Welcome, ladies and gentlemen, to
Ghosthands' Character Profiles
Species: Toa (Maru)
Alignment: Lawful Good
Mask: Kanohi Hiko, the Mask of Jumping
Appearance: Art by Vezok's Friend, third from the left
Powers: Korero, as a Toa Maru, possesses a level of elemental power above the average Toa, and he has natural and instinctive control over it. He has inherited Lewa's skill, meaning that he has a level of proficiency above that of the usual Toa of his inexperience.The Kanohi Hiko allows Korero to jump between real locations in a flash. The Hiko allows for unlimited distance between locales, since it is not based on direct sight, but rather on images. The user can simply look at a picture of a location, or recall a memory of a location, and instantly "jump" there. If the location is unknown, then the picture must be explicit for the Hiko to work, for there is no room for error; any confusion in the moment of the jump will have grave and potentially mortal consequences. The user can also transport up to twice his or her own body weight with the mask, meaning he/she can jump with up to two other people or equivalent equipment. The Hiko does not allow for transportation through time or new dimensions.
Weapons: Korero carries his Toa Tool, a pointed-oval shield of green and silver with a circle at its centre, on which is carved the symbol of Faith. He also possesses Lewa's legendary axe, which he retrieved from Mangaia.
Fighting Style and Weaknesses: Korero does not possess much strength, so he relies on his speed and agility (coupled with the use of his mask and element) in combat. As his Toa Tool is a shield, most of his attacks come in the form of kicks and punches, although he can use his shield's sharp edges as a weapon. Plus, the shield can be thrown similarly to a disk, spinning at the target then arcing back to clip onto Korero's forearm. His main weakness is his relative vulnerability to physical brute-strength attacks.
Personality and Traits: The Toa Maru of Air is known for his inquisitive and optimistic character; this has changed little since his days as a Matoran, although he has lost his naivete and some of his innocence in fighting Makuta and the following months. He is kind-hearted, and somewhat idealistic. The main aspect of his character that has changed since his transformation is that he has become less timid and quiet and more open and effervescent in his interactions with other. He has a sharp mind, and an excellent memory.
Biography: Korero was once a Ko-Matoran, an amateur archaeologist and historian who spent his time wandering the island searching for artefacts to discover and events to record. Everything changed when he met the Wanderer, Stannis, and joined his Company. Korero was revealed to be the sixth Chosen One, destined to become the Toa Maru of Air, and having transformed, he and his brothers and sister descended into Mangaia to defeat Makuta. Emerging victorious, they returned to their respective villages, and Korero was accepted as protector of Le-Koro.
Alignment: Neutral Good
Mask: Kanohi Calix, the Mask of Fate
Appearance: Art by Vezok's Friend
Weapons: He wields twin swords of polished metal. They are curved slightly, not unlike a katana or sabre, and are unusual in that the outer blade actually extends down over the hilt all the way to the pommel, protecting the wielder's hand. Merror keeps these in vertically-oriented sheaths on his back.
Powers, Fighting Style and Weaknesses: Merror's fighting style is a blend of several forms of martial arts; his focus is on hand-to-hand combat, mainly with either his twin swords or unarmed. He is highly skilled in both these forms of combat, possessing strength, speed, agility and dexterity, and the use of his mask takes this to a whole new level, making him formidable in close combat. He is not unskilled with his element, but most of his fine-tuned capabilities lie in non-combat applications (such as cauterising wounds or providing gentle warmth) and when he does use it in combat he is not capable of the feats of elemental energy demonstrated by more practised Toa. This means he is relatively ineffective at long range. He is also vulnerable to the usual weaknesses of Fire Toa: water, ice, etc.
Personality and Traits: Merror is a very moral, honourable and compassionate individual. He has many heroic qualities (though normally his modesty prevents him from admitting them); he is selfless, kind - and even in righteous anger, he is merciful to his enemies. Merror is an inspirational speaker and a natural leader, as shown when he spoke at Turaga Matau's funeral, and is never afraid to confront those who go against his code of morality. Merror has been around for a long time, seen a lot of things, and his wisdom and experience are valued by many. However, beneath this noble appearance, Merror is plagued by grief and survivor's guilt. He blames himself for every innocent that he has 'failed to save' from death; suffering's uncanny tendency to follow him around led him to develop something of a 'doom magnet' complex; he believed for a long time that he was a danger to anyone near him and refused to work with other for long periods of time, as he didn't want to 'put them in danger'. However, with the help of the Toa who later became the Astha, he has mostly overcome this guilt complex. He has a strict belief in the ideals of the Toa Code.
