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Keeper of Kraata

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  1. IC: Ahri - Oki Coast The Menti waved his hand; "I think I would like to take the boat," he whispered to Raika. "Ho there! Yes, please!" Ahri kept a lookout as the fisherwoman's boat approached. Even to his scrambled memory, something was off about the picture. Why was a Menti fishing? If half of what Raika said was true, there was a crisis occurring. He continued whispering to his rescuer: "If something goes wrong, you can hide and I have my Hau; don't worry." Still, something about the fisherwoman seemed genuine. Ahri decided he would trust his instincts. OOC: @The UltimoScorp @TL01 NUVA
  2. IC: Ahri - Oki Sea Cave Ahri had doubted Raika's stories of the danger, but when they transmitted the mental image of the monsters that roamed the archipelago well, Raika would either have to be mad, or telling the truth. Ideatalk, when properly utilized, could impart a truly terrifying amount of information. "That... was not the answer I was expecting." Ahri looked at the pool, then back at the distant cave entrance. "Even if I am this Soulsword, I can't remember how to call it forth. I can do with crystal for now. And I don't think I'm going to get much healthier eating tubers and sucking down mollusks." The Menti sighed, rubbing his aching arm. "Besides, you can't hide from your problems forever. You can fight, you can run, you can bargain... but it'll always catch up with you." Ahri jerked a thumb back at the cave wall. "And I'd rather not be stuck in a narrow cave when it does." OOC: @TL01 NUVA
  3. I missed these dorks. Three of my Kalta are up for interaction in Ko-Koro.
  4. IC: Casanuva, Kalyss, Skorm, Zueya - Ko-Koro, Kalta Arsenal Zueya felt odd, standing with her arms apart so Casanuva could adjust her armor. It felt like she was getting fitted for a dress; Well, except… She felt a poke above her shoulder blade. “Solder here.” Zueya tried not to flinch as Kalyss tapped the spot Casanuva had indicated with a glowing fingertip, and sparks dropped to the workshop ground beneath her. “Is it done yet?” Zueya asked, turning her head. Behind her Casanuva craned his neck to look at the armor on her back. He took off the protective goggles he had been wearing, revealing his eyes to be squinted in concentration. “You tell me. Hit with a bolt, then I’ll bounce it back and we’ll see.” Off to the side, there was a meaty chuckle. “I gotta see this." Skorm leaned forward, a smirk on his mask. “Make it a big jolt. For me.” Casanuva rolled his eyes. “Yes, dear.” The Fa-Toa took a few steps back, tossing his goggles onto one of the tables in the workshop. “But the big guy’s right. Don’t hit me with a little static shock, I need a big’ol bolt to see if this works or not. Some power of Mata Nui stuff.” Zueya smiled sweetly, clapping her hands together. She had been practicing with Vakua since the team had settled down in Ko-Koro, jumpstarting the massive turbines powering the Koro. She surged elemental power into her hands, and pulled her palms apart, electricity arcing between them. Across from her, Casanuva took another few steps back, his smile fading into a concerned look. “Well, okay, nothing, like, stormbolt size, I mean, when are you gonna be hit by an all-natural lightning bolt-“ The power hit its peak, and Zueya angled it, releasing it at Casanuva. He had been preparing, even if it pushed him back on his feet. Several tools in the shop lifted off their hooks in the direction of the magnetic disturbance Casanuva had to make to not get fried by the the bolt of lightning; within the blink of an eye, the energy was being angled back at her. Her instinct was to absorb the energy head-on; she certainly could, but it would be defeating the point of the test. Instead, she caught it on her bracer, and she closed her eyes, hoping nothing exploded. Instead, she felt the electricity course through her bracers, routing to the rest of her armor in a circuit. A bolt of that voltage wouldn’t have caused as much harm to her as to another Toa of a different element, but it would have still been an effort to absorb without getting blasted off her feet; this was almost effortless. Focusing, she reabsorbed the energy, returning it where it came from. It wasn’t lossless, but that wasn’t the point. Casanuva loudly exhaled. “Whew! Well, there we go, it works. I knew it would. I’m… just a little winded.” Kalyss clapped the Fa-Toa on the shoulder. "I'm sure you are." She stood aside as Skorm lumbered past her. "Have you heard the news from Ga-Koro? That lots of Dasaka ships are showing up?" Zueya walked to Skorm's side. "Vakua told me; he heard it when he was studying the radio offices. The Ga-Koro operators said there were a lot of civilian boats, and something about how they would know the difference. When Aelied heard, he took off to talk to the Akiri." Skorm rubbed his chin. "Interesting times. Rahkshi are sightings are higher than ever on the island, and now an invasion of psions." Zueya smiled; the big guy looked cute when he was contemplating. Casanuva shrugged as he sorted some of his tools. "I doubt its an invasion. I didn't get that vibe from Soraph, or Dakte. And the Chisaii Ryuu is still in port, last I left. Pretty sure it would have left if this was a military force." He elbowed Kalyss in the ribs. "Maybe they heard how great the island is. One of them already hooked up with a Kalta, maybe they rushed to make it while one of us was still single." The Su-Toa laughed, batting away his hand. "I think I'm good. Speaking off, how's your Dasaka? Healers say anything new?" "Oh, same old. Low metabolic rate on her, high on the parasite. Tied too deeply into her system to remove, the works." Zueya noted the look on Casanuva's mask. He wasn't smiling, but he was keeping his tone light; it was likely a performance. "Cas, maybe with more of her people showing up, they might be able to help her more." "Maybe, maybe." The Fa-Toa shrugged, then cocked his head. "Anyway, what are you two doing here? Zueya's armor is finished, you had a date! Shoo, shoo! I will throw ya'll out of here if I have to!" Zueya laughed. "If you insist, Cas. Skorm?" The massive Bo-Toa smiled gently. "I was thinking a stroll through the de-matoran district, then dinner, then up the mountain to look at the island." "Launch you two like a ballista!" Casanuva continued. The two others laughed, finally leaving the workshop. Casanuva exhaled again, slowly. "You have any plans, Kalyss?" The Su-Toa unsheathed one of her new daggers, channeling plasma through it and setting it alight. "Training. Still getting used to these, I was gonna go through some forms with them. We get more training blocks?" Casanuva nodded, pointing at a storage closet opposite the dojo. "Yep, a few more were delivered early. I'm heading upstairs." There was a moment before Kalyss turned, like she was considering what to say. "Listen, I... I think that-" "Look, I know. Stay strong, she'll wake up again, all that. But the healers from the Academy say that they've never known someone with one of those... parakuka to be out this long. We have no way of knowing if she's even still there; Vakua can't get into her head." Any traces of his bravado were gone. His whole body seemed to slump. "No, listen, you mope. I was going to say that you've changed since we got here. For the better. And no matter what happens, here, with Soraph, or with these new Dasaka, nothing can change that unless you let it." The Fa-Toa's mask raised into a forlorn smile. "Thanks. Good luck with punching ice blocks." Casanuva turned and headed up the stairs to his apartment. Behind him, he heard Kalyss cursing at the weight of the large blocks of ice she used for training. He entered the infirmary (Aelied's room, he stayed at the Memorial Garden, too cold even with blankets). Vilda Soraph had been laid out on the cot on her side, allowing for the engorged parasite on her back. Casanuva laid Ferrite against a wall and sat down on a stool by the bed, taking out his issued istone. "Well Soraph, today I finished up Zueya's armor, the design I talked about yesterday. Worked pretty well, if I say so myself. I got some big news though; not everyone in the Koro knows, but there's about to be a whole lot more of your kin here on the island. I don't think they'll be too happy about us, but I think we'll pull through..." OOC: Skorm/Zueya and Kalyss up for interaction in Ko-Koro
  5. IC: Ahri, Oki Sea Cave "Hmm." The amnesiac looked at his hands. Mashtet Ahri. The name felt... strange, on his tongue. Mashtet Ahri. And that would make the only other name he remembered, if Raika was correct... Mashtet Kaetyo. "Something about it just doesn't seem right. I'd feel like I'd remember being a First Son. Or... I suppose as names go, its a decent name for a Son of Zataka. I'm certainly not going by Kaetyo." Ahri wiped his hands on his sides. If he was a soulsword, then why did did he remember using a crystal sword? "I have more questions, but I think I'm ready enough to get out of here. I'm not quite ready to live out the rest of my days as a hermit living in a cave, even with company.” OOC: @TL01 NUVA
  6. IC: Aelied, Ko-Koro The elder Bo-Toa held his cloak close as he walked the streets of Ko-Koro. He smiled, looking at business; most were open again, many under the original inhabitants. He sighed, his breath fogging in front of him; almost all the damage from the occupation was repaired, or at least cleared. It was hard to believe that just a few weeks ago, he had been here; the change in atmosphere was palpable. Though the population shift from the dregs of the island back to majority matoran had been a part of it. He made his way into the Sanctum, to Akiri Tarkahn’s office. When the new Akiri had been elected, he had been surprised that Casanuva had put forth the idea that they should stay, and ask the new onu-matoran Akiri for an official place in the Koro’s forces. Cyrix later suggested, privately, that Aelied offer their services as servants of Ko-Koro, able to act in the Koro’s interests both domestically and across the island. Save for the cold, it was… pleasant having a stable base of operations, as well as access to resources and housing. He passed a heavily armed Vortixx as he walked up to Tarkahn’s assistant, who indicated that someone was with the Akiri at that moment. Aelied nodded in acknowledgement and entered anyway, ducking for the matoran-intended doorway. “Akiri Tarkahn, I…” Aelied started, then stopped, looking at the other heavily-armed Vortixx. He looked back at the doorway, then back to the mercenary, then back to Tarkahn. “I have a matter to bring to your attention, Akiri, when you are finished.” Aelied turned to Minnorak, bowing slightly. “I am Aelied, leader of the Toa Kalta and advisor to the Akiri.” OOC: @Whisper @The UltimoScorp
