Fiction:Koatria

"We may die out, we may fade away. We may suffer, we may be tortured. Our shadows may consume us. But, we will never disappear. For we are all that stands between the alliance, our leaders, our planets, our friends and families, from death. So stand before us, but know what we fight for, unity, duty, destiny, these things never disappear, and neither do we."

- Unknown

The Koatria Ultra Commando teams are special forces units, usually composed of Six elemental users, used by first the Unified Federation, then the to act as the Alliance's guardians and protectors.

Early history
Long ago, when the Ugandalorians where a young race just colonizing their first worlds, The Clan of Zukamen, reported their chieftain's eldest son, after passing his Trial of Fire, began displaying strange powers involving ice and snow. He managed to hide these powers from his clan, mother, and sister for years, but after accidently unleashing a blizzard, Chieftain El'darson brought his son, Elcorai, to the High Priest and High King of the Ugandalorians, Ugandalore the Bloody, to look into the boy's powers. After running various tests of the physical and spiritual kind, the Priests issued a proclamation, saying that Elcorai's powers where a gift from Zaraturai and the gods, and, like any gift, would have to be practiced and worked with in order to produce results.

For years, Elcorai explored his powers, in the Mountains of Ugandalore, testing his powers and working to learn all he could, with the help of the Priests. After years in solitude, Elcorai became known as "The Great Ice-King", mastering his element, and spending years alone, creating ice sculptures and even crystal palaces to entertain, make a living, and amuse himself when not using his abilities when the empire called upon him. Despite his preferred solitude, Elcorai was called forth to teach others who began manifesting such powers, causing him to go about teaching many hundreds of students in war, elemental prowess, and poetry, and various other arts, to focus their minds and bodies.

When Elcorai died, and his students buried him in an icy tomb near the mountains where he spent his life, his teachings formed the basics of what would become the Koatria Academies hundreds of years later. After the Time-Slip that took away the Ugandalorians briefly, they returned with far greater control and power over their element, and many more began to manifest this power. It was until many years later that Elcorai's grand-students formed what they called the Ultra Commando units. Using teaching from Ugandalorian Super Commandos, Shock Troopers, and other warrior-cultures, the Ugandalorians created a para-military operation unit designed for any challenge, any prey.

The Ultra Commandos, by the Nebulorian-Alpha War, had well over 400,000 members, large for any Ugandalorian military group. However, they where not simply made up of Ugandalorians. By this time, others among their allied races began to manifest such power, including Raptorians of the Waptoria Alliance, Kadalaian Giants, Kaguran, Volver, and even the rare human. Despite this, Elcorai remains a "Spiritual Liege", that is said to watch over all Ultra Commandos in battle, having taken on almost god-like stature among his people, and others who identify as Koatria.

Finally, with the Enlightenment War over, the Ultra Commandos where drown down to 20,000 numbers, though most of their numbers where replenished by new recruits, many of other races, which lead to 200,000.

Now the Alliance of Enlightenment uses the Koatria as their protectors from the dark threat of the Brotherhood of Darklings, but hope...is fragile.

It was revealed later by Zaraturai that Koatria where actually her order of protectors, and after their universe died, the last of them came and gave the Ugandals elemental potential and other Koatira traditions, before dying out. Zaraturai then awakened most of the potential the Ugandals held.

After this, the Ultra Commandos renamed themselves the Koatira in honor of them.

Mirus
The Koatria faced a massive problem during the Xonexi Schism. As the Alliance prepared for war against the Xonexi, their allies and members, the Hegemony, revealed their true colors, fighting alongside the Xonexi, and attempting to do as much damage as possible, attacking both Olympians and Koatria in an attempt to destroy the UAE's stop warrior programs, as well as hunt down any other important organizations and leaders. The Koatria deployed all teams they could to help fight back, but many teams where destroyed in the fighting. Although they came to expect this from the Hegemony, they where absolutely shocked when the Hegemony finally arrived at the Essence Academies and Koatria Colleges, the locations revealed to them by a certain Darkling agent, and began to hunt down any students they could find, brutally killing them to keep the Koatria from refilling their ranks.
 * Hegemony Betrayal

Team Olda gathered the remaining teams and hunted down the offending Hegemony Psionics, torturing them and sending their heads back to Hegemony command, before joining the Olympian chapter known as the Peacebringers and Solar Children, who had arrived to try and push back the tide. After linking up with the Black Crusaders, and later the Breaker Dragons, the Koatria teams went on a hunt for the rest of the Hegemony Commandoes in question. As though this where not bad enough, about 10 teams where deployed on Matrukoris, when the Darklings struck.

Sucking Matrukoris into their home dimension, the Darklings went out, and began turning civilians and military personnel into Infused, while attacking the Koatria teams, but not before the Grey Hunter Olympians and Rebel Darklings came to help push back the tide. Still, even after they did this, it was not before many Grey Hunters where lost, and 8 of the 10 teams killed, with the numbers of the last too low to keep fighting on their own. Ultimately, the forces of the Greater Mirusian Church of Spode would intervene in the brink of time to save Matrukoris, the Hunters, and the Koatria, though this would in turn allow the Imperium to invade theor territories. The last Great Sage, the Holy Prophet of Truth, would erect a psychic bubble around the fleet to keep the Darklings at bay and allow it to escape to Mendel borders with the survivors, where they would be safe. Truth himself would collapse and die soon the fleet safely arrived, due to the combination of mental strain and old age.

After such fierce fighting, the Koatria where left with only 560 left from their original 200,000, and that was not even counting their cadets who had been slaughtered in the battle. When the Covenant of Mirus was formed, the Koatria opposed it at every turn, being the strongest voice moving against it.

To honor the Greater Church of Spode, whose sacrificial intervention had most likely kept the Koatria from total extinction, and whose races were amongst the higest casualties of Koatria slaughtered, many surviving Koatria would take up the Plasma Blade for the remainer of the Conflicts, eventually modifying it with Vanara Beam technology into a different saber-like weapon known as the Particle Plasma Beam Sabre, or Beam Sabre for short, which would become something akin to the mainstay weapon of the Koatria.
 * Post-Conflicts

The Koatria HQ on Matrukoris would be moved to the secret and mist-enshrouded swamp world of Dagivryn, where one of the oldest -and abandonned- Koatria training grounds was rebuild for the task. Another, similarly secretive Essence Academy was established in the depths of. Due to the direness of their losses, each surviving Koatria was tasked to train a whole new team when the time came, instead of one younger team simply being placed under the tutelage of an older team. Moreover, the survivors were also given liberty to actively seek out and train these apprentices in groups of six instead of simply tutoring them and overseeing their progress. Despite initial reservations about this turn away from age-old orthodoxy, it was found out that this system would actually hamper corruption, as it forged a stronger and more personal bond between a Koatria teacher and his Cadet students.

