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KOPAKA MATA
Character Source: LEGO Bionicle
Character Behavior:
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.
Physical Description:
Kopaka is a biomechanical Toa warrior that stands a little under 8 feet tall. His humanoid body is constructed of a strong, lightweight metal that is polished grey on his limbs and white on his torso, feet, and mask. Kopaka's organic components consist of hybrid-synthetic muscles, his brain, and a few other organs unique to Toa.
Kopaka also wields a double-edged broadsword and a strange shield that has large, concentric gaps in it. He also possesses a tattered, dusty-gray cloak to conceal his robotic exterior, if he feels it's needed. His eyes gleam with a cold, icy blue, and his joints and substructure tend to be a dark, blackish metal.
Character History:
Kopaka is a Toa warrior; a consecrated combat andriod , trained and chosen by the creator god Mata Nui to defend the world against the dark forces of Makuta. Each Toa controls and shapes an elemental force of nature, and Kopaka was the Toa of Ice.
This was supposed to be his destiny, at least.
Kopaka and five other Toa were sealed away for thousands of years, to be dormant until called upon by Mata Nui to defend him. Due to unseen meddling by the forces of Makuta, however, all of the Toa had their memories wiped. When their transport canisters landed on the shores of Mata Nui's sacred island, they had no idea what their quest was, or how to complete it.
But Kopaka's story diverged by even one more step. His canister never arrived on the beaches of Mata Nui, having been transported to a world far beyond the control of wither Mata Nui, or the Makuta...
Affinities:
- Immortal
ELEMENTAL ABILITIES
Adaptation: Incredible Cold (100)
Movement: Move Freely over Ice and Snow (200)
Total: 300
Movement: Move Freely over Ice and Snow (200)
Total: 300
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
-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
Debuff 3 (300)
-Ranged (+150)
-Limited: 20 Yards (-150)
-Weakness: Heated Targets (-75)
Damage 1 (100)
-Ranged (+50)
-Limited: 20 Yards (-50)
Total: 275
-Ranged (+150)
-Limited: 20 Yards (-150)
-Weakness: Heated Targets (-75)
Damage 1 (100)
-Ranged (+50)
-Limited: 20 Yards (-50)
Total: 275
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.
-Debuff 3: Vision (300)
-Affects Multiple 2 (300)
-Ongoing (300)
-Activation (-150)
-Indiscriminate (-150)
-Limited: 1 Active (-150)
Total: 450
-Affects Multiple 2 (300)
-Ongoing (300)
-Activation (-150)
-Indiscriminate (-150)
-Limited: 1 Active (-150)
Total: 450
The squall reduces visibility nearly to zero, and anyone inside the blizzard without enhanced vision becomes effectively blind. The blizzard can last for up to five minutes, or until Kopaka dismisses it. Kopaka can only manifest one blizzard at a time.
Damage 3 (300)
-Ranged (150)
-Ongoing (300)
-Affects Multiple (150)
-Chaotic (-150)
-Indiscriminate (-150)
-Finite (-150)
Debuff 3: Freezing (300)
-Ranged (150)
-Ongoing (300)
-Affects Multiple (150)
-Chaotic (-150)
-Finite (-150)
-Weakness: Heated Targets (-75)
-Indiscriminate (-150)
Variable Creation 5 (1000)
-Chaotic (-250)
-Limited: Ice Only (-250)
Weakness: Heated Areas (-125)
-Finite (-250)
-Debuff 2: Movement (200)
-Affects Multiple (100)
-Limited: Contact with Ice Terrain (-100)
-Indiscriminate (-100)
Total Cost: 1050
-Ranged (150)
-Ongoing (300)
-Affects Multiple (150)
-Chaotic (-150)
-Indiscriminate (-150)
-Finite (-150)
Debuff 3: Freezing (300)
-Ranged (150)
-Ongoing (300)
-Affects Multiple (150)
-Chaotic (-150)
-Finite (-150)
-Weakness: Heated Targets (-75)
-Indiscriminate (-150)
Variable Creation 5 (1000)
-Chaotic (-250)
-Limited: Ice Only (-250)
Weakness: Heated Areas (-125)
-Finite (-250)
-Debuff 2: Movement (200)
-Affects Multiple (100)
-Limited: Contact with Ice Terrain (-100)
-Indiscriminate (-100)
Total Cost: 1050
Kopaka lifts his hand or sword above his head and gathers a shining, whirling mass of elemental power into his arm. After holding for a moment, the Toa brings his arm down and punches forward, causing a rippling, crackling explosion of ice to spread rapidly out in a cone in front of him. The cone spreads from the impact point to a maximum width of 20 ft at the end, filling any surfaces in the area with jagged, slippery ice. Anyone caught in the blast takes damage from crushing ice as well as pure elemental potency. These targets will also find themselves rooted and caught in place by ice that clings to their bodies, making it impossible or difficult to move until they manage to struggle free. Targets capable of generating extreme heat can break free easily.
The zone filled with ice persists after the initial blast, and anyone not hit by the initial attack will have their movement impeded as they slip and stumble over the frozen surfaces. In extremely hot environments, the ice will not hold and quickly melts.
The attack is very difficult to control or aim with precision, and the ice created tends to be jagged, and chaotic. Kopaka has no real control over its precise shape. Finally, Kopaka can only muster the elemental energy to put this kind of attack out once per hour.
EQUIPMENT & TECHNIQUES
Protection 3 (300)
-Ongoing (300)
-Weakness: Psychic and Lightning (-75)
Endurance 2: (200)
Total: 725
-Ongoing (300)
-Weakness: Psychic and Lightning (-75)
Endurance 2: (200)
Total: 725
Damage 2 (200)
Move Object 3 (300)
Total: 500
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.
