A detailed description or image: Strangely for a Skakdi of ice, he is almost entirely black, with dark crimson markings on his back and shoulder spines that suspiciously resemble streaks of dried blood. His eyes glow with a cold blue-white light. He is much taller and thinner than the average Skakdi, and because of how lanky he is, isn't as strong but is surprisingly fast and incredibly agile. He is clad in a lightweight plate-and-mail armour, and he wears a thick, ragged black cloak over the top, which he throws off when in combat so as not to slow him down. He carries a brown leather pack which he wears over his back, under the cloak, and also carries a matching satchel which holds his day-to-day items such as food and widgets. Because his cloak fits over his spines and pack, he appears to have a hunchback, which often leads to potential enemies underestimating him, until they get up close and realise that despite his "hunch" he's still taller than they are.
Powers: As a Skakdi of ice, he can control ice, but only in conjunction with another Skakdi. Since he mostly keeps to himself, he rarely, if ever, uses this power. He also possesses Laser Vision, which he has trained himself to use in a very precise, directed manner, to incapacitate or eliminate enemies before they get too close. He also uses this power in his favourite hobby, metalworking, to finely cut small pieces of protosteel and other materials.
A steely-silver protosteel javelin with a collapsible shaft that he sometimes uses as a sword. It hangs in a sword sheath from his hip in its collapsed state when not in use. Destroyed by Joske. Natharius is currently unarmed.
His left arm was lost from the elbow down in a battle long ago, in another time and place entirely, and was replaced with a purely robotic one forged of metallic protodermis. It has curved metal talons for close-quarters fighting, and because of what it's made from, it also serves as an impromptu shield against attacks. Currently damaged, also by Joske.
Weakness(es): Natharius isn't as physically strong as most other Skakdi, but has learnt to cope with this. There are also gaps in his armour over his joints, covered in chain-mail instead of protosteel plate so he still has full mobility. If caught by surprise, these areas are more open and vulnerable to a well-placed attack. He doesn't wear a helmet or any other kind of head protection, so this is another area of vulnerability in combat. When using his robot arm in close-quarters combat, he tends to underestimate its weight, which often throws him off balance. His laser vision also takes about thirty seconds to fully recharge after each shot.
Alignment: Himself. He offers himself to whoever is paying. If no one is paying, he'll side with whichever party he feels will prove most rewarding to him in the long run. His own survival has always been his top priority, which makes it hard for him to maintain lasting friendships.
History: He's kept to himself, and out of the warring Koros, for a long while. After the peace summit, when relations between villages began to settle somewhat, he took to wandering the island, and has ultimately settled in Ta-Wahi, at least for now, with plans for starting a business in Ta-Koro.
Personality and traits: He is far less warlike, and much more controlled than most Skakdi. That said, he is fully capable of defending himself if needs be, and is still a brutal opponent, especially if provoked, which is when his Skakdi anger does take over. Despite his fearsome reputation and appearance, he has a soft spot for the Matoran and other peaceful folk. As mentioned earlier, he is an experienced metalworker, and also dabbles in clockwork. He has a lot of self-doubt, and is often ostracized or abused by other Skakdi because of how different he is. He is quiet and reserved, and is generally suspicious of strangers, but willing to work with those who have earned his trust. He also knows that taking the occasional risk or gamble can often pay off. He also has a knack for getting into people’s heads and launching into lengthy speeches just to mess with their morals and beliefs.