Still angered at their losses, the Koatria and their other allies, such as Hydarax, gathered in secret, and formed a secret Coalition called the "", seeking to strike back the Xonexi, the Hegemony especially, for their transgressions. Joining them where Order of Zaraturai Agents, Rogue Darklings, Mirusian Church Inquisitors, Persan Espers and Psychokinetics, Waptoria Psions, and a number of Mendel Super Commandos and Shock Troopers seeking revenge. Once the Koatria's numbers whould be back up to power, they all agreed to begin a plan to destroy the Hegemony, or cripple it in much the same way they had been crippled. Little do they know that it was the Darklings who were behind it, simply using the Hegemony as a front to carry out the massacre of the Koatria, delivering to them the knowhow and tactics to effectively beat them, and thus making the Koatria loose sight of the true threat.

Plazith
When the Hegemony turned on the UAE, in what became known as the Great Betrayal, the Koatria transferred all of their teams in the Milky Way to launch a counter-strike when things began to go badly for their cousins in Mirus. Nearly 60 teams arrived in Mirus, and began making their way to help defend the UAE, when the Brotherhood launched an ambush, using a small force made up corrupted Koatria, and lead by Zontross. Many of the teams died in the initial attack, leaving about half of the teams left to carry out the mission. Lead by Team Lensok, the Koatria made contact with their comrades who had joined the Peacebringers, and began attempting to turn the tide. The resulting battles, including the Black Crusaders/Peacebringer/Matriarch's Scions/Breaker Dragons assault, left only 14 teams left to fight, and resulted in the deaths of everyone but the team leader of Lensok.

When peace was finally achieved, the 14 teams left returned to the Milky Way, battered and broken by the loss of their team, and disturbed to no end by the actions of the Brotherhood and Hegemony strike teams. After the secretive formation Operation:Venegance, the remaining teams of Plazith Rim began training their newest teams for future battles.

Kraw
Three teams where left in the Kraw galaxy, set up to guard the Mendel colonies, and where used to protect the academies there, as Kraw was a rather obscure galaxy, and many doubted the Hegemony had strike teams there. These academies where seen as the potential for the future of Koatria if the Hegemony did succeed in wiping out the Koatria in Mirus and Plazith. These teams sought to join their comrades in Mirus multiple times, demanding from command again and again to join the fight and avenge their fallen brothers and sisters. This was denied, for their role was just as important as any other. Still, the three teams where aggrieved that could not fight alongside their kin back at Mirus, felling they had failed to help. Still, a number of cadet teams in the Kraw where spared and kept safe from the Hegemony's witch hunt, meaning the alliance had more Koatria to call upon in the future.

Background
Ugandals and Togunda have natural elemental energy in their bodies, and being around them can grant you elemental energy as well. However, if your around, Ice user, for example, a lot, it won't make you an Ice user, unless it's your destiny. Skordi also had this energy, but unlike Ugandalorians, could not access energy alone, and need a second of their kind, when fused together briefly, to use said elements.

Certain elements usually correspond to different genders. Females usually control Water, Lightning, and Psionic, while males usually have Fire, Ice, or Iron. Certain personalities also correspond to different elements.

Waptoria have natural Mystic energy inside them, possibly due to their hivemind. They find this translated as power over Plant-life. However they can also unlock a second element, with is usually weaker than the Plant-life control. Waptorian Element control does not seem to be matched to gender, but Elemental control usually reflects certain personalities.

When drained of moral light, usually by Torackix's mutations or Yitrix's secondary power, will have their first power's abilities annulled. IE, one with fire would lose resistance to heat.

Ultra Commandos possess the ability the to take the Element and powers of others by decapitation. By doing so, they, through a osmosis-like fashion, absorb the being's essence potential and powers, and gain 2 elements, or as many as they get from decapitations. Only 1, Zontross is known to exercise this action.

Usage
In tactics be fluid as water, in judgement be cold as ice. In marching be compact as stone, In standing be immovable as earth. In silence be creeping as poison, in raiding be blazing as fire. In rapidity be trackless as air, In striking be fast as lightning. Only then will you mean victory.

Koatria are usually seen working in their close knit groups of friends, usually six of different elements, and usually fire, ice, water, stone, earth and air. However, it is not uncommon for Koatria to work on their own for a short while, especially when on patrol. When patrolling, a team will often temporarily split up to scout out a wider area faster, then regroup once a significant threat has been found.

They usually are quiet about their work, and are used on covert operations, army leadership, and are expected to abide by the laws of the territory they visit so long as it is within their mission parabolas. However, aside from that, Koatria are fully sanctioned to coerce and threaten possible foes, and to infiltrate or strike enemy territory as they see fit, without having to conversate with UAE HQ first.

They are the finest black ops units of the UAE, trained to take down everything from grunt troops, to other black ops units, being trained by past Koatria and other units. Recently, with the betrayal of several Olympians to the Brotherhood, the Alliance has taken to training them in how to take down Olympians as well, though many Olympians, especially those in the Black Templars, point out what would happen if, say, a Koatria became corrupted himself with such knowledge, and refuse to help train them.

Leadership
Usually, the Team appoint their own leader, usually being an elemental of fire, though others are not unheard of. All together, the teams must answer to one Koatria-Sovereign, currently Order of Zaraturai member, Hydarax, who is also responsible for training some new teams. Koatria however, tend to be left to their own devices and usually only contact command to rely information, receive tactical updates, or be given a new mission.

Since the Great Betrayal, the Koatria have adopted a more centralized organization structure, as the decentralized command style had greatly harmed the Koatria when it came time to fight their enemies, with the Hegemony taking advantage of the independence of the teams to isolate and eliminate them. As such, teams where placed under command of a Supreme-Director and his Council of advisors, so as to keep the Koatria more organized, and acting like an actual military force, while at the same time increasing fears within the alliance in some sects of whether the Koatria where becoming too independent.

Equipment
Koatria tend to chose a variety of weapons that suite their needs and allow them to complete their missions in the best tactical way possible on the field, choosing new weapons and devices to give them the edge in certain battles. Most of their ranged weapons are heavy repeaters and other powerful guns allowing them greater fire power then other troops on the field, and weapons that allow them to channel their elements in battle against their enemies. These weapons include swords, spears, axes and other such tools of war.

Other heavy weapons used against their most powerful enemies include the (illegal) Zakor Sphere launchers, which launch spheres that, when shot, phase out of reality and go "inside" their target to either explode, release toxins, or become solid and disrupt a target's insides. Others include high fire power Desolation Blasters, a cross between a Gatling gun and rocket launcher, which fires high-yield, explosive tipped bullets at 420 rounds per minute.