  7. IC: Ahri (Oki Sea Cave) He was feeling better after the water. The headache was easing off, he didn't feel gritty, and he was getting less sore by the minute. He took the dagger; he had been examining it. He'd never seen one like it before, and he was pretty sure it wasn't just the amnesia. He was standing taller now, less aches. He considered the dagger one last time before flipping it over in his hand, offering it back to Raika handle-first and grabbing a handful of the assorted raw foods. "Well, I remembered something else, not my name, but someone I knew. Someone I was angry at. Kaetyo... she did something, and I was tried to stop it" The Menti tried to be nonchalant about the food, but as soon as it touched his finders, he had to resist shoving everything in his mouth. He popped a handful of berries in his mouth before swallowing and chasing them with one of the shellfish. As he slurped the limpet, he slowed, noting the look on Raika's mask. "Everything alright?" OOC: @TL01 NUVA IC: Askha (Sado, the Yards) The Mashtet crossed her arms. "Sorry to interrupt your lesson, I know, everyone's busy nowadays. But you are correct." Askha took a step closer, visually scanning nearby Menti to see if anyone was listening in. She hadn't survived years as a sellsword by indiscretion. "It's about what your Toroshu discussed with us - Somei and I, before all this. We're returning to Hanaloi. Not just out of familial loyalty - there's things there, in the Mashtet compound, that can help. Things we didn't tell outsiders about." Askha's dropped to a whisper as she finished, locking eyes with a Vilda who passed close. Askha stood back, relaxing and crossing her arms. "You see Fanai, the Dastana are being a little tight with the ships they have left. While what I need is a boat to take Somei and I to Hanaloi, between the two of us, we don't have a lot to bring to the table besides vague promises.." OOC: @Mel
  8. IC: Ahri, Oki Sea Cave Numbness washed over the dasaka's body. Shutting his eyes, shutting out the light, he nodded. He did need water. "I'll get that water. I'm... not going anywhere, don't worry." As he walked away, he paused. .:I would prefer a sword... and a knife:. He pictured his preferred blade, or at least the first that came to mind, in his mind's eye: a mid-length jian, sturdy and heavy. He stumbled back into the cave. She had said... Mashtet. That did sound familiar. More familiar than the other clans. What else did he remember... As he walked, he reached out the cave wall to support himself. His fingertips had barely brushed the rough stone when his head blasted in pain. "Where are they?" He shouted into the darkness. His guts churned in despair and anger. He dragged his hand along the wall, leaving glowing marks; sparks and molten flecks drifted to the floor. "Kaetyo! Tell me what you did with them!" He recoiled, gasping. His arm burned, from his fingertips to his elbow. His head throbbed in unison. As he limped back to the freshwater pool, he winced, cradling his forehead. This is getting old really quick... The dasaka knelt beside the pool, cradling his arm as the burning sensation subsided. As he drank and washed himself, he pondered that memory, turning it around like a hot coal, trying to avoid burning himself. Well, he knew a name now. Not his name, and probably not someone that he wanted to see... but a name nonetheless. OOC: @TL01 NUVA IC: Askha and Somei, Sado Streets She looked around the corner. There was one of them. Other people called them bugs, but Askha didn't see it. Fish, lizards, even those Piraka had spines. The slugs were new, though; nothing quite like them that she had seen. The name rahkshi had circulated around; just before the archipelago had taken a turn for the apocalyptic, those foreign dashi had arrived, she had seen them with Rayuke. The name had spread around fast... at least, among the survivors. This one was looking around. Watching, sniffing. The sounds it made... somewhere between warbling and snarling. Was it a guard? Hurt? Some Menti's spear was lodged through its chest, broken off on one end; it didn't seem to bother it much. Its hide... or armor, it seemed... was black and brown. Carapace? Askha made a face. She supposed the bug appellation fit. She preferred monsters. A shadow fell over Askha, and her stomached leaped up into her throat. One walked right by her, silent as smoke. She had been too busy studying it, hadn't been looking around. This one... gray carapace, black head. The first one screeched at the newcomer, and they both sprang up into that form they took to fly, before swooping off over the city. Askha breathed out in relief; she didn't even notice she had been holding her breath. She rose, taking in the crossroad. Nothing else that she saw. Askha breathed once more, and her astral form free-floated, then rocketed back to her body. It was sitting against a wall in an alley, with a worried-looking Datsue looking out. "It's clear," Askha said. Somei blinked. .:I am more than ready to return, Askha. Did you see any of the demons?:. Askha's astral form settled into her body, and her Iden dimmed. That was another name that fit these creatures, she noted. "They just left. Don't know if they're patrolling or gathering, but we have an opening." Somei nodded, and Askha picked her up, carrying her aunt on her back. As she dashed through the streets, she reflected on what life had become. Scavenging, slinking away from monsters, not knowing where her next meal would come from, death lurking around... part of her loved this. Maybe it was just spite, seeing everyone else dragged down to her level. Just as she had tried to become a respectable member of society again, sellswords came back into fashion. Somei's grip around Askha's neck tightened slightly, and Askha remembered that she carried the only living Mashtet Carver in existence on her back. If her clan, her family was to have any future, it was with her aunt passing down her knowledge. She hadn't been a Datsue long, only for a short time before her clan disappeared. She had survived on the run, living on charity and restoration. But this was not a charitable age. Askha rounded a corner, and the barricade the Dastana had erected around the Markets. A Dastana Menti stood atop them, her hand glowing with energy. .:How do I know you're Dasaka?:. .:Bite me.:. The Dastana smiled, snuffing the Soulsword energy in her fist. "Got anything for me?" Somei grabbed a pouch on her belt and levitated it to the waiting guard as Askha passed through the barricade, avoiding the makeshift pikes. "Just a few dragons and a heatstone, huh? No food?" "Unless there's a secret bakery out there, the food has gone bad or was already picked over." Askha lowered Somei to the ground, then stretched. "We were going for other stuff. If I find a wine cellar or some mad noble's pickle collection, you'll be the first to know." "I'll hold you to that," the Dastana smirked before turning back to watching the street. The Mashtets made their way through the market Somei bartered the extras they had scavenged for scraps of food, and Askha made sure that everyone kept to their deals. "Okay, Somei; we have the varnish and the Kinzoku crystal. Is there anything else?" Somei walked, not waiting for Askha to catch up (she did anyway, Menti legs did that). "Everything else I need is on Hanaloi. I do have one other stop to make. You go ahead, find the Plangori, and see what they wish to do." The Datsue tottered away towards the Gardens. Askha sighed, hoping her aunt didn't give away more of their supplies. Let them cannibalize the Palace; Askha had seen the evacuation. The Empress sailing away, leaving the rest of them to discover new ways to die they had never thought about. She'd seen a Datsue suffocate, the air ripped out of her lungs. A Hogo guardswomen literally shaken apart by a Rahkshi's scream, and a Dashi turned to dust. Maybe these Dastana had the right idea. Askha pushed the thoughts from her mind. She didn't want some Willhammer getting the wrong idea, even if that opinion was becoming more and more common every day. The Mashtet put up her hood and made her way to the Yards. That was the most likely spot to find Plangori Fanai, or someone else who knew where to find her. OOC: @Mel
  9. IC: Ahri, Oki Sea Cave The Dasaka grimaced as he pushed himself to his feet; everything hurt. "Afraid not. I don't remember, and... I don't remember what I've forgotten, if that makes sense." He took a few steps toward the cave entrance, looking out onto the ocean. Several other of the Archipelago's islands could be seen from this angle: the edge of a rocky mountain island, several smaller ones in the distance. Smoke rose in several places, too distant to see the origin. Flashing blades, a beach. Fursics were here, a thousand arrows. Some of them real. Shouted a warning, then crossed my arms in front of my face. Reflexive, then my shield was there. The shield. The dasaka winced, the memory painful in more ways than one. He reached to his face, hoping he would feel some similarity. The ridges seemed to feel natural to his fingers. He pulled off his mask; he suddenly felt dizzy, and his headache got a notch more painful. Turning his Kanohi over in his heads, he gazed into its blank face as it lost its color. A Hau. "I think... I remember that I was a Menti. I was fighting in a war, against the Fursics. I was defending my home." He turned to Raika, affixing his mask back on his face. "I'm getting flashes, but that's it. Is that what's going on out there?" His headache pulsed again, but this time he had the strength to ignore it. He did need water, and soon. OOC: @TL01 NUVA
  10. Ooh, didn't notice we got a new N&D topic and everything. Looking forward to seeing what we all can do. If there are any new players joining and have questions for me, just want to say my PMs are open.