In-Game History: He arrived in Ta-Koro after wandering Ta-Wahi for many weeks, only to discover that the Piraka had recently attacked, and that Skakdi in general weren't the most popular folk around. He spoke with a friendly guard, who seemed sympathetic, but told him it would be best to keep his head down and not draw attention to himself for the time being. Natharius then found himself confronted by the mercenary Grokk, who, after some discussion, roped Natharius into a plot to conduct the "biggest prank in recent history". The two Skakdi broke into the house of Dorian Shaddix, the intended victim, and, at Grokk's request, Natharius set out to locate a Toa of Air to aid them in their endeavour. By happy coincidence, Natharius soon crossed paths with Skyra Daring, who had recently arrived in Ta-Koro, also searching for Dorian. After returning to Grokk, Skyra agreed to help them, although she was clearly suspicious of their intentions, recognising that they were hiding something from her. After helping them, Skyra left to go find Dorian while Grokk dispatched Natharius to go and find supplies for the prank. After a few hours of shopping and stealing the supplies he needed, Natharius headed back to find Grokk, only to discover that Dorian and Skyra had already arrived, and that Dorian had blundered into some impromptu traps Grokk had engineered. Dorian immediately opened fire on Grokk, and Natharius drew his spear on Dorian, only to be clubbed upside the head by the surprised Skyra, who then threatened him with his own dropped spear. Grokk managed to avoid being shot, and trapped Dorian with a containment sphere. Dorian responded by trying to make out that he and Skyra were dating, a joke which Skyra joined in on (while waiting for the sphere to come down so she could shoot Dorian herself). During the initial moment of confusion, Natharius got up and retrieved his weapon, but put it away when a group of newcomers – Zaara, Casanuva, Naishe, Nunonu and Marda – arrived on the scene. The group soon left, upon recognising that the excitement was already over, leaving Natharius scratching his head over what to do next. Dorian and Grokk then began arguing, and Dorian sent Natharius and Skyra upstairs to find him a new shirt. Unsure of which one to give Dorian, Skyra asked Natharius to choose, and, recalling Grokk’s fascination with a particular scarf, Natharius decided to give Dorian the pink shirt. Joske abruptly arrived, telling Dorian that there was a Rahkshi tailing him and that he needed help dealing with it. Grokk lost his temper and attacked Dorian, and Natharius threw his spear at Dorian when his back was turned, only for Joske to cut the weapon in half in midair. Joske then fired a disk, which Natharius deflected with his robotic arm, damaging the circuitry and rendering the hand useless. Skyra tried clubbing him with her blunderbuss again, but he avoided being knocked out, and then decided to back off, recognising that he was outmatched. He found the confetti cannon Grokk had asked him to buy, and shot Dorian with it, hoping to distract him and give Grokk a fighting chance. This had little effect, and the fight ended with Dorian very nearly killing Grokk. At this point, the Ta-Koro guard arrived on the scene, arresting Grokk for his role as Turaga killer, and charging Natharius with disrupting the peace. However, because of Grokk’s wound, the duo have not yet being taken to prison, and are instead being treated for their injuries.
A detailed description or image: Tall and lithe, she wears shapely white armour with orange highlights and flame insignias on the shoulder plates. Her mask has adapted itself to fit the shape of her armour (but is still recognisable as a Sanok). Her eyes and heart stone are emerald green.
Mask: Kanohi Sanok.
Weapons: Knives, and lots of them. She currently carries eight throwing knives, two large Sai, and two smaller push daggers concealed in the wrists of her gauntlets. Her mask allows her already enhanced knife throwing skills to be even more precise, which she uses to her advantage. Her mask also enhances her exceptional martial arts skills, helping her punch, kick and jab at exactly the right points. She has a bow which she can use to fire plasma arrows, but she is unskilled in its use, having acquired it sometime just before her arrival on the island.
Weakness(es): Unskilled with any other weapons, she is completely inept at long-distance fighting with her bow, and (although she’ll never admit it) she can’t swim. She also gets dizzy easily, and sometimes suffers from motion sickness.
Alignment: Good, but she does it her way and doesn't take orders from anyone except herself. Occasionally, if she's in a good mood, she might be open to friendly advice from those she trusts.
History: She washed up in a Toa capsule uncomfortably close to the Piraka Clubhouse. With no memory of how she got there or where she came from, she swiftly vacated the area and made her way to the nearest population centre, namely Ta-Koro. She has begun to remember some things, but nothing about her own past.
Personality and traits: Impulsive and hot-headed, Zaara’s initial solution to any given combat situation usually involves sharp pointy metal things. She’s a quick thinker, and fast on her feet, able to swiftly adapt to any situation or circumstance. Generally untrusting of strangers, she can become fast friends with someone over any sort of exciting shared experience, especially diverse journeys, action-packed adventures and life or death battles. She sees being a Toa as being more of a lifestyle than an occupation, a choice rather than a duty, and is short-tempered with Matoran and others who pester her over what she sees to be minor things. She also perceives herself to be an equal to other Toa and beings of similar standing, like Vortixx, Skakdi or Lesterin, and is irritated when any members of these species try to exercise any kind of authority over her.
In-Game History: Venturing into Ta-Koro, she witnessed the devastation the Piraka had left in their wake, and decided to find who had attacked the Koro to bring them to justice. Becoming lost in the unfamiliar city, she decided to go look for someone else who was already investigating the Piraka, and try to help them rather than going blindly after them on her own. She wound up talking with Casanuva, Nunonu, Marda and Naishe, but they were soon interrupted by the sound of Dorian firing his revolver at Grokk, and the group went to investigate. Arriving in the middle of a very confusing, very awkward exchange, Zaara decided that the two Skakdi – Grokk and Natharius – probably weren’t the Piraka responsible for the attack on Ta-Koro, and waited to see what would happen next. With the fight apparently over, the group continued their discussion. Casanuva soon left with Tor to go find an Inn, and Zaara decided to accompany Marda and Naishe on their travels. Naishe left to wander Ta-Koro, and Marda decided that she and Zaara should head for Le-Wahi. The pair were joined by Voran, who decided to join them on their trip. Marda explained that it would be easiest for them to head to Ga-Koro and catch a boat from there to Le-Wahi, so the trio set off. Arriving in Ga-Koro, they boarded the River Song and set sail.
