Appearance: Green body and arms, teal mask and feet.
Kanohi: Powerless Great Kakama
Personality: Kohu’s view on the world is simple and what some may call naïve, but surprisingly accurate and efficient: There must always be darkness in the world, but it takes turns with the light – all shadows must pass, but even the brightest day does not last forever. It is with this philosophy that he does his absolute best to fight for good, but unlike many, he can keep a level head in the face of defeat. This may, however, also be attributed in part to his self-doubt, which lies in his mind, constantly plaguing him, but he will never admit it. Throughout his life, he hasn’t had a great deal of faith in his own abilities, and particularly after the death of someone as relentlessly cheerful as Trakuda, he believes it is established fact that he is mediocre at best at everything he does. This doesn’t stop him from pushing himself to the limit to always try to prove himself in the eyes of his peers. Seeing everybody else as above him makes him unconditionally kind to most everyone he meets, which can be a flaw as much as a strength. Being raised as a happy Le-Matoran, he is a free spirit and glides through life with no set path or goal, except to enjoy it, and to do something worthwhile.
Weapon(s): Sword, shield, disk.
Biography: About 100 years ago, Trakuda paid a visit to Le-Koro and took part in the first ever attack on the Nui Rama Hive. Here, he met a budding Gukko Force pilot called Kohu. The two became close friends, or Kohu liked to think so – Trakuda was close with essentially everyone he met. The two didn’t meet again after that. Kohu wanted to write him a letter to see how he was doing, but had no idea where to send it to. Trakuda only ever said his next stop was ‘everywhere’, so how was Kohu supposed to find him?
One day the call to action was asking for another round with the Rama Hive, but this time, it was for its destruction. The force was bigger, better trained, more powerful. The attack was better prepared, better planned out. Nothing could possibly go wrong. It wasn’t until after fighting in the air for what felt like a millennia, that the battle finally reached a climax, and it dawned on Kohu how much they had lost. The faces of the combatants, the soldier, like walking corpses in the jungle, weren’t the faces of victorious warriors. They hadn’t won. They had lost. Everybody had lost. Even Kohu. He received the news, that day, that his friend, Trakuda, was dead. Stabbed by a Rahkshi and then blown to oblivion to allow the others inside the Hive.
From then on, Kohu acted as a smaller member of the ILF, doing little more than talking to people and guarding things for a time. During this time, he began to build up confidence again after his hopes were shattered with the death of his friend. After Pala-Koro was utterly obliterated by the followers of Makuta, the ILF abandoned their former base, and Kohu himself decided it was time to quit being a soldier, a machine. It was time to live Trakuda’s dream. There was an entire world out there to explore, just waiting for him. And thus, he struck out on his own and now lives life as a traveler.
Weakness(es): As a Matoran, he lacks a huge amount of strength and any sort of powers. He is also pretty naïve at times due to his young age, and his self-confidence isn’t perfect either.
Name: Kuhrin (CURE-rin)
Species: Toa of Sonics
Appearance: His mask has the shape of a Hau, looking pitched and blackened, and rusty in places (almost like an infected mask), with a crack partway into the bottom edge. His armour has a similiar decaying texture, but is mainly dark red with black highlights, and grey as a secondary colour (his body is like the Toa Mata’s). His shoulder armour juts out to the sides and bends straight up, with pointy tips on the end of each 'finger', making it look like he has claws reaching out of his shoulders. He has blazing, fiery red eyes.
Dominant Hand: Ambidextrous
Powers: He is a Toa of sonics, and therefore can use said element in all its vast possibilities. His mask, although shaped like a semi-infected Hau, is in fact not infected, and has the powers of a Mahiki, the mask of illusions.
Abilities: As he was once a member of the Ta-Koro Guard, Kuhrin has retained his fighting and mathematical skills even after brainwashing by Makuta in addition to the extreme zealous behaviour and Toa powers he gained from the experience.
Weapons/Equipment: (1)Sword- A simple, metal sword with an extremely sharp edge.
(1)Shield-Used if additional defensive action is required, and has an appearance similiar to Kahlynn’s shield.
(?)Shuriken-Used for longer range combat and surprise attacks, these he charges with sonic energy, or removes the sound from, for various tactics.
Fighting Style: Kuhrin’s fighting style is deadly, and usually comprises of tearing apart his opponent’s ear drums until they are drummed into submission, or if that fails, straight up melee combat.
Weaknesses: Being a Toa of Sonics, loud noises are painful for him.
Other Possessions: -Boomerangs
Affiliation: Makuta, Krell, Blade, Flame, assorted other Makuta followers
Bio: Kuhrin’s unit fought in the battle for Kini-Nui, where one of their number, Traxin, was lost. His body was never found, so he was marked as MIA and never got a proper funeral, which Kuhrin was furious about. Traxin was replaced by a rookie named Turos shortly afterwards. The shock of losing such a strong member of their team caused Kuhrin to snap, eventually manipulated by Makuta to become a follower of his in a cruel twist of irony, being transformed into a Toa. He is now totally dedicated to his master’s will.
