Six Kingdoms: Rebirth
Welcome to the second game in the Six Kingdoms Story! This is the Character Profile and Rules Topic. Please see this first post for rules amendments, and post your Player Character (PC) profiles in this topic thread. By posting you are agreeing to follow all rules and guidelines of BZPower, the BZPRPG gameplay rules, and the Six Kingdom's rules amendments. The Game Masters (GMs) for SK:R are @Unreliable Narrator and @Vezok's Friend. Please reach out to either or both of us for rules, dispute resolution, or general questions.
Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. The wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison...
What’s an auto-hit in a Six Kingdoms RPG? An auto-hit is defined in the Six Kingdoms RPGs as: "any action that occurs to a character, character’s belongings, or characters property not owned by the writing player without the permission of the owning player and causes harm, damage, or otherwise impacts that character."
If players are engaging in PVP they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you, the player, to shift gears and return to a collaborative mindset. If you do not… See the three strikes rule.
A GM may auto-hit in these exclusive circumstances: facilitating in resolving a dispute between players, reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system, or if an Environmental Effect or other game-changing effect takes place and affects all characters in a region.
Dead characters remain dead until actual in-game effort is put into raising said dead character. Do not delete your post because you killed your character and regret your actions. In short: “people die when they are killed.” Be honest with yourself before placing a PC into a situation where they may be killed: are you okay with your character dying? Death is a part of the game and should not be cheated or cheesed.
"Happy Chat" Amendment:
Approach other players with empathy and expect differences in opinion regarding locations, character actions, or game lore to be stemming from a miscommunication or lack of primary documents for either participant in the conversation. Do not immediately allege another player is incorrect and demand them to see your side. Instead, express a desire to work through whatever miscommunication exists. If you have a hard time understanding this concept Six Kingdoms is probably not the right game for you, and you should seek out another RPG on BZPower or another website.
Three Strike Rule Amendment:
GMs will reward poor player behavior with strikes. If you collect three strikes you are blacklisted. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from blacklisted players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by blacklisted players will be passed along to BZPower staff for site moderation.
Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those along with any changes, amendments, and addendums listed above. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question.
The “No” of Character Creation:
Characters must be approved by a GM in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. Note: If you have a character from SKE and you are porting them to SKR you do not need approval for that character even if they have custom abilities, so long as those abilities do not change.
The “Yes” of Character Creation:
All canon bionicle protoderm breeds not mentioned above are playable. Custom breeds from the BZPRPG that were approved are also available without need for further re-approval. New custom breeds need approval of the GMs before playing.
Remember, your characters are part of a collectively told narrative and no one has plot armor. This is a game with altered lore from canon. Do not assume anything is the same. The canon of SKE supersedes the official Bionicle canon. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval!
Character Profile template:
We’re going a little different this time with character creation in order to encourage role playing and collaborative storytelling. All characters have the following system of powers and limitations:
For example let’s take a character from Bionicle Canon in 2001, Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic, his community supporting and validating his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the toa canister and needs to rebuild his strength.
Characters who’s races allow for wearing and using a kanohi may have one kanohi at the start of SKE2. The masks of Six Kingdoms are not divided into moral and amoral. For example, the beings of this world understand a mask of mutation can be used for healing or for creating terrible abominations. Masks are tools, some more dangerous or deadly than others. Banned Kanohi are as follows:
Three willing PCs of a similar breed (three matoran, three skakdi, three toa, etc.) of differing elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a Kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for Kaita Fusion abuse.
This content is not yet unlocked. Explore SK:R to unlock this content.
Kanoka Disk Crafting:
As seen by Gaius in Mar-Koro, kanoka disk crafting requires purified protodermis ores of several types to create the base nine disk types. Creating more complicated disk types needs the forging and prayer of a master smith, as well as the correct recipe through trial and error. More to come as explored.
Airships, Vehicles and Watercraft:
Please provide a name for the vessel and a general description. You may have a small NPC crew of five per each PC aboard the airship, vehicle, or watercraft. The NPCs cannot assist in combat except to keep the airship, vehicle, or watercraft moving and in operational condition. It is preferred to replace NPC crew with PC crew ASAP. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship to break through these limitations.
Advanced Combat Rigs (ACRs):
Advanced Combat Rigs (ACRs) are personal mechs, which come in all sorts of shapes, colors, and designs. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. They still take the physical damage of an elemental attack.