A detailed description or image: Grey-skinned, she wears olive green armour with black spikes on the shoulders, and elbow and knee joints (she has now broken these off, as they hampered her mobility). The fingers of her gauntlets have gaps to allow her long, sharpened claws to fit through. She’s about average height for a Vortixx, but often walks with her head low and back hunched, trying to make herself seem smaller than she actually is, so that her foes underestimate her. She speaks with an unusual, exotic accent that often seems to enthral male targets. Her eyes burn with a soul-chilling blood red light.
Powers: The ability to hurt people. A lot.
Weapons: She favours a pair of razor-edged whips, hence her adopted name “Lash”. The blades on her whips are made of finely sharpened and notched protodermic steel, specifically designed to mimic the shape and function of the serrated teeth of the Takea shark. These hang from clasps on the armour of her upper legs. She now also carries a pair of knives she made out of pieces of a Rahkshi staff, kept in an X-shaped sheath on her lower back.
Technological items: none.
Weakness(es): She has difficulty predicting the way her foes think, as the only thought process she can mimic is her own. Additionally, she has absolutely no skill in any sort of weapon other than the ones she specialises in, and has little to no skill in improvising. She relies on plans and traps to accomplish her goals, and when these fail, she doesn't know how to react. She also has a fear of heights due to an unfortunate incident in the past. Because she has no elemental powers, she is vulnerable to attacks from those that do.
Alignment: not entirely evil, but is often perceived that way due to her indifference. A mercenary, assassin and murderous thief, Lash doesn’t care who gets hurt in her operations, nor does she care who she ends up working for. She also doesn't have a problem with double-crossing her previous employer if someone else offers a better price (don’t even get me started on the triple and quadruple crossing). Her only allegiance is to herself, and her life’s ambition is just to live to see her next pay check (and to see that competitors and targets don’t get to live to see theirs). That said, the allure of siding with Echelon and Zaktan is a powerful one, as there is little chance of her ever getting a better offer than theirs.
History: Fleeing an excessively high bounty back in her homeland (for murdering a certain important village elder or ten), she has arrived by boat on the island of Mata Nui after many months at sea. She has no idea where she is or what she’s about to get herself into. The only thing she knows for certain is that no one knows who she is… which is perfect for her.
Personality and traits: Lash relies on lengthy planning and complex stratagems to enforce her plans. She often observes her targets (and potential competition) from a distance for a decent period of time, to get an idea of what they do and how they act (as mentioned above, she isn’t good at gauging how people think, though). When put in a situation she doesn’t understand or can’t cope with, she’ll back off and come up with a new plan rather than staying around and trying to improvise. She prefers to have all of the facts before acting, and relies primarily on caution and creativity. She is often perceived to be an emotionless, murderous sociopath, however this isn't accurate. It isn't that she doesn't have emotions or a conscience, it's just that she chooses to ignore them. The fact that she has chosen to detach herself in this way makes her all the dangerous.
In-Game History: Following up rumours about organised criminal activity going on in the tunnels beneath Mangaia, Lash headed down into the cold depths of the Darkwalk, where she acquired one of the unique blood-red lightstones that can be found there, which she used to illuminate her path down into the darkness. During her spelunking, she encountered a Rahkshi of heat vision. After managing to fight it off and remove one of its arms with the razor blades lining her whips, she turned and started heading back the way she'd come, intending to come up with a new, safer means of travelling into the mountain. As she doubled back, though, she encountered Aurum, who encouraged her to stay and fight, and ultimately helped her defeat the Rahkshi, delivering the killing blow with his lance. After telling her some of the history of the island as they walked, Aurum and Lash were confronted by the Piraka Hakann, who demanded to know their intentions. After being forced to fight Aurum for Hakann's amusement, Lash set off a Stralix Powder explosive charge, the fiery blast of which revealed two newcomers in the tunnel watching the proceedings: Kavala and Lonefeld. The fight was abruptly brought to an end, and Hakann demanded that all four of them kneel to win his favour. Swallowing her pride, Lash did as he ordered, and Hakann then took her to the Vault, where she negotiated with Zaktan to get her hands on some Antidermis. He sent her to help the Piraka preparing to attack Onu-Koro, but she took a detour along the way to hunt a Rahkshi to enslave with her Antidermis. She eventually encountered a Rahkshi of Vacuum, which she managed to enslave with the Antidermis, although she was injured in the attempt. Setting off for Onu-Koro, she commanded her Kraata to leave its suit, and loaded the empty Rahkshi shell into a cart which she then wheeled through the gates. Although hampered by the Ussalry guards Sajis and Reson, she eventually did enter the city with her Rahkshi, although she had to surrender her Stralix Powder to gain entry. While the guards were busy searching the cart, the Kraata slipped silently into the city, where it awaits Lash’s command for it to return to her. Buying off an innkeeper, Lash set up her base of operations in the newly-renamed Ussal ###### Inn, and is waiting for the Piraka Attack to begin. By happy accident, Skoll soon arrived at the inn, and Lash attempted to rope him into helping her and the Piraka.