The most common piece of equipment, carries by all Koatria nowadays, in the Beam Sabre, which combines technology from the Gardeilli Plasma Blade with Vanara Beam Weaponry, creating a simple, elegant blade with great thrusting, curring, and blocking capacity. From there, it's design would be further modified in various ways, including an Ugandalorian Claymore-inspired crossguard design, a Liev Quartersteff-inspired double-bladed version, a Raptoranean adaptation with a slightly curved hilt end, and a version of unknown origin which included an in-biuld blaster, while a combat technique was developped that would allow a Koatria to smoothly wield two Beam Sabres at once. The core of these weapons are special light-absorbing crystals, converted into plasma coils, and gathered from the ruined temple of Zaraturai after her disappearance. The color of the coil that fuels the weapon also determines the color of blade's edge, while the blade center is naturally a bright white, though coils that are alchemically created trough the use of dark matter produce a pitch black center. In turn, the color of the coil is determined by the particle partrition of the beam it generates, with protons making it more green, neutrons more blue, and electrons more red. When creating their blade, many a Koatria would pick a coil in the color that corresponds with the elemental attunement. For example, Koaria of Fire commonly choose Beam Sabres with orange blades, Koatria of Water blue-blades ones, Koatria of Air green-bladed ones, Koaria of Lightning yellow-bladed ones, and Koatria of Poison purple-bladed ones, with many others chosing shades in between. For a while, it seemed Koatria of Blood would refuse to wield red-bladed Beam Sabres, until it turned out that Dark Koatria simply preferred blades with a black center and an edge that corresponded with the main color of the element they had wielded before their corruption, instead of only wielding red blades. Finally, it was discovered by Koatria of Plasma and Lightning that the blades could be both charged and discharged with elemental powers, while Koatria of Crystal and Fire discovered that the coils could serve as a conduit and storage for this elemental energy, the use of both discoveries quickly becoming commonplace.

Three special blades exist, one not very different from the mainstray versions, simply being distinguished by it's black edge, white center, and slightly curved hilt at both ends, belonging to the Zaturai-loyal Dark Energy user Vonnes, while the other two are yet unclaimed. One features a flat, golden-white blade with a nearly indistinguishable pure white center, and has an extremely smooth, half transparent/half whitish-golden hilt. It is widely thought that this Beam Sabre is reserved for the famed Koatria of Light that is said to appear after the Great Conflicts, when the Darklings have finally risen to complete their plan, though there is no given proof that this in indeed true. The last of the three is seemingly created out of an upgraded AIC Beam Saber, featuring a reddish-purple blade edge in the shape of a scythe, and, disturbingly enough, a black blade center with a dull purple glow. Aside from the Beam Sabre belonging to Vonnes, which was created by himself, no one really knows who created them, in what way, and for exactly what reason. Some speculate that they are a parting gift of Zaraturai for her chosen champions, while others believe this is impossible as the center of the second blade is clearly black, not white, and thus must have been created by a Darkling, though to what purpose remains unknown.

Training
"I will teach you dumbasses how to hold the line and fight when other weaklings have chosen to do the easy thing and die! You will fight until even your blood runs cold, and we have to scrap your useless body off the ground! Re-choice in your duty to the Alliance, you idiots!"

- Hydarax

To be a Koatria is a most high honor in the Ugandalorian society, but it is difficult. Training their bodies, minds, and powers for war, the Koatria are taught to resist temptations of the mind, to fight longer then others, and to master and become one with their element of power.

Training is handled in the elite Koatria Colleges of the Enlightenment Alliance's Essence Academies, by Hydarax and elder Koatria. Unlike the Essence Academies, who offer more unrefined training in the usage of Elemental Energy, the training handed out by the Koatria Colleges to their cadets is highly specified. Whereas the Essence Academies might, for exemple, train an Essence user in the scool of Plasmancy, giving him control of plasma, fire and lightning, the Koatria Colleges will only train a student of Fire students in the use of the Elemental strain of Fire, a Student of Lightning only in Lightning, and so on. As such, while general the esssence users of the UAE are able to use their powers in a wider variety of ways and are able to mix elemental scools, Koatria are the undisputed masters of the one element they are gifted with. All teachers, especially, expect the best from their teams. Training can go on from 3-4 years in the feral worlds, while Maturkoris' sector Ce and the Kotria temple are used to finish off with more fine-tuned training of senses and the like.

All train to find what weapons suit them best, their role in the team, whether it be technical, sniper, basic combat, explosives, or others. Recently, however, all Koatria have begun to recieve training in the ultilisation of the Beam Sabre, making it the one weapon carried by all members of a team, and thus a symbol of a team's Unity, the weapon itself representing Duty, while the color of the blade matches a Cadet's elemental attunity, and as such representing Destiny.

Due to their precision training, Koatria are usually seen as the main special force guarding Alliance colonies, and can commonly, with their team work and prowess, hold off armies with little to no help. Altogether, the Koatria, when not in war, are expected not to kill, and, unless it can't be avoided, Koatria will normally not kill enemies in battle.

However, when it comes to holding off incursions of Rakar and the like, Koatria often play a more offensive role. When combatting these incursions, they often fight along the equally elite Grey Hunter Chapter of Olympians. Indeed, it is said that the Koatria are closer to them than all other braches of the UAE and even many other non-Primary Olympian Chapters, who often only come into contact with the Grey Hunter's descendant Chapters. Though it is unconfirmed, it is whispered that the Grey Hunters in fact recruit from the most promising of Koatria Cadets. If this is true, then it does explain why the Grey Hunters are so few in number even compared to other Olympian Chapters.

Koatria in training, who display irresponsibility, or who give into darker desires, are usually kicked out of their academies permeantly, but this is risky, as they become increasingly open to corruption via the Brotherhood. With the recent eradication of many Koatria, the Academies and teachers are forced to become more heavy handed, and less prone to kicking out students, needing as many as they can get.

As such, Shadow Koatria are feared indeed, for their abilities and lack of morals allow them to take on whole teams alone.