One ACR per Character: a warband or crew can own several ACRs, but each is limited to a single pilot. All ACRs require a heartlight to function, as they are akin to a body without a consciousness/soul. The exception to that are semi-sentient ACRs built with the central processor of a salvaged Vahki, which can act as an onboard AI and operate independently. Only the Barraki faction has access to Sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource.
Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses is what makes it move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. An ACR’s size is limited roughly to between a Canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland.
Weapons: It's tempting to strap a lot of Dakka to your mech, but again: This is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more dakka and shinier your mech, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys - and they don't ask nicely. Rule of thumb: Stick with the Exo Toa: High degree of protection, with one projectile launcher and one melee weapon.
All ACRs require a simple profile as follows and must have GM approval before being used in-game:
The Aspects of Makuta, Their Rites, & Taboo:
The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings who practice taboos of a world lost to time seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. These PC followers come from all walks of life, some of which are the sub-breed of Skakdi-Xa.
Faction Breed: Aspect of Makuta
Primary Element: shadow
Secondary Power: pick a second stage kraata power from the kraa variation tables on BS01. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish (see below).
Breed Specific Quirks: aspects have a Grand Wish and perform Rites of Desecration, but cannot form kaita or access kanohi powers.
Psychological Issues: aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu-Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible.
Physical Limitation: aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form Aspects cannot physically interact with their environment.
To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time.
Rites of Desecration:
A being who hosts a kraata is considered desecrated. Desecrated beings cannot remove the kraata without dying and are compelled to complete the narrative milestones laid out by their Aspect to achieve the aspect's Grand Wish. A character can undergo desecration twice for a maximum of two bonded kraata. To become desecrated a willing host provides a still beating heartlight from a sapient being -- excluding Rahi -- to an Aspect and consents to complete an Aspect's wish. In return, the Aspect forms any one first stage Kraata of the 42 known kraata powers and grafts it to the host. This binds the host and Aspect, and the host is compelled to complete the wish if possible. Below is the preparatory poem for the Rite of Desecration, which may be referenced or used during the rite's performance.
Step forth into the darkness and prepare the gift
A star’s heart still beating, still lit
Two midnight horrors cry and shift
Make them squirm inside the pit
Bind worm and willing host
Tear the yolk and spread its gold
Devour knowledge and their ghost
Pray for prey forever sold
Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Any discovered taboos will be listed below along with the name of the character who has knowledge of these taboos.
Your character’s name here!
All Aspects have a Grand Wish, something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving their grand wish is a massive undertaking, for all grand wishes change the fabric of reality to the Aspect’s true desire by the end. This grand wish has seven narrative milestones which must be accomplished by the Aspect’s desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. The narrative milestones do not need to appear in a character profile until they are achieved, but the Grand Wish itself must appear in the character profile along with a mention of which GM(s) approved it. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage.
Additional Ascension Perks for Aspects:
Creating a Grand Wish:
Explain the following: what is the grand wish and why does the Aspect desire it to be completed in their lifetime. Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps.
What: the Aspect wishes to become a god.
Why: so that they may truly feeling in control of their own life and destiny
Like all Zakazian Skakdi, the Skakdi-Xa have frills along their spine or behind their head instead of protruding spines. The Zakazian Skakdi will often raise their frills when experiencing intense emotions. All PC Skakdi-Xa were desecrated by an Aspect before SKR began and are native to the island of Zakaz. They have a grafted first stage kraata near the frills extending from their spine. For the most fun, it's recommended you find a PC Aspect to have performed the desecration.
Primary Power: one skakdi vision power.
Secondary Power: one 1st stage kraata power. Reach out to players who have an approved Aspect in-game if you want to connect your character to an aspect at the start of play.
Breed Quirk: latent elemental powers. Skakdi may only access their elemental powers if they work in tandem with another skakdi.
Factions and Population:
Population of Metru Nui:
The population of Metru Nui is predominantly soldiers of the League. This is an incredibly diverse group of all breeds, including the matoran and toa who renounced their faith in the Great Spirit for the overall betterment of an inclusive society focused on the individual identities of its citizens. Dark Hunters who have given up their old mercenary work and joined the Barraki also live in Metru Nui. Recommissioned vahki serve as front line troops, and Ehlek is looking for a way to make a mobile charging hive.
