Name: Verulas (Or so he says...), a.k.a. Spectre
Powers: Jungle, a.k.a. Plantlife or The Green
Weapons: Protosteel Shortsword (held in back-handed fashion), 8 Protosteel Throwing Knives (usually coated in hindering, but non-lethal poison), Protosteel Bow that fires elementally-produced Wooden Arrows
Technological Items: None at the moment
Weaknesses: Verulas has less training in open combat than others, and his wounds tend to be more debilitating due to his thin frame.
Alignment: Himself, those who pay, The Outsiders, and any temporary alliance that increases odds of survival.
Mask: Kanohi Volitak, The Mask of Stealth
History: Doesn't care to talk about it (finds it boring), but this doesn't stop him from fabricating false origins every time someone asks (he likes the mysterious nature this provides). Recently during a dream he had while defending the hospital outside of Ko-Koro, he was forced to recall that before he was a Toa, a group of bandits once raided his home villiage on another island and took him and a some other Matoran as prisoners before making them fight each other to the death. Verulas was the only survivor, but the traumatic experience caused him to forget the others' names and left him with an obsession over money. Before leaving, he killed the bandits in their sleep and fed their leader to his own hunting dogs. According to Dravennica, he took his name from a Ta-Matoran he was forced to kill while in captivity. His real name is a mystery to all but Dravennica.
Personality and Traits: Verulas is a very opinionated, and most oftenly sarcastic, pessimist. He has little to no honor (because the bad guys always seem to live the longest), and isn't above backstabbing and hit-and-run tactics. His slender build and powers render him very exceptional at athletics and acrobatics, and, when combined with his mask, he is nearly undetectable to all but those who pay immediate attention to their surroundings (or those with mask powers that do the job for them). He also has a tendency of being straight up abrasive, and has a nasty habbit of pushing everyone's buttons. Bad qualities aside, he does try to protect his allies to the best of his ability, but he keeps them at a distance because he's under the impression that the universe is constantly draining the luck from everyone he encounters in order to keep him alive and suffering, which in turn eventually kills them. He often wonders when it'll be his time to check out as he has grown tired of watching people die around him. His plans tend to be tactically sound, mostly creating openings that take his opponents off-guard while taking very few risks, but has been known to improvise when the need arises.
Appearance: Verulas used to wear a tattered, black cloak around his shoulders that often times covered his mouth, but it has since been destroyed during his trial to join The Outsiders. His silver mask and armor are non-obtrusive and light in weight so they don't hamper his natural reflexes and movements. His protosteel sword attaches to a belt around his waist when not in use, and his daggers are like-wise strapped to his blue forearms and calves. The rest of his body is covered in light and dark green, and he has deep blue eyes.
Funds: 50 widgets
Pets: None. Verulas can barely take care of himself, let alone a pet.
Weapons: Protosteel Sword with a spiked pommel, Protosteel Shield
Technological Items: None at the moment
Weaknesses: Despite her intense training leaving her unusually tough for a Ko-Toa, she's not as agile as others. She tends to focus all of her attention on her opponents and surroundings, leaving her vulnerable to sneak attacks as well, and being a Ko-Toa grants her an obvious disadvantage to those with the element of Fire. She also tends to go berserk when angered, which leaves her otherwise tempered fighting style sloppier than usual.
Alignment: Neutral Evil
Mask: Kanohi Miru, The Mask of Levitation
History: Originally hailing from the same village as Verulas, she began to despise the weakness of the Matoran when she was forced to watch as a group of bandits raided her home and burned it to the ground. She was one of the few who had escaped their wrath, becoming secretly ashamed of her inability to fight. As the survivors began their long journey towards one of the two remaining villiages on the island, one of the other Matoran discovered a Toa Stone hidden away nearby. Upon learning that one of them was destined to become a Toa after their villiage had been destroyed, she flew into a rage, grabbing the stone and throwing it off of a cliff. By the time it hit the ocean below, however, it had already transformed her and became a useless rock. Eventually she realised that the others were becoming more and more dependant on her as their journey continued, and she could deal with her disgust no more.
By the time the village was in sight, all of the other Matoran were slain by her hand.
Once she had received sufficient combat training and gotten a good amount of control over her powers, she decided to track down the bandits in order to get her revenge, but she arrived too late as Verulas had already killed them all. She stumbled upon the bandit leader's last remaining hunting dog, a Kavinika, who had torn apart the others in hunger after they had devoured their master. After fighting it to prevent herself from becoming its next meal, she decided to take him with her as she was amazed by his strength and determination in combat.
Soon afterwards, she learned that Verulas still drew breath and had made his way to Mata Nui, unaware that he had been transformed into a Toa as well. Seeing him as weak for also being unable to defend their village, and despising him for killing her Ta-Matoran lover and stealing his identity, she has decided that he doesn't have the right to live anymore and is currently tracking him in order to correct the issue.