The 6 Major Elements
Fire=
 * Gender - Generally Male
 * Personality - Bold, brave, head-strong
 * Associated Colors - Red, orange, Yellow
 * Powers
 * Create Fire/Heat
 * Control Fire/Heat
 * Absorb Fire/Heat
 * Resistance to heat
 * Detecting Heat


 * Weaknesses
 * Vulnerable to intense cold


 * Combinations
 * Fire/Air - Tornado of flame
 * Fire/Ice - Water (uncontrollable), instant seal
 * Fire/Rock or Earth - Lava
 * Fire/Water - Steam

Ice=
 * Gender - Generally Male
 * Personality - Anti-social, silent
 * Associated Colors - White, light blue, light grey


 * Powers
 * Creating Ice/Snow
 * Controlling Ice/Snow
 * Absorb Ice/Snow
 * Resistance to cold
 * Freeze anything


 * Weaknesses
 * Vulnerable to intense heat


 * Combinations
 * Ice/Fire - Water (uncontrollable), instant seal


 * Seamless combination
 * Water

Water=
 * Gender- Generally Female
 * Personality - Gentle, Wise
 * Associated Colors - Blue, Navy, Aquamarine


 * Powers
 * Create Water
 * Controlling Water
 * Absorbing Water
 * Increased lung capacity
 * Resistance to deep depths


 * Seamless combination
 * Ice

Stone=
 * Gender - Generally Male
 * Personality - Truthful, Cheerful
 * Associated Colors - Brown, amber, alloy brown


 * Powers
 * Create Stone
 * Controlling Stone
 * Absorbing Stone
 * Increased Strength
 * Increased leg power


 * Seamless combination
 * Earth/Sand

Earth=
 * Gender - Generally Male
 * Personality - Silent, inquisitive
 * Associated Colors - Black, purple, dark grey


 * Powers
 * Create Earth
 * Controlling Earth
 * Absorbing Earth
 * Generate Earthquakes
 * Increased night vision


 * Weaknesses
 * Increased sensitivity to light


 * Combinations
 * Earth/Air - Sandstorms


 * Seamless combination
 * Stone/Sand

Air=
 * Gender - Generally - Male
 * Personality - Talkative, energetic.
 * Associated Colors - Green, Turquoise, Teal


 * Powers
 * Create Air
 * Controlling Air
 * Absorbing Air
 * Increased Agility
 * Increased climbing ability


 * Weaknesses
 * Decreased balance on ground


 * Seamless combination
 * Gravity

Minor Elements
Shadow=
 * Gender - All
 * Personality - Angry, violent, manipulative
 * Associated Colors - Black, Varies


 * Powers
 * Create Shadows
 * Control Shadows
 * Absorb Shadows
 * Weaponize Their Shadow
 * Shadow Cloak

Light=
 * Gender - All (It's believed)
 * Personality - Unknown
 * Associated Colors - Gold, White, Variable


 * Powers
 * Create Light
 * Control Light
 * Absorb Light
 * Emit a blinding flash
 * Travel at the speed of light

Sonics=
 * Gender - Generally Male
 * Personality - Talkative, stubborn, charismatic
 * Associated Colors - Grey, Ivory, Silver


 * Powers
 * Create Sound Waves
 * Control Sound Waves
 * Absorb Sound Waves
 * Sonar
 * Increased hearing


 * Seamless combination
 * N/A, compatible with most

Gravity=
 * Gender - Generally Male
 * Personality - Sarcastic, Up-Beat
 * Associated Colors - Purple, Night Blue, Black


 * Powers
 * Increases Gravity
 * Decreases Gravity
 * Resistance to heavy gravity
 * Able to jump and fall faster
 * Create Black Holes


 * Seamless combination
 * Air

Lightning=
 * Gender - Generally Female
 * Personality - Sociable, risk-taking
 * Associated Colors - Blue, Yellow, White


 * Powers
 * Create Electricity
 * Control Electricity
 * Absorb Electricity
 * Call down lighting strikes
 * Resistance to electricity


 * Seamless combination
 * Plamsa

Plasma=
 * Gender - Generally Male
 * Personality - Perfectionist, intelligent
 * Associated Colors - Orange, Yellow, White


 * Powers
 * Create Plasma
 * Control Plasma
 * Absorb Plasma
 * Ionize/Disintegrate Objects
 * Resistance to ionization


 * Seamless combination
 * Lightning

Magnetism=
 * Gender - Generally Male
 * Personality - Wise, courageous, helpful
 * Associated Colors - Gunmetal Grey, Silver, White


 * Powers
 * Increase Magnetism
 * Decrease Magnetism
 * Generate Magnetic Fields
 * Minor control of metal
 * Natural sense of direction


 * Seamless combination
 * Iron

Iron=
 * Gender - Generally Male
 * Personality - Up-beat, positive, helpful
 * Associated Colors - Gunmetal Grey, Alloy Orange, Black


 * Powers
 * Create Metal
 * Control Metal
 * Absorb Metal
 * Minor control over magnetism
 * Increased endurance


 * Seamless combination
 * Magnetism

Psionic=
 * Gender - Generally Female (There is 1 Male)
 * Personality - Calm, wise, reserved
 * Associated Colors - Blue, Teal, Silver


 * Powers
 * Create Illusions
 * Move objects with the mind
 * Read Minds
 * Attack others with the mind
 * Mental shielding


 * Seamless combination
 * N/A, compatible with most

Flora=
 * Gender - varies
 * Personality - Silent, observant, pacifistic
 * Associated Colors - Green, Amber, Brown


 * Powers
 * Shaping Plant-life
 * Evolving plant-life
 * Devolving plant-life
 * Controlling plant-life
 * Natural farming abilities

Fungi=
 * Gender - Varies
 * Personality - Morbid, Jovial, Secretive
 * Associated Colors - Black, Grey, Red-Brown


 * Powers
 * Shaping fungal life
 * Evolving fungal life
 * Devolving fungal life
 * Controlling fungal life
 * Leech vitality from dead objects


 * Seamless combination
 * Poison

Fauna=
 * Gender - Varies
 * Personality - Outgoing, Caring, Pasifistic
 * Associated Colors - Bone, Ivory, Red


 * Powers
 * Taming animal life
 * Evolving animal life
 * Devolving animal life
 * Controlling Animal Life
 * Natural ability to speak with animals


 * Seamless combination
 * Blood (belived)

Sand=
 * Gender - Generally Male
 * Personality - Secretive, Observant, Determined
 * Associated Colors - Bone, Amber, White


 * Powers
 * Create Sand
 * Control Sand
 * Absorb Sand
 * Change Rock to Sand
 * Increased Tracking Abilities


 * Combinations
 * Sand/Fire - Creates Glass


 * Seamless combination
 * Earth/Stone

Poison=
 * Gender - Generally Female
 * Personality - Sarcastic, sociable
 * Associated Colors - Green, Purple, Black


 * Powers
 * Create Poison/Acid
 * Changing the type of Poisons/Acids
 * Control Poison/Acid
 * Absorb Poison/Acid
 * Resistance to poisons


 * Seamless combination
 * Fungi

Crystal=
 * Gender - Generally Female
 * Personality - Prideful, Artistic
 * Associated Colors - Varies hugely


 * Powers
 * Create Crystal
 * Control Crystal
 * Absorb Crystal
 * Seal foes in Crystal
 * Prismatic vision

Blood=
 * Gender - Generally Male
 * Personality - Aggressive, Sanguine, cruel
 * Associated Colors - Red, Brown, Black


 * Powers
 * Create Blood
 * Control Blood
 * Absorb/Drain Blood and heal by doing so
 * Resistent to Blood Loss
 * Create Adrenaline Rushes