  11. IC: Ahri, Oki Slowly, the Dasaka's eyes opened. The ideatalk prodded at his mind, exacerbating his headache. One by one, he began taking stock of the various sensations his body felt. He was thirsty, exhausted, and had a splitting headache. Dehydration. He was wet and covered in gritty sand; probably fresh from the ocean. The smell of saltwater seemed to confirm that. Porous rock dug into his back; he had been propped up against a something. Little light and funneled sound indicated a sea cave. He finished opening his eyes. The warrior's words bounced around in his head. Against the cave wall, the dasaka coughed, looking around. The warrior was a small of frame, but looked like she was ready to cut, not run. The daggers seem to indicate that as well. He hauled himself off the wall, wary. "Who... who are you? Where are we?" What had happened? Who had done this to him? The dasaka looked out onto the ocean; the sky was saddled by clouds... or smoke? Had he ever seen anything like this before? Raking his memory, he felt... sadness. Someone was gone, but he couldn't remember their name. Anger. Who could do this? But the despair, the fury, it sunk like a stone in a lake when he realized that he couldn't answer one question. "Who am I?"
  12. TOA KALTA The Toa Kalta are a Toa Team of seven Toa, led by Aelied. They are outwardly a force for good on Mata Nui; however, Aelied refuses to reveal his full plans for the island even to his team. They are a recent appearance on the island, appearing shortly before the fall of Ko-Koro to the Legacy, and their first unified act was the retaking of that same Koro. Upon Tarkahn’s ascension to Akiri of the restored Ko-Koro, the Kalta, under Aelied, have been endorsed as a toa team of Ko-Koro. Shared Traits (Listed here to avoid repetition): The Toa Kalta are were extensively trained by Aelied prior to their appearance on Mata Nui. They are all fluent in matoran sign language to accommodate Vakua, and all save Aelied have had their armor and equipment engineered by Casanuva to utilize their abilities. They have trained together in both tactics and elemental control, and by virtue of Vakua, they have some training in being able to recognize mental intrusions. Save for Aelied, the team is still relatively new and only lightly tested. Lastly, all the subordinate Kalta (save Skorm) possess a secondary personality, able to be activated by code phrase spoken aloud by Aelied or Cyrix. These secondary personalities are generally unstable, but utterly loyal to Aelied; while the Kalta are largely unaware of these alternate personalities, the personalities are aware of the Kalta’s normal personality. The Kalta have allied themselves with Akiri Tarkahn and Ko-Koro. Name: Casanuva Species: Toa of Magnetism Appearance: [1] [2] Casanuva, unusually for a toa of magnetism, is primarily blue and gunmetal; his blue armor is external and worn. Casanuva’s heavy armor consists of metal plates, many with interlocks allowing for quick removal and alteration Gender: Male Powers/Abilities: Casanuva is a powerful elementalist and talented swordsman, able to apply his magnetic powers both offensively and defensively using his own equipment, the environment, or enemy weapons, being among the most talented of the Toa Kalta. Among the standard fare of a Fa-Toa, Casanuva has developed his directional sense, to the ability to track items he has spent some time around as far as within the same Koro. He tempers raw physical talent with a keen mind and quick wit, able to quickly understand complex interactions of elemental abilities and powers, often using his insights for unexpected plans or approaches. Before his transformation and training as a Toa, Casanuva was a weaponsmith, and has since designed almost all the Toa Kalta’s toa tools and equipment. Disregarding his magnetic powers, he is still a dangerous combatant with his longsword Ferrite, able to deliver powerful blows even before Pakari augmentation. Weaknesses: Casanuva favors applying excess power to resolve situations, relying on his defensive swordsmanship, heavy armor, and strength to protect him while he does so; he can exhaust himself more easily than other Toa. Psychologically, Casanuva’s confidence in his abilities drives him; if shaken, his technique will suffer. Casanuva will also prioritize preventing innocent casualties and protecting his friends above objectives. Alignment: Toa Kalta, Vilda Soraph Equipment: Casanuva wears a Pakari. He has designed and engineered his own armor and equipment. He wields a longsword of his own design, Ferrite, a protosteel blade with a ferromagnetic core, as his toa tool. Casanuva can use Ferrite to focus his powers and can control Ferrite at range. Additionally, Casanuva’s heavy armor can be quickly manipulated for removal and be repurposed when Casanuva needs physical metal to manipulate. Lastly, Casanuva has built a spool of metal cable onto the back of his left shoulder, with runners on his left arm and wrist. He can use this cable, which is tipped with a retractable grappling hook, for both utility and combat. Additionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone. History: Before his Kalta training and transformation, Casanuva was a weapon designer of rare talent. Like the rest of the Kalta, he woke up on Mata Nui’s beaches with amnesia. He eventually reunited with the rest of the Kalta after having several adventures on the island, before meeting Vilda Soraph of the Dasaka expedition in Ga-Koro, whom he pledged his heart to after application of Willhammer to Casanuva’s core ideals. Together with the rest of the Kalta and other heroes, Casanuva participated in the liberation of Ko-Koro, and set up the Kalta Arsenal after his team decided to settle there. Personality and traits: Utterly confidant in his abilities, Casanuva has a strong, outgoing personality; while for the most part given to using charm, Cas will deploy both charisma and acerbic sarcasm if he feels the situation calls for it. Casanuva is the most vocal of the Kalta in adopting Mata Nui, but has proven that when the time for action comes, Casanuva will step up alongside his teammates. Subconscious Personality: Known as 'Merceon', this programmed personality is brutish and straightforward, sharing little of Casanuva's creativity, but embracing his sheer strength. After some mental manipulation from Vilda Soraph, Merceon inadvertently developed an obsession with her, and she is the only one capable of shaking his loyalty to Aelied. Theme: Get Lucky (Halestorm cover) Name: Vakua Species: Toa of Sonics Appearance: Vakua is slightly above average height for a Toa, but is his frame is lanky, and his standard withdrawn posture further de-emphasizes his stature. He wears silver and grey lightweight armor designed to prioritize vibrational stability over protection, and wears a streamlined dark grey Suletu. He often wears sound-dampening earmuffs and a tinted visor to protect his easily-overstimulated senses. Gender: Male Powers/Abilities: Vakua has prioritized his elemental abilities over hand-to-hand fighting, and as such is an adept with his ability to create and manipulate vibrational energy. He possesses phenomenal hearing, the ability to alter his senses to perceive sonar and echolocation, can violently compromise structural integrity of objects by vibrating them at the right frequency, a limited ability to simulate solid barriers through sonics, and the ever-popular sonic blasts and sound manipulation. In addition, his Suletu grants him telepathy; as he is nonverbal, he will often use his Kanohi to communicate with those he is close to. He can easily use his mask to carry a mental conversation with several individuals, and with active concentration can actively link up to five other beings in a telepathic link, sharing senses and facilitating instant communication. He can also listen in on other's thoughts, though he tries not to do this unbidden, and this requires more concentration than normal. Using his mask, he is able to percieve Dasaka Ideatalk. Beyond his powers, he is a keen observer despite his oversensitivity, is fluent is Matoran sign, and while is not a talented musician himself, is very musically inclined. Weaknesses: When he transformed into a Toa, Vakua retained the de-matoran oversensitivity to loud noises, which is compounded by his oversensitive eyes. Vakua's muteness is psychological, rather than physical; unless he has a recent sample, he has trouble even using his powers to produce speech. In combat, Vakua is the least martially-inclined of the Toa Kalta, and he relies on teamwork and acting as a force multiplier to contribute in combat rather than acting on his own. Additionally, the telepathic link that Vakua has learned to establish is unbeknownst to him or the other Kalta extremely vulnerable to other psionics; any mental effects are shared amongst those who are contributing to the link Alignment: Good (Toa Kalta, Ko-Koro, Mata Nui) Equipment: Vakua wears a rare Kanohi Suletu. Casanuva has custom-built a spear tipped with a tuning fork-like blade that Vakua can use to channel sonic blasts to devastating effect, which is also capable of collapsing to the size of a baton. After taking up residence in Ko-Koro, his armor has additionally been upgraded to further enhance its ability to channel and amplify sounds; he can channel sound and easily amplify it through funnels in his gauntlets, as well as being able to use it to pick up sound vibrations through solid material from farther away than normal. Additionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone. History: Like the other Toa Kalta, Vakua was a matoran in a vaguely-remembered life; he remembers being a reclusive sound engineer. He was one of the first Kalta to surface on Mata Nui, and considers Ga-Koro a second home; his first being in Ko-Koro now. He proudly joined the Kalta in becoming an offical Toa on behalf of the unfortunate settlement. Vakua has been an active participant in rebuilding, including helping to fix the listening posts. He has also emerged as an advocate for the de-matoran population minority living in Ko-Koro, teaching Matoran Sign and helping to insulate buildings to help his foreign kinfolk. Personality and traits: With several other strong personalities on the Toa Kalta, Vakua likes to fade into the background. Still, he has proven a capable and empathetic (and empathic) mediator. Since moving to Ko-Koro, his mood has improved, however; the climate agrees with him and he is happy to be back among de-matoran. While he cannot sing he will sometimes drum out