Other: Kuhrin has some kind of history with Desuka.
Theme Music: The Fallen – Steve Jablonskey
Name: Zongu (ZONG-goo)
Species: Toa of Magnetism
Appearance: A chubby but clearly muscular Toa, with pitched black armour all around, save keetorange highlights on the sides of his neck, the top edge of his chest armour, the area around his mouth and nose, and his feet. His chest armour itself is white, making him look almost like a penguin in appearance (no, he is not based on a famous Comic Book villain, before you ask).
Dominant Hand: Right
Powers: As a Toa of Magnetism, he can control Magnetism, sense magnetic fields, create magnet-related things and the like. His mask, the Great Calix, Mask of Fate, gives him the ability to perform at the absolute physical peak of a Toa, allowing him to execute otherwise impossible leaps, flips, dodges, etc.
Abilities: Zongu, having defended an island for centuries, is a very good fighter, despite losing his memory. He also has a small amount of leadership skills when it comes to small groups up to about four or five, but he likes to become close friends with those he fights against and so tends to keep his teams low in number.
Weapons/Equipment: (1)Sword of Ihay-Basically a normal Toa tool that he uses to channel his elemental power and fight in melee combat, adorned with rich colours like red and gold, which gleam in the middle of the flat side of the blade. The handle is gold, with several red gems embedded in various points. The blade is long and thin, and perfectly balanced.
(1)Knife-A small knife that is fairly unassuming at first, but is actually so immensely sharp it can slice through thin protosteel like butter. It can create large gashes in the armour worn by most beings on the island, too, without as much effort as a normal knife could. It has a special sheath that stops it from cutting Zongu himself.
Fighting Style: Despite knowing how powerful his element is, Zongu prefers melee combat and will use it any time the option arises. He loves his sword and is highly trained in its usage and art.
Weaknesses: Zongu can get very cocky at times, often underestimating his opponents. He also finds himself blundering into traps frequently.
Other Possessions: -Tin of Simpkins’ Travel Sweets
-Spyglass that can see an unknown substance in the air. Zongu is very secretive about this Spyglass for some reason.
-A metal cone he found while fighting Nekron
Home: A large, multi-roomed, multi-floored hut not far from Ko-Koro.
Bio: Zongu was once a protector of a distant island in the Matoran Universe, fighting a bitter, seemingly never-ending war. He turned up in Ko-Wahi one day with amnesia, and fitted perfectly in the frosty land. One with such a traumatic past would usually be quite a serious person, but Zongu has a very strong will. Zongu comes across at first as cocky and uncaring, but the truth is, he really is that good, and he knows it. He is very relaxed about the occasionally life-threatening job of being a Toa, often cracking jokes and thinking optimistically.
Other: Zongu often makes terrible jokes or says things that don’t make sense. He tells people this is because he ‘traversed dimensions’. Naturally, no one believes him, maybe not even me.
Theme Music: The Majestic Tale (Of a Madman in a Box) – Murray Gold
Name: Desuka (Day-SOO-cah)
Species: Toa of Sonics
Appearance: Desuka is thin and inconspicuous, his armour grey and empty, as invisible as the sound he controls. Even when his mask is deactivated, he has an aura of being ever-present, yet never seen. Light seems to wrap around the Toa’s body, rather than be reflected or absorbed, almost as if he isn’t there at all. He is also latched by a Parakuka, which does get him a few looks now and then.
Dominant Hand: Left
As a Toa of Sonics, Desuka has elemental power over Sonics, giving him abilities including (but not limited to) creating sound waves and/or concentrated beams of sound, controlling sound waves, absorbing sound and using sonar. His mask, the Great Huna, allows him to become completely invisible, save his shadow.
Negated by Parakuka
Abilities: Desuka’s element also gives him incredibly sensitive hearing, which can be as much a danger as it is a strength. Like many Toa, he is incredibly agile and an effective fighter.
Weapons/Equipment: (1)Sonic Blade-A drill-shaped sword which is used for both melee combat and channelling his elemental power in more precise forms.
(1)Kardas Dagger-Named after the legendary Kardas Dragon, this Toa Tool is his weapon of choice. When held on it’s side, it bears features reminiscent of a flute, and sure enough, he can play it with his element, literally using music as a weapon.
Fighting Style: The Toa usually starts by softening up his enemies with his dagger, before moving in for melee combat with his dagger. If an opponent proves too difficult, he resorts to his blade and higher pitched sounds.
Weaknesses: Desuka’s acute hearing means that load noises are a total danger to him. His tendency to work alone gets him into trouble on occasion too, as the others can’t help him.
Other Possessions: None known
Affiliation: None yet, possibly the Toa he has been watching
Bio: Desuka, like many other Toa, first awoke when his canister’s lid blasted open on the shore of Ko-Wahi. After piecing himself back together, he discovered that he had no memory of his past, only his name and the dark dreams he had inside the canister.