 * Combinations
 * Blood/Radiation - Creates Cancer


 * Seamless combination
 * Fauna (belived)

Radiation=
 * Gender - Generally Female
 * Personality - Domineering, Protective, Ruthless
 * Associated Colors - Green, Dark Purple, Red


 * Powers
 * Create Ionizing Radiation/Nuclear Energy and Reactions
 * Control Ionizing Radiation/Nuclear Energy and Reactions
 * Absorb Ionizing Radiation/Nuclear Energy and Reactions
 * Resistent to Radiation
 * Generate EMPs


 * Weaknesses
 * Unstable, hard to control


 * Combinations
 * Radiation/Fire or Ice - Generates Extremely Powerful Nuclear Explosions
 * Radiation/Blood - Creates Cancer

Power=
 * Gender - Generally Female
 * Personality - Emotional, Energetic, Insightful
 * Associated Colors - Purple, Gold, Red


 * Powers
 * Creating Force
 * Control Force
 * Absorb Force
 * Generate Force Field
 * Enhanced Physical and Sensory Ability

Forbidden Elements
"There are things no one should be given power over."

- Unknown

Life=
 * Gender - N/A
 * Personality - N/A
 * Associated Colors - Varies


 * Powers
 * Bring Inanimate Objects to Life
 * Mutate Other Life Forms
 * Create Undead from the Dead
 * Drain Life From Others
 * Sense Other Lifeforms

Use of power drains ones own life. Must drain the life of others to restore it.
 * Weakness

Time=
 * Gender - N/A
 * Personality - N/A
 * Associated Colors - Black, Red, Gold


 * Powers
 * Unus - Teleport
 * Quinque - Reverse Injuries
 * Decem - Freezes Target in Time
 * Quinqaginta - Create and Destroy Exact Replicas of Oneself
 * Centum - Devour Other's Lifetimes

Use of power ages oneself. Must devour the lifetimes of others to reverse or prevent the aging, adding the years the devoured individual has lived to the Koatria's.
 * Weakness

Creation=
 * Gender - N/A
 * Personality - N/A
 * Associated Colors - Varies


 * Powers
 * Replicate Objects
 * Change an Object's State of Matter
 * Change an Object's Mass
 * Strengthen or Weaken Objects
 * Drain the molecular stability of others

Use of power weakens one's own molecular stability. Must drain the stability of others to strengthen it.
 * Weakness

Control=
 * Gender - N/A
 * Personality - N/A
 * Associated Colors - Varies


 * Powers
 * Highly Manipulative Voice
 * Grants appearance all find extremely attractive
 * Makes them seem reasonable to all
 * Render others susceptible to suggestion
 * Drain other's self control

Use of power reduces one's self control. Must drain the self control of others to restore it.
 * Weakness

Races
At first, all Ultra Commandos where Ugandalorians. However, when team Olda came to be, many more races within the Federation started to display similar Elemental abilities. As such, attempts have been made to integrate them further in.

As of the formation of the Alliance, many more races, from the various empires, are starting to displays elemental prowess. Because of this, the Ultra Commando Corps are now expanding and diversifying the amount of races in their ranks, though Ugandalorians remain the majority. Ugandalorians and other Mendel tend to have the strongest elemental control, as their Koatria date back further and the "gene" is stronger within them, while races who have only just developed it tend to be slightly weaker. Exceptions do exist, such as the Koatria of Radiation, Niyra Yeager, who displays just as much elemental attunement as any other Koatria student of her age and experience.

However, considering how vast the Alliance is, at times, unregistered Koatria exist. These beings have the potential, but are often kidnapped by Darkling agents once it activates. As such, many theories exist as to why they do this. Some say it's for sacrifice, others that they feed off the power so they can strengthen themselves against the elements that could destroy them, and others, that they are trying to create Dark Koatria. However, for some reason, Koatria who turn to the Darklings, instead of being abducted, seem more powerful.

Effects on Biology
Koatria are noted for having longer life-spans, greater endurance, and greater vitality then the race that spawned them. They, most notably, seem to be able to self-revive, as long as some of Zaraturai's light remains in their bodies. Darklings, when dealing with Koatria, will often attempt to devour their inner light, in order to prevent this. Nevertheless, each time a Koatria self-revives, a little bit of their own inner light is used up, rendering them more vurenable until it is recharged.

Koatria also develop greater strength and power then their original race, and also seem to bond better with their team, the best almost forming a quasi-hivemind with one another. This results in them being more passionately protective of their team, and if members fall, will begin to wear down a Koatira emotionally.

Koatria, if they fall in love with a fellow team mate, seem to develop a greater connection then even with their other team, and form a definitive hive-mind with one another. Strangely, it's been found that the 2 can even access each others elements for brief periods of time.

Types
Squad Lead= Squad Leads are those who, through action, merit, and personality, are elected leaders of their squad of Koatria. While mostly yielders of fire, some others do gain control of leadership, just as plamsa or electricity. Fire users, however, usually happen to have the best personality for leadership.

Squad Leads are the strongest of their team, knowing the strengths and weaknesses of their teammates, and what tasks best to place them in. They often act as general purpose fighters, being able to fill any role themselves in case a teammate is incapacitated.

Tactical Officer= Tactical Officers are the second-in-commands of their teams. Their job is to be the most tactically proficient with advising their Leads on what action to take. Due to this, Tactical Officers often act in their leaders' steed if they are cut off somehow, and are often the closest to their leader. They also often present themselves as diplomats with an innate understanding of their fellow squad mates, and as such are often Flora, Fungi or Fauna users, though can come from any element.

Tactical Officers, like Squad Leads, have the most proficiency with all weapons and equipment, being general purpose. Tactical officers while often risk themselves to protect the leader.

Skirmisher= Skirmishers are Koatria whose fighting skill mostly revolves around rifles, pistols, blasters, and other fire arms of the like, as well as blades. Skirmishers are the most unspecialized of any Koatria class and often do most of the initial fighting. However, Skirmishers are not enduring front-line combatants, and simply fight the enemy until Sentinels, Assassins, Marksmen, Sky-Strikers and Sages are in position, and then retreat to bring foes into their lines of fire, letting more specified Koatria generally deal the finishing blow.

Skirmishers commonly are in charge of escorting Marksmen and Sages, while assisting Sentinels and Assassins in battle. They can come in with all sorts of weapons, using everything from rifles to machine guns, and are usually also equipped with grenades to flush enemies out of cover. They test and handle most of the new equipment a squad gets.
 * Sub-Classes
 * Ranger - Rangers, as a sub-class of Skirmishers, specialize in using the environment to their advantage. They will make use clever use of camouflage and various survival skills to give themselves an advantage. They are often known for also setting traps and having animal companions. They tend to prefer more primitive, weapons like bows, but enhanced with modern technology.