a beat using his fingers or softly hum under his breath; the entire world seems to have a rythym, and Vakua is all too glad to share it with others. Subconscious Personality: Known as Kuota, Vakua's programmed personality is sardonic and caustic. Notably, he cannot control Vakua's Suletu at all, but he is capable of speech. Name: Kalyss Species: Toa of Plasma Appearance: Kalyss possesses white and dull orange armor paired with an orange Kakama. For a toa, she is moderately tall, and very muscular. Her legs are particularly well-muscled, suggesting the build of a professional athlete or bodybuilder more than a warrior. Her armor is shaped less for taking blows, and more for defending her against self-initiated impact, with additional bracing around her knuckles, knees, and elbows. Her armor also has holes and vents allowing her to channel plasma more efficiently. Gender: Female Powers/Abilities: Kalyss is a very physical combatant, compared to the rest of her team. Since plasma is less common in natural settings, her powers are mostly limited to generating superheated plasma herself, though she can generate ultracold plasma as well, if less skillfully. She can also make what she calls 'flares', longer-lasting bursts of plasma that can illuminate large areas. Her fighting style relies on her speed and assisting her unarmed combat with plasma bursts to both maneuver and attack. She is just as likely to tackle an opponent as she is to rocket a plasma-propelled kick into them. She can also use her powers to burrow, burning holes through the earth. If pressed, she can fire a longer-range blast of plasma, but this is draining and inaccurate. Weaknesses: Kalyss's fighting style relies on overpowering her opponent, or wearing them down with hit-and-run until they can be directly attacked. If faced with a similar opponent, an enemy that can physically overpower her and see through her tactics, her combat effectiveness will break down. Despite being deputy leader of the Toa Kalta, Kalyss still feels unsure of her ability to make difficult decisions. Alignment: Toa Kalta, Mata Nui Equipment: Kalyss’s primary weapons are her Kakama and armor. Her armor is advanced in function, featuring impact armor and channels for her plasma. Additionally, her armor features retractable skates in the feet, allowing her easier fast travel with her Kakama, in addition to allowing her new options in a fight. She also carries a pair of daggers sheathed on her upper arm and her lower leg. These feature similar channels to her armor, and can be used to focus a plasma blade the length of a shortsword. Additionally, she carries standard equipment, such as an istone, lightstone lantern, and heatstone. History: Like the rest of the Toa Kalta, Kalyss doesn't remember much from before her time on Mata Nui; she remembers brief, vague flashes of her matoran life as an athlete, and extensive training. She woke up on a Po-Wahi beach, spitting out saltwater; Kalyss knew two things. She needed to gather the rest of her team, and they were on Mata Nui for a reason. What reason was unknown to her, however. She was active in gathering her team, and led them until reuniting under Aelied. She has settled into her role as Deputy Leader of the Kalta after their appointment to Ko-Koro. Personality and traits: Kalyss is driven; it was the trait that Aelied singled her out for. She is unrelenting in her drive to improver herself and her team, and the world around her. She can have a short temper, but ultimately wants the best for her team and Mata Nui. When she can let down the social barrier of being Deputy of the Kalta, Kalyss can be friendly, yet competitive. Subconscious Personality: Known as Shialo, Kalyss's programmed personality identifies as male, and prefers to vent his rage at being in his current body by destruction, whether of his environment or target. Shialo is notably unstable, even among the other subconscious personalities. Name: Skorm Species: Toa of Gravity Appearance: Skorm is both tall and heavily built, being the tallest by far of the Toa Kalta. However, his armor is mostly form-fitting; the most obviously defensive pieces being metal lamellar shoulder plates. This is broken up by fist-sized protosteel spheres socketed into his shoulder plates. He wears black armor over purple and a deep purple Great Huna, as well as a white hooded cloak. The cowl is held in place by a brass ring worn at the collar. Skorm’s mask is scarred by his former Antidermis infection, leaving dark stain-like scars streaked beneath his eyes. Gender: Masculine Powers/Abilities: Skorm is possibly the best direct fighter on the Toa Kalta. His elemental control allows him to turn almost any situation to his advantage, being able to manipulate gravity to weigh down on opponents or make his own blows hit harder, or immobilize them, shift the direction of local gravity, or simply allowing vertical mobility. Wielding a simple reinforced saber with speed seemingly at odds for his size, Skorm has trained his body at increased gravity levels using his abilities, being stronger and faster than even his bulk suggests. His Huna does allow him surprising avenues and even stealth, however. Weaknesses: Most of Skorm's powers require more concentration to use than the average elemental-user, sacrificing spontaneity for focused power. While most of his abilities can be used on multiple opponents at the same time, he has trouble when each tries different tactics; keeping one anchored to the ground out of reach, for example, might leave him vulnerable to opponent. Skorm's fatal flaw, however, would be his singleminded pursuit of his objective, which his teammates have called his 'tunnel vision' in the past. Furthermore, even after being healed by Stannis, his hips are still sore from being crushed by the Abettor, and could be considered his physical weak spot. Alignment: Toa Kalta, Redemption Equipment: Skorm wears a Kanohi Huna, mask of Concealment. He also carries a heavy saber, strong enough for Skorm to enhance its weight for strikes, but agile enough to allow for easy recovery. Casanuva has added removable protosteel spheres weighted with liquid protodermis to Skorm’s armor, which Skorm can use both for offense and defense when put into an orbit around Skorm. Additionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone. History: Skorm does not remember much of his past life besides that he was a gravitic engineer, but he does remember his training. After arriving on Mata Nui, he was tracking Casanuva when he had a chance encounter with the piraka Zaktan, who splashed him with Antidermis. The substance warped his mind; fueled by hatred for his former team, he tracked them to Ga-Koro, where he engaged them in a fight. He murdered a Ga-Koro Marine when he entered the Koro, and maimed another while escaping. His path took him to Mangaia, where he joined several others in an attempt to find the Vault, and negotiate with the Piraka inside. Skorm's fate was one of failure; one of his remarks annoyed the Abettor, who crushed his pelvis. Skorm remained conscious long enough to attempt to bargain with Zaktan, but learned that negotiation with a Piraka was futile, who rejected him. A sympathetic toa rushed his unconscious body to Po-Koro. There, he was cured of both his crippling injuries and his Antidermis infection by Stannis, using the Warua. After reuniting with the Toa Kalta and explaining his actions, he was tentatively accepted back, and fights with this brothers and sister for redemption for the harm he caused as well as bringing those who caused it to justice. Personality and traits: Most Toa teams seem to have their anti-social loner; Skorm is this to the Toa Kalta. He is unsure of his former team, since in his infected state, he raged at them; now he seeks peace with them and wishes to atone for his time under effects of antidermis. Skorm is very goal-oriented; he takes the direct way, if possible, and will plow his way through anyone stupid enough to stand in his way, though he has been known to have a dark sense of humor when he knows he can overpower foes. After being healed of Antidermis infection, he was mortified by his previous actions, and seeks atonement and redemption. He has feeling for fellow Kalta Zueya, which she reciprocates. Subconscious Personality: Known as Nuhros, this personality is no longer present in Skorm. The mental programming was shattered when Skorm was cured by Stannis' Warua. Name: Zueya Species: Toa of Lightning Appearance: Zueya wears a Calix, and has primarily azure armor with yellow underlaying components. Her armor has several black plates of insulation, along with a prominent copper circuit running along her limbs. She is unusually small for a toa, and is very lithe, with the body of a gymnast. Gender: Feminine Powers/Abilities: Zueya is skilled with her lightning both in and out of combat, as well as using her powers to boost the other Toa Kalta: for example, combining with Casanuva to make powerful electromagnets, and with Kalyss to amp up the power of her plasma. She avoids using full-blown lightning against living opponents, however. She is adept at empowering her strikes with electricity to stun opponents. She is an outstanding acrobat, an ability which is greatly increased by her Calix; when using her Calix, she has learned to further empower herself by combining it with her control of electricity to exert control over her nerves and limbs, gaining much faster reaction speed (if not perception speed). Weaknesses: Zueya is the most inexperienced of the Kalta, having experienced difficulty using her abilities to their fullest against living opponents and very little actual combat experience. Her mask is also prone to failure, as she has not fully mastered its use. When using her Calix to its full capability in concert with her electrical powers, she is unable to outwardly create lightning, lest it break her focus; additionally, it places an enormous strain on her body. While her reaction speed is greatly improved, her perception speed is still limited to a normal toa's. Alignment: Toa Kalta, the needy Equipment: She wears the Kanohi Calix, mask of Fate. This allows Zueya to push herself to her absolute limit, physically… when it works. She carries a toa tool in the form of a collapsible quarterstaff of hollow protosteel, tipped with copper. Inside the staff is a coil that allows Zueya to channel her elemental power over lightning. It can collapse to a third of it's full size, and is normally stored on the back of her belt. Casanuva has modified her armor to incorporate