Personality and Traits: Dravennica hates all Matoran and considers them to be unworthy of the air they breathe. She's serious to a fault and a ruthless killer, and won't hesitate to deliver the final blow to anyone that gets in her way. Watching her home burn to the ground and the people she once cared for being senselessly butchered before her eyes has left her mentally unstable, which leads her to become a bit axe-crazy at times of great physical and emotional stress. Since her transformation, she has discovered that she had become quite attractive, and she has been using her looks to seduce others into doing her bidding ever since. She is rather cold (excuse the pun), and is almost entirely deviod of any humor. Despite originally coming to Mata Nui to murder Verulas, she has heard tales of people such as Echelon and the Piraka, and secretly aspires to be as powerful as them one day.
Appearance: Dravennica wears a fur cloak made from a dead Rahi, which often obscures her golden, form-fitting armor and mask. Her shield is strapped to her left wrist so she can always defend herself, even if her sword is currently sheathed on her back. Most of her body is the standard Ko-Toa white and grey, except for her icey-blue eyes and her elbows, knees, hands, and feet, which are all, oddly enough, yellow.
Funds: An unspecified amount of widgets she plans on using to fund an Antidermis-powered terrorist cell, currently known as Dravennica's Legion.
Pets: Shredder, her Kavinika, who shares her color scheme.
Species: Lesterin of Fire
Powers: Resistant to both extreme heat and cold
Weapons: Protosteel Kusarigama, Protosteel Carving Knife
Technological Items: None at the moment
Weaknesses: Zenithex is not much of a fighter, prefering to take people by surprise rather than charge into the fray. Despite this fault, his sadistic nature demands that he prolong combat for as long as he can so he can inflict as much pain upon his opponents as possible, as he enjoys toying with them. If facing more than one opponent, he is almost guaranteed to attempt to flee the area.
Alignment: Chaotic Evil
Mask: Kanohi Arthron, The Mask of Sonar
History: Zenithex remembers little of his past, save that he enjoyed killing people, due to the methods used by The Brotherhood of Ak'rei'an to convert him into a member of their cult. He views all other information related to his past as trivial, and thus has made no attempts to rediscover who he once was. He was eventually freed during the sacking of Blackrock Canyon, a mistake that his rescuers didn't live long enough to regret. Afterwards, he began murdering those that he came across in the wilderness between Koros, and had been content with keeping his activities outside of the villages. Until now, that is.
Personality and Traits: Zenithex is a psychopath, plain and symple; he always was, and he always will be. The Brotherhood's conversion process has almost completely stripped him of his sanity, and, due to his mental instability, he believes that Ak'rei'an "converses" (he doesn't actually speak, though he acts like he does) with him via a floating ball of light that only he can see. It moves through the air, leading him around before enveloping someone nearby, thus signaling him that the archangel wants him to kill that person so Ak'rei'an can convert their spirit and bring them back upon his return. Unfortunately for the victim, they suffer through their own private conversion process before he ends their life. The ball of light also tells him not to talk about him seeing it with other members of the Brotherhood, as he is "special," and they wouldn't understand. He also hurts himself regularly to prove he is worthy to Ak'rei'an.
When stalking his current victim, he sometimes follows them around for days or even weeks at a time, learning their habits, their mannerisms, and always taking note of any opportunity to strike. Due to the torture inflicted upon him and his masochistic nature, Zenithex is very resistant to pain.
Appearance: Zenithex is rather tall and lanky, however, he walks as if he were a beast that had recently emerged from the wild. The Guard members who released him were unable to remove the vice that was clamped onto the temples of his skull, as it was both fastened around his neck and chained to his face, and it remains there still, supplying a constant amount of pressure against his head and cracking the sides of his mask. Due to the extreme pain he was forced to endure at the hands of his Brotherhood tormentors, he had bitten both his upper and lower lips completely off of his face, leaving both his teeth and gums exposed to the elements. As a Lesterin, his body consists of red, orange, and black armor that barely hides the horrific scars located across his entire body. He wears a large, black hooded cloak to conceal his identity in public, and has aqua eyes that turn yellow-green around their edges.
Funds: 100 widgets
Pets: Seriously? He's a serial killer. Serial killers and pets generally do not mix.
Weapons: None; Septima prefers to improvise with her element when necessary
Technological Items: None at the moment
Weaknesses: Septima has virtually no experience with weaponry and would rather make a quick escape than fight. That being said, she can be overpowered quite easily in combat.
Alignment: Money, anyone she becomes attached to
Mask: Kanohi Huna, The Mask of Concealment
History: For as long as she can remember, Septima's life had been a tragic one. She started out as a Matoran vagabond, possessing little skill at anything that could earn her a decent life. Unwanted and alone, she was forced to resort to petty theft to survive. Eventually, she was caught by the Ta-Koro Guard and was forced to relocate to the slums of Xa-Koro, where she was soon recruited into a local gang of thieves who ended up becoming the closest thing to a family that she had ever had. They taught her essential skills of the trade, such as lockpicking, safe-cracking, and pickpocketing while also training her to be more nimble and quiet. Life was hard for them, but they were able to get by as long as they had each other.