 * Guerrilla - The most stealth based sub-class for of Skirmisher, Guerrillas tend to use stealth and harassment to get the job done rather then any direct confrontation. They will dish out a quick series of attacks before vanishing and will often times steal enemy equipment while they're at it. They prefer easily concealed combi-weaponry weapons so as to keep mobile.


 * Marauder - By far the most direct of the sub-classes -for Skirmishers anyway- is the Marauder. They tend to strike from the sidelines, directly challenging enemies to combat and them, strafing away, sometimes without even finishing off the foe they started the fight with, before coming back for more. They make use of more general close ranged and melee weapons.

Sage= Sages are Koatria who mainly rely on their own essence abilities to get the job done, instead on relaying on weapons. Using their natural essence abilities, enhanced by their training, Sages heal their quad mates in battle and effortlessly pull enemies of the ground, push them back, or pull them into range. However, once stripped off their powers and elemental barriers, Sages are especially vulnerable, due to their weak armor, often need support when going up against stronger foes. Sages can be from any element, though most Force and Psionic users are Sages, rarely becoming anything else.

Though mainly relying on their essence abilities, Sages seem to prefer carry simple SMG's or other rapid-fire sidearms in case their essence abilities fail them.
 * Sub-Classes
 * Sorcerer - Though the duty of the Sages is generally one that requires are greater deal of finesse than others, Sorcerers are easily the direct and brutal of all their sub-classes. Sorcerers channel the sheer raw power of their element to attack their opponents directly dealing massive damage. As a result they tend to be very noticeable and leave the most devastation in their wake.


 * Enchanter - Disdaining from the brutal force of the Nemesis, the Enchanter channels their elemental powers into attacks of subtelty and finesse while in the midst of battle. They use their elements not to destroy directly, but weaken their foes and strengthen their allies. They generally act in support roles and stay back and hidden in order to keep themselves safe.


 * Summoner - Diving deep into the very nature and lore of the element they command is the job of the Summoner sub-class. Instead of using the elemental powers directly on the foe, they use them to summon and command spirits and creatures with an affinity to that element. They can also capture and bend Darkling servants to their will and so receive even more specialized training to prevent being tainted from such contact.

Marksman= Marksmen are Koatria who demonstrate high-degrees of skill with sniper and scout rifles, while further being trained in the skill of wielding dual-wielding pistols and blasters in self-defense. Marksmen commonly wear lighter armor, and some have a telescopic eye lens over the right eye, which helps them in zooming in on a target. They are mostly ice users, followed up by water and crystal users.

Marksmen are charged with taking out commanders or dangerous foes before they can harm squad members, taking the role of snipers. They also act in light support roles to Skirmishers, and often carry important intel.
 * Sub-Classes
 * Headhunter - Taking out enemies from long range is the Headhunter's cold, calculated mission. Generally staying out of reach and hidden, Headhunters score headshots their enemies with high-powered shots often from beyond their sensory range. It is said that if one has heard a Headhunter's gunshot, then he or she is already dead. They, of course, prefer to make use of sniper rifles and have the most sophisticated and complex telescopic eyes.


 * Gunslinger - The opposite of the Headhunter is the Gunslinger, using shorter ranged handguns to take down their foes. Gunslingers are by the far the most daring Marksman sub-class and, though they have no quarrel in sticking to cover, will often get out in the open to get their shots off. They often duel-wield their weapons and, in the rush of the moment, are able to fire an entire row of precision shots with all kinds of pistols and hand cannons.


 * Supressor - More mid-ranged than the other two, Supressors are the heavy hitters of the Marksmen. Deadly accurate even with heavy weaponry, Supressors keep their foes pinned down in one spot so that the other Koatria can more easily finish them off. They tend to make use of one-shot, heavy-recoil weaponry like Railguns and Coilguns, though are often as adapt with multi-weaponry.

Sentinel= Sentinels are Koatria who, either naturally or via their element, or a combination of both, have high degrees of durability and strength. Vanguards commonly handle heavy weapons and explosives, and are found in the thickest of the fighting to keep the enemy from advancing or to push them back, while Marksmen and Assassins go after enemy leadership. Sentinels are the most durable members of their team, and focus on front-line defense. They are mostly stone, earth, and iron users, though users of magnetism are not uncommon too.

Sentinels, essentially, are heavier Skirmishers, using shields, heavy melee weaponry and shotguns to blast their foes to smithereens. Many come in with high-yield machine guns, and other dangerous weapons such as mini-guns and gatling guns.


 * Sub-Classes
 * Defender - Defenders specialise in drawing enemy fire to themselves. These Sentinels serve a more supportive role, keeping the Squad Leads safe or watching the backs of their other comrades. They prefer to wear the heaviest armor and generally wield fast-fire heavy-duty weapons to take out incoming enemies from as far away as possible.


 * Vanguard - Easily the most fearsome among the Sentinels, the duty of the Vanguard is a high-risk, high-reward one. They usually tele-charge headlong into combat, tanking shots while blasting their enemies at point-blank range. As a result they often wield close-ranged weapons like shotguns, coupled with melee weaponry suited for close quarters combat.


 * Bastion - While generally associated with being brutish, the Bastion is a subversion to this typical Sentinel stereotype - though blunt and obtuse are perfectly apt descriptions. The Bastion's job is to set up both stactic and mobile defenses as well as to deploy turrets and drones placed strategically to cut down the enemy. Bastions mainly prefer sub-machine guns to chew trough any foes that manage to come close and can enhance their own durability even further by creating a layer of explosive tech-armor over what they already wear.

Assassin= Assassins are Koatria, who are commonly equipped with cloaking devices, who fill the role of stealth combat, and, as their name states, specialise in close-quarter assassination. Assassins have the goal of taking out enemy commanders and squad leaders and leave the enemy in a state of disarray. As such, these Koatria are nimble, silent yet acrobatic melee fighters, their weapons sometimes coated in blood-clotting toxins or a thin radioactive alloy that easily splinters off into enemy skin. Assassins are commonly the most aggressive members of their team, dealing with foes up close, cutting them down almost as in a frenzy after breaking stealth. They are mostly sonic, poison, blood, and sand users, though it is theorized that radiation users might also fit this role.

Assassins are essentially lighter, melee-centric Skirmishers. Many simply prefer to wield light, double-bladed or dual-worn blades in battle to cut their foes down with, and more easily defend themselves with from multiple foes in case they are discovered, mixed with the occasional throwing knife and explosive charge.
 * Sub-Classes
 * Reaper - By far the most stealth oriented sub-class among Assassins, Reapers are expect trackers. They weave their way through enemy lines, bringing silent death to enemy leaders. They tend to be very subtle and sneaky, deploying stealth technology and throwing weapons to take down the foe. They also make use of various toxins to eliminate the foe.