Rahkshi: Breathless, a Rahkshi of Vacuum. Has the power to absorb all of the air in an area, and release that air in an explosive blast at a time and place of its choosing. Wields a Staff of Vacuum, which it uses to enhance and direct its own power. Its armour is orange and black, and the Kraata is a bright yellow/green.
Name: Reson Ance.
A detailed description or image: of an average height and build, Reson wears gunmetal grey armour, with ridiculously flamboyant purple markings that he added himself. His mask has shaped and coloured itself to better suit his outward appearance. His eyes and heart stone glow gold.
Powers: Sound and other sonic attacks.
Mask: Kanohi Kakama.
Weapons: He carries a short, tightly-coiled whip made up of protosteel cord, although this isn’t really used to inflict damage on the enemy but rather to channel his elemental power and create violent sonic booms. His actual choice of weapon in combat is a semi-collapsible quarterstaff that is as tall as he is. When not in use, it folds down to about a third of its initial size and fits into a slot in the armour of his back, where it can be swiftly drawn from over his shoulder for slapping the ###### out of the enemy.
Technological items: none.
Weakness(es): Pointy things, explodey things, heavy blunt things. Anything that suddenly appears in his path when using his mask. Unlike most Matoran and Toa of Sonics, he isn’t as sensitive to loud noises, as he’s trained himself to always supress the sound that comes into his ears. He does it without thinking now; as natural as breathing. In terms of combat, he is at a disadvantage when fighting in caves or other enclosed spaces, as his own sonic attacks can backfire on him, and he is unable to use his usual mask strategy. A further disadvantage would be the fact that he's nearly always intoxicated. (Although some, such as he, might consider this to actually be an advantage).
Alignment: Good... I think... probably… is drunk an affiliation?
History: He awoke washed up on a beach somewhere on the coastline of Mata Nui, with a massive headache (most likely a hangover) and no idea how he got there, or where he’d been before then. Don't ask him how long ago that was, because he's been drunk on and off almost every day since, and his already fuzzy memories are practically gone. Through vague recollections during a rare moment of sobriety, it was revealed that Reson was once a Matoran, and accidentally killed his best friend soon after he became a Toa, while still learning how to use his powers. This was why he took to drinking, to forget the mistakes of his past.
Personality and traits: A lone wolf by choice (due to an incident in the past that he barely remembers), Reson prefers to work by himself when in a dangerous situation, but is quite the party animal when off the job (which is pretty much whenever someone isn’t trying to kill him). He’s set the record for most consecutive days completely drunk (every day of his life), and people often think his mask power is always on, since he never seems to stop moving, bouncing from one bar to another in a constant spree of mindless drinking. Because of how often he drinks, he’s developed a very high alcohol tolerance, and is quite the conman as well, using an assorted array of trick cards, weighted dice and such to win at gambling games. He’s a master of the sleight of hand, often pickpocketing in order to get widgets to buy alcohol with. Because he outwardly appears to be off-his-face drunk, no one ever suspects him. Rumour has it that he’s never paid for a drink with his own money in his whole life. (This rumour is likely completely true).
In-Game History: Waking up with a massive hangover after yet another week of mindless drunkenness, Reson decided to go an entire week sober. After only a few days, he began to remember all of things he got drunk in order to forget, and decided to go start drinking again. On his way to the nearest bar, he was confronted by the guardswoman Sajis, who told him that public intoxication was a crime, and that he should go home. Admitting that he didn’t actually have a home, Reson very much expected to soon end up in a jail cell. Instead, Sajis took pity on him, and offered to help him find a job. She asked him a few questions, and seemed to find his answers satisfactory, ultimately asking him if he wished to join the Ussalry, to which he agreed. They arrived at the Ussalry headquarters, where Sajis gave Reson a badge and told him to sleep off his hangover, then join her on patrol later on. Curling up in a corner of the room to rest, Reson found a small bottle of alcohol in one of his pockets, which he steadfastly threw away before going to sleep. Re-joining Sajis, he went on his first ever patrol with her, monitoring the gates to the city, where he witnessed Lash enter with her dead Rahkshi. Although Breathless’ Kraata slid right past his foot, he didn’t see it. The excitement over, Reson resumed his patrol with Sajis, before, with the aid of Sajis and amnesiac Toa of Gravity Vesun, helping to take down for drunkards brawling in the street. Vesun went off to the hospital, and they were joined by Lira, who was allowed to follow them so she could learn her way around the city. Reson then had to use a sled to drag the fours drunks off to the Ussalry holding cells. Growing tired, he gave up trying to pull them, so Sajis suggested that he go find an Ussal to help pull. Instead, he encountered Vesun once more, who offered to help them if they answered a few questions for him. Vesun asked if they knew where he could find a telepath; Sajis didn’t know, but suggested that a rumourmonger might.