Population of Zakaz:
The population Zakaz is predominantly skakdi of all elemental variations. Some native matoran inhabitants remain, along with their toa protectors, and some other breeds of Protoderms who sailed from islands now lost to climate change also eke out a meager existence amongst the warbands. 90% of the population prior to SKR was skakdi, with the rest a mixture of all other breeds.
Among the majority of skakdi is the elite breed of desecrated Skakdi-Xa. These skakdi contract Faustian bargains by sacrificing others to Aspects of Makuta who visit the mainland. In exchange they gain a kraata that becomes grafted to their body, often near their spine. These kraata not only provide additional powers, but show their backing from and affiliation with an Aspect. Culturally, hosting a kraata is also seen as a nurturing act. Those who host more kraata than others are considered more worthy leaders because they are stronger, ready to make a sacrifice for power, and willing to nurture something besides themselves.
Aspects of Makuta:
These powerful entities secret themselves from the rest of the world in the Kumu Islets. They slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally become whole. Playing an Aspect involves researching and discovering ways to perform higher stage kraata desecration rites.
Pridak, Ehlek, and Takadox are the remaining leaders of the League of Six Kingdoms. Takadox left the League, and now only Pridak and Ehlek remain in the destroyed skull of the Mata Nui robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Ehlek has brought several vahki hives back online, using them as soldiers in his new world order, and Pridak schemes to recollect the Mask of Creation. Those who serve the Barraki are looking for the Mask of Creation, and the fabled resting place of a time machine somewhere in the Zakazian landscape. Pooling from their new and growing fortress is a large lake - a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders.
The remains of matoran civilization within the Mata Nui GSR fled the crash, fracturing as large groups often do after an apocalypse. Small refugee camps have begun forming in the past week across the Island of Zakaz. These camps contain the bare necessities at the moment for the survivors to stay alive and regroup, in order to figure out what to do next. While exploring this new land, they found six regional temples that had strange hieroglyphics carved into them, predicting the arrival of the GSR and the “Children of The Stars”. Beneath these temples are complicated mazes full of traps and puzzles. The Hieroglyphs speak of a powerful transformation at the end of each maze.
Other Player Factions:
Player factions also exist! Check the OOC channel for how to become involved in those. Kal’s Blood Skakdi is one of them. A growing list of player factions will be available here.
The horde of undead from the GSR pooled out from the crash of Mata-Nui’s skull and swam through the newly formed lake that leaked from the destroyed skull. They formed strange abyssal kaitas, and now roam the island seeking more life to assimilate.
Clans of roving warriors who live on war rigs. They protect their hidden oases, and their current goals are survival and the accumulation of territory and power. They recently learned the Rite of The Tahtorak from an elder aspect, and now race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the frozen caverns of the tallest mountain: Irnakk’s Tooth.
The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends!
Updated approximately every week. Please do not PM me to update this list.
Species: Genderless Aeta-Tiokaha (Mark of Spirit)
Description: Their armour is a smooth dark grey that is pleasant to the eye, with white lines akin to racing stripes across their armour. Their eyes are also a golden yellow. Vent has a more typically athletic build than the rest of their kind, but their large frame is still noticeable, looking much stockier than a Toa-equivalent, with an oddly tribal look to them despite their otherwise metropolitan and modern design. They also have an unplaceable accent, which whilst being melded with a common Metru-Nui dialect, can sometimes be picked up on. They wear a Noble Garai, with small lenses akin to those seen in goggles over the eyes.
Their left arm is also prosthetic up to the elbow, and is quite blocky and mechanical in appearance. The launcher resides on the outside of their arm, by their elbow.
Powers: Details are gone into in the document I linked (Thanks Onken), but to summarize, Vent is able to seperate their body from his spirit (Primary Power), similar to an Iden, but with the ability to possess empty bodies and fight for control over bodies with other spirits. This is very dangerous however, and due to Vent's lack of training could result in them being trapped in someone else's body, against their own will. Aeta spirits are also able to interact with other spirits physically, but the reverse is not true (an Iden user cannot touch an Aeta spirit but an Aeta spirit can touch an Iden user due to ethereal strength) As an aside, Vent also has an innate love and skill with his hoverboard and can even perform surprisingly complicated tricks on the board itself.
