Powers: As is normal for a Skakdi, Hatann has three powers:
1. The element of gravity, which he can only use when working with another Skakdi or when channeled through a special weapon.
2. Laser vision
3. Hatann’s third power is the same as that of the rahi known as Tunnelers. This means that he can transmute his body into any substance he is in physical contact with.
Appearance: He almost completely black, with a few strokes of purple around his face and spine, which resemble Zaktan’s in shape. His eyes (and by extension, his eyebeams) are also purple. He bears a purple tattoo on each of his shoulders in the shape of a catapult scorpion, and indeed, the resemblance is strong, both physically and in temperament. He is heavily armoured and above average size for a Skakdi. He prides himself on his brute strength.
Biography: Hatann hails from the island of Zakaz, the home of the Skakdi. There, he wasn’t truly part of any of the warring tribes, though he had dealings with many. He was an infiltrator/killer for hire, though he would often turn on his employers if the intended victim was willing to pay more. Wherever he killed, he left a tablet bearing a silhouette of a catapult scorpion, a rahi he admired for their power, their cunning, their savagery and the fear they inspired, all traits he wishes to build in himself.
Eventually, he got so good at his work that he attracted the attention of the Dark Hunters, and was recruited to the organisation around 35,000 BGC. While working for them, he was codenamed “The Jaga” after the scorpions that fascinated him, and specialised in retrieving well-guarded objects and beings.
Hatann has remained as a ruthlessly effective Dak Hunter ever since, and even more so once the Brotherhood of Makuta fell, leaving The Shadowed One’s agents unchecked.
Most recently, Hatann travelled to Metru Nui to kill a being who had made trouble for the Hunters, but was stranded there when the sea gates were barricaded shut. While he waits for things to open up again, Hatann has taken an interest in local events. At the end of this, someone is going to come out on top, and that might as well be the someone who best fits with the Dark Hunter agenda. Who knows, maybe The Shadowed One will finally get that Metru Nui base he went to war for millennia ago.
That means, of course, the Blades. Being an organisation similar to the Hunters in many ways, they were the natural choice for Hatann to throw his weight behind. He has lent his skills and expertise to the new gang, and profited somewhat from doing so. Life is good.
· A large black mace with sliver spikes. It allows him to channel his elemental powers independently of another Skakdi. This was a reward after his first successful mission for the Dark Hunters.
· A multi-shot zamor launcher which uses two types of spheres:
o Darkness spheres, which, when fired, will cloak the area in a thick and impenetrable darkness. These can help with surprise attacks or a quick escape. These spheres are black.
o Explosive spheres, which do pretty much what the name implies. He carries a variety of these so that he can match the size of the explosion to the occasion. They are purple.
The Launcher has been modified so that the zamors do not have to be fired in the order they were loaded. A small switch next to the trigger determines which of the two types will be fired.
- Hatann keeps a bottle of water, a few rocks, a small vial of acid, a box of matches, a lightstone, a small knife and some rope on him wherever he goes. As a Dark Hunter, he often needed to use whatever he can find around him to solve problems, so it pays to keep a few bits and bobs close to hand. You never know when these things might come in handy.
- A backpack to carry around all of the above.
- For transport, Hatann rides a large black motorcycle designed along the lines of the Destral Cycle.
Personality: Hatann is said to be as nasty as the catapult scorpion whose image he bears. He is brazenly selfish, delights in brutality, and will shoot at just about anything, so long as he can see a payoff in it. When he has nothing to do, he gets cranky(er), but as the vahki would say, ‘a busy Hatann is a happy Hatann’.
His relations with the other Blades are somewhat tenuous – he is always wondering how he might benefit from their deaths.
Skills/Strengths: Living for many thousands of years as a hitman on Zakaz and then later as a Dark Hunter, Hatann has served to sharpen Hatann’s mind and skills razor sharp. He’s strong, fast and cunning, being able to quickly form strategies and adapt to new situations. He is a master of his chosen weapons, be they magical or physical.
Weaknesses: As a Skakdi, Hatann can only use his elemental power when working with another Skakdi or channelling it through a special weapon. This means that if he were to lose his mace and be caught alone, he would lose the best part of his power. In spite of his physical prowess, he is vulnerable to mental attack.
Faction: The Circle
Appearance: Paerau is a stout-figured toa, with a patchwork of colours on his armour, mostly greys and sand blue. The little white that the toa of ice does have is on his avsa, around the mouthpiece and fangs of the mask. His eyes are blue, but appear to be a long way back inside his mask, almost sunken. They look down a lot, rather than out at the world.