Biography: A veteran Toa, Merror has seen and done a great many things in his time. Long plagued by survivor's guilt over the death of his original Toa Team, he has striven to atone for his failures and mistakes for many years, saving and helping people along the way, but made the mistake of forgoing long-term companions so as not to 'put them in danger'. Eventually, he came to terms with his past with the help of firm friends, with whom he later formed the Toa Astha.
Element: Dark Magnetism
Alignment: Neutral Evil
Mask: Kanohi Komau, the Mask of Mind Control
Appearance: Echelon’s appearance is an ominous one. Tall and thin, with armour that is light, sleek and blended with robes, once coloured black and lime - but since his exposure to Antidermis, it is jet-black with only the occasional glint of silver. On his shoulders are the carved semblances of two Kanohi Kraahkan. His mask, coming as it has from the Vault of Makuta himself, is a little different to the 'traditional' Komau shape: its curves are sharper, its cheeks gaunter, and from its sunken eye-holes his eyes glow acid green. It is iron grey in colour, standing out from his otherwise black appearance.
Weapons: Echelon has replaced his old (and highly recognisable) three-tined staff in favour of a new one. It is a long ferruled rod of black metal and lacks the tines of its predecessor, making it lighter and allowing for greater maneuverability, though it still bears the green gem.
Powers, Fighting Style and Weaknesses: From years spent honing his abilities, Echelon has attained an exceptional level of proficiency with his magnetic powers. He possesses great elemental energy reserves as well as precise control, and he utilises these in an expansive arsenal of powerful and complex attacks rivalled by few other elementalists. Throwing opponents about, turning metallic objects into projectiles, and turning opponent's weapons against them are but a few of his strategies. Besides its offensive capabilities, Echelon's unusual skill also has several defensive or non-combat applications; for example, he is able to levitate with relatively little effort. These powerful abilities come at a cost, however. Echelon has little physical strength or endurance, and therefore relies on keeping enemies at a distance. If a combatant gets under his guard, he is highly fragile compared to the majority of Toa.
Antidermis has enhanced Echelon’s elemental powers, transforming them into an even more potent form he calls ‘Dark Magnetism’. He is still able to sense and absorb magnetic fields, but now when he creates them himself, they are of this Dark variant; Dark Magnetism affects metals and charges as normal, but it can also magnetise any solid matter, allowing Echelon to manipulate stone, wood, crystal and more. The surfaces of affected objects are seen to coil with smoky shadows (intimidating, but this reduces the element of surprise).
Echelon has discarded his old Tryna in favour of a far more insidious Kanohi recovered from the Vault: a Great Komau. With this new mask, he is able to see into the minds of other beings and control their actions. This works somewhat similarly to the powers of a Dasaka Willhammer: if the target is unaware of Echelon's presence within their mind, they can be suggested to a certain degree without them realising it, but if they are aware, then a battle of wills between the Dark Toa and his victim will ensue. The less inclined the target is to perform an action, the more difficult it will be for Echelon to coerce them. He cannot force people to do things that contradict their morals. He can also use the Komau to deliver mental blasts.
Personality and Traits: Echelon is an enigmatic and dark presence on Mata Nui. He is a Dark Toa of brilliant intellect, but also extreme Machiavellianism and evil. He is highly manipulative and calculating, a persuasive speaker, and a cold killer. He has no regard for any sanctity of life nor morality, considering these both weaknesses to be exploited. Echelon believes that knowledge is power, and he pursues both with an iron will. Powerful as he is mysterious, he always has another plan, another failsafe...another trap.
Biography: Having previously kept almost totally to the shadows in his glacial Ko-Wahi lair, Echelon rose to prominence among the forces of Makuta during the assassinations of the Chronicler's Company. Helping Vidar to eliminate both Tamaru and Hafu, word of a powerful Necromancer who wielded Magnetism with deadly force spread across the island.
Frozen in an ice cave for two months following a duel with Merror, he later united the disparate forces of Makuta into an army, which he lead to march on Pala-Koro and defeat the Island Liberation Front. He also gained notoriety for his orchestration of the Mark Bearer incident, in a gambit to gain near-immortality - his plan failed, but he escaped even Heuani's vengeful clutches. He survived a second encounter with the Toa of Shadow, who instead of executing him punished him by infecting his mask. Echelon accepted the infection willingly as a means to gain closer communion with Makuta: a testament to the Dark Toa's black heart. He enslaved the mighty Utu to his will, and even managed to engage a Light-infused Joske in single combat, for a while gaining the upper hand until the temporary Toa of Light managed to free Utu from his control and destroy Echelon’s mask.