Forever seeking and becoming the embodiment of solitude, Desuka almost never works with other Toa. He prefers the peaceful and quite yet desolate wastelands of Ko-Wahi, sometimes spending hours in deep thought, only to seemingly appear on the opposite side of the island. He rarely speaks when in another’s presence unless he has something important to say.
As one of the more intelligent Toa on the island, Desuka prefers to deal with problems on his own. Other Toa think he is unfriendly, but they also respect his intelligence and his instincts. Part of the reason he wants to work alone is because his powers are so great that they can affect other Toa when used, and he doesn’t want to endanger them.
He believes that a particular group of Toa play a part in 'the prophecy'. It is unknown what the prophecy is, or what the Toa have to do with it. First sighted watching the Toa meet, it is likely that he will be seen frequently in their escapades.
At some point he was kidnapped by Kuhrin, and forcibly latched by a Parakuka.
Go Green Ranger – Ron Wasserman(?) Gallifrey - Murray Gold
Name: Kahlynn (CAH-lin)
Species: Skakdi of Plasma
Appearance: Red head, spine and main armour, gold secondary armour and weapons. Webbed, two-toed feet, glowing red eyes, and a raggedy cloak with a large amount of holes and tears in it, which he wears most of the time. The top right-hand corner of his face is heavily scarred, but his hood usually covers it.
Dominant Hand: Right
Powers: As a Skakdi, Kahlynn possesses such abilities as Heat Vision and limited elemental control over Plasma (albeit only in conjunction with another Skakdi).
Abilities: He is a quick thinker, a good tracker and an overall good fighter.
Weapons/Equipment: (1)Wrist Blade-Carried at all times by the Skakdi, as it is very hard to detach from his forearm. The blade is deployable, and ten inches long, sometimes superheated by Kahlynn’s heat vision powers.
(1)Shield-A large shield with a similar appearance to this. Used less than his blade, although still an extremely durable and effective tool. He may also use this in melee combat.
(1)Crossbow-Acquired from Xa-Koro, and has become Kahlynn's new favourite toy. He's still a better shot with his heat vision, but the crossbow is more fun.
Fighting Style: Kahlynn prefers to charge his enemies, softening them up with Heat Vision then engaging in brutal melee fights. He has little Moral Code, and will fight as dirty as he likes.
Weaknesses: Kahlynn has a short temper, which often gets him into fights. He also has a cocky attitude which makes him underestimate his foes a lot. He can't swim, and has a slight fear of closed up or crowded places.
Other Possessions: -Poncho
Affiliation: Himself, other Skakdi in the Skakdi group
Bio: As a Skakdi, he was clearly on the island in the first place for his own personal gain, although it was more for his Rahi-kill-collection than for anything else. Where he came from or how he came to leave is a mystery, but he likes to tell people that he wiped out too many Rahi species, and was banished. This is, of course, a lie, but it's all he tells anyone about his background.
He joined up with the ILS to kill Nui Rama, but during the huge battle that ensued, his Gukko Bird was shot down, and he found himself in an inn with a large party of other Skakdi, whom he now works with, for the sake of Rahi to kill.
A hardened Rahi Hunter, the island of Mata Nui is like heaven for him, what with its tremendous amount of wildlife. Kahlynn never forms firm friendships, believing them to be a waste of time if there's nothing in it for him. Pretty much every anecdote he's ever told is a lie.
Theme Music: Man For All Seasons – Robbie Williams
Name: Readra Servio (REE-ah-drah SER-vee-oh)
Appearance: Standing about the average Vortixx height, Readra wears the standard issue black and silver amour, making him fairly unassuming at first. He is fairly skinny, with soft lines across the board and a frown for a neutral expression. Despite his unassuming appearance, he holds an air of a warrior, one that has seen about enough to drive any normal person insane. The lower part of his right leg is slightly thicker and more metallic than his left, due to it being a prosthetic.
Dominant Hand: Right
Abilities: Having extensive training as a warrior, Readra has extensive training in both melee and ranged combat. However, he lacks training against most elemental powers, as he has always lived in a mainly Vortixx-dominant society.
Weapons/Equipment: (1)Butterfly Sword-Formerly part of a pair, but the other one was destroyed by a Rahkshi. Used as a secondary tool when his trident fails him.
(1)Trident-His new favourite toy, which he crafted (with help from a blacksmith) after Tillian's wedding.
Fighting Style: Mainly comprising of learned melee combat such as swordsmanship and such, Readra’s fighting style is pretty simple, which can be his downfall at times (as can be seen with his leg prosthetic), but at others it can surprise opponents and help towards a victory.
Weaknesses: Readra lacks any actual powers, making him somewhat vulnerable to such attacks.
Other Possessions: -Broken butterfly sword
-Lens of Sentraken's eye.
Home: Rented hut in Po-Koro (rent overdue)
Affiliation: League of Five Followers (formerly), Lux and Hakilve, Tillian Juturna, Karkhalm
Alignment: Chaotic Good
Bio: Readra was once the most disgustingly loyal servant of the evil Sentraken Vetma, following on from all his ancestors in the Servio bloodline, who have always been utter suck-ups to the Vetma family, though mainly out of fear. As part of Sentraken’s plan to take over the island of Mata-Nui, Readra was assigned the task of gaining the islander’s trust, to prevent suspicions when the small army at Sentraken’s command became more high-profile.