One fateful day, she and her two best friends were hired out to steal some sensitive documents from an office in Onu-Koro. After cracking the safe that they were in, she accidentally came into contact with a Toa Stone while reaching in for what they were really after. Her resulting transformation alerted some nearby guards, who then rushed into the room shooting first and asking questions later. Both of her friends were killed, and Septima would've been too if she had not thrown herself out of the window that they had originally came through. She made her way back to Xa-Koro with the documents in hand, trying desperately to find the courage to tell the rest of the group that the other two didn't make it, only to arrive in time to see her home sink into the ocean. Alone once again, she eventually adjusted herself to her new body and learned how to control her powers.
Personality and Traits: Once rather bubbly and happy, Septima has reverted back to the shy and despondent personality that she had before being forced into Xa-Koro, and is rather evasive about her past. She continues to steal in order to survive, but her depression holds her back from truly living. She barely talks unless it is absolutely necessary, prefers to work alone when hired out, and absolutely refuses to kill unless she has to. Her body is both nimble and athletic, allowing her a certain amount of dexterity not usually found in Toa of Iron, and she is quite skilled at what she does. Despite her vocation and everything that's happened to her, she maintains a strained belief in Mata Nui.
Appearance: Septima is actually quite cute, but she prefers to be judged on her skill and not her appearance. She is shorter than most male Toa, and is of an average build for her size. Her Mata Nui-styled Huna and various other parts of her body are orange, while the rest of her armor is gold, bronze, and silver in color. She is almost always seen with a fur scarf that she wraps around her face and head to obscure her identity while she's out stealing, and has orange eyes.
Funds: 420 widgets
Pets: While kind to all animals, she doesn't feel the need to take one as a companion.
Species: Skakdi (Conjoined)
Weapons: Protosteel Kukri
Technological Items: Sonic Projector: wrist-mounted, fires off high frequency blasts of sound via his element (Approved by Nuju Metru)
Weaknesses: Due to the fact that he is a conjoined twin, Taranis isn't very agile. This forces him to take hits that other characters would normally be able to dodge. The area where he is attached to his brother is also more vulnerable to attack than the rest of his body. He only possesses one arm, his right, and is sometimes prone to stumble over his brother's feet while running. Taranis also has a weakness for sudden loud noises, and Tenjin has been known to accidentally electrocute him when they are hit with water attacks, which in turn stuns him for a brief period of time and turns them both into sitting ducks.
Alignment: Himself, Tenjin (out of necessity), Money
Vision Power: Laser Vision
History: Taranis and his brother Tenjin were born to two Skakdi that neither of them ever grew up knowing, as they were found abandoned on the doorstep of an orphanage, most likely due to the fact that they were conjoined twins. Their early lives were miserable, as all of the other children were cruel towards them, and the abusive Vortixx headmistress at said orphanage didn't do them any favors either. Despite this, he and his brother bided their time, developing their powers in secret until they were strong enough to venture out on their own. They decided to throw themselves a party on their way out, kicking in the doors to the headmistress' office up on the third floor of the building before sending her crashing through a brick wall and into the playground below via an electrified sonic blast. By the time the other orphans discovered her body and alerted the guards, they were long gone.
Taranis and Tenjin have held many jobs since they had set out on their own; some honest, some not so much. They have worked as bouncers for nightclubs, hired muscle for "protection" rackets, armed robbers, hitmen, mercenaries, a demolitions crew, street fighters, carnival strongmen, and more. After a job that they refer to as The Great Brouhaha went south, mostly due to Tenjin's thirst for battle, they were forced to flee to Mata Nui because their former employer issued a contract out on their lives.
Personality and Traits: Taranis is the quieter of the two brothers, and slower to anger than Tenjin. This does not mean that he won't respond with violence when necessary, however, and he has a habit of becoming even more brutal than his brother when enraged. He absolutely abhors drinking and smoking, especially when his brother does it since they both share a liver and a kidney. Since he only has one arm, he, like his brother, has lifted with it until his bicep surpassed the size of his thighs, and exercises regularly with his brother to keep their bodies in shape. In contrast to his brother, he tends to plan things out and ties to use things like caution and common sense.
Appearance: Taranis is huge,even by Skakdi standards. To make themselves more pleasing to the eye, he has adopted some of his brother's color scheme into his armor by repainting certain areas blue and white where they would normally be black and grey. His head and spine are both black, as is his hand, feet, and the front of his thighs. His forearm, legs, and hips were repainted dark blue, and the backs of his thighs and upper arm was repainted white. The armor connected to his chest is grey, and the armor covering where he and his twin are attached to each other is black.
Funds: Tenjin drank them all away.
Pets: Taranis knows better than to keep pets around, as his brother has a tendency to use them as target practice when he gets bored.