After Makuta's defeat, Echelon stepped back into the shadows. He reunited many of the Master of Shadows’ old followers as ‘the Legacy’, but secretly grew impatient with their inability to act. Following his discovery of Antidermis in Mangaia, and subsequent ‘enhancement’, he has decided to take a more active role in returning chaos, fear and destruction to Mata Nui.
To that end, he has assembled a group of six powerful dark beings, and forged an alliance with the Piraka.
Alignment: Chaotic Good/Neutral
Appearance: Lohkar's armour is blue (a mixture of dark, medium and light) and ‘keetorange’ on the upper chest, thighs and ankles. It is shaped with fin-like spikes on the shoulders, and is sleek but durable. He wears two belts, one around his waist (on which he keeps his cutlass sheathed at his hip) and the other diagonally across his chest. Facially, he looks similar to the canon Agori Berix, with a small crest jutting from the back of his head.
Weapons and Equipment: Lohkar’s weapon of choice is a sabre, which he acquired after Makuta’s defeat to replace his previous one. Its blade is of medium length and relatively straight and thin; closer to a rapier than a scimitar. It has a roughly semicircular guard which protects his hand. The pommel is tipped with the same Rahi tooth that had adorned his old cutlass. He owns one piece of foreign tech: his Grapnel Gun. Similar to a Volo Lutu launcher, but larger and more powerful, the contraption is rifle-shaped, with a large mechanized three-prong grappling hook at the front. It fires this grapnel when the trigger is pulled, which shoots towards the target trailing a strong but lightweight cable behind it. On striking the target, the mechanized prongs clamp onto or into it. They are strong enough to dig into most surfaces, and can magnetise to metals. When the trigger is pulled again, the gun reels in the cable at high speeds, which Lohkar most often uses to catapult himself towards the grappled object. Lohkar carries various useful items with him, including a compass, a spyglass, a knife, and lockpicks.
Powers, Fighting Style and Weaknesses: As a Lesterin, Lohkar possesses no directly controllable powers; instead, his elemental energy manifests passively. This gives him increased agility and the ability to hold his breath for long periods of time. While not strictly a power, his advanced digestive system grants him a resistance to toxins such as poisons – a resistance which has been strengthened by regular exposure to rum and grog. While wild and unpredictable, Lohkar’s fighting style is not unskillful. He is proficient with his cutlass in close combat, but due to the loss of his Zamor launcher he has little long-range capabilities, forcing him to rely on dodging in such situations. He also uses his Grapnel Gun to quickly move around the battlefield. Most of the time, however, Lohkar relies on his wit and cunning to win fights before they start, turning his opponents against each other and rapidly switching allegiances to confuse and hoodwink adversaries.
Personality and Traits: Perkahn once described Lohkar as “the single most unpredictable creature in the Endless Ocean”, and with good reason. The Lesterin pirate captain has a reputation for being slippery and cunning. One nickname he has earned is “the Lohrak”, due to a combination of his name, his ferocity in combat, and his ability to wriggle out of any situation. His behaviour is also rather eccentric, almost comical at times – but he is not without a dark and vengeful side. Despite his lawless behaviour, Lohkar does have moral principles, such as a hatred of slavers and an unwillingness to kill innocents, and the occasional selflessness. His piratical tendencies are not due to greed, but a deep desire for freedom. And to those who know him well, there are rare glimpses of what might be the good man beneath the swashbuckling…
Biography: Lohkar is the infamous pirate captain of the Infernavika, a ship that he is somehow still in ownership despite at least two mutinies by past First Mates. He's tangled with the Marines on multiple occasions, but also helped them on others, even going so far as to almost die defending Ga-Koro from the Rahkshi horde. Currently, he and his crew enjoy a pardon thanks to this selfless deed, but it's unlikely that Lohkar has actually reformed. Much more likely is the possibility that he's simply biding his time.
Appearance: Zadron is of about average Vortixx height; while lean, he possesses wiry strength and agility. His armour is black with the occasional glint of silver. His facial features are sharp and angular, and his eyes bright orange. He is known to wear a black cloak to conceal the many weapons strapped to his limbs and torso when going incognito.