 * Blinker - While Reapers are stealthy and unobstrusive, Blinkers are the exact opposite. Dazzingly fast, Blinkers teleport all over the battlefield, taking out enemies with hidden blades in quick succession, sometimes even teleporting right trough enemies while striking. They are extremel slippery and come in with various tools to further cause confusion, like flares and flashbang grenades.


 * Slayer - Rip and tear, that is the single minded goal of the Slayer. Slayers attack their foes directly, but unlike the Blinker bring no cleanliness to the fight. Slayers dive directly into the thick of combat, and while still aim for the leader, butcher any foe that gets in their way. Slayers tend to balance out ranged and melee -though most tend to chose one over the other- and deploy weapons the quickly and brutally rip their enemies in viscera.

Sky-Strikers= Sky-Strikers, made up mostly of Air users, and some Gravity users, are those that fly high into battle via anti-grav packs, and their own powers over air. Sky-Strikers often fly over the battlefield, taking out targets from the clouds and dropping bombs on them, before landing and using their melee skills in battle.

Sky-Strikers are used to scout areas and report to their leaders, as well as helping take out a few foes covertly before a battle starts. Sky-Strikers commonly also take out other flying units and even atmosphere-bound fighters.
 * Sub-Classes
 * Diver - Unlike the other Sky-Striker sub-classes, Divers only truly make use of their aerial abilities to get themselves to the foe, rather then fighting from the air. Once in the desired position, Drivers fly straight into the ground and begin to rip their enemies to shreds in fearsome melee. They tend to wield various blades and combat claws as well as short-ranged weapons.


 * Demolisher - Soaring high above the enemies, Demolishers are the heavy aerial support of the Sky-Strikers. Though they lack any handheld grenades, Demolishers rain down destructive barrages down from their grenade launchers on their hapless opponents. When facing other aerial units, Demolishers make use of various missiles and other tracking weapons to destroy their foes.


 * Operative - A fair bit more specialized then their fellow Sky-Striker sub-classes, Operatives generally stay high in the skies and out of reach, only coming down when needed. The role of Operatives is to drop in, get critical intel, and then take to the skies again, wasting no more time than absolutely necessary. They are able to launch devastating shielding overloads, armor molds, or neural shocks from their weaponrized omnitools and often rely on little else. Many also carry a variety of mines to quickly booby-trap the area before they leave.

Regen-Walker= Due to their strong links with the Grey Hunter Chapter of Olympians, the Ultra Commandos received a new weapon; Regen-Walkers. Available for all Ultra Commandos, the Regen-Walker is for any Commando who falls in battle and is rendered comatose or near-dead. As such, these engines of war are deployed as heavy Tempestors, using their massive strength and advanced flesh-stripping weapons to assist their squad.

Since Commandos all have natural regenerative abilities, due to their connection with essence and other neural upgrades, their time in Regen-Walker are often not long, before they are fighting again. However, due to how rarely they are used, they are not as maintained as much as the Grey Hunter's Contemplator Walkers they were based upon, and as such, are less powerful and advanced. However, they, like most walkers, can still pack a punch if used right.

Regen-Walkers are made of a special alloy that is also used by the Grey Hunter's Contemplator Walkers, and most others do not allow an Ultra Commando to channel his/her essence power. This is the same reason Commandos use stem cells more than cybernetic limbs.

Teams

 * Teams

Retired
Kincaido'scr= "Rule number one: No running in the halways!"


 * Name -
 * Species - Raptoranean
 * Element - Poison

Like Loudrak, Kincaido'scr is an retired Ultra Commando, one of poison in his case. With a liking of perfume like many of his species, he differs from them in that he is extremely strict. He is much laxer with his own class, however, encourages them to get good marks. He also actively seeks the thrust with those cadets other classes that get good results, and commonly comes up to their defense. Deep down, he is as compassionate and caring as the rest of his species, or at least, so it seems.

While Kincaido'scr should be able to control poison, in recent years, he has never shown to use it. He states this is simply because he doesn't need it anymore because he is a teacher now, and not a warrior. While extremely prideful, and unlike most of his race, uptight and strict, he also is very intelligent, working with the most bright of cadets work on projects even beyond our knowing of what exactly they are in his personal test-lab in the lowest basement of our prime academy.

Loudrak= "It's morning! UP AND READY, CADETS!"


 * Name - Loudrak
 * Species - Unknown
 * Element - Sonic

Loudrak is an retired Ultra Commando, and before that, an explorer and pathfinder. He talkative and is full of energy, and now he is retired, does jobs for the Koatria Training academies, as being retired is, in his words, "BORING!" Like most of his species, Loudrak has an extremely loud voice and displays control over Sonic. He is known to have mood swings to some extent, being supportive, trigger-happy but also getting angry when cadets do not get out of bed when he tells them to. Overall, our cadets like him, however.

It is unknown whitch species he actually is, and all we know is that he comes from the Quadrant Galaxies. It seems that he doesn't tell us witch species he is simply because he likes us to keep guessing.

Jorkar Doreckt= "My main goal, the truth."

A male, Kaguran, controller of sand who suffers from the same Daydream Syndrome his fellow teacher Enegirii does. The two teach the few cadets who suffer from the same condition. However neither interact with the other cadets, teachers, or take an interest in the academy's general going ons. Jorkar is mysterious, enigmatic figure who was given the title of Chaser for his relentless pursuit of his enemies. His main concern is to discover the truth of whatever he is investigating and is relentless in his pursuit as he is of anything. He also rarely appears worried about anything, even the most serious situations. He also has a dislike for most of his fellow teachers, but is less direct about it than his friend Enegirii.
 * Name - Jorkar Doreckt
 * Species - Kaguran
 * Element - Sand

His primary weapon is a massive chainsword that he uses to rip through his enemies with ease. He wears a strange white mask that has actually become fused to the flesh of his face. How this came to be is unknown, but it is ammumed this happened due to an immense fire attack. It is said that Jorkar one went to northern Raptoranea to search for the dormant form of the Legendary Beast of Truth that is said to slumber there, and awokened it, but it rejected him for some unknown reason, attacking him before returning to sleep. However, he has hinted that the truth of such encounter is far stranger, and indeed only Jorkar is said to know where the Beast sleeps.

Enegirii= "The more heart you have, the more it can be broken."