non-conductive plates as well as a copper circuit running through the limbs of her armor; this can both brace her against errant lightning and help her absorb and channel electricity. Additionally, she carries standard equipment, such as an istone, lightstone lantern, and heatstone. History: Zueya is the youngest of the Toa Kalta, recruited last. Prior to her Kalta training, she was a matoran acrobat. When Skorm returned to the side of light, she was the first he told his story to, and the first to accept him back on the team. She cares deeply for the people of Mata Nui, and it was her idea initially to stay with Ko-Koro. Personality and traits: Gentle by nature, Zueya is the easiest of the Toa Kalta to get along with; she is considered by the others to be the emotional heart of the team. She lacks confidence in many of her abilities, but will operate on instinct to save those in danger. Subconscious Personality: Known as Nyeoko, Zueya's subconscious personality is much more confident in her abilities, if arrogant and unsympathetic. Nyeoko is capable of using her mask to its full capabilities, and is much more willing to use lethal amounts of electricity. Name: Cyrix Species: Toa of Air Appearance: Cyrix is slightly taller than most other toa, but is lean. He has green and silver armor, in an almost even mix. His armor is overall very light, and optimized for mobility and stealth. He has a silver Volitak, and wears a set of goggles with various magnification lenses. He wears a protosteel disk strapped onto his left arm as a buckler. Gender: Masculine Powers/Abilities: For unknown reasons, Cyrix's elemental powers are weaker in some areas, stronger in others. While he is adept at manipulating air to create vacuums (more so than a standard Le-Toa), his other elemental powers are atrophied in comparison. In particular, he cannot efficiently generate air using his elemental energy, preferring to manipulate the atmosphere around him. He also possesses a Volitak kanohi, and is a master of stealth and infiltration, and has primarily trained for that task. Weaknesses: Cyrix is certainly not very powerful compared to most other Le-Toa. Also, since most of his training has been focused on stealth, infiltration, and observation, Cyrix isn't an expert combatant by any means. While he has a steady head, his aim is not as good. In addition, he has been known to go further than is necessary to accomplish objectives, causing more damage than is warranted. Alignment: Toa Kalta, Aelied Equipment: Cyrix wears a kanohi Volitak, mask of stealth, and is skilled in its use. In addition to a protosteel throwing disk, Cyrix carries a repeating crossbow with pneumatic technology derived from local patero launchers. In addition to a magazine of bolts, Cyrix also carries a spool of cable connected to a grappling hook, which is capable of being fired from his crossbow. He also has goggles fitted with different lenses for observation. Lastly, Cyrix’s armor has been modified by Casanuva to incorporate streamlined elements and elements to assist in Cyrix’s air-propelled movement. Additionally, he carries standard equipment, such as an istone, lightstone lantern, and heatstone. History: There always seem to be six toa created together; the Kalta are no exception. Technically, the Kalta have seven members, with Aelied being the seventh member. Cyrix was partially trained with the rest of the Kalta, but was trained by Aelied separately for the most part. For reasons unknown to him, he was woken up in Le-Wahi by Aelied, and commanded to follow and track the movements of the rest of the Kalta; he has been shadowing the others since. Before the liberation of Ko-Koro, Cyrix finally met the rest of his team, who only vaguely remembered him. Despite the mistrust, Cyrix was accepted as part of the team, and participated in Ko-Koro’s liberation. Personality and traits: Being a former soldier, Cyrix is cool headed and professional. He puts the mission first, but is mindful enough to consider the wider consequences of his actions, unlike Skorm's single-mindedness. He will still mercilessly snark, however. He still holds a grudge against the other young members of the Kalta: he was a soldier prior to his transformation, and he seems to have been saddled with the least powerful control of his element, while the 'civvies' attained a much higher mastery much quicker. Subconscious Personality: Known as Galeha, Cyrix's subconscious personality is disturbingly close to how Cyrix acts normally. Name: Aelied Species: Toa of Plantlife Appearance: Aelied wears little armor, since he creates his own, but what he has is spiraled with intricate designs. He wears a moss green Kualsi, and has indigo underpinnings to his brown and green armor. He looks thin and weak, for a toa, and stands out when compared to the other bulky members of his team. He often wears wooden armor augmentations to his armor, and wears a cloak in cold weather. Gender: Masculine Powers/Abilities: As a toa of the Green, Aelied can create, control, and absorb plantlife. He uses this to create wooden tools, armor, weapons, and make spontaneous plant growth to hinder his enemies. In addition, he is a fantastic healer, being able to create virtually any medicinal herb with his powers. His age and apparent frailty conceal his deadliness in combat, experience born of a lifetime of service as a toa. In addition to knowledge of herbs, he keeps to himself that he has an innate knowledge of poisons and toxins. Additionally, he is very skilled in the use of his Kualsi. Weaknesses: Aelied knows his weaknesses well, since they are significant: he is affected by weather somewhat as plants are, slowing in cold and exhausting himself in dry conditions. He is also weak to fire, and other elements that have a habit of destroying plantlife. In addition, he is ancient, and thus is not the strongest nor fastest of toa. Socially, Aelied tends to keep people in the dark longer than is necessary, risking alienating allies. Alignment: The Plan (Nominally, Mata Nui/Ko-Koro) Equipment: Aelied wears a Kanohi Kualsi, mask of quick travel. He also carries the Greenstaff, a quarterstaff made of green, still-living wood; he can animate this into a whiplike vine at will, using it to entangle or trip opponents. When headed for battle, he will use his powers to create a set of armor and a shield out of wood. History: The leader of the Toa Kalta, Aelied oversaw the transformation and training of the other six: in order, Skorm, Casanuva, Kalyss, Vakua, Cyrix, and Zueya. He woke up on the coast of Le-Wahi, but unlike the others he had full (if isolated) memory of their mission; he stays tight-lipped about it, however. Aelied is ancient, and he is the veteran of uncountable battles. Personality and traits: Unlike the rest of the Toa Kalta, Aelied is an elder to his team by many, many years. He sees himself as a father figure to the rest of the team, hoping they can succeed using his training. He knows what to say, and more importantly, what not to say. When dealing with his team, everything seems to be a new lesson or test. However, his kindly mentoring demeanor goes away when his team is in danger. When pressed, Aelied will drop his mentor persona and expose his sheer focus on his personal mission; it forms the core of his motivations. DASAKA Name: Askha Species: Dasaka Description: Askha is of average height and fit build; some say she resembles a Taajar with her broad shoulders. The majority of her crystal armor is uniform, but parts are made up of different sets, primarily her left pauldron, which is a set of lamellar. She wears a golden-yellow Kanohi Iden, and numerous leather straps to hold her gear, with a hooded garment resembling a robe that is gray and yellowish-green, the colors of Clan Mashtet. Her Iden is scarred over her left eye from slicing off a kraata. Caste and Clan: Toroshu of Clan Mashtet (Technically) Gender: Female Powers/Abilities: Askha is a very experienced practitioner of discipline of Mindarm, using it to both manipulate her environment and to augment her own athleticism and weapons prowess. Her youth belies her experience, and her years as a sellsword have tempered her natural talent and instinct in battle. She is proficient with the multiple weapons she carries, and can switch between them to mix up her tactics effortlessly. She takes a pragmatic view to life after being an outsider in Kentoku, but can prove to be unpredictable. She uses her Kanohi Iden to scout and gather information, even communicate with others over long distances. She has mastered the art of fighting with more than one of her weapons at once, but it is very taxing on her stamina. Weakness(es): Her discipline's weakness is that they burn out quickly, using up her energy reserves, and Askha is by no means an exception. Using her powers to their fullest degree will quickly deplete themselves. While she has assumed a leadership role among the Mashtet survivors, she is not personable, and indeed lacks a great degree of tact. Alignment: Clan Mashtet’s survivors Equipment: Considering her former choice of occupation, Askha carries a multitude of appropriate weapons. She carries a wide-bladed crystal dagger as a backup weapon worn across the lower part of her back with the handle facing left (a Mashtet tradition), a single-edged dao sword made for quick strikes (her primary weapon, a gift to her for graduating as a Menti), and a two-handed white crystal falcata which she carries for heavy chops (receive as pay from a Sado crystalsmith after it was rejected by its intended owner); it is ugly for a crystal weapon, but possesses a strong core of harder metallic rock. Her most valued possession, however, is a palm-sized wooden token, a Mashtet Carving, a moving picture of a howling kavinika. This type of token, irreplaceable, was only carried by Mashtets. She also wears the Kanohi Iden. History: The word 'was' comes up quite a lot in Askha's history. Askha was one of the most promising Menti in Clan Mashtet, and heir to the Toroshu. She was going to return Clan Mashtet to its former ways, and reverse the decline that had overtaken the Clan. There was a Clan Mashtet. She was the first to discover that her clan had disappeared; she was homesick one night, and used her Iden to view her Clan's estate... only to find the place completely empty, devoid of any life. There was no blood. No signs of struggle. No answers. When the Fursics approached, and tried to offer her and the other few Menti at the Yards a place within their clan, Askha refused. She is now the sole remaining Menti that still