Weapons and Tech: Zadron possesses various daggers and throwing knives, which he keeps in various sheathes about his person, plus a couple of other assassination tools such as a garotte cord. His main weapons are his Radius Blades - a pair of three-foot-long (when fully extended) telescopic blades fitted to the outsides of his forearms. They are kept in mechanical housings that can extend or retract them, and are controlled by gel pressure pads on his palms. He also carries a tactical cloaking device clipped to his left upper arm, which allows him a five-minute period of invisibility. Unlike the Huna, it casts no shadow, but if he moves in bright light a slight shimmering is visible. It will also deactivate upon Zadron's making a physical attack against an opponent, but not if Zadron is struck by an attack or projectile. It does not function underwater.
Fighting Style and Weaknesses: Stealth is Zadron's focus. Quick, unseen, near silent on his feet, and using the element of surprise. He is fast and dextrous with his blades, but prefers not to engage targets in open combat. Stabs and neck-snaps are his bread and butter, and these have been made easier (and more deadly) by his recent acquisition of a cloaking device. Part of Zadron's avoidance of open fights is that many opponents will possess elemental powers; and as a Vortixx, Zadron has little defence against these besides not giving targets the chance to use them in the first place.
Personality and Traits: Zadron is a professional mercenary and assassin, and as such bears little regard for the lives he takes. He is cold and efficient, but does not kill needlessly - in other words, unless he's being paid. After all, why waste a good employment opportunity?
Biography: Growing up in the Vortixx homeland, Zadron grew to hate the females' monopoly of power, and after trying and failing to make his way in politics, he trained as an assassin to exert dominance over the females in the only way that seemed possible: killing them. There was seldom a politician who didn't have a few enemies she wanted out of the way, and before long, Zadron had made a name for himself as a mercenary and assassin. Finding himself on Mata Nui one day, he began to ply his trade for various criminals across the island, building up a reputation to match his old one, and was recruited into NEX. He was often employed by servants of Makuta, particularly Echelon, and often sided with them - for example, in the attack on Pala-Koro. Now, however, Makuta is gone and working for his old followers is a lot more dangerous. As such, Zadron's services are still often employed by his dark contacts, but for a rather more substantial price tag - and he has made it clear that he no longer owes them any loyalty besides that for which they pay.
Alignment: Lawful/Neutral Good
Appearance: Less burly than the average Skakdi, Stralix is also noticeably less rough around the edges. His face is smoother and lacks the aggressive brow and/or jaw of the majority of his species. He does, however, sport the usual set of large, white teeth. His armour is a combination of silver and a dried-earth brown, without spikes or ridges, but still fairly thick and durable, and his eyes are a warm amber. His spines are fairly short and of a curved petal shape, similar to Avak's.
Weapons and Equipment: Stralix's main weapon is a custom-built flamethrower. It spews a light blue gas flame, fed by a reinforced tank in his backpack, and has a nozzle with an adjustable 'iris' aperture which can focus the flames into a tight jet (also usable for welding) or release them in a wide spray. He carries it on a shoulder-sling. Across his chest, he wears a bandoleer, with several loops to hold canisters. He stocks these with grenades of his own invention - typically the basic twist-activated ones he sells, but sometimes with variations, such as smoke, flashbang or incendiary capabilities. His non-combat equipment includes a utility belt with multiple pouches in which he carries widgets, both of the currency and the literal kind, and a pair of heat and chemical resistant goggles with large, round, orange lenses.
Powers, Fighting Style and Weaknesses: As a Po-Skakdi, Stralix has elemental powers over Stone, but only in conjunction with another of his species. His ocular power is Diagnostics Vision, which allows him to inspect objects, revealing their inner workings and highlighting damage. It superimposes a hologram-like heads-up display over his vision. It cannot, however, teach him how technology works if it relies on principles he does not already know about (i.e. he can't use it to replicate foreign or restricted tech unless I have staff permission). Stralix relies on his inventions for combat purposes, preferring to stay out of the line of fire and instead work behind the scenes, rigging explosives or the like. If he needs to directly engage a foe, he will do so using his flamethrower and grenades; in the case of the former, he has a big disadvantage when facing opponents with heat/fire resistance, while for the latter, a Toa of Iron or Magnetism could easily manipulate them. He has not trained with his element, nor does he appear to be much of a physical fighter - however, adversaries would be wise to note that he is still a Skakdi, however well-spoken!