Species: Skakdi (Conjoined)
Weapons: A Protosteel Chain that he wraps around his knuckles to add some extra damage to his punches
Technological Items: Lightning Gauntlet: armored enough to deflect weapons, electrocutes via touch, generates throwable ball-lightning (Approved by Nuju Metru)
Weaknesses: Due to the fact that he is a conjoined twin, Tenjin isn't very agile. This forces him to take hits that other characters would normally be able to dodge. The area where he is attached to his brother is also more vulnerable to attack than the rest of his body. He only posesses one arm, his left, and is sometimes prone to stumble over his brother's feet while running. Tenjin focuses more on his combat urges than common sense, which can sometimes land the pair in sticky situations.
Alignment: Himself, Taranis (out of necessity), Beer and Cigarettes
Vision Power: Impact Vision
History: Tenjin doesn't remember much of his history, either because he was drunk at the time, or because he doesn't find it interesting enough to recall. He usually lets his brother handle the details while he's either drinking, smoking, or caving someone's face in. He does recall The Great Brouhaha that forced them to flee to Mata Nui, however, and regards that as one of the best moments of his life.
Personality and Traits: Tenjin is the louder and more obnoxious of the two brothers, and is quicker to anger than Taranis. His first response to any situation is violence, and, while he is marginally less brutal than Taranis can be, he constantly puts his brutality on display all of the time. The only thing he loves more than drinking and smoking is how irritated his brother gets when he does it. His only arm is as equally jacked as his brother's, as is the rest of his body due to rigerous amounts of exercise. In contrast to his brother, he attacks first and asks questions later.
Appearance: Tenjin is huge, even by Skakdi standards. To make themselves more pleasing to the eye, he has adopted some of his brother's color scheme into his armor by repainting certain areas black and grey where they would normally be blue and white. His head and spine was repainted black, as was his hand, feet, and the front of his thighs. His forearm, legs, and hips are dark blue, and the backs of his thighs and upper arm are white. The armor connected to his chest was repainted grey, and the armor covering where he and his twin are attached to each other is black.
Funds: Tenjin spent the last of his money on a pack of cigarettes, much to his delight.
Pets: Taranis won't let him have any pets, as he tends to use them as target practice.
Powers: Can see further and in more detail than most beings, glows slightly in dark places
Weapons: Two large, golden Protosteel Daggers with serrated edges
Technological Items: None at the moment
Weaknesses: While Aine has been trained enough to know how to defend herself properly, she is not a warrior by any means. She has little trouble keeping herself alive, but you won't see her charging across a battlefield anytime soon. Her temper also sometimes gets the best of her.
Alignment: Neutral Good, Shu
Mask: Kanohi Calix, The Mask of Fate (forged in a shape more suited to her liking)
History: For as long as Aine can remember, her family has consisted of some of the most profitable merchants on her home island. Her life has always been comfortable, and she was usually always able to do what she wanted as long as she was accompanied by a bodyguard hired by her father. As she matured, however, she started to develop a taste for adventure and began actively trying to ditch them in order to go off on her own.
A few months of this forced her father to hire more and more guards, as all of the previous ones started refusing to accompany her because of her desire to go off without them. This eventually led to the employment of Shu, a wandering warrior who was looking for a temporary job so he could afford to put food in his stomach during his time in their village. Upon learning that it was nigh impossible to escape from him and that he barely spoke a word, she began to detest him.
Her attitude quickly changed, however, when one fateful evening, a band of pirates launched a raid on her family's estate and took her hostage.
After collecting the ransom they demanded in exchange for her safe return, she was forced to watch as the crew murdered her father and began to set sail with the intent on making even more money by selling her into slavery after catching word of nefarious organizations on Mata Nui. One night during the journey, the guard who was tasked with watching over her revealed himself to be Shu in disguise, who was waiting for just the right opportunity to stage a rescue-attempt. He informed her that most of the group had passed out from excessive drinking before handing her the pair of daggers that he took from her room and leading her onto the deck of the ship. Unfortunately for them, their exit didn't go unnoticed, but in the end it didn't matter because a rogue wave ended up capsising the entire ship before things could get too frantic. The last thing she remembers of the event was being hit in the forehead by a broken-off section of railing that ended up knocking her out.
Personality and Traits: Aine is a free-spirited, adventurous young woman who is often no stranger to trouble, much to Shu's chagrin. Her upbringing has made her somewhat spoiled, and she often makes her bodyguard do things for her, such as preparing her meals or anything else that requires physical labor. She is rather harsh to those who break the law, however, she does show leniency to those who have no other choice as she realises that not everyone shares her former lifestyle.
Appearance: Since she is still not considered a fully adult Lesterin, Aine is fairly shorter than others. Her Calix and upper chest armor are blue and gold, while the rest of her torso armor is white. A short, golden cape hangs from her shoulders, contrasting with the crystal-blue ponytail hanging off of the back of her head. She has light-green hands and feet, light-blue limbs with white and green armor along her upper arms and thighs, and green eyes.