 Enegirii is a female ice Ultra Command that suffers from a mysterious mental defect called Daydream Syndrome that can render the afflicted Koatria unable to differentiate dreams from reality if pushed to far emotionally. However Daydream Syndrome can be used to the affected's advantage as learning to differentiate between the dream and reality can be used to allow the afflicted to surpass their preconceived limitations. While Daydream Syndrome can also make one valuable to psychic attacks for those who learn how to master it, it is a powerful anti-psychic weapon able to quite literally flay the invader in their mind's perception of reality. Enegirii now retired acts as a teacher at a Koatria academy teaching those rare cadets who suffer from the same defect she does.
 * Name - Enegirii
 * Species - Pisakt
 * Element - Ice

Enegirii is a serious, aggressive warrior that is often times rather cold. She had a sister named Piteria who commanded fire, but was killed by another Daydreaming Koatria who turned traitor. She now wants revenge on this traitor having become a defining part of her personality. Enegirii hates getting cadets involved in conflict and will usually do her best to keep them safe, flying into an intense rage when one gets hurt or killed. She has been given the nick name three blades for her use of three long swords that she rabidly switches between her two hands cutting her opponents to ribbons with astounding speed. She actually dislikes most of the teachers at the academy she teaches at and they know it.

Traitor
Vidhikki= "Do not make it worse! Do not make me fear myself even more!"

Vidhikki was once a member of Lirun's team, and an Ultra Commando of Air. While he predates Corhufu, his lust for fame grew, and his jealous for the more famous Corhufu did as well. It came to a head when offered the chance to join the Shadow Hunters and rule Matrukoris. However, Lirun and an army of Ultra Commandos where aware of this, and trapped Vidhkki's army in a canyon, forcing them to surrender, and take Vidhikki with them. Vidhkki, a year later, plotted against Dark One, the leader of the Shadow Hunters, and tried to take over the organization, but was tricked and mutated by Trodaka. Vidhikki was mutated into what he feared most; an insectiod creature, and lost his elemental power.
 * Name - Vidhikki
 * Species - Alpha Marinox
 * Element - Air

Vidhikki, while lustful for position, power and fame, has had all of this taken from him, and is now an empty vessel of rage. He notably hates Dark One and Trodaka and desires to betray them. He regrets his actions in the past, and deeply wants a second chance to prove himself a hero.

Kan Helios= "Face me in battle!"

Spin-Blade, born Kan Helios, is a mutated Ugandalorian, whose armor has bonded to his flesh, and now acts as his real skin. Originally a Koatria Ultra Commando, Kan's team was fighting a group of mutated Rakar, when his entire team was butchered, all except him. After killing the last one, he fell unconscious, and nearly died, until Shadow Hunter agents found him and brought him back to life.
 * Name - Kan Helios
 * Species - Ugandalorian
 * Element - Air

Kan's armor was upgraded, and he received new weapons and powers to help the organization, which he know served. Kan's mind was altered to make totally loyal to the Hunters, and his body was enhanced to abnormal levels.

His powers over air where somewhat weakened, but he gained the ability to make the air toxic around him when he pleased, and for his main weapons, gained 2 spears that could also act as blades when spun quick enough.

Spin-Blade is a methodical, up-beat warrior. He has a love of battle, and cares deeply for his comrades, especially other Koatria. Kan loves showing off to others, and is mostly concerned with gathering the proper image of a "hero" amongst the populace under Shadow hunter Control.

Savage= "GODTHEPAIN!"

Savage was formerly a Ultra Commando who's team was in battle with the Mutran Spider Hordes. He was captured and mutated into a savage, half-animal beast, and escaped, returning to his comrades. When they did not recognize him, and attacked him, he was stunned, and ran away in a fury, destroying parts of the city as he went.
 * Name - Lost to history
 * Species - Ugandalorian Kordikka
 * Element - Earth

However, Terikalinra and Sentry stopped him, and, upon subduing him, convinced him that his team betrayed him out of jealousy and allowed him to be captured. In his rattled state of mind, he was willing to believe in anything.

Savage has become infamous for his rages, and can only work with Spin-Blade, who he considers a kindred spirit. His earth powers have weakened greatly, but he has attuned hearing and sight. His main weapon has mutated into a wrist-mounted tri-blade capable of disintegrating most metals, and has a paralysis missile launcher for ranged combat.

Savage is totally mad and insane, due to the Mutran venom, and in a constant state of mental pain. He is known to enter into unexplainable rages at the drop of a hat, and hates the Mutran Spiders with a passion.

Shiro= "You fools should seek true order. Not keep with the failed system of democracy."

Shiro is an Ultra Commando of Water, and formerly part of Lirun's team. While her loyalty seemed in doubt, she maintained loyalty to the Alliance and Lirun for some time, until she stole an artifact from the Shadow Hunters. After the shadow Hunter murdered several citizens, in demand for the stone she stole, Lirun and Vidhikki realized her betrayal of alliance principles, and sought her out for arrest. When she refused, a battle ensued, and, almost loosing, Shiro integrated the stone into her armor, revealing it to be a Koatria Stone, a rare artifact that could radically boost an essence user's powers. While she almost destroyed Lirun, Vidhikki knocked her out by taking away all the air around her. However, after being arrested, she disappeared, leaving a note on her hospital bed, saying
 * Name - Shiro
 * Species - Ugandalorian
 * Element - Water

This is the time you almost caught the Master Koatria.

Shiro displays a cruel and cunning side, hidden by a seeming innocence and naivety. She seems obsessed with creating order, and making herself Empress of the Alliance, and destroy all threats to the Alliance before they can arise. However, due to her views, personal freedom would've suffered considerably. Shiro is altogether a plotting being, who should not be trusted.

Due to stealing from Dark One, they are unlikely to be allies, despite similar views.

Phari= "Its smash time!"

Phari is a rouge Daydream afflicted Koatria of fire. He is a brutal, egotistical, completely amoral being bent on achieving his goal no matter the cost. He was kicked out of the academy he was being trained at for unknown reasons, but it is believed to have something to do with an unnatural rise in the level of Daydream Koatria and the death of several other cadets. He views Koatria a superior to all others (especially Daydream) and plans to gather an army with which to exterminate all those with out elemental control.
 * Name - Phari
 * Species - Unkown
 * Element - Fire

He controls fire and wields a scythe-like axe, while his left arm has been replaced with a high-powered melter cannon. It is unknown what species he is as he has become sealed inside his jet black armor, from which burning white flames leap from the cracks.

Quotes
"Powerful. We are proud to fight besides them so many times!"

- The Vanara Six

"Well, yeah. They Koatria are good, for sure. Like, really good. A true force of justice indeed, with goals to be admired."

- W'tze of the Waptoria Alliance of Species

"Koatria. Weak, limited. You dely my life-time's journey to conquer this universe. Only yours, will. be. Brief."

Trivia

 * Were based off the Toa from Bionicle, the Jedi (and the Sith) from Star Wars, the Guardians from Destiny, and to a far lesser extent, the various classes of Mass Effect, the Old Republic, and the Professions of Guild Wars 2.
 * All of their elemental powers where inspired by Toa from Bionicle, with a few original additions.
 * Themes -
 * Bionicle 2 end credits - I hope your body is ready.
 * - During their struggle against the Hegemony/Brotherhood forces.
 * Fear Not This Night Hope and Courage Theme