Personality and Traits: Stralix is a brilliant inventor. A skilled engineer and mathematician, he enjoys tinkering with any piece of technology he can lay his hands on. While many of his inventions are weapons of some sort, he doesn't like to cause harm to others without reason, and thus the less-than-scrupulous uses his powder has often been put to sometimes weigh a little on his conscience.Stralix is an unusual Skakdi in that he is very articulate and unaggressive. He holds no prejudice against those of other races - indeed, most of his disdain is for his own kind's brutish tendencies.
Biography: Stralix has been working out of his Ta-Koro workshop since he arrived on the island shortly after the Mata's disappearance. He generally busied himself with collecting and salvaging what tech he could lay his hands on, tinkering with it, and experimenting with other interesting materials found on the island. He made a living by selling his inventions and repairing broken devices. His big break came towards the end of Makuta's reign, when he was experimenting with crystal powders, and ended up inventing a substance he dubbed Photothermic Powder - an explosive that was both more powerful and more controllable than the popular but unstable Madu Cabolo. With the rise of the Akiri, and the boom in technology that accompanied it, Photothermic Powder (or Stralix Powder as it soon became known) began to sell like hot-cakes, making Stralix a fortune practically overnight. He has not, however, used his profits to gain the trappings of the rich, preferring to use them to fund his inventing and donating significant sums to Ta-Koro's treasury. Also, following his assistance in fighting off the Rahkshi legion, he was approached by Jaller and asked to join the Guard, for whom his engineering expertise would be invaluable. He accepted, having become rather patriotic towards the Koro, and now holds the rank of Specialist.
Gender: Male programming
Alignment: loyal to his creator, Avak
Biography: Vakbot was constructed by Avak’s technological genius, as the next generation of his crab-robot design, and to be a multifunctional assistant. Previous versions were simple, disposable drones, but this one is more advanced: Avak included tech from the Vault which gave it artificial intelligence and made it considerably more useful.
His creator gave him the finishing touches in his ‘T.O.Y.S.’ shop in Ko-Koro, and activated him soon after.
Hardware: Avak’s mark II robot. It is like a crab or spider in appearance, with four identical legs surrounding a central spherical body. Each leg consists of a wide armoured outer section, connected to the body by a thin articulated section. These legs are controlled by a combination of hydraulics and high-performance servo motors, allowing it to scuttle about with speed and agility. The tip of each leg, with a small ‘finger’ on the underside, can be used as a crude pincer.
The spherical body, about the size of a football (soccer ball, for you ‘Murricans), contains the robot’s computer core at its heart. The two hemispheres are swivel-mounted to each other, with the legs attached to the lower one.
The lower hemisphere houses two long, spindly arms, as well as several tools that can be quickly mounted onto them. The upper hemisphere contains the robot’s sensors, including a screen in the shape of a curved rectangle. The robot’s visual sensors are built into the screen, allowing it to function as its ‘eye’, and when not displaying readouts, it typically glows blue with a lighter ‘pupil’ to indicate where the robot is looking.
When in sleep mode, or as a defensive measure, the robot’s legs fold inwards, enclosing the central sphere in an upside-down egg shape. The toughly armoured outsides of the legs protect the more vulnerable core and inner legs, and clamp together with magnetic seals, making them very difficult to separate.
The robot is built mostly from tough metal alloy and ceramic, making it relatively durable, temperature-resistant and watertight. Its colour scheme is mostly white and black, with a few highlights in brown.
Software: Avak’s previous robotic units were mindless automatons. Vakbot, however, possesses a piece of technology found in the Vault, dubbed a ‘Personality Matrix’, which gives it intelligence and personality.
Quite unlike the Piraka he serves, Vakbot’s personality is bright and somewhat hyperactive. He is curious and excitable, and executes his masters’ orders with an air of mischievousness. He has a strong attachment to his creator, Avak, whom he seems to consider his ‘daddy’.
Although Vakbot is capable of understanding Matoran, when speaking it, his entire vocabulary seems to consist of ‘Vakbot’. Besides this, he communicates through various electronic chirps and trills, which convey his current thoughts or feelings. He can also display simple images on his eye-screen.
Thanks to his computer core, he can compute difficult calculations and other exercises of machine thinking quickly and easily.
Tools: Avak has managed to cram numerous systems into Vakbot’s chassis and still have room for more:
- His arm-attachments consist of two pairs of finger-like pincers (for more dexterous work than those on his legs), a drill, a buzzsaw, and an electroshock tool similar to a taser.
- A set of grappling cables is mounted in two small tubes on each hemisphere. They are designed to wrap around nearby objects or beings and pull them closer to Vakbot (or him to them), and only have a range of a few metres.