identifies as Clan Mashtet. She made living for herself and what family she had left as a sellsword; an unpopular option, but she got by, until an impromptu job in Sado got her arrested. She was offered a second chance by Rayuke, the Imperial Executioner. Together with her aunt Somei, she was going to build a new future in the Empire… and then everything changed when the Rahkshi attacked. Upon getting final confirmation of the death of her mother, former Mashtet Toroshu Kaetyo, she has accepted her responsibility as Toroshu of what's left of Clan Mashtet. Personality and traits: Askha was always a bit of a rebel, but grew into a bitter cynic after the disappearance of Clan Mashtet. Her years of living job to job, if not on the street, have humbled her; she shows little respect for the caste system, but is pragmatic enough to show respect when etiquette calls for it… most of the time. When the Rahkshi attacked Sado, she gathered her surviving family and put her hard-won skills to the test, finding herself much more suited for this new, terrible world. Theme: The Stains of Time from Metal Gear Rising OST Name: Somei Species: Datsue Description: Somei wears simple robes light green and gray robes, as befitting her position as a Datsue. She wears a burnished gold Noble Hau, now rusty with Zataka's infection. Caste and Clan: Datsue of Clan Mashtet Gender: Female Powers: Somei was a Mashtet Carver, a specialized Ringti that used both Mindarm and Sighteye techniques to make the unique Mashtet Carvings. She declines to make more out of respect for her lost Clan, but can renew any that still exist, for a 'donation'. While she does possess both these Disciplines, they are very specialized, and using them outside of her expertise has very rudimentary techniques. In addition, she knows a respectable amount of Vulgar Taa. After being infected by the forces of Zataka, she has increased her efficacy in combat, though mostly by removing her inhibitions regarding violence, and she still tends toward supportive or crowd control roles Weakness(es): Her morals gone, Somei is limited by her body and lack of experience with combative uses of her disciplines. Alignment: Zataka (infected) Equipment: She carries a broad crystal dagger as her only weapon (strapped to the back of her waist in typical Mashtet fashion), and a wooden staff topped with a decorative crystal. She also carries a sidebag which has her few possessions, which include a Mashtet token, a wooden disc with a Mashtet Carving of a tree growing from a sapling, dying, and being reborn. After her infection, the tree appears sickly and dying. History: Within the Mashtet clan, Somei was one of the few Ringti that could craft the treasured Mashtet Carvings. When she became a Ringti, she accepted the duty of maintaining such Mashtet carvings throughout the Archipelago. She was away renewing such a carving at the Imperial Palace when she heard the news: everyone at the Mashtet compound was missing. She gathered what few remaining Menti had been away, when they were approached by the Fursics, who held grudges from when Clan Mashtet had revealed themselves as Umbraline allies during the last Fursic rebellion. They offered to take in the orphaned Menti... and a Mashtet carver wouldn't hurt. Several of the Menti decided it was best to join them. Thankfully, two refused; most notably Askha, who was the highest-ranking one among them. Unfortunately, she went a little bit in the other direction, vocally condemning the Fursics, the caste system, and the Three Virtues. Somei uses her role as a Datsue to shield the other two, who have taken a liking to a more... rash lifestyle. Seeing the rest of her missing clan in the youngsters, she decided to accompany them and assist them as much as she is able. She took the coming of Zataka and the destruction her sons caused hard; in a mission to the Mashtet home island of Hanaloi, Somei was overpowered and infected, entering the service of Zataka. Personality and traits: While Somei was once a retired Ringti, after her infection while revisiting her homeland of Hanaloi, she was transformed into a pragmatic, cruel tool of Zataka. She prefers to fall into a support role, rarely showing bloodlust, only cold satisfaction. She wishes to see Zataka's plan through to the end, though she accepts that she may be discarded. Name: Sydelia Species: Dasaka Description: Sydelia is primarily blue, with gold primarily on the back of her limbs. She wears little crystal armor, ususually for a Menti. In addition, she wears a red wrap-around skirt and sash, proclaiming her Clan allegiance. Build-wise she is thin, but not athletic; almost unhealthy, due to her lifestyle. She is often seen lounging Caste and Clan: Menti, Fursic (formerly of Clan Mashtet) Gender: Female Powers: Wears a Mask of Healing, and is proficient in the Sighteye discipline. Sydelia's Sighteye is heavily influenced by hallucinogens she experiments with, and can be both pleasant or nightmarish. She is not subtle in any sense of the word, but her illusions appear to distort reality to a maddening extent. As for how she exercises it, Sydelia is more capable of affecting multiple individuals with her illusions, but each target becomes roughly part of the same mindscape she creates. She is also skilled with using herbs to complement her healing Kanohi. Weakness(es): In addition to the normal Sighteye weakness of being unable to move while using her powers, Sydelia's illusions are possible to if not outright overcome through force of will, victims can at least adapt to a particular mindscape. She is also, as mentioned before, not as subtle as other Sighteyes, and is focused on her particular kind of illusion. Also, she is rather physically weak, because of her sedentary lifestyle. Alignment: Nominally to Clan Fursic, but Sydelia is interested only in furthering her experiments. Equipment: Sydelia carries little in the way of weaponry, choosing to wield only a scepter-like walking stick. It is capped with a sizable chunk of carved crystal and crafted from hardened wood. Besides this, she is often seen lounging with a hookah; when she is on the go, she carries a satchel with herbal supplies, useful for both the spontaneous trip or healing for use in conjunction with her mask. History: Sydelia is a bit of an unusual case in Kentoku culture, not belonging to the clan she grew up in. She was born among within the now-lost Clan Mashtet, and was initially given training to become a Mashtet Carver. However, when it became clear that she had no interest nor capability for Mindarm, her training was switched to primarily become a Sighteye. She was rebellious in her youth, having a proclivity for hallucinogens harvested from the surrounding forest of Hanaloi. She began using these hallucinogenic trips as inspiration for her Sighteye illusions, spending much time developing her powers. She was studying in Sado when Askha told her that the Mashtets had all but disappeared. However, she opted to join the Fursics when they were approached, much to Askha's rage. Since then she has proven to be a reliable, if not particularly subtle, agent of the Fursics. Upon the assault of the Rahkshi on Sado, Sydelia was abandoned by the Umbraline courtiers she had spent years mingling with, and with the breakdown in Fursic structure, she has found herself being pressed into service as a medic. Personality and traits: Sydelia is often seen lounging with hookah in hand; however, this does little to diminish her reputation as a mad experimenter, creating maddening mindscapes with her powers. She tends to be more approachable than your average Fursic courtier, if only because she is mellow most of the time. She tends to get excited about opportunities to exercise her discipline, however. Name: Ahri Species: Dasaka Description: Ahri is a taller-than-average, broad-shouldered Dasaka; while past his physical prime, he is still quite fit, however, if not trim. He wears patchwork armor with no clan identifiers after his awakening and wears a ragged surcoat. He uses a well-worn gold Hau. Caste and Clan: Menti, Mashtet (unknown due to amnesia) Gender: Male Powers/Abilities: Prior to his disappearance and reawakening, Ahri was the veteran master-at-arms of Clan Mashtet as well as the husband of Toroshu Kaetyo. He had mastered both Mindarm and Soulsword, and was deadly with many common weapons, though favoring a mid-length dual-bladed jian, wielded in either hand (Ahri is ambidextrous). His soulsword takes the form of an enormous, crimson clawed gauntlet covering his entire forearm; Ahri used this to great effect during the last Fursic Rebellion as both a weapon and shield. He is also skilled with the use of his Hau. However, after his reappearance, Ahri’s amnesia prevents him from accessing his disciplines, forcing him to rely on his mask and muscle memory. Weakness(es): Ahri inherits both the weaknesses of his disciplines: he has trouble regulating his energy and stamina during a fight the more he uses Mindarm, and his focus on Soulsword leaves his mind vulnerable. Further, Ahri’s amnesia has left mental scars beyond its obvious effects; any mental effect needs only touch on those to inflict undue mental anguish. Alignment: People of Kentoku Equipment: Besides his Kanohi Hau, Ahri awoke with no weapons, and has had to rely on what he could scavenge. History: Ahri awoke after the Rahkshi attack on Kentoku, washing up on a beach. Despite being a Dasaka, Ahri had no memory of his past… that he was born into a minor Umbraline-allied clan, and married off to Clan Mashtet. He was taken as the husband of Toroshu Kaetyo, and fathered Askha as well as many other daughters. While he was a talented Soulsword taking after his birth clan, he has adopted and mastered the Mashtet clan discipline of Mindarm, putting his skills to test in the last Fursic Rebellion. When the Mashtet took to the battlefield, he fought as hard as any other against the insurrectionists. He was responsible for training the Menti of Clan Mashtet before they were sent to Sado. However, Ahri woke up on Oki’s beach with retrograde amnesia; he understands Dasaka culture, but has no memory of his identity, his powers, or of Clan Mashtet’s disappearance. Personality and traits: Ahri was always a stern, yet fair, Menti. Friendly and affable to his family, fierce to his enemies. When trying to remember his Clan, his family, Ahri can remember joy, love - as well as despair and hate. This troubles him, but he tries to keep to the Three Virtues as much as possible, even in the current crisis. Theme: Answer to Me Name: Hambra