It was during this time that Readra began to see the darkness on the island, losing his right leg below the knee at the hands of a Rahkshi of Heat Vision. The dead and injured Matoran he saw in that battle made him question his beliefs. As he went about his travels across the island, he made friends and allies, something he had never had before, and slowly went from a twisted shell of a being to one with true heart and an alignment with good. His dark past still comes to haunt him though, and so he tries to avoid other Vortixx, who may know of Sentraken’s attempts to conquer lands beyond Mata-Nui. Fortunately for him, many Vortixx lost their memories upon arriving on Mata-Nui.
He attended Tillian's wedding and developed a minor interest in Mark Bearers while there. Afterwards he left his friends to stay in Ga-Koro and do some soul-searching. In this time period he met a blacksmith and crafted his trident.
Theme Music: Bumblebee – Steve Jablonskey
Name: Wrehn (Ren)
Appearance: Taller than most Matoran due to his foreign heritage, Wrehn always stands out from the crowd, an unfortunate disadvantage for his occupation. His armour is primarily burnt orange (like Huki), his torso, hands and feet being dark grey. On his face is a powerless Noble Ruru.
Dominant Hand: Ambidextrous
Powers: Due to being a Matoran, Wrehn possesses no direct access to his elemental powers, though it does grant him the passive ability to radiate heat from his body (ability and Pa- prefix thought of jointly by Emperor Whenua and Swert)
Abilities: Although he likes to think of himself as a highly skilled ninja, in reality he's just become wrapped up in the idea of being a badbutt, giving him his nickname of ‘Kung Fool’.
Weapons/Equipment: (1)Dagger-This is usually used as Wrehn’s weapon of choice, being the only handheld weapon he owns.
(∞)Shuriken-These are used for mid-range projectile combat.
(∞)Caltrops-Carried in a special bag so as not to stab him in the side, these are very useful when escaping angry mobs.
Fighting Style: Humorously, although Wrehn might like to think he has some kind of style, he really doesn’t. The Pa-Matoran usually just finds himself doing overly intricate moves in an effort to do something harmful to his opponent.
Weaknesses: Wrehn can get a little too wrapped up in his ninja fantasy, which often gets him into danger.
Other Possessions: -The shards of a diamond Wrehn stole from a museum in Po-Koro, which was shattered by Onyx in a struggle
-A bag of widgets, likely also stolen from Po-Koro
-Garme's sword in a spare sheath he had, found in the old Sand Runner settlement in Po-Wahi
Home: Formerly Po-Wahi, now a prison cell in Ko-Koro
Affiliation: Sand Runners
Bio: Wren is quiet around strangers, but when with his friends is extremely talkative. Like his friends, he enjoys messing around and trying to become famous criminals.
Walker and his friends were always the troublemakers, from the time they hadn’t even met to the age they are now. He and his friends formed a little gang in Po-Wahi called the Sand Runners, notorious for the chaos they cause in the Wahi.
After being chased by an angry mob out of Po-Koro, Wrehn decided the Sand Runners could use a little less attention, and a little more adventure. He carefully performed a series of clever tricks to fool his friends into thinking that they had both run out of food and been banned from ever setting foot in Po-Koro again. He then suggested to them that they travel to other Wahi to see what they’re like, and so they reluctantly agreed.
They came to Onu-Koro, only for Savulg the Vortixx to blunder into getting them into a fight with a crime lord and Toa of Crystal named Onyx. In this fight, Wrehn lost an ear, and the others suffered worst injuries.
Savulg then left to pursue his acting career, with the remaining, downtrodden Sand Runners heading for Ko-Wahi, where a huge battle was fought, resulting in Wrehn being in prison, Walker being latched by a Parakuka, and Garme to go missing. It is unlikely they will reunite, yet still possible.
Nonetheless, Wrehn did reunite with Walker, who had become a vigilante, using his Parakuka powers to fight crime in Xa-Koro. The pair of them met a guy in Ta-Wahi, who gave them the mission to hunt down a thief. While in Po-Wahi searching for them, they encountered not only a huge crowd of very unhappy Matoran, but another Parakuka-latched being, who followed them around until they accepted him as a companion.
Other: Wrehn’s friend Garme dubbed him ‘Kung Fool’ shortly before their last trip to Po-Koro, and the nickname stuck until they were split up.
Theme Music: What About Everything – Carbon Leaf
Name: Noka (NOH-cah)
Appearance: Her mask (a Kaukau) and feet are a pale brown colour, akin to something between Avak and Onewa’s armour. Her body and arms are a creamy white colour.
Dominant Hand: Right
Abilities: Her training in the Po-Koro Guard has given her skill as a fighter, and being a Po-Matoran, she has a natural strength that is included as a passive ability.