Equipment: The Noble Garai grants Vent limited power over the gravitational pull of other people, though again to a limited degree (Secondary Power), and the built in lenses help to shield their eyes from dust or sand. Their hoverboard is his main asset, however, a design not dissimilar to a Metru-Nui spec board. With sharp angles and a light blue paintjob, the board carries them with incredible speed across the air, though it is designed for low altitudes specifically (with some effort it can go to high altitudes for a limited amount of time) The board is wild to control for newcomers but since Vent still remembers how to use it well, they make the best of the added speed. There is a number 7 sprayed in white on the front and back of the board. It also has a yellow neon light at the back and front, which can be turned on and off. Vent's arm is also entirely prosthetic up to his elbow, and as a result has been enhanced by mechanics to have a much stronger grip as well as, more interestingly, a Rhotuka launcher built in. The Rhotuka that Vent utilizes has the effect of the victim temporarily losing control of their body (though the spirit still remains inside). This effect lasts no more than five seconds, however.
Vent also now has a pet Mahi named Rufus. Rufus is an excitable young Mahi much like Vent themself and loves to race along them. They have a fondness for apples, if they can find them.
Background: Nicknamed after the vents on their board, Vent was an underground hoverboard racer who, after a head injury following the Event, has forgotten much of their past, only recent fragments being what they remember now.
All they know to do now, after the Event, is fly. Their life consists of drifting and wandering, and hopefully finding out their past along the way. And do some sick tricks on their board, more importantly.
Flaws: Vent is impulsive and an adrenaline junkie, making them likely to do things for the sake of making them feel energized and to enjoy the rush. They are also not a fighter by any means, meaning that they are consistently at a disadvantage when forced into one.
@Azibo, Sans is approved and Gaius is too.
Mostly the same as he was left at the end, but I had an idea for a new tool that would embarrass him.
@Harvali, Kanohi and his upgrade is approved.
Faction: Metru Nui Refugees
Kanohi: Powerless Komau
Description: Pardehi stands roughly 1.5 bios tall, with a gaunt, wizened stature. His armor is green and brown, and he wears a dark green kanohi in the shape of a noble komau. He often wears a red and wite armband to signal his occupation as a medic.
Background: Pardehi originated in a small, rural village lost in the forests of the Southern continent. This village had no name. Its resident matoran reffered to it simply as "Bo-Koro", one of several scattered throughout the Universe at that time. Its turaga, a reculsive mystic named Bomua, recongized in Pardehi a talent for healing from a very early age. Under Bomua's tutelage, Pardehi learned basic surgical and self-repair skills, as well as knowledge of the local herbs and plant life.
Pardehi departed to Ga-Metru sometime before the outbreak of the League war, hoping to gain a formal degree in medicine for the benefit of Bo-Koro. During his time in Metru Nui, the Southern Continent fell under occupation by the League of Six Kingdoms. Though he was unsure of thier fate, Pardehi assumed the worse and sought to avenge them. He enlisted in the Metru Nui army as a combat medic, taking part in several prominent battles.
After the collapse of the Great Spirit Robot, Pardehi continues to work as a medical doctor. He provides medical assisstance to the matoran of Zakaz whenever it is needed, which is very often.
Abilities: As a Bo-Matoran, Pardehi possesses an innate connection to all forms of plant life. He is resistant to posion from plants, and possesses an innate knowledge of plant biology. He is trained in field surgery and self-repair, both skills acquired during his time as a combat medic.
Equipment: Pardehi carries very little with him, aside from basic surgical tools and supplies. His primary weapon is a disk launcher, left over from his time in Metru Nui. This launcher is designed to launcher kanohi, though these have been in short supply after the destruction of Metru Nui. He also posseses a bamboo disk imbued with the element of Plant Life. Bearing a similar shape to a kanoka, it can be fired from his launcher, though he prefers to through it himself.
Flaws: Once energetic and opptimistic, years of experience have left Pardehi cynical and distrusting. He has developed an addiction to Amana Volo fluid, which he is desperate to keep secret from his fellow matoran.
Pardehi approved, @Biological Chronicler
Name: Nale (NAH-ley) Vella
Species: Toa of Magnetism
Faction: Metru Nui Refugees
Description: A fit, gunmetal and black-armored female Toa. She wears a Kanohi Kakama, and her eyes are an icy blue color. Thin, cord-like "hair" extends from behind her mask and falls on her shoulders. She stands at average height for her kind. Her armor is no longer pristine, and her face bears a burn scar from a past encounter. Nale now walks with a slight limp, as well. She can thank a certain enemies-to-??? Ko-Skakdi for both of these things.