Weapons: One Protosteel Katana (hangs off of the left side of his waist) and one Protosteel Wakizashi (hangs off of the right side)
Technological Items: None at the moment
Weaknesses: Shu has been known to take unnecessary damage for Aine, but otherwise he's of an average size and build for his species and can succumb to enough regular damage just like other Toa. He also becomes rather uneasy in enclosed or underground areas.
Alignment: Lawful Neutral, Aine
Mask: Kanohi Kakama, The Mask of Speed (forged in the shape of a Kanohi Zatth)
History: Shu doesn't remember much about his past, just that he used to belong to a family of weaponsmiths before war came to his homeland and took away their lives. He became a wanderer, using his time to earn himself food or to work on his fighting technique. He doesn't talk much about his past (or at all, in fact), so much of his life story is unknown.
Fate eventually led him to the doorstep of Aine's father to inquire about the new bodyguard position available. The Lesterin was not impressed with him at first, as he had been wandering for quite sometime beforehand, but decided to give him a chance when the Toa offered to accept half of his regular payments in food. After defeating all of the other applicants in single combat, the job was his.
He performed his duties faithfully, much to Aine's distaste, until a group of pirates ransacked the estate one evening, where he was unable to prevent the Cy-Lesterin's capture. Tailing them back to their ship, he eventually incapacitated one of the crew members and took his place amongst them, volunteering himself to keep watch over the prisoner as he waited for the most opportune moment to attempt a rescue. Aine's father arrived a day later, coming aboard to pay the ransom that had been demanded for her safe return, but was soon struck down by their blades. Shu was about to come to his aid, but the dying Lesterin shook his head as if to say that he would rather see Shu stay by his daughter's side than have him come to his own, so he dragged the screaming Aine back down below deck as the pirates tossed his body overboard and into the sea.
Many days passed on their journey to Mata Nui before the Toa was able to enact an escape attempt, but unfortunately for them, one of the crew wasn't as passed out as Shu hoped he would've been, and he succeeded in ringing the alarm before the Toa could cut him down. He pushed Aine behind him, fully prepared to take on all fifteen of the remaining pirates before a rogue wave capsised the ship and hurled both him and his Lesterin charge into the ocean.
Personality and Traits: Shu is quiet and very reserved in both emotions and speech. He speaks in almost a complete monotone, and only in emergencies or when he can't convey his thoughts via body language. He is extremely protective of Aine and follows her almost everywhere. Unlike most warriors of his calibur, Shu is entirely self-taught; he developed his own fighting style by observing the characteristics of beings from all across the elemental spectrum and pairing them with a series of stances, strikes, and counter-strikes as he views it unwise to learn only from those who share his element. Combined with the speed of his mask, he proves to be quite a challenge in battle.
Appearance: Shu is of an average height, weight, and build for his species. He has orange eyes, and is covered in various shades of green. His muscles have been toned due to an irregular, but intense, training schedule, scars litter his chest and back, and he keeps his hair tied behind his head to keep it from blinding him while fighting.
Funds: Also broke, but at least he knows where the wreckage of the pirate ship washed up.
Weapons: Two Protosteel Combat Knives
Technological Items: Power Cuffs: Nullifies character powers when worn, nullification gradually wears off between charges; Camouflage Generator: Allows her to take on the appearance of colors and textures behind her, doesn't disguise the shape of her body or work while she's standing out in the open, takes a second or two to react to new backgrounds (Approved by Nuju Metru), Dual Patero Launchers (fires Strallix Powder capsules) with modified Volo Lutu Launchers attached as secondary-fire mechanisms
Weaknesses: Due to an accident during one of her experiments, Xhalia's left eye was completely destroyed. While she was able to create a non-functioning, prosthetic replacement to hide her injury, this makes her more vulnerable to attacks on the left side of her body and robs her of her depth perception. The wound also has a habit of messing with her perfectionist nature, which can sometimes lead to anger clouding her judgement since she no longer considers herself "perfect."
Alignment: Chaotic Neutral
History: Xhalia was once a fairly gifted engineer who used to reside in Po-Koro, developing and modifying all sorts of useful gadgets for any adventurers who had decided to visit her shop during their brief stays inside the city. Business was booming, gaining her unwanted attention from the local guards (who she continuously refused to deal with due to her mistrust of them) and more widgets than she knew what to do with. Her life was comfortable.
That all changed, however, when a so-called "adventurer" waltzed into her shop, purchased a customised Patero Launcher from her, and killed fifteen people with it before the guards eventually put him down.
The Vortixx soon found herself being taken into custody and was later formally charged as an accomplace to the murder spree. Everything she had worked her life to create was "confiscated," her property was seized, and her reputation was ruined. Years passed by as she wasted away in a cell, earning herself a venomous new reputation amongst the guards as they occasionally came by her new dwelling to offer her an early parole in exchange for the exclusive rights to her engineering skills.