Element: Fire (as a Matoran, she can’t access this power).
A detailed description or image: around average height for a Matoran, Dayeth has taken to wearing heeled boots that make her appear slightly taller. Her body is in various shades of crimson, and she wears black leather armour to protect herself in these dangerous times. She often purchases (or steals) differently coloured cloaks to wear over the rest. One of her greatest skills is disguise, taking on a different voice, name and personality each time she encounters someone, making her nearly impossible to identify except by physical appearance (which is usually obscured by the different cloaks she wears).
Powers: Deceit, determination and devotion to her cause (not actually powers, but still powerful. Dayeth is definitely not a being to underestimate).
Mask: Kanohi Mask of Scavenging (powerless)
Weapons: while she does carry a protodermis war axe on her back and a serrated dagger sheathed on her belt, she rarely uses them, instead relying on her deadliest weapons: wit and guile. As a Matoran, she is often underestimated, which makes her the perfect spy – and (occasionally) assassin.
Technological items: A Volu Lutu launcher she looted from a dead body on her way to Ko-Wahi, and a small collapsible telescope she took from the same corpse.
Weakness(es): She’s a Matoran. Enough said.
Alignment: Evil. Very evil. And I mean really freakin’ radically psychotic evil.
History: She has always had complete faith in Makuta, and despite his apparent defeat, she secretly believes that he isn’t truly dead, and that by following his will, she can bring about his return. (After all, gods can’t die, can they?) Her ultimate ambition is to see Makuta revived so he can lay waste to the lives of those who doubted and despised him. But until Makuta does return, she is happy to do whatever it takes to personally bring about the deaths of as many of Mata Nui’s faithful as she can. She also refuses to partake of the Vault Loot, because she believes that the Piraka are faithless heathens who have defiled Makuta’s sacred lair.
Personality and traits: Sly and manipulative, cruel and callous, Dayeth is a brilliant actress. She has no pride, and no compunctions stopping her from stooping to whatever level is necessary to achieve her aims. She will murder, sleep with or bribe anyone, so long as she gets something out of it. Completely devoted to Makuta, everything she says and does is in his name, and for his glory. She has very little regard for her own needs, but does prioritise her survival above all other causes – she is devoted, but not enough to die for her beliefs, because she sees herself as being more valuable and useful while alive. If she’s dead, she can’t accomplish anything more.
In-Game History: After starting a wildfire in the Le-Wahi swamp to drive the Entropy Beetles towards Le-Koro (and hopefully burn them and the villagers to death once it reaches the village), Dayeth headed to Ko-Wahi. Seeing that the battle for Ko-Koro was in a possibly perpetual stalemate, she decided to find a way into the city to tip the balance in the favour of one side or another. Deliberately maiming herself by cutting her leg, she posed as a casualty of the battle and began shouting up at the wall, hoping to gain the attention of a sympathetic defender. Realising that this was a waste of time, she instead used her Volu Lutu grappling hook to rappel up onto the wall and infiltrate the city. Losing blood because of her hastily self-inflicted wound, she started calling for help, hoping to attract the attention of the nearest gullible good guy to help her get deeper into the city. A Toa of Ice, Dahkapa, soon arrived, and offered to help her get to the hospital. He carried her there, only for the pair to be confronted by the bizarre sight of a Makuta-faithful Vortixx chained up outside the hospital, being guarded by an Ussal crab and a Matoran. Disconcerted by the fact that the crab wouldn’t stop staring at her, Dayeth began to formulate a plan to free the Vortixx, after her own injuries were seen to. She was then carried via stretcher into the hospital, where she continued with her planning. Once she felt her leg was good enough to walk on, she limped to the front of the building, informing the defenders outside that a group of Chameleon Rahkshi were approaching from the direction of Ko-Koro. The Titan, Krayzikk, went off to investigate, and Dayeth used the distraction to attack Kellin. The attack failed, but she managed to throw Mortem’s staff back to him, only for him to be bludgeoned by the Titan, who had immediately returned upon hearing Kellin’s cries. As a last-ditch attempt at saving herself, Dayeth flung a coin purse to a nearby mercenary, Verulas, in the hopes he would come to her aid now that he’d been paid. Dissatisfied with the 100 widgets, Verulas decided to side with Kellin, and used his powers to bind Dayeth in wood, before giving Kellin a poisoned knife which he used to render Dayeth unconscious for a few hours. She is currently unconscious, dreaming of ways to murder everyone.