Powers: Can control, create, and absorb magnetism, and her Kanohi grants her enhanced movement speed.
Equipment: Her rifle she once carried was lost in the collapse of the Archives, and she now wields a spear made of scrap found near the refugee camp she resides in that doubles as a walking stick, the knife engraved KARVAN serving as its tip.
Personality: Not entirely different from before, she's still stoic with a soft side. However, her relationship with the Toa Code has become more complicated and she now chooses not to wrestle with ideals.
Background: Nale's life before the crash is too messed up and confusing to dwell on, for now she has settled down in a refugee camp with any allies who survived.
Flaws: She avoids combat due to her current state, and because of events in the past in which she believes she went "too far." In the right circumstances, however, she might be tempted to be violent.
Name: Datrox (DAH-trocks) Karvan
Species: Toa of Fire
Faction: Metru Nui Refugees
Description: A lean male figure wearing flattering, form-fitting Metru red and black armor. His face is adorned by a Noble-shaped Great Huna, Mask of Concealment. His body once bore the scars of self-harm and past battles, but after being healed by the Toa of Light, Iradra, he looks as if he just became a Toa yesterday. He abandoned his cloak in Ta-Metru and no longer wears it. His once-blazing orange eyes have now become darker, and show signs of age. His left arm has apparently been lost in the past, now replaced with an entirely black advanced prosthetic.
Powers: He lost his connection with his element years ago and can no longer control it; although a passive ability of resistance to extreme heat lingers, he cannot wield fire and relies entirely on his swordsmanship to survive battles. His Kanohi grants him invisibility, although as a downside he still casts a shadow when it is active.
Equipment: A long and wide sword he calls the "obsidian blade," although he appears to be the only person who does so. It resembles the volcanic glass it is named after in appearance, but is in fact made of protosteel, making it more durable than your average weapon (though not indestructible, like most canon protosteel weapons). A large sheath designed to fit it sits on his back. He also carries a dagger, with the name VELLA carved on its blade, which he keeps in a small sheath behind his waist.
Personality: Datrox is reserved, tending to keep to himself. Once jovial, the loss of his powers and, apparently a lover, have darkened him. He believes the Toa Code is merely a block that keeps warriors from doing their jobs, and has renounced it for the sake of his own moral beliefs, which may prove...controversial, with others. Despite being a killer, he is a devout believer in Mata Nui, although the crash has shaken this belief.
Background: Fresh start.
Flaws: His lack of elemental control, along with his preference for solo work. Although he's trying to learn to control his temper, it may still flare up from time to time. He also has no qualms about killing to survive, and although in the unforgiving landscape of Zakaz that may prove necessary, to the refugees of the GSR this may be an issue.
Species: Toa of Fire
Faction: Metru Nui Refugees; her wife
Description: Rose can be best described as the definition of "beef"--her body is bulked out, and her heavy armor makes her appear even more huge. In terms of height, she stands half a Toa taller than most, although she appears to have a slight hunch due to her large shoulder pads.
She wears a Kanohi Hau, the Mask of Shielding, which has been forged into a unique shape. Her armor color is almost entirely Mata red, save for areas of exposed muscle that are gray, and her eyes are a striking blue.
Although she is naturally-muscled, her heavy armor is, in fact, a separate entity from her and functions almost like a mech suit. She can remove it entirely, revealing her actual, more form-fitting armor, and it can change shape into a slightly oversized suitcase-like carrier that she can wear on her back.
Equipment: The right arm of the suit is adorned with a flamethrower which requires no fuel, as it is powered by her element. The left forearm carries a riot shield that can be folded away when not in use. A small compartment on the right thigh (which is on the front of the carrier when it is in that form) holds an all-black firework revolver that she keeps for emergencies.
Personality: Rose is generally most focused on the mission at hand and has no time for friendships, treating everyone around her as simply fellow soldiers and nothing more. She has seemingly no fear of death, and will gladly rush headlong into battle, where fighting seems to be the only thing that can bring a smile to her face.
Background: Rose has survived the war with the League, gotten her vengeance to a degree, and fallen in love with the Toa of Air Skyra Daring. The two were married by a Turaga named Sans, and now live together in Metru-Koro.