Weapons/Equipment: (1)Katana-A gold-and-black-bladed sword, light and streamlined for fast slashes. The handle has green cloth tied around to provide comfort and a small amount of grip.
Fighting Style: Noka prefers to get up close and personal, striking hard and fast at an enemies defence until they break. She never uses killing moves, as she believes it is wrong.
Weaknesses: Her low mental stability as a result of Kutsan’s abusive mentoring. She is also not as strong as other beings as she is a Matoran, but her Po-Matoran strength helps a bit.
Other Possessions: -Tin of Simpkins Travel Sweets
-A ‘special’ widget, scratched on one side and clean on the other, used to make a decision by flipping it.
Home: A hut in Po-Koro, with four rooms: the main/living room, two bedrooms and a small eating room.
Affiliation: The Po-Koro Guard, Turaga Kutsan (NPC)
Bio: Growing up with her ‘father’-like figure, Turaga Kutsan, Noka was abused heavily when she misbehaved, and rewarded scarcely, if at all. The day she shyly introduced herself to a bright young Ko-Matoran named Trakuda changed her life, as she made a silent vow to escape the bonds of the Turaga, and free her imagination and spirit.
Her first move was to join the Po-Koro Guard, giving her time away from the Turaga, and think without his ever-watchful eye bearing down on her.
She discovered she secretly had an immense talent for art and put it to use, attempting to sell her drawings, only to have her stall in the bazaar torn down by Kutsan, who proceeded to publicly humiliate her, banning her from ever drawing again. He hates her art, putting her down all the time for it, and making she herself think it to be mindless scrawling. Something still compels her to pursue her artistic pursuits, however.
When around Kutsan she becomes timid and quiet, but when with her fellows in the guard and safe from her mentor’s baleful glare, she is a lively and happy soul, acting slightly quirky to cover the relief she feels inside knowing she need feel no more pain.
Other: Noka is haunted by cryptic nightmares of both her past and future, which she has yet to understand or prevent in any way. Most of these visions feature a Green Candle, which seemingly has no meaning whatsoever.
Sand in my Shoes - Dido Unfinished Life - Audiomachine
Name: Zaruthan ‘Zar’ Skreemah (Za-roo-THAN 'ZAR' SCREAM-mer)
Appearance: Thin and pointy, with blade-like protrusions on his shoulders. His armour is primarily a faded, almost grey, green, with highlights of both dark red and black across his body. He has no torso armour, as it was (supposedly) removed by Ignotus.
Dominant Hand: Ambidextrous (winged)
Powers: With his elemental control over plasma, he is able to create and control plasma, being able to manipulate it to his will. As a Mystix he also is able to fly, and use echolocation to make up for his poor eyesight.
Fighting Style: An opportunist through and through, Zar tends to get larger and stronger beings to fight for him, then when he sees the perfect opening, jump in, and take the glory of killing his foe.
Weaknesses: He is lightly armour from behind and not armoured at all on his torso, which is one of his prime weaknesses, the other being that his eyesight works better in the dark.
Other Possessions: None
Home: None as of yet
Bio: The original Zar was a Mystix of Air, and a commander under Ignotus, self-proclaimed Emperor of the Mystix. He partook in the attacks on Xa- and Le-Koro, claiming multiple lives in the process. The Mystix were horribly defeated, and he decided it was time for him to take charge. Instead, he was banished, having his torso armour removed. He fled to Onu-Wahi, where he was beaten to a pulp by Aru, then later killed by Reichenbach.
When the original Zar was murdered by Reichenbach, his body was dumped on the doorstep of Thedar Chronn, before later vanishing. Anyone who cared would be told it was right there, in the morgue, but despite this, multiple witnesses reported having seen the Mystix alive and well, stalking the shadows, waiting. These reports were dismissed due to the original’s body remaining in the morgue.
Yet, the fact still remains that these witnesses occurred, and there are some who believe his return is imminent, that the time will soon come when the former Mystix Air Commander will return, and no one will notice because the knife will already be too far in to pull out.
Here is Zar's own account of his return. It is the most reliable one (mostly because it is the only one).
Zar wasted no time in taking control of a group called the Order of Phantoms (see below), and the island is sure to tremble in terror at what he has planned.
However, they don't need to, because all the Phantoms were killed in a cave-in, and Zar slithered back to the Mystix, who were now under the command of Zarnarax.
Other: He has a firm interest in science, always curious to new scientific discoveries, and will sometimes go out of his way to discover things. He can fluently speak Kane-Ra and several other foreign and Rahi languages.
Theme Music: Throw it all Away – Everett Bradley
Name: Zuriana (zoo-REE-ah-nah)
Appearance: A fairly chubby and motherly-looking being with silver and purple armour. She lacks sharp edges, with everything being rounded off, and has beady eyes that dart around curiously like mice. On her face is a great Rau and on her shoulder is the symbol for Cancer, which is silver (her shoulder armour is purple).
