlight would be, there are occasionally blinking buttons in a control panel embossed into his chest. Some red, some green, some yellow, and some blue, how this contraption is programmed and what they mean isn't self-evident. These status lights can be turned off, and often are unless an emergency arises. Kihr wears a faded light blue shemagh over his shoulders like a scarf. Sometimes the tail of the thin, poncho-like garment gets caught in the wind like the tiniest of capes. There's an emblem adorning its surface that few would remember outside of history books. A leather belt carries an ancient-looking leather holster for an equally obsolescent large-framed revolver. The large flap of the military-style holster is often left buttoned shut, and the weapon appears more for ceremonial purposes than practical. Spurs adorn his armored boots, giving his gait an extra jingle-jangle-jingle that announces his presence even more than the pumping and wheezing of his augmentations. Mask: Kanohi Arthron Powers: Ga-Lesterin have several passive powers: Kihr is able to hold his breath for exceptionally long periods of time. Heightened agility, although Kihr only displays it when necessary.' Enhanced digestive system and poison resistance. Equipment: Cigar Case: Smoking is bad for your health. Lighter: A flick-out style metal lighter, polished to perfection. An emblem few would recognize is engraved in its body. Canesword: A rapier sheathed in an inconspicuous wooden cane. Seprillian Army Knife: A small folding pocket knife, with various other utilities such as a screwdriver and bottle opener. Poison Vials (7x): Small glass containers of a toxic purple substance that he distills from a pleasant smelling acid-lavender flowers that dot the Zakazian landscape. One full container is enough to be fully dispersed by his Typhoon system. Technological Equipment: Typhoon: Kihrs implants have made him a living weapon. Various ports around his upper body can rapidly excrete toxic gasses from vials that Kihr can restock via a secret chamber in his stomach. The gas cloud it creates has a three to four meter radius. Wanderer: A robust revolver with a surprisingly large bore diameter and stopping power to match, this pistol looks more oriented towards hunting game than sapients. A recognizably older design of weapon that predates the post-post-apocalyptic reimaginings of the modern Zakazian arms market, it's home is a well-aged, practically antique leather holster on Kihr's belt. Upon closer inspection, the line of what one might assume to be stitching along the top of the outer flap is actually a length of tally marks. It's easy to speculate what each notch meant. The long rounds of this revolver are kept in small loops dotted across his belt. A few are blanks, not that anyone besides Kihr knew which, or could tell the difference from a glance at any regular distance. Peacekeeper: The standard for personal defense. Single action, snub-nosed, loaded one round at a time. Held in an armpit holster hidden in a cavity under the left armor plating of his highly modified chestplate that he can open on command. Kihr keeps his spare shells for this revolver loosely in a pocket on his belt. Unlike Wanderer, this is a common caliber and more often that not, these rounds are used as currency to Kihr. Rarely does his backup gun see so much action so as to merit a combat reload. Derringer: An over-under double-barrel pistol. Highly concealable, fitting into a compartment at the heel of his left boot. The backup gun for his backup gun. Alignment: Lawful Neutral Personality & Traits: Old, wizened, and slow, Kihr respects the power of promises. He knows there are laws, even amongst the lawless, and does everything in accordance with those rules. He plays the game fairly, but with a healthy recognition that survival is not mandatory on Zakaz. Sometimes it's hard to tell if he's playing an act, or just plain forgetful. History: Not much is known about Kihr besides he is very old and equally quiet. Weaknesses: Man of His Word: A rare trait on Zakaz, Kihr always honors his promises. For that reason, he rarely gives out any assurances. Life Support: Kihr's survival into advanced age is more than a fluke of probability or the blessing of raw skill - he's kept spry though his vast array of mechanical implants, which while resilient, can be damaged specifically, or susceptible to other means of malfunction such as magnetic interference or electrical shocks. The Courier Name: Frii'Glokk Species: Fe-Skakdi Gender: Male Appearance: One word: Bulk. Two words: Grey Skakdi. The armored giant has an aesthetic that could only be described as 'survivor'. Some would consider the layers of extra armor impractical, and yet the number of scars beneath belies the utility that Frii'Glokk sacrificed any comfort for. Frii'Glokk appears more machine than Skakdi, with the organic beneath only apparent from the dark blue optics visible beneath his helmet. The strangely covered helm hides a parallel trio of massive scars on a face that no living being on Mata Nui has seen. It looks as if removing it would be extremely painful. For you. Even his race can be easily mistaken - rarely does one see a skakdi without the spiky spines protruding from the back and arms. His armor makes no accommodation for such features. Their destruction must have been as excruciating as it was humiliating. Powers: Elemental Iron (In conjuction with another skakdi) Heat vision Equipment: Bayonet: Large enough to be considered a sword by matoran standards, this broad blade can be attached to Frii'Glokk's prosthetic arm via a lug or held by its handle. Shield: Normally mounted to his upper left arm via a mechanism, the shield resembles the curved rectangular shape of a scutum and can resemble an oversized shoulder pad when not taken off to use for parries and bashing. Technological Equipment: Hand Cannon: The prosthetic lower right arm is devoted to