Just as she had begun to lose all track of time, some hot-shot Matoran lawyer, who more than likely was just looking to make a good name for himself, offered to represent her if she decided to appeal her case. While initially not holding out much hope, she eventually decided that it was worth a shot and sure enough, she was released a week later. After receiving her remaining personal effects, which consisted of the only two tech items of hers that were deemed unreproducable, and winning a subsequent lawsuit that re-embursed her for all of her seized assets, she personally devoted her free time to dig up info on all of the guards involved with her case and proceeded to use their own dirty little secrets to ruin their lives. With the remaining money she was awarded, she decided to set herself up as a bounty hunter as a way to get back at the criminal who put her into that position in the first place.
As she left Po-Koro without any intention of ever returning, she silently swore to herself that she would never use her skills to help others again.
Personality and Traits: Xhalia is a perfectionist by nature, and as such, places a considerable amount of effort into absolutely everything she does. Her time behind bars has hardened her to the point where she feels no empathy for her targets, and she would rather shoot someone than share her feelings with them. She is a crack shot with her Patero Launchers, extremely agile, and prefers guerrilla warfare when it comes down to hunting her prey.
Appearance: Xhalia's armor is mostly red and black with various browns and greens mixed in as well. Her headress is green, black, and red, and she has covered her entire chin in tan war paint. Her eyes (both her remaining one and her prosthetic) are both light grey, and even though one of them is fake, they are almost exactly identical to each other.
Funds: 200 widgets
Weapons: A Protosteel Staff, forged from the bones of her father, mother, and five sisters
Technological Items: A few Strallix charges and some Heatstones she uses to outfit her undead minions with.
Weaknesses: Having spent most of her focus training with her elemental powers and Kanohi, Celphrithia is at a major disadvantage when dealing with attacks aimed directly at her person.
Alignment: Lawful Evil
Mask: Kanohi Tryna, The Mask of Reanimation (forged in a shape more befitting to the High Priestesses of her cult)
History: Celphrithia is the last in a long line of High Priestesses belonging to The Order of the Tryna, a cult of necromantic, Makuta-worshipping assassins infamously known for desecrating the remains of the deceased and reducing their bodies down to the raw materials required to forge their weapons. Shortly after her period of initiation had ended, a group of Mata Nui-worshipping Justiciars infiltrated the group's hideout, slaughtering every man, woman, and child unlucky enough to be inside. Despite being both impaled from behind by a sword and having her throat cut, however, she miraculously survived the assault and fled her home island, eventually reaching the shores of Mata Nui. She now lives as a hermit somewhere off of the coast of Ko-Wahi, preying on any unfortunate travelers who cross her path.
Personality and Traits: Due to the attempt on her life, Celphrithia sometimes has trouble traveling larger distances by foot, and her voice is now just barely above the sound of a whisper. While other beings may shudder at the idea of creating weapons from corpses, she views it as just another way of respecting the dead; for a group of assassins, what greater honor could be given than to be able to cause another's demise long after you yourself have passed on? Needless to say, she is also quite skilled at smithing, although her abilities are rarely seen in action since she refuses to use any other materials besides corpses. Unlike many other Makuta-worshippers found on the island of Mata Nui, Celphrithia is quite humble and prefers a certain amount of preparation before initiating combat.
Appearance: Celphrithia is clad in the black, grey, and gunmetal robes that cement her position as the current High Priestess of the now defunct Order of the Tryna. The neckline of said robes is adorned with numerous black feathers, and purple stones have been sewn into the fabric at various locations. The garment itself ends around her thighs, but it is also accompanied by a sash that leaves little above the knees exposed and also aids in keeping the feathered fantail attached to her back secure.
Funds: She's a hermit living in a cave. Use your imagination.
Pets: None, though she treats her reanimated minions with a similar amount of affection.
Powers: Roth, Mark of Blood (Can create weapons, sense the blood of other nearby beings, and temporarily quicken her blood flow to increase her stamina.)
Weapons: A long-handled Scythe that can feasibly used with either one or two hands, forged from the bones of her first kill
Technological Items: None. If it's not something she can piece together from her natural surroundings, then she wants nothing to do with it.
Weaknesses: As evidenced above, Dhalgira only relies on extremely basic technology (such as moderately simple melee and ranged weapons), and thus is at somewhat of a disadvantage against foes possessing anything more advanced than a standard Patero Launcher. She usually attempts to counter this by taking a stealthier approach, but if caught out in open conflict with these specific individuals, her first instinct is to flee and regroup. She also only knows enough of the Matoran language to get by in verbal conversations, and as such, cannot read it.
Alignment: Herself and her morals, Other "worthy" Tiokaha, Nature
Mask: Kanohi Kualsi, The Mask of Quick Travel
History: At a young age, Dhalgira was taken in and raised by a neighboring tribe consisting mostly of Iaru-bearing hunters, due to the fact that her own had been all but wiped out from a plague. Because of this, she has almost no memory of them at all, and considers the people who rescued her to be the closest thing she has ever had to a family. Learning to control her abilities proved to be slightly more difficult as she grew up, mostly because of a distinct lack of any other Roth-bearers amongst them, but while she did eventually figure it out through trial and error, the time spent in their care did imprint her with a better understanding of the behaviors of wild Rahi and the various properties of numerous flora.