Dominant Hand: Left
Fighting Style: None
Weaknesses: She can be oversensitive and something of a clinging vine which may cause her to harbor imaginary hurts and slights. She also has a problem with putting things off until the last minute which upsets people frequently. This also has a tendency to make an unpleasant matter even more unpleasant when she procrastinates. Her inability to take orders without getting angry or upset may be another one of her problems and this one could be very serious as it affects her chances of earning a good living for herself, since she is quite apt to walk away from any job where she feels 'picked on'.
Widgets: 3,200 (banked)
Other Possessions: -Assorted household items
Home: A cosy hut in Onu-Koro
Bio: One word that sums up Zuriana nicely is ‘nurturing’. In general she is just a warm, feeling, motherly person; although she isn’t actually a mother, she behaves like the typical mum: cooks for her guests and keeps a warm, friendly home. She loves families and is constantly building family groups at home, work and the community. Known for her routines, Zuria is not the person to go looking for if you want an ambitious, adventurous individual, and grows uncomfortable when taken out of her usual patterns. However, she is a great team player and is able to build strong teams. That being said, she isn’t too interested in politics and gets frustrated by the ambitions of some people, causing her to be a better team member than team leader. She has been described as ‘the glue that keeps everything together’ by some.
She lives in Onu-Koro and is a firm member of the community there, especially in the hospital where she does voluntary work from time to time.
Other: Her favourite food is an unknown breed of crab.
Theme Music: Opening – Andrew Guerra
Name: Illicia Apta
Alignment: League of the Five Followers, Herself, Bad Company
Appearance: Red and black armour, average Vortixx height.
Weapons (shots: 13): A long, pistol like tool that is used to launch shells fell of iron ball-bearings at enemies, so that when fired, the shell cracks open in midair, and the BBs fly at high speeds towards enemies. It is almost completely useless at long range, can cause mild pain at medium range, but is potentially devastating in close quarters. It looks like a cross between a bamboo pole and a rifle, with a few additional pieces added on by Illicia herself like covers of Rahi skin on the handle and barrel. She keeps this weapon on her leg, where it is kept in a holster strapped to her thigh.
After joining the Bad Company, Illicia acquired a grappling rope, a pair of gauntlets, a bag of Caltrops, three Bolas, a Whip, and a serrated knife.
Abilities and traits: Seductive and beautiful, within Illicia lays a devious, sadistic mind. She prefers not to use full-on combat, not because of some sense of moral value, but because she has more useful methods. She can be very flirtatious with those she meets, often using this to escape capture, avoid her enemies and trick people into giving her things.
Weaknesses: Illicia’s talents don’t always apply to the situations she finds herself in. She often ends up having to get Gutlun or Sororka to fight for her, although they aren’t always around.
Name: Eskuron Vetma
Alignment: Chaotic Neutral
Appearance: Tall, even for a Vortixx; around twice the height of the average Toa. He is naturally black and silver, and wears gunmetal grey over the top for additional protection. His legs are particularly long and end in rather stumpy feet which aren’t far from being giant hooves. The armour on his chest forms a Y-shape and his shoulders jut up and outwards like claws. Behind his ruby-red, hollow eyes is a bizarre crown carved from a crystalline substance that shares its colour with his eyes. The crown is permanently attached the armour on his head, and so seems to be part of him.
Personality: Despite the warlord-ish appearance on his exterior, Eskuron is incredibly intelligent and a fantastic tactical thinker. He is extremely persistent and refuses to take no for an answer in any situation, always searching for ways to achieve his goals. This makes him cruel and unforgiving in many situations, but he never dishes out his brutal punishments without a good reason, or what he would deem one. He is the kind of leader that keeps striking until he finds a weak spot in his enemies defences, and proceeds to exploit this until his foes can’t take any more.
Weapon(s): On his right wrist is a Zamor Launcher which fires spheres of a fiery orange, which explode on impact. The launcher is fully integrated with the armour on his wrist, so he can fire it with ease. After one shot is fired, the weapon overheats and on some occasions can cause severe burns to his arm. Because of this, the weapon has a significantly low firing rate and is only used as a secondary weapon. Extra spheres are carried in a horizontal, cylindrical container on his back just below the ribcage.
[Approved by Nuju Metru]
On his back he carries a huge sword not too terribly different from his brother’s: A two-handed blade with both edges lined with bent metal ‘teeth’ up the length of the blade. It is held in a sheath of dark brown leather, adorned with a golden pattern of two intertwined snakes facing in opposite directions, which has its roots in the Vetma family coat of arms.
The ends of his fingers are claw-like and razor-sharp. Eskuron is able to use them like talons if he so wishes, but tends to refrain from doing so as it gives him the image of a wild beast, which is not what he would deem an accurate portrait of himself.
Weakness(es): Aside from the aforementioned drawbacks from his launcher and his lack of powers of any sort, Eskuron is not exempt from the same pride that brought the downfall of his brother.
Mephiles & Stendhal
Species: Toa (Magnetism)
Alignment: Chaotic Neutral
Appearance: No one is certain what Mephiles’ true appearance is, but the two forms he uses the most are noted here.