Flaws: Her penchant for running straight into danger can have adverse effects. Her suit slows her down considerably and leaves her with poor agility. Weakpoints exist at various spots on it as well, that if focused on could render it immobile or worse, destroy it. Her emotions can get the best of her at times, causing her to lose sight of what's important or "safe."
Slightly changed versions of Sidra and Zaliyah, and a new character, Xane.
Species: Ce-Toa (Hordika)
Brief Description: Once resplendent and beautiful, Zaliyah has been devolved into a more bestial form, her once gleaming armour pitted and scratched, her streamlined appearance now marred by protruding spikes and claws.
Background/Occupation: Once, long ago, Zaliyah was part of a Toa team, protecting the Matoran population of a small settlement on the eastern coastline of the Southern Continent. It was a sheltered, content place, with incidents few and far between… until the day a swarm of Keelerak came ashore.
The Toa were able to repel the creatures, but not before Zaliyah was bitten and infected with Visorak venom, transforming her into a Hordika. Though the Matoran were bitterly afraid of her, her fellow Toa tolerated her new form, right up until the day they didn’t.
It was an accident. A battle against bandits, a stray rhotuka, a Matoran running from cover at the wrong moment. But Zaliyah was still blamed for it, even by those she had once called her brothers and sisters. It was proof, they said, that her self control was gone, that she was losing the battle to the beast within. They drove her from the village, chased her out into the sea and left her to the mercy of the beasts below.
But Zaliyah survived.
She was eventually recruited into the League of Six Kingdoms, a multi-species conglomerate of outcasts and outsiders who didn’t judge her for her appearance. To prove her worth, she led an attack force back to the village she’d spent so much of her existence protecting, exploiting every weakness and pressure point to defeat her former teammates and raze the village without incurring a single League loss.
After many years of loyal service to the League, she now leads a legion under the command of Barraki Pridak, whose mindset of being true to himself inspired Zaliyah to embrace her mutation rather than be ashamed of it. During the battle of Metru Nui, Zaliyah was tasked with helping Barraki Ehlek in the conquest of Le-Metru, the League’s only definitive victory before the world ended.
She now operates as an envoy of sorts, scouting the world beyond the ruins of Metru Nui, reporting on its happenings, and recruiting survivors to replenish the League’s forces.
Flaws: After her mutation, Zaliyah lost access to her mask power, and her natural elemental abilities were greatly diminished. She is enraged at the sight – sometimes the mere mention – of Toa, and despises Matoran with a burning passion, after all of her wasted years of trying to protect them. Her mutation has made her right arm larger and heavier than her left, a trait that throws off her balance and coordination, making feats of poise and agility difficult for her.
Powers: Zaliyah still retains some psionic abilities, but much of her power is focussed inwards, forming a protective psionic shell around her consciousness. Whereas most Hordika slowly regress into a bestial state as the venom breaks down their minds, Zaliyah has kept the inner beast completely separated from her true self, forming two distinct personalities. Zaliyah can hand over control of her body to her Hordika side – a ferocious, ravenous monster which she refers to as The Id – and still retain full awareness, as a passenger in her own body, able to seize back control whenever she desires. The shift between these two personalities can take a few seconds, leaving her body vulnerable in the interim.
When Zaliyah is in control, she still possesses a passive telepathy that allows her to detect nearby minds and their approximate locations, though she can no longer read thoughts, project her thoughts into the minds of others, or exert mind control. She can also still make some use of telekinesis, though this is limited to small objects within a moderate distance.
The Id wields different abilities when it takes control. Because it spends so much time trapped in the confines of Zaliyah’s mind, when The Id is unleashed it operates in a near-constant state of savage berserker rage, with increased endurance, strength, and pain tolerance. In place of Zaliyah’s passive telepathy, The Id radiates an aura of primal fear which can be felt by those in its vicinity. This aura evokes the instinctual, animal fear in every being – the instinct that drives a rahi to flee in the presence of a predator, the panic of a wounded swimmer in Takea-infested waters, the paranoid trepidation that makes weary travellers cling close to their campfires.
Equipment: As with most Hordika, Zaliyah has developed a natural Rhotuka launcher, mounted on her right shoulder. Her rhotuka detonate on impact or at her mental command, exploding into small shards of sharpened energy. These explosions only have a small radius, and the shards swiftly dissipate after travelling a short distance or striking a target.