While she did indeed care deeply about her new home, and the tribe that adopted her as one of their own would always have a special place in her heart, a sense of restlessness eventually began to manifest itself within her as she became older, taking on the form of dreams in which she would venture off into the forest in order to forge her own destiny. Growing concerned over their sudden increase and intensity, she sought out advice from one of the village elders, who in turn told her that it was time she had started to follow her own path, even if it led her away from the rest of her family. Packing up her things and saying her goodbyes shortly afterwards, she headed off into the unknown, and never looked back.
Recently, her travels have taken her to the shores of Mata Nui, though what she is currently seeking is still a mystery, even to her. Truth be told, however, she wouldn't want to have it any other way.
Personality and Traits: Years of hunting, foraging in the wilderness, and otherwise surviving off of the land have hardened Dhalgira into a fully capable warrior, tracker, and marksman. While she does put her skills to use in order to avoid confrontation whenever possible, she has no qualms whatsoever when it comes to doing anything within her power to protect either herself, her surroundings, or even other members of her species from harm, and will even go so far as to take another being's life if she deems it absolutely necessary for her to do so. She also tends to act quite seriously most of the time, almost to a fault even, but glimpses of a dark sense of humor do have a habit of occasionally worming their way past her otherwise impenetrable facade. Suffice it to say, just because it is possible for one to earn her respect, the chances of her letting her guard down enough for her to open up to somebody still remain rather slim.
Appearance: Dhalgira usually can be found wearing simple hide clothing and light armor reinforced with the bones of fallen Rahi, mostly dyed in the common color scheme possessed by the majority of Roth-bearers. She also covers herself with a gunmetal vest constructed out of animal fur and black feathers, red and gunmetal boots lined and adorned with the same materials, and the bottom half of her silver mask has been decorated with white war paint.
Funds: Dhalgira finds the concept of money utterly worthless. In the event that she absolutely needs something she can't make, she'll attempt to trade for it instead.
Name: Dahrak Nade
Weapons: His fists, his sheer unpredictability, and anything he can get his hands on in his current environment
Technological Items: None
Weaknesses: Dahrak Nade is about as subtle as a rampaging Artakha Bull trapped inside the hut of a Po-Matoran Carver, and as such, prefers to let his fists do the talking for him most of the time... which unfortunately tends to cause so much damage to his surroundings that he's almost always perpetually broke. His outlook on life is dismal at best, and he finds other beings in general so annoying to the point where he constantly needs to be either drinking and/or smoking just to deal with anyone, otherwise he'd likely start punching people in the face in the middle of the street for little to no reason at all. That being said, he's usually inebriated at some level, meaning that tactical awareness isn't exactly one of his strong points.
Unlike most Toa of Stone, he is also quite scrawny, though he makes up for this with a trained endurance that falls just short of a Lesterin with the same elemental affinity.
Alignment: Morally Unrestrained, though there are still a few lines that even he won't cross
Mask: Kanohi Matatu, The Mask of Telekinesis (in the shape of a stylised Kakama)
History: Dahrak Nade is the byproduct of a nonconsensual mating ritual between the shamanistic leader of a Makuta-worshipping bandit cult and an enslaved warrior belonging to one of the other tribes from his home island. Since his birth, his mother had groomed him to one day take over leadership of the group, even going so far as to pit him against his own father in an unarmed fight to the death when she eventually deemed him old enough for the task.
Needless to say, the walls of their village were decorated with one more head that night.
Despite his penchant for brutality, a divide eventually formed between the two shortly afterwards when one of their scouting parties returned with three captured disciples of Mata-Nui. While Dahrak had little reason to doubt the prisoners' story about being traveling healers, especially since the trio were apparently discovered unarmed, and was initially willing to allow their release, she was not so merciful, and ordered that they were to be thrown into cages along with the rest of the slaves before chastising him about his "weakness." Years later, when one of their number, a Bo-Lesterin by the name of Galea, had almost single-handedly saved the entire tribe from a disease threatening them with extiction, he knew that it was time for him to act. Gathering a group of his like-minded brethren, he went to work freeing the captives in an effort to lead them to safety, but unbeknownst to him, this would come at a great cost; while the majority of them were able to successfully escape, he himself was not so lucky. While the tribe initially wanted him dead after his betrayal, the only person brave enough to step into his cage in order to colect him for execution was tossed back out with a broken neck soon afterwards, so his death sentence was never actually carried out.
After about a week of no food and surviving only on collected rain, a group of soldiers raided the village and slaughtered everyone down to the last man. Upon discovering him, they debated his fate for a short while before eventually deciding to take him back to their fortress as a prisoner of war, which he wasn't initially too fond of. Three broken noses, a few busted ribs, and a shattered arm later, and one of them finally succeeded in knocking him out.