When he is travelling with (relatively) peaceful intentions, his appearance is identical to that of Rynekk’s – stout, strong - but his armour appears faded, grey, darkened, as if all the light and life has been drawn out of it.
When in combat or making himself more open about his true identity, Mephiles dons an appearance similar in many ways, but instead of the black, a dark indigo, and instead of the gray, a vibrant light blue. His eyes in this form are bloodshot, and a twisted shade of green, which throbs with a sickening energy. All his armour looks as if its edges have been torn to shreds; his entire body is emaciated. In this form he does not appear to have any feet due to how he makes small shrouds of purple mist surround his ankles.
Personality: Mephiles has a taste for the theatrical, always putting on a show for any occasion. He tends to speak in riddles and cast fancy illusions to impress people, although more likely is that he uses such things to build a first impression on his enemies or people he tries to manipulate.
Powers: Elemental magnetism, great mask of illusion
Biography: Precisely one hundred and eighty-nine years ago, Mephiles was, although he cannot remember it, parted from his conjoined twin after a long life of hardship, although he cannot remember it. His mother died during childbirth, and his father committed suicide shortly before the separation.
After an invasion of his home island ninety years later, Mephiles was further separated from his brother by escaping via a canister, which took him far away. Upon arriving on Mata-Nui, he had no memory whatsoever of his life to that point. Discovering an island in turmoil, he ventured to find an answer to its miseries himself.
After much soul-searching, he orphaned a savage child on the cusp of adulthood and named him, in the language of his people, after what he was sure, by this point, held the answers, the key to solving the final problem: The stars. And so, Stendhal became the child’s name, and from his animalistic origins, the boy was fashioned into a disciplined and hardy Toa.
[REDACTED – TO COME]
Weakness(es): Fire and heat disrupt his magnetic powers, taking away one of his biggest strengths. His pride and self-confidence cloud his vision of how effective his plans really are. He never carries any weapons, believing himself to be above them.
Species: Toa of Gravity
Alignment: Chaotic neutral
Appearance: A broad-chested, muscular yet slim Toa who stands several inches higher than the average member of his species. His natural, under-armour 'skin' of sorts is completely a matt yellow-gold colour, including his head. His eyes are a cool, icy blue similar to that of a native of Ko-Wahi. Over the top he wears a complete set of navy blue protosteel plate armour (save the helmet) which has only a few gaps for flexibility purposes, which is where the gold shows through. His mask has sharper edges than most of those of its kind, and along the blade-like protrusions around his jaw region are strange, circular symbols. These foreign shapes also adorn the rims of many other parts of his armour, and are etched into both armour and mask in gold. His nails and teeth look as if they were once sharp but were made blunt, giving him a fierce undertone of a tamed beast. His voice is hoarse from lack of use.
Personality: The two words that describe Stendhal best are hard and unkind. Years of life outside of society has taught him to think too much, and feel too little. He only talks when he has something that's really worth saying, despite his vast vocabulary. He seems to take some kind of pleasure in giving as little information as possible, as if to tease people with tantalizing clues to lure them in. What he is luring them in to is an entirely different story, but it can't be good, knowing the callous expression that usually sits behind his mask. He claims he serves something called 'The Prophecy' and logic would hold that he longs to see whatever it is fulfilled.
Powers: Elemental gravity, teleportation/'fast travel'
Weapons: Twin one-handed blades, a pair of notched daggers, and a bow and arrow, all adorned with the same golden markings as his armour and mask.
Weaknesses: Stendhal's heavy armour and gleaming gold armour prevents him from making any decent attempt at stealth. He is also very antisocial and tends to work alone, putting him in danger that he must escape from alone.
League of Shades
Species: Toa of Iron
Alignment: League of Shades
Appearance: Silver and gold armour, with eyes that change colour from blue to red depending on what mood he is in. He has a chrome silver necklace with a stone that is split into two halves: blue and red. The stone halves glow at different times to match his eyes. His neck has a scar on one side that glows blue (again, to match his mood), and one on the other that glows red. On his back are dragon-like wings.
Personality: Proud, talks far too highly of himself and becomes distraught if he fails at any given task. When he feels positive emotions, the blue parts on him glow, and the same occurs for the red when he feels negative emotions.
Powers: Elemental iron, flight
Weapon(s): A large, fancy-looking sword of chrome silver and gold.
Biography: Thoron awoke on a beach in the Kumu Islets, surrounded by the wreckage of a ship and several dead bodies he didn’t recognise. He also happened to lack a memory, which was a bit of a handicap. He was hired by Reichenbach as a minion, and so does what he’s told most of the time, mainly because with his memory went his morals, and so he lacks a sense of right and wrong.
When Reichenbach's organisation began to crumble, the League of Shades stepped in and took the majority of his men.
Weakness(es): Lightning and electricity-based powers.
Species: Toa of Plantlife
Alignment: League of Shades
Appearance: His armour looks and feels like bark, with all the durability of regular armour, and several small branches and leaves sprouting off.