Species: Dasaka Description: Hambra Kaazi is a physically imposing Taajar; while only slightly taller than average, she is wide and strong. While she wears the emblematic Taajar mail and leather armor, like most of her clan, but eschews identifying colored armor in favor of woven cloaks to blend in with the terrain of Hanaloi. She also wears a two-tone short coat under her cloak, distinctively mainland Imperial in appearance, though it is also in naturalistic colors. She has augmented her armor with several brown armor pieces from the rahkshi she has brought down; its head decorates her right shoulder, while her left has its jagged spines, and several other of its parts have made its way onto her arms and legs. Caste and Clan: Zrupgar, Kaazi Gender: Female Powers/Abilities: Hambra is an excellent example of the Kaazi's ability to utilize Sighteye to 'shapeshift;' she can use her power of illusion to change her appearance for means of both trickery in combat as well as stealth. She is a veteran at using Sighteye in this manner, and can use her ability at a full run at little impact on her concentration. While her and her Zrupgar cohort have learned to imitate Rahkshi, her preferred form is an ash bear. However, she can also manipulate her form to near-invisibility for short periods, appearing in multiple places, and in general projecting her form. She is also an expert combatant and skilled in the use of her Pakari. She can climb very well as a result of Mashtet training, and is well-versed in hiding and stealth. Weakness(es): The focused nature of Kaazi Sighteye shapeshifting means that the more elaborate uses of Sighteye are difficult, and require stillness and intense concentration. Additionally, her age and old wounds have slowed her; while she is a practiced defensive combatant, she can still be outmaneuvered by only a moderately faster opponent. Lastly, she is very protective of her tribe and Hanaloi as a whole, leading to a conservative mindset regarding outsiders. Alignment: Clan Kaazi, Hanaloi Equipment: The Kaazi clan carries less weaponry than the average Taajar Zrupgar, but Hambra still carries the stone knife, several throwing knives, and a kris. She wears a Pakari and is skilled in its use; she wears gloves that are both padded and armored to assist with employing her mask in a safe manner and help her grip. The newest addition to Hambra's arsenal is a trident-like rahkshi staff. Additionally, she is very well protected, having augmented her Taajar armor with bits of rahkshi guarding her shins, forearms, and upper arms, including its spine on her left shoulder. She also carries a degraded Mashtet token, a gift from the Mashtet, depicting her favored combat form: a roaring ash bear. History: Hambra is the Jahagir of Clan Kaazi, the Taajar tribe that lives on Hanaloi. Her clan is small, even by modern Taajar standards; they mostly keep to themselves on Hanaloi. She upheld the code agreed upon by her ancestors that bound the Kaazi to Hanaloi, to become the island's wardens and guardians, in exchange for safety from Imperial purges, independence from the Astyzyar, and other, more material exchanges. She is a veteran of the most recent Fursic Rebellion, having fought alongside the Mashtet in an invasion of Hanaloi. However, when Clan Mashtet disappeared, her clan had no notice, and very little to go off of. Hambra listened to her mystics, and sealed off the Mashtet-made tunnels and made their compounds on the island forbidden places. For years, she maintained her vigil over the island, fending off treasure hunters and bandits with strength or trickery. When Kentoku was overrun with Rahkshi, her tribe fared better than many mainland tribes, but a bombing run reduced much of the Kaazi's hidden village to rubble and splinters; she has moved her clan, and took apart the rahkshi responsible, carrying its stave and bits of its body as armor. Personality and traits: To outsiders and mainlanders, Hambra can be cold or standoffish, and when angered, her rage is calculated and quick. However, to those who have earned her trust, she can be gregarious and caring. She thinks quick on her feet, used to the shifting nature of combat on the Archipelago. Name: Raiyo Species: Dashi Description: Raiyo is primarily a dark aqua color, and wears mostly fitted clothes. On Mata Nui, she has taken to wearing a headscarf. The only crystal she wears is faulds, mostly ceremonial. She wears a powerless Hau. Caste and Clan: Dashi, Vilda Gender: Female Powers: As a Dashi, she has no powers beyond ability to hear Ideatalk. Within the realm of the mundane, Raiyo is exceptionally organized, quick-witted, and observant. Weakness(es): As a Dashi, Raiyo has no powers, or even combat training. She is also known to eavesdrop more than is healthy. Finally, she has what is professionally known as 'loose lips'. Alignment: Clan Vilda, Dasaka Empire Equipment: Raiyo carries her go-bag with her; a change of clothes, an assortment of rags, along with a lightstone. A new addition is a crystal butcher's knife smuggled with her for self-defense. History: Raiyo was born into the Vilda clan as a Dashi; she never had much, but held her position in high esteem. She serves the family as well as she can, despite her menial position. She is a housemaid, and she does a little bit of everything, given the Vilda's small staff. On the occasion she has been asked to share her opinion, she offers exaggeration and humor. Her faith in her clan, and the Empire itself, was shaken by the arrival of Zataka's Rahkshi, and she accompanied Robalta and the majority of Clan Vilda in the Dasakan exodus to Mata Nui. Personality and traits: Raiyo has a quick tongue on occasion, but any biting words she says are often in jest. Having no real power of her own, she lives vivaciously through others: any gossip through the house travels through her, if it did not start with her. After the Exodus, she has extended her 'reserved servant' persona to off-duty as a coping mechanism, but she still marvels at the new sights and tales that Mata Nui brings.
  13. IC (Vanndred, Viido), Taris Spaceport, Docking Bay 745: "I didn't know this area was still being used." "That's the thing, uh... it's not. Being here is technically an Imperial safety violation. Mind your step, this area is supposed to have corroded beams under the corridors, its why I never touch the ground." Vanndred hesitated, looking at the dusty floor. Viido had led him and Jenth to where he promised he had something that would help Vanndred move his operation off-world, and had led them to one of the less maintained sectors of the spaceport. The chistori tread carefully ahead, tucking his helmet under one arm. In his backpack he held his remaining gear, and a month of medical supplies. With adequate information, he could have any reasonably stocked clinic synthesize the treatment for his chronic illness. Maybe a change in climate would help; something hot and dry. Just as long as it wasn't some desert world, like Socorro, Tatooine or Jedha. "I'm guessing you use this area for smuggling operations?" The toydarian turned around as he hovered in place, smiling. "Vanndred, my friend, I do not know any smugglers, only independent, self-financed freighters with varying cargoes!" He punched a button on the wall and a hangar door slowly crept open. Vanndred snorted. "Of course. What hunk of criminal junk do you want to take us out on-" It took him a moment to recognize it. It was an old ship, partially covered with a tarp, but he recognized the make and markings. Industrial gray finish, single stabilizing wing, and a stark, aggressive frame. A Pursuer-class enforcement ship. The Eclipse Predator II. His ship. It still had the purple markings he had painted on the sides and top. "Viido, what... I thought you said you sold her?" The toydarian shrugged. "I technically did, but the buyer returned it. Something about the onboard computer being a pain to work with. I planned to keep it in my back pocket in case anything went sideways with the local Hutts, but I might as well play my cards now." The bounty hunter whipped his head around. "Computer problems?" He glanced back to the ship, then at Jenth. "We might need your droid expertise sooner than I thought." OOC: @sunflower
  14. IC: Skorm (Kini-Nui, Ambling Alp) Skorm sneered. Another ending. He squinted at the sun. "I don't know if it'll be enough, but I can definitely throw some power into this laser, especially with this sun. We should do this fast, before much more dust gets kicked up by these two." The kanohi on Skorm's face glowed as he split apart. Sko turned to the bow of the ship, while Orm cracked his neck. "There will be an occlusion just before firing. I can use that to get in there, get these rocks. Or at least look for them." They could end this. End of the line... OOC: @Void Emissary @Toru Nui
  15. IC: Skorm (Kumu Landbridge) "Ladies, radiation isn't a concern for any of us at this point; Irna, you're hardened against it, and Kei, one of us can absorb it if we need to." An uncomfortable look came over Skorm's mask, and his head tilted. His Occan glowed, and Skorm separated into two beings: Sko remained seated behind the wheel, but Orm turned and reclined across the front seat of the Muaka across all three in the vehicle. Sko muttered something under his breath as he adjusted his posture and put both hands on the steering wheel. Orm smiled as he put his hands behind his head in Keitara's lap. "Y'know, I had never given it much thought before we met that overgrown crab, but I can block radiation by putting up a layer of shadow. Safe and cozy, if exhausting." The shadow elemental crossed his legs across Sko's lap, eliciting another grumble. OOC: @TL01 NUVA @Conway
  16. IC: Skorm (Muaka, Fau Swamp) Skorm had a slight smile on his mask as he let Irna and Kei have their moment. He continued steering the vehicle through the swamp. A strange sensation pricked at the edges of his senses, and he stuck his hand out the window, and he felt it like raindrops: radiation. They felt like pinpricks, physically harmful to his shadow half. Wincing, Skorm withdrew his hand and altered course. "I think we've been drifting west, correcting to the proper course, headed straight for the landbridge." OOC: @Conway @TL01 NUVA
  17. IC: Skorm (Fau Swamp Edges) "Better than I thought, not as good as we hoped." Skorm frowned as he forced the controls. "Either we're draining power faster than we anticipated, or the conversion to the servos in the struts isn't as efficient as we thought." He looked out into the dark, hazy swamp. "Not exactly a place I'd like to stop and do field repairs, personally..." OOC: @TL01 NUVA @Conway