- A simple laser pointer.
Weaknesses: Although Vakbot’s outer leg segments are sturdily armoured, his spherical body is a little less so and his thin inner leg segments are considerably more vulnerable.
Being fully robotic exempts Vakbot from many of weaknesses of biomechanical beings, but exacerbates others and presents some new ones. For example, electrical shocks may incapacitate him or damage his internal circuitry, and he could very easily be taken out of action by elemental powers of Iron, Magnetism or Lightning.
Disciplines: Soulsword plus Willhammer [Approved by Nuju Metru]
Kanohi: Haunoru, the Mask of Focused Shielding* [Approved by Nuju Metru]
Appearance: Tall and elegant, Kilanya is clearly a Toroshu. Beneath her glittering segmented crystal armour (which also includes, in places, valuable filigreed plate metal), her colouration is a mix of middling blue and indigo, trimmed with gold as often befits Menti warriors. Her mask is shaped similarly to the Hau, but more smooth-cheeked and flowing, and emanates charisma and nobility. Behind it, yellow eyes glow with the fierceness of a warrior and the intelligence of a general—she is undeniably both. Her livery of emerald-green cloth is worn both in the common waist-robes fashion (albeit shorter) and also as a pair of short strips, one draped on each shoulder.
Powers: Kilanya is a powerful Soulsword, one of the finest Clan Ageru has ever produced. Her psionic weapon takes the form of a straight-bladed sword, crossguardless but with a hilt long enough for one or two-handed wielding. She is also well-practised in the Willhammer art of mental entry, and of course Ideatalk. The shield created by her Haunoru is shaped like a polygonal kite-shield about twice as long as it is wide, and is an electric sky-blue in colour.
Fighting Style and Weaknesses: In battle, Kilanya makes use of both her psionic weapon and her Kanohi’s shield to great effect. A warrior using the physical equivalents of such weapons would be slowed down and restricted by their weight; Kilanya suffers no such drawbacks and is able to move as quickly and freely as if she were unarmed, while still making very real swings and blocks. Coupled with her excellent physical conditioning and skill, she possesses impressive versatility and agility on the battlefield. The energy required to sustain the blade and shield, however, will take its toll if battle is drawn out; and there are many elemental attacks against which she has comparatively little defence.
Personality and Traits: Many things are expected of a Toroshu; honour, leadership, discipline...and Kilanya fulfils all of these. As a warrior, she is formidable. As a commander, she is respected by her troops. As a judge, she is said to be unwaveringly firm but fair. With all the responsibilities of a Toroshu and expectations of society on her shoulders, she keeps her kinder, gentler side well-hidden—but it does exist.
Biography: Kilanya was born into nobility, the first and only daughter of the previous Toroshu, and under Clan Ageru’s rules of succession was thus earmarked from an early age as her mother’s heir. Not content to rest on the laurels of birthright, however, she went about her duties and Menti training with a determination and talent that left little doubt that she was the clan’s destined leader - even duelling and defeating her teacher in her year’s Tarakona Games. Despite Kilanya’s eminence, she does hold one well-kept secret: during her Menti training, she fell in love with a male of the same age, in direct violation of mating laws. Her family, seeking to save her and the clan from this deep dishonour, managed to cover it up and avoid the shame that such a relationship would have brought upon them. To this day, not a soul outside Ageru’s most trusted knows of this.After her mother became a Datsue and retreated into the role of Matriarch, she took her rightful place as Toroshu of the clan. By this time her distinguished military service had earned her respect and also training in a second discipline: that of the Willhammer. As Toroshu, she has commanded the Menti of Clan Ageru admirably, but leaves much of the day-to-day civilian affairs to her mother and the clan’s Steward.
*A variant of the Hau, the Haunoru is a rare Kanohi much sought-after by Menti Soulswords. Like the Hau, it allows its user to project a highly resilient force field; unlike the Hau, however, this shield is much more similar to the physical sense of the word.
It takes the form of a glowing, transparent shield mounted on the user's forearm. This shield is impervious to most forms of matter and energy (including Soulswords' psionic weaponry) and virtually weightless, allowing the user to block with great speed and dexterity. This is an advantage over the Hau; it can be used without breaking the flow of combat, being usable more as a weapon than as a power.
The downsides to the Haunoru when compared to the Hau are first, that the shield does not fully encompass the user, and second, that any physical impacts against the shield are still carried through to the user's arm; it will not protect them against, say, being crushed by a rockfall or knocked back by a powerful blow.