Bio: Paerau administrates the “rehabilitation centres” beneath the coliseum. As a long-standing, loyal servant of Metru Nui’s government, his dedication to the position and the government has never wavered. He is actually in immigrant himself, though that was dozens of millennia before the Great Cataclysm, for few remember it, and he considers himself a native.
After a long time, the bleak nature of the place has worn away at him, and left him without much belief in people. They had been living the dream, with all of the Makuta gone, peace and prosperity reigning, and look where it all got them – all fighting each other over as little as a chunk of bread, with no true heroes left, just vicious leaders fighting for personal power. There’s not really much hope left for them, he has concluded, but he continues to do his job nonetheless. After all, it keeps him safe and fed. If other people out there are desperate, then that’s too bad for them. He’s looking out for himself, because that’s all he can do now. The world is not kind to those who try anything else.
Equipment: Paerau uses a kanoka blade of rahi control, which allows him to command nearby rahi when his hand is in contact with the sword. As with any kanoka blade, a small lightstone in the pommel glows white when its power is activated.
Skills: Paerau has good organisational skills, and has run a tight ship in the rehabilitation centres for a very long time, always efficient, always obedient. He is also quite skilled with his mask, draining light, energy and positive emotions from his prisoners. In such a depressing place, he often needs the last one.
Weaknesses: As with all toa of ice, Paerua is vulnerable to intense heat and flames.
Powers: As is normal for a Skakdi, Krokk has three powers:
1. The element of plantlife, which he can only use when working with another Skakdi or when channeled through a special weapon.
2. Lightning vision
3. Krokk’s third power allows him to cause nearby objects to grow or shrink.
Appearance: Krokk is a tall, predominantly green Skakdi with light brown parts on some parts of his limbs. His spine is interlaced with thorny vines that also run down his arms. This gives him a fierce, slightly ruffled appearance. His spine and face resemble Thok’s.
In an effort to gain even greater control of his body, and to protect himself against iron and magnetism users, Krokk has replaced many of his metal parts over the millennia. They are now made of dense hardwoods, which Krokk can bend to his will using elemental power.
Biography: Krokk has spent much of his life on Zakaz, among the warring tribes there. While the Brotherhood of Makuta still held power, the entire species was confined to that island, partially to hide Spriah’s embarrassment, partly for the safety of other lands. Only a few individuals could make it out past the blockade, and those had outside help, such as those who were to become Dark Hunters.
When the Order of Mata Nui brought them together and the Brotherhood of Makuta fell, however, the Skakdi were freed. Immediately, three of the larger tribes banded together under Nektann’s leadership. Their previous animosity was forgotten in favour of a common goal – escape and conquest. It was a messy affair, but within three days, Nektann was king of Stelt, while another warlord had claimed Karzhani, its former ruler having vanished without a trace.
The third warlord of the coalition, however, was left without an island of her own. She was simply a vassal of Nektann on Stelt, and this did not sit well with her. For all the battles hse had fought, she had actually moved down the power ladder. Seeing this, she did what any Skakdi warlord would do, and planned to assassinate Nektann.
Krokk was the Skakdi she picked for the job of going with her. As they soon found out, however, one of their own tribe had betrayed their plans to Nektann in exchange for the warlord’s position once the two of them were caught and executed. Nektann was waiting for them with a group of his own soldiers. Their assassination attempt had gone disasterously wrong, but, by luck and skill, the two of them escaped with their lives, though the Warlord was wounded.
The pair moved west from Stelt, onto the Northern Continent, and then continued to work their way further north. Nektann had a price on their heads, and more than a few were eager to claim it, and so get in good with the new ruler in the area. Of these, only one was able to track them as far as the sea gates of Metru Nui, and he is no longer among the living. Now in the City of Legends, Krokk thinks himself safe from Nektann’s reach, especially with the sea gates recently closed behind him. Far from escaping his troubles, however, Krokk found himself in the middle of a gang-war, under a racist government that assumes that he too, is a gangster. Barely a week passed before they became correct on that count, with Korkk joining the Northwinds, along with his warlord.
Personality: Krokk is a realistic and down-to-earth sort of Skakdi, who lives in the moment, rather than aspiring to grand futures or planning convoluted schemes. What he can do now, he does, and trusts the future to look after itself. He doesn’t take nonsense, preferring quick action in almost all situations. He is perseverant, and hard-working, seeing his tasks through to completion whenever he can. One a being has earned his friendship and loyalty, they will have it forever.