electromagnetic firearm that can propel iron slugs at lethal velocities. It's apparent that this contraption has been embedded into his nervous system somehow, powered by his own bioelectricity and operating at the will of flexing various muscles without any need for external aid, except for when the internal magazine needs reloading. Alignment: Vengeance. Personality & Traits: History: Frii'Glokk was a courier for a warlord on Zakaz, a land where proverb of "Don't shoot the messenger" is merely a suggestion. The wrong letter to another warlord made him first a cripple, then a slave. To escape the slaver ship, he turned himself into a weapon. Waking up on a Le-Wahi beach, Frii'Glokk loiterd around Pala-Koro for some time, briefly participating in the battle for the town and remaining afterwards, the ruined fortress mirroring a Zakazian lifestyle. After some time of peaceful obscurity... something snapped. He began to remember more. Weaknesses: The Phantom Pain: Sometimes... he feels like his hand is still there... Forgetful Fog: His memories were purged by an unknown cause before his arrival on Mata Nui. Certain objects might trigger harsh reactions from subconscious memories of his past. Bulked Up: Force = Mass x Acceleration. Acceleration = Force / Mass. And Frii-Glokk has a lot of mass. Nimbleness is not a trait he virtues. (Least) Foxiest of the Hounds: No amount of padding will make the clanking of his approach subtle. ~~ WIP ZONE AHEAD ~~ The Negotiator - Soon™ The Prodigal - Soon™ Name: Cyprahn (See-PRAH-n) Species: Cy-Lesterin Gender: Male Appearance: Cyprahn wears an exceptionally spotless white tunic, but where his sleeves end, the crystalline, 'hamlindigo' blue that pervades his natural armor peeks through. Teal eyes burn beneath an exquisitely manicured white Komau, with cheeks detailed with small relief carvings. He harbors no visible weaponry - in fact, any practical tool would appear beneath him. Mask: Kanohi Komau Powers: Lesterin have several powers that Equipment: Technological Equipment: Alignment: Chaotic Good Personality & Traits History: Cyprahn is the son of Seprilli's newspaper magnate. After his father died suddenly of natural causes, Cyprahn took over his father's empire. Although his skills in management and finance are nowhere near as adept as his father, he continues to boast that his success is due to his own prowess. Weaknesses: Prodigal Son: Adnasd
  3. Only thing I think is missing is the Massif on the highway between Ko and Le? Maybe the Tu-Koro ruins somewhere, but I doubt we'll be seeing much of those ever again.
  4. niiiiiiiiiiiiiiiiiiiiiiiice ... ... ... ... got labels?
  5. >kumu reef oh my god is this canon, I don't think I've seen that before
  6. I'll never forget how based your rules were. that doc is legendary.
  7. Did the portals Zataka open go to the same 'dimension's ark, or some alternate dimension/timeline? Or is anything outside of the time between time (potentially including the ark) in another dimension, technically?
  8. Wait a minute, does this mean that Captain/Commander/Great Spirit Knichou 'Artakha' Vella been watching us this entire time? I guess the part where it gets a little more, as you said, complicated, is whether he's the engineer formerly known as Artakha or the Great Spirit formerly known as Knichou, or if such a distinction even exists or would matter in the first place.
  9. ... ... ... CONNECTION ESTABLISHED WARNING: UNAUTHORIZED USER
  10. IC: Knichou The Turaga stepped out of the power armor and stood next to Nale. He elbowed her playfully to get her attention, nodded towards Jutori and Atamai, and gave a knowing smile.
  11. IC: Knichou The Au-Turaga visibly :yeshoney:'d at Aurax's suggestion. "I'm pretty thoroughly drained of my magic healing sauce right now, to be honest." He looked to Jutori. "You're a doctor, right, kid? Of something."
  12. IC: Knichou Have you tried turning it off and on again, old man?
  13. IC: Knichou "Hero business," Knichou joked. "You'll understand one day, buddy."
  14. IC: Knichou Kilo teleported away. "Well that's that. We did our part. Now we pray." Knichou turned to Nale. "Honey... I think we're getting too old for this ####." The cockpit opened slightly to reveal the exo-toa's powerful limbs were just that - Varian's. The Turaga was stuffed entirely within the torso. "I think it's time we retire - go on honeymoon somewhere nice that's not blowing up for once." Knichou tripped up, like he was forgetting something. "Wait, no, that's not how that order goes..."
  15. IC: Knichou The turaga turned to Nale, still much taller inside of Varian's exoskeleton. "Yup. Reminds me of the time I met my favorite Toa. Cycles, or something."
  16. IC: Knichou "Go to Kini Nui. Near the temple there is a place where the other stones are. Look for Sidra. I have a feeling she'll be there." He offered Nuparu to the krahli. "Your creator should get to watch you fulfill your directives. We will meet again."
  17. IC: Arnex "Okay the ship is 'home' and all but honestly if we can actually go home too I am down" IC: Berys Berys was tired. And in pain. IC: Jojax Jojax fought.
  18. IC: Knichou Knichou burst through the wall to help his partner and was immediately assaulted by countless harmless lizards "WHAT THE $&@#!?!?!?!?"
  19. IC: The Taku The airship's radio burst to life. A faint signal above and ahead of them, coming from the fortress near the big orb. It was charging some kind of weapon. "Nale, I'm on my way. What's your status?" "We're fine. Aurax is an cool dude but that's beside the point. Ehlek is about to pull a big stunt and there's not much time left." "Is he with you?" "No. That's the problem. We're looking."
  20. IC: The Taku As the Taku's faithful crew looked out on a restoring island and heard nature fighting their nightmares behind them, there was a murmur of hope amongst the matoran, that grew into a cheer.
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