The shape and color of the shield vary between users.
Kanohi: Miru, the Mask of Levitation
Appearance: Tazera is a Dasaka of average height, middling-blue colouration with orange eyes, and athletic build; not unattractive. She wears her green clan-cloth as a bandanna around her forehead, and sports a relatively plain navy-blue officer’s coat. Her crystal armour is relatively light; heavy armour on board ships is widely considered impractical among Dasaka.
Powers and Tools: Soulswords’ psionic weapons come in many shapes and sizes; most are blades of some description. Tazera, however, favours a more esoteric form: the Soulwhip. This flexible lash of energy has greater reach than the average psio-weapon, at the cost of control. For this reason, she carries a short crystal boarding axe on her person, and also the obligatory sailor’s knife. She is, of course, fully proficient in Ideatalk, and in the use of her Miru.
Fighting Style and Weaknesses: Tazera’s Soulwhip has greater reach than the average (non-polearm) melee weapon and can thus be very useful for keeping opponents just outside melee range, and can also be used to wrap around weapons and yank them from the user’s grasp. If enemies do close the gap, however, she will often be forced to switch to her boarding axe. She will often use her Miru to aid movement in combat, and in combination with her Soulwhip and suitable surroundings, she can use it to perform various aerial maneuvers and stunts. Years as a sailor have made her strong and resilient while still light on her feet, but she is lightly armoured compared to the average land-based Dasaka soldier and must rely on parrying and dodging to deflect attacks.
Personality and Traits: As Ayiwah’s lieutenant and first mate, it’s small surprise that Tazera is a stickler for discipline. Despite her reputation as a hard taskmaster, she is not unduly cruel or sadistic - she simply expects as high standards of her crew as she does of herself. She commands by example, and being the experienced sailor and warrior that she is, that example is a good one. Hers is a fiery personality by all accounts, whether barking orders on deck or holding her own in battle. Tazera holds a fierce loyalty to Ayiwah, having more than once refused promotion in order to continue to serve under her.
Biography: Born into the Menti caste, Tazera undertook psionic training from an early age. She first distinguished herself in the times around the last of the Fursic rebellions, serving on one of the Empire’s ships; it is not coincidence that it was then that she first met Ayiwah. The two (bunkmates at first, then comrades-in-arms and soon firm friends) fought bravely against the rebels, thus getting themselves noticed by their superiors, and Tazera has remained by Ayiwah’s side ever since.
Kanohi: Rau, the Mask of Translation
Appearance: Enali is a young Dasaka and thus is of shorter stature than her elders. Beneath her light, plain crystal armour, she is coloured mainly an azure blue with hints of a lighter sky-blue and modest silver trim. Her eyes are sapphire, and shine with youth and curiosity. Her Rau is of the usual Great shape (though without the bubble-like eye-covers seen on some). She wears a green sash about her waist.
Powers: Enali has shown most promise in the Soulsword discipline; unsurprising, given her clan. While she is already capable in the use of Ideatalk, she is not fully trained and thus cannot yet shape her psionic energy into a concrete weapon. She is, however, quite practised with her Rau, as she enjoys using it to talk to animals such as her pet cat. While some would say this is outmoded by the abilities of Vilda Willhammers, it does have its advantages, being much less invasive of the animal’s mind.
Fighting Style and Weaknesses: Enali’s lack of training (both physical and mental) means she is not of much use in pitched combat. Her current Menti abilities allow her to summon the psionic equivalent of weak punches or gusts of wind, but little more. She is, however, quick on her feet, and her smaller size lets her dodge or hide more easily than the average older Dasaka could.
Personality and Traits: A bright and curious young Dasaka, Enali shows a great interest in the natural world. She loves the beauty of those parts of the Kentoku Archipelago that remain relatively untouched by the Dasaka, and loves to walk in the woods and hills of Odaiba during her free time. She has a very free spirit, and sometimes dreams of a life and world beyond the duty of a Menti.
Biography: Enali never knew her parents, having instead been brought up by a foster family; when she was old enough to understand, she learned that they had died in a Kanohi Dragon attack. Despite this, she did not feel hatred or fear of the dragons while growing up; indeed, she would spend her evenings staring up at Mount Koshiki—on her lucky days, she would see one circling above the peak, a majestic silhouette in the orange sky. At an early age she was inducted into the Menti schools; despite initially showing promise, the development of her powers has been slow, as though something is holding her back.