She has also taken to wielding a Herding Blade, which is capable of firing beams of energy, and influencing Visorak. Rather than using it to command the creatures, however, Zaliyah uses it to chase them away in the rare occasions her troops have encountered them.
Following the events in Metru Nui, Zaliyah acquired a set of Adaptive Armour from a fallen comrade, making it easier for her to safely travel through the adverse conditions of this ruined world.
Name: Sidra, AKA Skirmisher
Species: Takadox’s species
Faction: Dark Hunter/Refugee
Brief Description: Sidra is lithe and athletic, clad in elegant armour in shades of emerald. Now more so than ever, she appears distant and uncertain, more lost than most in this new world.
Background/Occupation: From the earliest days of her existence, Sidra wanted to explore the world. Buoyant and optimistic, she expected the universe beyond her home to be idyllic and welcoming, but what she found instead was chaos and war as the League of Six Kingdoms began its march to conquest. Everyone she went Sidra found herself treated with fear and disdain, with most beings unwilling to even look her in the eyes, thanks in large part to the reputation of a particularly infamous member of her species: Takadox.
Then, one day, Sidra crossed paths with a being who was unafraid to meet her gaze. The Dark Hunter Lariska saw something in the forlorn wanderer, and decided to bring her back to Odina. As they travelled, Lariska trained Sidra in hand-to-hand combat (mostly to give herself something to do on the long, boring voyage), gradually moulding her towards a new purpose. By the time they reached the island, Sidra was ready to be recruited.
As the years went by, her skills grew, and her naivety abated, until she had firmly established herself as a formidable member of the organisation. In the end, Sidra did find a place where she was welcomed, and a way to explore the world.
During the events on Metru Nui, Sidra was the best, or the worst, Dark Hunter in the field, depending on how one chooses to view her actions. She went after League terrorist Othorak, and he died, but not before completing his objective to crash an airship into Ta-Metru. Likewise, she assassinated Turaga Dume, but he was able to create numerous new Toa before dying of the wounds she inflicted. She tried to prevent the Great Disks being used to change the past, before allowing Tuyet to use the time machine to attempt to repair a paradox… though it may have been left too late.
And now Sidra wanders the wasteland, wondering what the point of it all was, and whether she unwittingly played a part in destroying the universe. The Dark Hunter network has fallen silent, Odina is beyond her reach, and she has nothing to show for any of her efforts except enemies.
Flaws: Sidra is characterised by a constant sense of insecurity and a need to prove her worth. Despite her propensity for planning, she’s prone to impulsive, risk-taking behaviour, traits that have often landed her in trouble. She isn’t as physically strong as most beings, and relies primarily on surprise attacks and underhanded tactics.
Powers: Like all members of her species, Sidra possesses a limited hypnosis ability. It requires eye contact to work, and gradually erodes a target’s will, making them more susceptible to coercion. She’s also picked up a knack for acrobatics and agility, due to her training with Lariska.
Equipment: Sidra wears the Mask of Shadow Travel, which allows her to step into a shadow, including her own, and emerge from another, provided she knows where it is. There is no known limit to how far someone can travel via the mask, but the further one travels, the longer the journey takes, and the longer it takes for the mask to recharge. The wearer can transport up to two other beings with them, but they must consent to the travel, or will be left behind. Taking passengers also increases the travel and recharge time of the mask.
Long journeys can be distressing, even dangerous, for the user, as they find themselves somewhere impenetrably dark and soul-chillingly cold, where unseen things seem to slither and scuttle (this realm is speculated by some to the Field of Shadows or a similarly unpleasant pocket dimension). If the destination shadow was obstructed or removed while the mask’s wearer is in-transit, they may find themselves trapped in the transit dimension.
Sidra’s mask has been further customised with a telescopic lens, which can also take photographs that are then sent to her iStone, useful for scouting locations to teleport to later.
Sidra’s weapon of choice is an electro chute blade, though she also carries a more mundane dagger as backup. She has consolidated her other equipment, new and old, into a gauntlet on her right arm – her iStone on the inner wrist, a volo-lutu launcher on the outside, and her rhotuka launcher integrated into the gauntlet’s palm. Her rhotuka power alters the physical properties of the spinners, making them incredibly sharp along every edge, ideal for a swift ranged assassination.