Personality: Slow and steady, always talks before he shoots, despite the fact that his speech is slow and sleepy.
Powers: Elemental plantlife, reanimation
Biography: Having grown up and lived in the Le-Wahi jungle his entire life, Sciath was disgusted to see the Mystix attack (even though he was never an inhabitant of Le-Koro), and vowed his revenge on the bat-like creatures. He later followed Ignotus to Kini-Nui, where he spied on the meeting between Reichenbach and the high-class criminals. Sciath loved the cool dominance Reichenbach enforced over the other beings, and was eventually hired, despite his slow nature.
When Reichenbach's organisation began to crumble, the League of Shades stepped in and took most of his men as their own.
Weakness(es): Elemental fire, and his lack of speed.
Gender: Unknown (presumed male)
Alignment: League of Shades
Appearance: Head and spine looks like a serpent, with scales and such. Colour scheme consists of dark greens with a highlight of very dark purple-y blue. Instead of the usual Skakdi teeth, he has a more snake-like mouth. His skin is oily and slippery, making him harder to be kept in place by whatever means.
Personality: Vicious and sly, with a voice like a snake’s, and a sharp tongue few can match. He finds his way out of every sticky situation one way or another, be it through backstabbing, clever plotting or plain and simple luck.
Powers: Gravity (when in conjunction with another Skakdi), laser vision
Weapon(s): Zamor Launcher that fires two kinds of spheres: Acid and Explosive. He also carries a huge double-edged axe that looks like an octagon.
Biography: No one knows where he came from, but wherever he goes, people usually don’t like him. He was still hired by Reichenbach, though.
When Reichenbach's organisation began to crumble, the League of Shades stepped in to take in the majority of his minions as their own.
Weakness(es): He is not overtly durable, and tends to go down fairly quickly (if you can manage to hit him, that is).
Alignment: League of Shades
Appearance: A primarily white Matoran, with some black, and crimson eyes, wearing a noble Akaku.
Weapon(s): Two white, Matoran-sized swords.
Personality: Deluded but loyal to her master(s). She sees the other members of the League as family in some way or another.
Biography: Little is known of Huaki's past, even to herself, as all she can remember of her life is working for The Dreamer, with Xylak as her father figure, who was always there for her to look up to (literally) and to put her in her place when she made mistakes.
Weaknesses: For a start, she's a Matoran, and as such has a low amount of physical strength and lacks powers of any sort. She also knows no life other than the one she lives, and doesn't have a firm grasp on morality.
Some Matoran Dudes
Appearance: Black body and arms, brown feet and mask.
Kanohi: Powerless Noble Mahiki.
Personality: An eccentric carver who has an affinity for the flute. He is very curious and innocent, tending to have a fairly simple view on life, despite the huge amount of darkness across the land.
Weapon(s): A pair of knives and whatever other stuff he finds.
Biography: He found himself part of the Rama Hive battle somehow, and fought hard (despite only killing a few of the bugs).
Weakness(es): He isn’t very good at fighting, aside from having low (as usual for a Matoran) physical strength.
Appearance: Dark blue armour all around, save the top edge of his mask, which has some silver melded in with it.
Kanohi: Powerless Noble Komau
Personality: Serious and hard, but not unkind. He has a great capacity for compassion, but is prepared to take action if necessary. He has an extensive knowledge of multiple martial arts and fighting styles.
Weapon(s): A sword and a knife.
Biography: With the embarrassment that sometimes comes from being a male Ga-Matoran, Tupo ignored the mocking giggles and chants from his fellows, and set himself to becoming a great defender of the village. He eventually found himself part of the Rama Hive Assault, and stayed with the ILS.
Weakness(es): Lack of powers and strength that comes with being a Matoran, and that he can be rather socially awkward at times.
Other Players' Characters
Element: He assumes it's fire, as he woke up in Ta-Koro able to do cool stuff with fire.
Powers: He can generate and control fire to a certain degree. He's not sure what the limit is, but he can't juggle fireballs. That was a mess.
Detailed Appearance description: His armor is blue, with red accents on the arms and legs. He wears what appears to be a blue Hau, but it's really a Kakama. He's pretty much your standard toa.
Mask: Kakama shaped like a Hau. Haukakama.
Bio: Tadris has no idea where he came from, or who he is, besides the fact that he's a Toa and can use fire powers and his name is Tadris. One day he just woke up on the outskirts of Ta-Koro, and a friendly Matoran helped him out and filled him in on what was going on. When he was well enough to do fight well, he went out looking for other Toa to help him find the best place he could be to help.
Personality: Tadris always wants to help, but he's a bit rash. He'll jump into situations before he knows the full situation. As a result, he is now extremely good at using his Haukakama to get out of danger. He's always got a bright and perky attitude, even in the face of extreme danger or even death. He's the type of guy who if his right arm was cut off, would focus on the fact that he always wanted to get better at doing things with his left.
Weaknesses: He's impulsive for one thing, he dislikes going slow. Being in a vacuum isn't fun either. Cold really puts a kink in his style.
Species: Mystix (Water)