She lives in a small cottage near Mahuika Hall, with a view of Mount Koshiki, with her cat, Ketu.
Caste: Datsue; Lorekeeper of the Imperial Library [Approved by Nuju Metru]
Disciplines: Mindarm plus Sighteye [Approved by Nuju Metru]
Kanohi: Powerless Mask of Sensory Aptitude
Appearance: An aged Datsue, a little stooped by the years. Her colouration is blue and turquoise, with amber eyes and light (mainly ornamental) crystal armour. She wears blue robes, adorned with the sign of the Imperial Library (an open book enclosed in a circle and triangle) and often carries a staff of crystal, topped with an orb of golden metal; the signs of her office as Lorekeeper.
Powers: With the transition to Datsue, Gotsoko has retained the precision and skill with which she wielded her Menti powers in her younger days, which are now mostly put to use in ‘writing’ resonating books.
Fighting Style and Weaknesses: Having long since retired from any combat, Gotsoko doesn’t possess a ‘fighting style’ as such; age has weakened her physically and she is nowhere near as fast and strong as she was in her youth. She is, however, quite capable of chastising would-be thieves, defacers and disturbers of the peace with a vengeance using her abilities.
Personality and Traits: Gotsoko is a mild and softly-spoken (though not always so, if provoked) Datsue of considerable age and wisdom. She possesses knowledge on a wide breadth of subjects from many years of study, and her advice is said to be a valuable thing.
Biography: During her younger days as a Dasaka, Gotsoko trained as a scholar-warrior of the Eiyu. Though skilled in the latter (having successfully mastered a second Menti discipline), she found that her true passion lay in the former. Becoming a custodian of the Eiyu’s library, her love of books and studious nature saw that she rose through the ranks to its head librarian, and eventually she earned the honour of being Lorekeeper of the Imperial Library on Sado. She has held this post for many years.
Disciplines: Soulsword plus Mindarm
Kanohi: Ruru, the Mask of Night Vision
Appearance: As a male in the prime of his life, Dakte possesses a more imposing physique than most females of his species; his extensive training has given him an athletic build affording both strength and agility. His skin and armour are of a deep purplish hue, with modest silver highlights, and his clan-cloth is a long sash of dark green, tied about his waist so that the two ends trail down beside his right leg. His mask is shaped like a scopeless Great Matatu.
Weapons: A short, straight-bladed crystal sword, sheathed on his back; a handful of crystal shurikens.
Powers: Dakte’s psionic weapon is over twice the length of the usual, more like a quarterstaff or double-bladed sword. He is well-trained in his Mindarm powers as well, and is capable of using them with both power and precision, both in combat and outside it (he often makes use of them for his music). His mask grants him night-vision, limited x-ray vision, and the ability to project a beam of light.
Fighting Style and Weaknesses: Dakte has trained hard as a Menti warrior; he uses mainly quarterstaff styles for his Soulsword weapon, and is also a proficient swordsman. He has a particularly high level of physical coordination and dexterity, in part thanks to his musical skill, which makes him a skilled melee combatant. At greater ranges, he uses his Mindarm powers and shurikens. While he is strong-willed, giving him a degree of resistance to psionic attacks, he lacks the mental shielding of a Willhammer and has little counter to a Sighteye’s illusions, not to mention that his physical defences rely on dodging and parrying. His combination of disciplines also makes for a considerable EE drain from prolonged use.
Personality and Traits: Outwardly, Dakte is genteel and proper, if a little restrained or brooding; this is, however, a mask for his passionate inner emotions. He harbours a deep sadness and yearning for his lost love, and a resentment for the society that robbed him of it. His training and music are both in their own way an outlet for his inner turmoil.
Biography: Dakte is the eldest male of the second-most-influential family within Clan Ageru. During his rigorous training as a young Menti, he fell in love with Kilanya, the daughter of the Toroshu; their love was young and passionate, but in Dasaka society it could not last. It was covered up by their respective families to prevent a scandal, and Dakte was whisked away to Sado to keep it from ever resurfacing. He could not be given a role in court or as a bodyguard; this would bear too much risk of encounters with Kilanya, and so (unusually for a male) he became a master in the Yards, teaching the ways of the Menti Warrior and continuing his own training in a second discipline.
In his spare time, Dakte turned to music as an outlet for his emotions; at first this was a private endeavour, practising relentlessly in his quarters, but with time he took to performing in the Gardens and composing his own work, and has thus earned the attention of the music-lovers of the Sado elite.