Name: Minnorak, Outsider Code Name: Enforcer.
A detailed description or image: tall and muscular, Minnorak wears black armour with luminescent blue highlights, and wears a helm with protosteel horns like that of a bull, with a faceplate styled to looked like the face of a black Rahkshi.
Weapons: Lightweight black protosteel halberd (the blade glows with a blue aura when the EMP is active – see below).
Technological items: 1: EMP Generator. This small device is magnetically clamped onto his halberd, and creates a visible wave of EMP energy when swung. The energy moves at roughly the same speed as a zamor or disk, and loses power the further it travels. While it completely disables electrical systems for a short time, it serves only to stun semi-organic beings for a few moments. The closer the target is to the wave when it impacts, the longer the stun effect will last. Coming into direct contact with the blade of the weapon when the EMP is activated will stun a target even more, causing temporary paralysis. Prolonged contact can be fatal, as the victim is unable to breathe properly when paralysed. (His armour is lined with non-conductive material so that he does not damage himself with the EMP). 2: Plasma Gun He carries an oversized, revolver-like firearm that can generate concentrated torus-shaped bolts of plasma which travel at the speed of bullets and cause splash damage that savagely burns targets for a few seconds before rapidly cooling and dissipating. The closer the target is to the weapon when it is fired, the more damaging it is. At point blank range the weapon can be fatal. Firing multiple shots in quick succession overheats the weapon, rendering it temporarily useless.
Weakness(es): his helmet is heavy and the horns can sometimes throw him off balance. His armour, while tough, is fairly heavy as well. Due to his strength, it doesn’t slow him down or hamper his mobility too much, but does severely reduce his endurance in the long run, hence why he prefers to finish his fights quickly.
Alignment: Neutral; only serves himself. And money.
History: After being caught in the act of murdering an important village elder for a contract, Minnorak was forced to flee his homeland and eventually arrived on Mata Nui, where he took up mercenary work once more. Eventually, he came into contact with Zero, and helped him in developing The Outsiders.
Personality and traits: despite having the appearance of a big, scary dumb brute, he’s actually quite intelligent, a quiet and thoughtful character. Smart enough to know when he’s outmatched, he isn’t afraid to forsake his pride and paycheck when the odds are against him. This is a rare circumstance, though, as he tries to gather all of the facts before entering any area or situation. Soft-spoken, he often keeps to himself unless gathering intel, and is often thought of being the strong, silent type.
In-Game History: TBA.
A detailed description or image: tall and handsome, Kelz prides himself on his immaculate appearance. He wears a showy red and black tailed coat over his armour and has an excessive amount of rings on the fingers of his left hand.
Weapons: Kelz wields a jagged cutlass made entirely of a translucent reddish, amber-coloured crystal. Thin as a leaf but strong as a diamond, the weapon is razor sharp with uneven, jagged teeth running along the curve of the blade.
Technological items: 1: Magnetic Repulsion Armour. He wears a skin-tight armour suit that magnetically deflects all metal objects within one bio of his body, including high-speed projectiles and some weapons (it can block stabbing blows, but against hacking and slashing, when the weapon is contacting multiple body parts at once, it proves far less effective). This ability has proven to be a hindrance, however, as it cannot be turned off, deflecting all loose metal items that are nearby. 2: Energy Gauntlet. He also wears a black, segmented gauntlet over his right hand that can be used to create objects out of solid energy for throwing, stabbing and shielding (limitations here being that only one object can be made at a time, the object can only have a maximum diameter of about one bio, and if the object moves more than ten bio from the gauntlet it will dissipate. The object also loses strength and density the further it travels from the gauntlet).
Weakness(es): his armour isn’t particularly strong, leaving him vulnerable to any attacks that circumvent his magnetic shielding. Because the suit cannot be deactivated, he can never touch any of the widgets he has stolen/earned. He also likes to gloat and taunt his enemies instead of simply finishing them off, and his pride and ego can often get in the way of his plans.
History: Fleeing a small fleet from their homeland that had been sent to hunt them down, Kelz and his sister piloted their crippled vessel into uncharted waters, eventually coming upon the island of Mata Nui.