The final items in Sidra’s arsenal are a pair of custom-made nektann drones, which operate as scouts and support during operations. These nektann are smaller than standard, folding up to be about the size of a Zamor sphere. Like most nektann, they are capable of self-reassembly and projecting weak energy blasts, enough to singe armour or blister skin. Both drones are connected to Sidra’s iStone, allowing her to issue them commands or view their camera feeds.
UPDATE: Sidra has accessed the Ice Temple Suva, and exchanged her Mask and blade for the following items:
1.) Mask of X-Ray Vison, origin Forgemaster Dume, power of X-Ray vision
2.) Sword of Ice, origin unknown, power to create beams of ice, freeze water, or make walls of ice depending on moisture and temperature of environment.
Brief Description: Tall and lanky for a Skakdi, Xane is naturally a mottled purple, as one would expect of a being with his element, and wears a tattered black duster jacket over his armour, dotted with medals and memorabilia from his multitude of past victories. His spines are thin and spindly, having struggled to regenerate after being slashed and severed so many times. His demeanour defies the usual savage stereotypes surrounding his species, being calm and cultured, cold and calculating, though he certainly has no qualms about killing.
Background/Occupation: Born onto the Zakaz of the MU at the height of its brutality and barbarism, Xane dreamed of some day finding a better life. In pursuit of this ambition, he one day stowed away aboard a passing trade vessel, bound for Stelt. He had expected to find a better world waiting for him, but what he found instead was an island even worse than his own.
Sure, the technology was more advanced, and the society seemed more cultured at first glance… but the city was a den of criminality and corruption. Where those on Zakaz fought out of necessity, competing for resources, those in power on Stelt forced those they deemed inferior to fight for their amusement. Their opulence and oppression, racism and relegation, was repulsive to Xane, who set sail for Xia, hoping it would be better than either of the islands he had left behind.
The island was desolate, inhospitable, and polluted, its workers were treated like slaves in all but name, forced to sleep at their workplaces without even having homes to call their own. The ruling class proved their strength in a rite of passage every bit as brutal and bloody as any battle on Zakaz. It was on Xia that Xane first encountered Toa, self-proclaimed heroes who were practically worshipped by the local Matoran. Xane watched the Toa work tirelessly to apprehend thieves and fend off pirates, while doing absolutely nothing to improve the horrific conditions endured by those they were allegedly protecting.
Despite his disgust, Xane learned much during his time on Xia. And after months of research and training – pushing his body to its limits, mastering new technologies, learning more about the world beyond – he returned home, to Zakaz.
There was no perfect place, he had realised. But he could take what he learned, and maybe make his homeland a little better, for at least a few of his kin. He set to work carving out a small foothold on the island, recruiting Skakdi with similar ideals to his own – thoughtful, imaginative, forward-thinking – and shared with them the knowledge he had gleaned from his travels. He taught them how to cultivate the land, how to build beyond ramshackle huts and makeshift defences, how to live a life that was more than meaningless violence.
He kept his forces well-trained in strategy and combat, as this was still Zakaz, and there were many on the island who were more interested in taking Xane’s resources by force rather than trade. And when he got word that the forces of the League of Six Kingdoms were massing in preparation for an attack on Metru Nui, he and a small crew of companions set course for the city, hoping to help the defenders and establish peaceful trade with the populace afterwards.
The world ended before they reached the shoreline.
Flaws: Though he has optimistic aspirations, Xane’s worldview is one of pessimism and paranoia. His first instinct is to expect the worst from others until they prove otherwise, making trust difficult for him. He has a devout belief in personal freedom, and as such is easily provoked by those who try to talk down to him or give him orders.
Powers: As a Skakdi, Xane is naturally larger and stronger than the average Toa, though he prefers not to rely on brute strength alone to settle his scores. Being a Ba-elemental, he has access to the power of gravity.
His Future Sight vision power allows him to see a few seconds into the future. When the power is activated, what is about to happen appears as a ghostly overlay over what is happening in the now, allowing Xane to lead his shots and anticipate attacks, among other things.
Equipment: Embedded in Xane’s chest, nestled next to his heart, is an implant which allows him to utilise his elemental powers without need of another Skakdi. The marks of the surgery responsible have long been lost among the myriad of other battle scars his body bears, and the implant’s existence is a well-kept secret, known only to him and the Xian surgeon who performed the procedure many long years ago. As far as his men are aware, the device responsible for him being able to use his powers is actually just one of the trophies he regularly wears.