  18. IC: Skorm (Muaka Transport, En Route to Kumu Islets) Why was Skorm out here? Besides supporting Kei and Irna. It wouldn't be easy to claw answers, if there were even any to be found, out of the Aspects. He stole a glance at the other two in the vehicle; he saw both Kei and Irna smiling. Shifting the transport into a new gear, Skorm smiled as well. With partners like them, he felt like he could take on a few titans. "We're coming up on the swamp. Time to see if the walker mode works..." The Twi-Toa yanked on a lever by the seat and the vehicle slowly ground to a halt, sending up sprays of mud. The cab moved on its articulated struts, and several indicators came on as the wheels clamped into place. Slowly, the transport started crawling forward as it entered the muck of the Fau Swamp. OOC: @TL01 NUVA @Conway
  19. IC: Skorm (en route to Kumu Islets) Skorm slid back inside the driver's seat of the Muaka from where he had been perching on the sill of the door. "Maybe half a day, judging by the map. Probably a good idea to preemptively charge them." The small-framed toa grabbed a few spent lightstones and handed them over. As he put the transport in gear and started gaining speed, he reflected on how cover in this case meant toxic, possibly radioactive swamp. And that was the easy part. "I'm still shaking dust out of my armor from that storm. I was hoping Tekmo would show up after the storm, but I guess he truly got lost. I'd bet my mask he headed towards the swamp, though. Elemental sympathy." OOC: @TL01 NUVA @Conway
  20. Character: Skorm Name: Skorm Breed: Toa of Twilight (half-drained Toa of Light) Faction: Refugees (Nominally) Brief Description: Skorm is a slightly shorter than average toa of medium build. His armor primarily ranges consists of shades of gray, with an almost bone-white mask. He wears ragged robes consisting of a split, hooded scapular. When split into Sko and Orm, his armor and robes change coloring; Sko bears a pure white mask as well as gold and gray armor components, and Orm's mask is a dark gray, much of his armor being black, red, or gray. Background/Occupation: Skorm was an assassin and enforcer for Barraki Takadox for most of his remembered life; he knows very little of what came previously, other than he was likely an av-matoran that had been kidnapped and subjected to experiments and conditioning. Upon the head of Mata Nui crashing onto Zakaz, Skorm sought to remake his life and discover who is. So far he has befriended a former adversary, Tekmo, as well as fallen for his former comrade Irna and the troubled Av-Toa Keitara. Now he seeks to help them, as well as discover his own past - or come to terms with it. Flaws: Skorm's psyche has been ravaged by both the indoctrination of his 'creation' and time spent in the thrall of Takadox, and his mind remains vulnerable to mental attacks and manipulation (mental weakness). Skorm's dual elements also impose several physical weakness; namely, that either his light or shadow powers are diminished depending on the time of day, and it forces him to blow through his elemental reserves rather quickly. (Physical Weakness) Powers: Uniquely, Skorm possesses the element of Twilight: he can control both the elements of Light and Shadow, but neither to the full extent of what a full toa could use. His command of Light elemental energy allows Skorm to both bend, refract, absorb and generate visible light, enabling Skorm to create blasts of Light energy or lasers, create illusions, or turn himself or others invisible. His command of Shadow elemental energy allows him to create blasts of shadow energy, turn into an ethereal shadow form and travel through darkness as well as create and manipulate darkness and shadows ('Primary' Element) Skorm is experienced with both elements and possesses excellent visual acuity, and with effort he can 'see' things by either sensing their presence in darkness or light, regardless of if he actually directly witnesses them; unless his elemental connection is severed, it is nearly impossible to blind Skorm. (Breed Quirk) Skorm also possesses a unique Kanohi called the Occan; although it is unknown how it would function on another toa, Skorm can use it to split into two toa-like entities of Light (Sko) and Darkness (Orm). These entities are similar to Skorm except they have more focused personalities corresponding to their element and can only use their element. They tire twice as quickly as a normal Toa and must touch each other to re-merge; they can sense the direction of the other, and when they re-merge, Skorm inherits their fatigue as well as any injuries they had accrued. (Secondary Power) Equipment: Skorm uses retractable wristblades and is very skilled in their use in close-quarters. He also possesses a Nynrah-made lightstone scattergun: a short, pump-action weapon that fires fragments of lightstone. It can fire six shots before having to reload a lightstone into it. Vehicle: Muaka V-5 Transport Name of Vehicle: Muaka V5 Transport Vehicle’s Homebase: Metru-Koro Owner of Vehicle: Skorm(/Kei/Irna) Physical Description: The Muaka is an extensively converted Skakdi-made vehicle. In the hands of Skorm, Irna, Tekmo, and most importantly Kei, it has been upgraded and retooled from a small scouting vehicle into a larger, more well-armored personnel carrier. Its struts have been upsized and reinforced to fit larger wheels, which in turn carry a larger carriage with more coverage. Onboard Systems: The Muaka V5 possesses little in the way of manned systems, mostly being dedicated to self-sufficiency and dragging what speed is possible out of the upscaled system. The Muaka can convert to a walker mode by locking the wheels and extending the articulated struts; while slower than wheeled mode, this walker mode is even more adept at traversing rough terrain than its predecessor. Keitara has also upgraded the solar paneling and batteries; the solar paneling can be retracted to reduce damage during combat, and the batteries can both be directly charged by lightstones as well as returning their charge. Minion Character:IV Name: IV Breed: Fohrok-Va Faction: Refugees (Skorm & company) Brief Description: IV is a silver and orange fohrok-va, a bipedal insectoid helper bot about half the size of a small matoran. It possesses a pair of wings capable of lifting itself and tools approximately its own size. Role: Crew Flaw: Beyond having little physical strength, IV has limited programming that limits his autonomy; if its 'owner' perishes, IV will simply bond to the next being that comes along. Powers: IV, as a Nynrah helper drone, is immensely skilled in technical repair, being very suited for maintenance and assisting others. IV can also unfold wings and fly. Breed quirk: As an automaton, IV has no need to eat, breathe, or sleep. IV also speaks in a condensed mechanical format, though with time a good understanding can be learned enough to understand the fohrok-va. Background: IV was a helper drone built by the Nynrah Ghosts who was salvaged by Skorm during his time in the Six Kingdoms. It bonded with Skorm and has helped him since then, and has similarly bonded with Irna and especially Keitara.
  21. IC: Skorm (Metru-Koro) The Twi-Toa nodded. "Will do." A week ago, his whole psyche had been shattered and rebuilt. Had he healed already? No. You've only managed to embroil yourself in an escalating series of encounters, desperately attaching yourself to them to find meaning. Yes. You have found friends; friends who value you and want your wellbeing. Skorm smiled. A week ago, he had nothing to his name; not possessions, but people. Today, he had Tekmo, his first friend, and now he had Irna and Kei. Skorm looked at Tekmo and nodded. "Yeah, lets get to work then." OOC: @Conway @TL01 NUVA @Toru Nui
  22. IC: Skorm (Metru Koro, Irna's Hut) Skorm shrugged. "Possible; I think he left the Koro, though. There was another one, on the Taku, that I sensed; haven't seen them since we jumped." He sighed; "Might be a little difficult, is all I'm saying." OOC: @Conway @Toru Nui
  23. IC: Skorm (Metru-Koro, Irna's Hut) "The Krom Sphere... truth be told, I was salvaging the Ghosts' ship when you all retrieved the Sphere; I don't know too much about it, except that it apparently animated the dead. It might have been the start of this whole mess. The Aspects of Makuta, though..." His kanohi furrowing in thought, Skorm pushed himself off the wall. "I don't think I would be of too much help explaining them. I though the Makuta were folk tales as well. Then again, I thought Mata Nui wasn't quite so... literal, either. Kei has a Kraata, yes; I've never seen them until I woke up here, attached to some of the local Skakdi raiders. They, and the Aspects that spawn them, are beings of elemental Shadow." To demonstrate, Skorm held out his h and, creating a small, ephemeral orb of darkness, rolling it around in his palm. "Not necessarily evil, but any elemental being would not necessarily share the same worldview as us. The Kraata seems to be created by Aspects, linking an attached being to the siring Aspect's will. Now, Keitara may have gotten her slug after we all arrived in the same event that caused her to lose her memory, but..." Crackles of dark energy pulsed through the orb as Skorm closed his fist. "Kei isn't the only Av-Toa around with a connection to elemental darkness and memory problems. I think the Aspects have been active in the world we knew for longer than the last week. It's why I'm going." OOC: @Conway @Toru Nui
  24. IC: Skorm (Metru-Koro) "Then I will defer to your obviously greater expertise. As for Kei..." Skorm's smile disappeared. "Last I saw her she was with you, and she collapsed. She's obviously going through a lot; not being able to remember who you are, losing yourself... that's something I could be an expert in. I think getting out there will be good for her; get away from all this," he said, gesturing to the ruination around them, "and onto whatever's bugging her will take her mind off things. She likes solving problems, and I think helping her along with this one will get her through this." OOC: @Conway @Toru Nui
  25. IC: Skorm (Metru-Koro) Skorm suppressed a shiver in his spine when Irna put her hand on his shoulder "M-maybe we can make a trailer. Between Kei and I juicing the engine, I think the interceptor will have enough power to haul something. For the sea, Tekmo, could you create a boat or raft?" OOC: @Conway @Toru Nui
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