Personality and traits: Sly, cruel, manipulative and vicious, Kelz has no qualms about killing, no care for anyone’s life except that of himself and his sister, and no doubt in his mind that he is the undisputed king of piracy. Even so, his vanity and massive ego have proven to be his downfall once in the past. In other words, most of the things he claims about himself are completely true, and he definitely shouldn't be underestimated.
In-Game History: TBA.
Archie: Kelz has a pet reptilian bird Rahi nicknamed Archie, (which resembles a prehistoric Archaeopteryx). Archie doesn’t do much except give Kelz someone to talk to when he’s bored or Ryza isn’t around.
A detailed description or image: a full head shorter than her older brother Kelz, Ryza is no less dangerous. She is thinner, but more wiry, and extremely fast and agile, as well as incredibly acrobatic. She wears a sailor’s coat and breaches in simple blue and brown, without any of the grandeur her brother is so fond of.
Weapons: Ryza’s weapon of choice is a deadly, pointed crystal rapier, made of the same material as her brother’s cutlass, but in a different shade of colour, closer to pink.
Technological items: 1: Incendiary Sniper Rifle. Ryza carries a powerful bolt-action sniper rifle with a thermal imaging scope that fires incendiary rounds (which also serves to cauterise the wounds it makes – less messy that way), but it takes roughly ten seconds for the weapon to cool down after each shot. 2: Sound Suppression Armour. She also wears a bodysuit similar to her brother’s, except hers renders her silent, similar in effect to a Kanohi Volitak. Like Kelz’s suit, this is always on, however, it does not silence speech.
Weakness(es): like her brother her special armour isn’t very strong, and her blade is only good for stabbing, thus can be blocked by shields, or plate armour. She isn’t physically strong, but she knows plenty of ways around that problem.
History: Fleeing a small fleet from their homeland that had been sent to hunt them down, Ryza and her brother piloted their crippled vessel into uncharted waters, eventually coming upon the island of Mata Nui.
Personality and traits: Less pompous than her brother, Ryza is still very chatty, and fond of showing off, even in tense situations. She loves to mock her foes as she outwits and outmaneuvers them. When she is on the hunt, though, with her sniper rifle, her character changes entirely. She becomes silent, serious and stealthy, never drawing attention to herself. Even after the kill is made, she vanishes as silently as she approached. She’ll laugh and boast about it afterwards, of course, but not until long after she has left the scene.
In-Game History: TBA.
Tucker: Tucker is an unusually large Takea shark that Ryza feeds from the side of the boat. It has taken to following their ship, the Wayward Wind, for many years now, snapping up several unfortunates who’ve tried swimming to the ship.
A detailed description or image: of an average height and build, Mirra is known for her striking good looks, despite the fact that she puts no effort into maintaining her appearance. Her armour is white and embossed with frosted blue crystal, which leads many to believe her to be a Toa of Ice, which is what she has been posing as since her arrival on the island. Her eyes and heart stone are an icy blue.
Powers: the ability to control and create crystals.
Mask: Kanohi Calix – the Mask of Fate.
Weapons: a sabre made of fused crystal and protosteel. She also carries various crystal objects in a small satchel for use as weapons if there is none readily available.
Technological items: none.
Weakness(es): not a good defensive fighter, since crystal is awful as a shield.
History: she and her boyfriend arrived on Mata Nui to fight the forces of Makuta, but soon found that the forces of darkness were rampant on the island, and so went into hiding in Ta-Koro, awaiting the time to reveal themselves.
Personality and traits: usually kind-hearted, nurturing and gentle, Mirra becomes a veritable demon in combat, often doing brutal and violent things that she often feels guilty about later on, even if they were necessary.
In-Game History: TBA.
Element: Smoke. (Approved my Nuju Metru).
A detailed description or image: handsome, with a chiselled face and a bright smile, Wisp is happy, energetic and constantly smoking on cigarettes. His armour is a smoky grey with chrome markings, and his eyes and heart stone are yellow-white.
Powers: he can control and create smoke.
Mask: Kanohi Pehkui - The Mask of Diminishment
Weapons: he carries a tomahawk and a crossbow.
Technological items: none.
Weakness(es): strong breezes. Toa of air.
History: He and his girlfriend Mirra arrived on Mata Bui seeking to defend it against the forces of Makuta, however things didn’t go to plan and they were forced into hiding in Ta-Koro, masquerading as mercenaries.
Personality and traits: smokes a lot. Flirty, talkative, energetic, inventive. All of these and more apply to him. He is entirely loyal to Mata Nui, and head over heels for Mirra, often acting as moral support in her times of self-loathing and doubt. They work well as a team and rarely leave each other’s company.