Damage: 3 (300)
-Removable (-150)
Total: 150
-Removable (-150)
Total: 150
Protection: 4 (400)
-Removable: (-200)
-Weakness: Diffuse or Area Attacks (-100)
Total: 200
-Removable: (-200)
-Weakness: Diffuse or Area Attacks (-100)
Total: 200
If Kopaka blocks an attack that is too heavy, however, or is caught off guard, it is entirely possible that the shield will be completely knocked out of its housing, and will need to be reattached manually. Additionally, while the gaps are effective against most directed forms of attack, it does not protect Kopaka from area attacks such as explosions, torrents of flame, or clouds of acid.
Damage: 7 (700)
- Removable (-350)
Debuff: 5 (500)
- Ongoing (500)
- Chaotic (-250)
Damage: 3 (300)
- Ongoing (300)
- Limited: Restrained or Crippled Target (-150)
Total: 1550
- Removable (-350)
Debuff: 5 (500)
- Ongoing (500)
- Chaotic (-250)
Damage: 3 (300)
- Ongoing (300)
- Limited: Restrained or Crippled Target (-150)
Total: 1550
In order to carry out this technique, the target must already be restrained, immobilized, or otherwise vulnerable to give Kopaka the time and aim required to deliver the killing stroke. The precision slice is so precise that almost any interference or movement in the target will throw the Swing out of place, causing minimal damage.
Even if this (preferably) final attack does not outright kill Kopaka's opponent, it will leave them grievously wounded, suffering ongoing blood loss, excruciating pain, and possibly even a mangled limb which leaves the victim further crippled and vulnerable to followup attacks.
GREAT MASKS OF POWER
Sense (X-Ray & Infrared Sight): 5 (1000)
-Concentration (-250)
-Removable (-250)
-Limited: Single Active Kanohi (-250)
Total: 250
-Concentration (-250)
-Removable (-250)
-Limited: Single Active Kanohi (-250)
Total: 250
Additionally, like all other Kanohi, this Great Mask can be knocked off of Kopaka's face with a direct blow of significant force. Kopaka can only have one Kanohi active at a time, and if one Mask is knocked off, he cannot activate any others until he recovers it.
Flight 2 (400)
-- Concentration (-100)
-- Limited: Single Active Kanohi (-100)
Total: 200
-- Concentration (-100)
-- Limited: Single Active Kanohi (-100)
Total: 200
Though it does not grant the power of true flight, the Miru does functionally allow the user to glide on updrafts, or break their fall with a sudden burst. Activating the Miru requires Kopaka's full attention to plan his trajectory and gliding path properly.
Adaptation: Need to Breathe, Chemical or Toxic, Space (550)
-Removable (-50)
-Finite (-50)
-Limited: Single Active Kanohi (-50)
Total: 400
-Removable (-50)
-Finite (-50)
-Limited: Single Active Kanohi (-50)
Total: 400
As stated, it does only have a two hour limit for providing safe breathing. Returning to an area of clean, breathable air replenishes the Kau Kau over a period of ten minutes. In addition, like other Kanohi, it can be knocked off of Kopaka's face by a hard, direct impact, and the Toa can only have one Kanohi mask active at a time.
Illusion 5: Visual, Auditory (1,250)
- Ongoing (500)
- Ranged (250)
- Concentration (-250)
- Limited: Single Active Kanohi (-250)
Total: 1,500
- Ongoing (500)
- Ranged (250)
- Concentration (-250)
- Limited: Single Active Kanohi (-250)
Total: 1,500
This does, of course, take intense concentration to utilize -- especially in combat situations. Like other Masks of Power, Kopaka cannot use other kanohi abilities while the Mahiki is activated.
Sense (Night Vision): 5 (500)
-Concentration (-250)
-Removable (-250)
-Limited: Single Active Kanohi (-250)
Total: 250
Total: 250
-Concentration (-250)
-Removable (-250)
-Limited: Single Active Kanohi (-250)
Total: 250
Total: 250
Like all other Kanohi, this Great Mask can be knocked off of Kopaka's face with a direct blow of significant force. Kopaka can only have one Kanohi active at a time, and if one Mask is knocked off, he cannot activate any others until he recovers it.
MASTER SKILLS
Technical (Robotics) 3
Technical (Computers) 3
Martial (Sword & Shield) 6
Survival (Tracking) 5
Investigation 6
Total: 1,000
Technical (Computers) 3
Martial (Sword & Shield) 6
Survival (Tracking) 5
Investigation 6
Total: 1,000
The Crossroads have consistently challenged Kopaka in new ways, and his zeal to root out evil is inhibited only by his ability to hunt it down and analyze it. As such, the Toa has become an adept private investigator, able to utilize computer and information systems to quickly research and track down almost anything he is looking for.
The Toa is, of course, also a master class swordsman; a skill which has only sharpened over time. Coupled with a honed talent for tracking and hunting villains, Kopaka is truly a determined juggernaut of justice.
Pilot (Starship - Small/Medium) 4
Knowledge (Orbital Navigation) 2
Technical (Heavy Machinery) 1
Total: 350
Knowledge (Orbital Navigation) 2
Technical (Heavy Machinery) 1
Total: 350
Kopaka isn't exactly an ace pilot, but he is a quick learner and has rapidly become adept with the skills required to operate most smaller spacecraft. He can execute complex maneuvers and flight plans, as well as plot out courses between Worlds of the Crossroads.
Being familiar with spacecraft operation, he has also naturally picked up the basics for maintaining and repairing the larger mechanical systems commonly found on star ships.
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