Waking up in a cell once again, he was surprised to discover Galea tending to his injuries. Recalling what he had previously done for her and the other captives, she put in a good word for him, which lead to a meeting with the group's commander, a Ta-Toa known as Torrigan. He explained that they were part of a group called the Paladins of Brotherhood, an organisation dedicated to ending hostilities between the various tribes littered across the island, and offered him a place amongst their ranks as a reward for his deeds, along with the chance to potentially redeem himself of his past in the process. Growing tired of living his life in captivity, he reluctantly accepted, although winning over the rest of warriors proved to be much more challenging than anticipated.
Over time, his life began to change dramatically. He became far more approachable as the years went on, his combat skills and general knowledge of tribal Makuta-worshipping societies not only helped in establishing contact with said people, but also managed to secure him a high-ranking position among them, and eventually, his faith had even shifted in favor of Mata Nui in the process. But above all else, what he came to cherish most was his family; during his time with them, a relationship bloomed between himself and Galea, eventually culminating in the birth of their son, Nogan.
Unfortunately, however, this peace was not meant to last.
Returning from negotiations with another village, he arrived a mere day too late to prevent a raiding party from assaulting their fortifications and claiming the lives of both warriors and civilians alike. Upon learning that his wife and child were among the casualties, he quickly broke down, only for his sorrow to soon be replaced by fury and a thirst for revenge. Finding the perpetrators of the massacre proved to be no issue, considering their attackers bore the armor, weapons, and colors of a group known to be hostile to their cause, and plenty of others who had lost loved ones supported his call for action. Suprisingly, even Torrigan made no move to stop him, even going so far as to supply them with additional weaponry, albeit secretly, all in an effort to make those responsible pay for their crimes.
The battle that ensued soon afterwards was swift and decisive, though it came at a great cost; while the Paladins were technically victorious, Dahrak Nade was the sole survivor, leaving only himself and a mortally wounded tribesman from the other side alive by the time it had reached its end. As the Skakdi spat up his own blood, he asked him why they had attacked them, explaining that they had made peace with them months beforehand. When he angrily told him how his people had slaughtered his family, the fallen warrior denied that such an attack had taken place, mentioning that the two groups had established trade agreements, with the sole condition being that access to the mountains to the north were strictly off-limits, as they had been incorporated into their religion. In order to avoid unnecessary conflict, the Paladins had quickly agreed to these terms, despite having previously wanted to mine the area in order to increase their weapon production. They even traded for the tribe's armor, explaining that they wanted to archive it as a symbol of their alliance. Realising that his superiors had not only betrayed him and sent him off to die, but had ordered an assault on their own forces just to supply themselves with more equipment, was enough to make Dahrak snap.
Arriving back at the fortress, the very first thing he did was to expose what had really happened to anyone who would listen. After a few hours of chaos within the walls of their home, every member who was involved in the crime had either been captured or put to the sword, save for one; Torrigan, who had previously been rallying support in order to send out an expedition party to other islands and spread their influence, was finally granted permission to do so and had conveniently set off with them a few days earlier. Undeterred by this development, Dahrak set off alone in an attempt to catch up with them and bring the man to justice. Stowing away aboard the ship, he waited until they were in open waters before revealing his presence to his former commander one night while most of the crew was asleep and unceremoniously dragged him onto the upper deck as he mercilessly beat him to within an inch of his life. Unphased at the prospect of dying at the hands of the former Makuta-worshipper, his last act was to taunt him with the knowledge that Galea and Nogan would be horrified that he was about to kill him in cold blood before daring him to finish what he had started. After some thought, Dahrak informed him that he was right, and that instead of deciding his fate himself, it would be more fitting to leave it up to his god.
Throwing the Toa of Fire overboard and leaving him to the mercy of the Takea that had been feeding off of the crew's refuse, he took great satisfaction in listening to his screams as the sharks voraciously tore him apart.
Imprisoned in the brig shortly afterwards, he didn't have to wait long before the ship was caught up in a storm, killing every other member aboard and stranding him on the shores of Mata Nui. With everything he loved taken from him and no reason left to live, he eventually headed inland, and has been bar-hopping and causing trouble ever since.
Personality and Traits: Dahrak Nade views all life as meaningless, and attempting to persuade him otherwise is liable to get you punched in the face. He is pessimistic to a fault because of his loss, and generally doesn't involve himself in the affairs of others unless they bother him, they have it coming, or doing so will allow him to continue his habits. He is rude, crude, and quite honestly gives zero ##### about how others perceive him, which has unfortunately led to some rather annoying encounters with local law enforcement. His armor is primarily brown, silver, and black, and his pauldrons obscure two tattoos on his shoulders; on his left is the symbol of the Three Virtues, and his right bears the image of the Kraahkan.
Funds: Perpetually broke.