In-Game History: TBA.
A detailed description or image: his armour resembles stone, but is actually made entirely of protosteel, and covered in small steely spikes with a row of longer spines down his back. His eyes and heart stone are an unnatural acid green in colour.
Powers: despite looking like, and posing as, a Toa of stone, he is actually a Toa of gravity. He often throws rocks and such at his enemies to keep up the disguise.
Mask: Kanohi Kualsi – The Mask of Quick Travel
Weapons: he carries a one-handed spiked protosteel mace.
Technological items: none.
Weakness(es): he doesn’t know the meaning of the word strategy, because he’s an idiot.
Alignment: Evil. Member of the Toa Shaydas.
History: Arriving on Mata Nui with the rest of his Dark Toa team, he set off searching for those who served Makuta, to ally himself with them.
Personality and traits: think of him as Krekka with anger issues. Slow, stupid, but quick to anger, Panyk has no qualms about who or what he destroys. All he cares about is carrying on Makuta’s good work by violently destroying all those who stand in the light. His hobbies include genocide, mass murder, and golf.
In-Game History: TBA.
A detailed description or image: clad all in gold-tinged protodermis, Chavara has polished every facet of her armour to shine brightly in any sort of light. Her eyes and heart stone radiate with a violet light.
Powers: she can create fire and heat.
Mask: Kanohi Hau - The Mask of Shielding.
Weapons: Chavara wields a protosteel falchion sword.
Technological items: none.
Weakness(es): overusing her power can dehydrate and exhaust her. Oh, and since she shines likes the lights of a Christmas tree, she is incapable of being stealthy.
Alignment: Evil. Leader of the Toa Shaydas.
History: She led the other two members of her team to the island of Mata Nui to join Makuta’s forces there.
Personality and traits: A bold strategist, Chavara takes calculated risks, and plans everything down to the tiniest detail. She knows how to fight well with the rest of her team, even if she can’t always tolerate the pair of them. She is patient, enigmatic and brimming with charisma. A natural born liar, Chavara is cold, cunning and manipulative, and is brilliant at understanding the way her opponents think, able to predict their movements with uncanny accuracy.
In-Game History: TBA.
A detailed description or image: His armour is a teal blue colour, with a pattern of intertwining silver rings all over it. These seem to shimmer and ripple when his power is in use. His right eye is gone, torn out in a battle long ago, now replaced by one made of blood red glass. His remaining eye and heart stone glow with a similar red colour.
Powers: Earth. Able to control and create earth, as well as create earthquakes.
Mask: Kanohi Pakari - The Mask of Strength
Weapons: none. His powers are enough for him.
Technological items: also none.
Weakness(es): he’s missing an eye, giving him a massive blind spot.
Alignment: Evil. Member of the Toa Shaydas.
History: Arriving with the rest of his team on Mata Nui to serve Makuta, they set out to find those who followed the Dark God in order to ally themselves with him.
Personality and traits: cold, calculating and cautious, Onic is the brains of the Toa Shaydas operation. He plans out every operation, coordinates every attack. He only barely tolerates Panyk, since he (rightfully) believes him to be an idiot. While his missing eye and lack of visible weapons lead some to believe he’s the weak link in the group, he is brutal and utterly merciless in combat.
In-Game History: TBA.
Name: Draygon, Outsider Code Name: Veteran.
A detailed description or image: short for a Skakdi, his skin his red, and he has two rows of spines going from his lower back up to his shoulders, with thin webbing between them, giving him the appearance of having a pair of bat-like wings. He is covered in scars and swirling patterned tattoos in indigo ink. His left eye is permanently damaged, and he has covered it with an eye patch the same colour as his tattoos.
Powers: As a Skakdi of fire, he can control heat and flame, but only in conjunction with another Skakdi. He also possesses impact vision.
Weapons: a two-handed claymore with a bio-long blade.
Technological items: an EMP generator (see Minnorak, above), which is attached to his sword. The sword’s grip and his own glove are lined with rubber so he avoids stunning himself when using it.
Weakness(es): he’s old. A little slower than he used to be, not as quick on his feet, tires quickly, but still not to be messed with.
Alignment: Zero and the Outsiders.
History: he’s been everywhere, seen it all, and done it all. He’s past his prime and he knows it. But he still wants to be useful somehow, so he allied himself with Zero and the Outsiders, and serves them by identifying possible recruits.
Personality and traits: wise, but weary, Draygon knows a good fighter when he sees one. He’s smart, and stealthy. He’s constantly underestimated because of his age and height, and he uses this to his advantage, silently observing the goings-on around him. He enjoys playing the spy, and delights in opportunities to recruit fresh new fighters for the Outsider’s cause.
In-Game History: TBA.