**DEAD18** #04 Kopaka

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Karl Jak

Level 1
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Apr 24, 2019
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€979
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Appearance

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(It should be noted that his Kanohi Akaku is technically 'worn' equipment, so for DA20, he will be maskless, causing his face to look like the below image.)

images


Personality

Kopaka is a Coldhearted Knight. He rarely shows any emotion, and when he does, it is almost never positive or friendly. He has little empathy for complaint or suffering, and will always seek to resolve conflict without making a fuss.

In spite of all of this, Kopaka is absolutely a force of justice and a protector of the weak. He will face any threat directly, and will sacrifice himself for the greater good if necessary. His heavy armor and tactical fighting style emphasize his strategy to exhaust opponents until they make a mistake.

On a deeper level, Kopaka does feel emotions very intensely, but is loathe to let them to the surface for fear they will cause him to act rashly, or reveal a potential weakness. As a result, he tends to maintain a cool and rational facade until a strong enough reaction boils over, usually quite dramatically.

Ethically, Kopaka is commited to three ideals that all Toa strive to uphold: Duty, Unity, and Destiny. His strongest virtue in this regard is Duty; he will never leave a teammate behind, never betray someone, and do everything he can to put the needs of a mission in front of his own desires. His weakest virtue is Unity; he does not trust easily and rarely lets his guard down. In stark contrast to never being able to betray anyone, Kopaka is fairly paranoid about being betrayed. As a result, he does not intuitively form partnerships and generally believes that if you want something done right, you should do it yourself.

Finally, Kopaka is intensely spiritual, though it is usually not apparent due to his reclusive nature. He finds meanings and omens in the patterns of rocks, or the song of birds. He trusts that actions and fate are guided by a higher power, and that he is sworn to uphold the integrity and beauty of the world around him. Anyone trying to defile or destroy the natural order of things is anathema, bordering on demonic.


Possible Reactions

Meeting Someone New: Deep mistrust, immediately on guard. Watching for false moves. No talking until passive intentions are confirmed.

Being Injured or Defeated: Deep, smoldering resentment and anger. A crack in his normal emotional restraint.

Hidden Secrets or Valuable Information: Kopaka loves reading, lore, libraries, and any sort of valuable knowledge. Moreover, he tends to keep any such discoveries to himself.

Betrayal: Complete and utter non-surprise. Kopaka will immediately and viciously repel the back-stabber. (If he is betrayed by someone he was beginning to actually trust, he will absolutely lose his shit and become inconsolably furious. I'll make it fairly obvious if Kopaka gets to this point with anyone.)


Relationships

Kopaka is very new to the Crossroads, and is mostly here to simply find out more about this new world he finds himself in.

He does not tolerate 'dark and edgy' people very well, however, even if they are ostensibly heroes. People who go out of their way to make themselves look sinister or villainous will draw his wrath in particular.

Arthur Morgan - Teaching him to write, which he values greatly. Considers it a debt to he repaid.

Mickey Mouse - Claims to know of Kopaka's past. Kopaka is convinced enough that he may stay his hand in the interest of learning where he came from.

Aku - Literally just met this asshole ten seconds ago and Kopaka wants him destroyed with extreme impunity. Aku's dedicated master of evil shtick is the direct foil to Kopaka's Justice and Valor shtick.

‘Combat’ Style

Kopaka will always assess the situation first by baiting out moves from an opponent and gauging their strength. If he feels there is a credible chance of a bad outcome, he will swiftly retreat without making a single attack . Otherwise, he will try to maneuver his opponent into making a fatal mistake, and tenaciously pull any advantage to win. He may be honest, but to him, there is no such thing as fighting dirty.

Kopaka may not team-up easily, but once he partners with someone, he will NOT abandon them under any circumstances, even if it puts him in mortal peril as well. Duty demands it. If a teammate insists on fighting, even after Kopaka suggests they retreat, Kopaka will stand alongside them and make it his job to protect them.


Eligible Abilities

Adaptation: Incredible Cold (100)
Movement: Move Freely over Ice and Snow (200)
Total: 300
Kopaka is fundamentally a physical manifestation of cold, ice, and snow. As such, he can pass over fields of snow and ice, or climb frozen cliffs, without having to worry about slipping or being slowed down by rolling arctic drifts. In addition to that, his body is immune to any form of hypothermia or freezing.


Move Object: 3 (300)
-Ranged: (150)
-Limited: Ice and Snow Only (-150)
-Activation: (-150)

Variable Creation: 4 (800)
-Concentration: (-200)
-Limited: Ice and Snow Only (-200)
-Activation: (-200)
Total: 350
Kopaka can shape, conjure, and shift up to four-hundred pounds of ice and snow over the course of ten seconds. Though he can mentally commands banks of snow or icicles to move at almost any distance, he can only create and sculpt new frozen material in his immediate proximity. For this particular utility, he must have ten seconds of uninterrupted focus while he is creating specific forms or shapes. If the manifestation is interrupted, the ice or snow he was focusing on collapses into a frozen, formless heap, and Kopaka must start over.

Debuff 3 (300)
-Ranged (+150)
-Limited: 20 Yards (-150)
-Weakness: Heated Targets (-75)

Damage 1 (100)
-Ranged (+50)
-Limited: 20 Yards (-50)
Total: 275
Kopaka raises a pointed finger towards his target and unleashes a whining, icy blue beam of elemental power. This beam magically dissipates into a harmless flurry if it travels more than 20 yards from Kopaka. If it strikes a target, they will immediately become covered in a thin, but strong coating of magical ice, which briefly immobilizes it. If the target is heated to high temperatures or has fiery countermeasures, however, the ice will not hold at all.

Depending on the amount of protection or physical strength wielded by the target, they may not be totally frozen by the ability, but it will should at least slow them down long enough to make a tactical opening. This ability also can cause minor flesh wounds to unarmored targets.


Protection 3 (300)
-Ongoing (300)
-Weakness: Psychic and Lightning (-75)

Endurance 2: (200)
Total: 725
All of Mata Nui's creations boast rugged, bio-mechanical bodies that can stand up to harsh punishment and hours of exertion. Though Kopaka's organs do require food, sleep, and air, his external components are almost entirely reinforced robotics. Being that Kopaka still has a thinking, organic brain, he is still susceptible to blasts of mental energy. His metallic construction also offers almost no defense against huge surges in electric energy.

Damage 2 (200)

Move Object 3 (300)
Total: 500
Kopaka's primarily mechanical construction imbues him with strength far beyond that a normal human can exert. He still does have biological components, however, and cannot hold extremely heavy objects for long. He can, however, break through moderate obstructions and shift considerable bulk in short bursts.


Extra

Kopka's body is roughly 85% mechanical, and 15% organic. The organic parts are mostly his internal organs and central nervous system. Deep enough wounds will cause him to leak a purple-grey ichor, which is his equivalent to blood. His bionic brain provides him with a built-in HUD and data storage, but he can still be knocked unconscious or fall asleep.

Kopaka tends to speak in slightly with a slightly antiquated, prosaic sentence structure. Rather than saying "We have to go to the mountain.", Kopaka would say, "We must journey to the mountain."

Quotes –

"I am Kopaka, Toa of Ice." (This is how he introduces himself, to everyone, every time.)​
"The Darkness cannot stand before me."​
"Your chieftan speaks in poems and riddles. I hate riddles."​
"They're retreating. Good. That gives us time to get some answers, and I want them now."​
"It is not strength or power that makes you a hero; it is what you believe in that makes you exceptional."​
"You always were a little too confident. That is a mistake I will not be making." (He then proceeds to be overconfident.)​


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