Equipment: Krokk uses two weapons. The first has been with him almost all his life, since the beginnings of the Zakaz Civil war. It is a stout sword made of wood, though he has used his power over plantlife to make it as strong and sharp as steel. The second is more recent, gained during the sacking of Stelt. It is a round, rhotuka-launching shield. Krokk’s rhotuka can cause their targets to become intangible for a short time (about 5 seconds). He cannot use them on himself.
Skills: Krokk is a veteran fighter, through the Zakaz Civil War, Destiny War and conquests of Stelt and Karzhani. In that time, he has lost many fights, but always striven to learn from his mistakes and come back stronger for the next one. He is physically strong, proficient with a variety of weapons and skilled in the use of his powers. His escape to Metru Nui also proved his abilities at running and hiding.
Weaknesses: Krokk is relatively inexperienced with any sort of technology that doesn’t have a trigger. Also, as a Skakdi, he relies on having an ally of the same species or a special weapon to use his elemental powers.
Powers: As is normal for a Skakdi, Mala has three powers:
1. The element of psionics, which he can only use when working with another Skakdi or when channeled through a special weapon.
2. X-ray telescopic vision
3. Mala’s third power allows her to create and manipulate force fields similar to those generated by the kanohi hau.
Appearance: Mala has a dark blue spine, hands, feet, head and torso, with gold armour on her limbs and some of the spikes on her spine. She is slimmer than most other Skakdi, and has clawed hands and feet. Her eyes are sharp points of orange, constantly moving from place to place and scanning her surroundings. She has a long, ragged scar down her left side.
Biography: Mala was once a Warlord of Zakaz, locked in perpetual struggle with other tribes. Thanks to her skills as a tactician and manipulator of her opponents, her tribe was among the most successful by the time Axonn and Brutaka came to unite the Skakdi of Zakaz against the Brotherhood of Makuta. She and her tribe fought against Brotherhood forces on Nynrah, where they eventually defeated an army of Rahkshi and Exo-Toa.
When the Makuta fell, so did their blockade of Zakaz that had previously prevented Skakdi from leaving their home island. Seeing this new opportunity for her tribe to conquer to better lands than the blasted ruins of Zakaz, Mala allied her tribe with two other large warbands, including Nektann’s, and invaded Stelt.
Three days later, Nektann was the King of Stelt and the third warlord of their coalition held what remained of Karzhani, and had put his people to work on making it habitable again. Mala, though, was left on Stelt, as a lesser ruler under Nektann. This did not sit well with her. For all the battles hse had fought, she had actually moved down the power ladder. Seeing this, she did what any Skakdi warlord would do, and planned to assassinate Nektann.
Along with her right-hand-Skakdi from Zakaz, she confronted the other warlord, only to find that she had been betrayed. One of her own tribe had warned nektann of the impending attack, in exchange for Mala’s elevated position once she had been caught and executed.
Mala and her comrade escaped with their lives intact, but barely so. Nektann’s scythe had opened up a long cut down her left side, and with only rough field first-aid to help her, she was severely weakened by loss of blood by the time they had left Stelt behind and found proper medical aid on the Northern Continent.
In order to avoid the consequences of betraying the new major power in the region, the pair kept moving north, heading for Metru Nui where they believed they would be out of Nektann’s reach. While they achieved that, Mala found a new set of trials facing her. The current state of affairs is not kind to new immigrants arriving with nothing but their armour and weapons. She found her way to a community of other immigrants in Po-Metru, and eventually joined the Northwinds, along with her accomplice from Stelt.
Personality: Mala’s whole life has been about the pursuit of power. She has had setbacks, and big ones, but has always pushed on undeterred. She is sure that she is capable of becoming a ruler, if only she keeps on pushing through every obstacle that stands in her way. To this end, she is scheming and manipulative, and doesn’t value friendship with other people very highly, unless she is sure she can profit by it.
Equipment: Mala uses two katana that utilise the same technology as the devastator lances used elsewhere on Zakaz. Each blow Mala strikes triggers a small explosive charge near the tip, sending metal shrapnel flying outwards. Regenaration kanoka built into the blade then reform the sword, ready to repeat the process.
Skills: Mala uses her element of psionics to its full potential, whether it be wrestling wills to control the minds of others or telepathic suggestion so subtle it is virtually unnoticeable. With these tools in hand, she is a skilled manipulator of others. She didn’t get to be a warlord of Zakaz just through skilled talking, however – she can fight, and fight brutally.
Weaknesses: Though now healed, the injury Nektann gave her makes Mala weaker on her left side, and twisting it too roughly can be painful for her. Also, as a Skakdi, she relies on having an ally of the same species or a special weapon to use her elemental powers.