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a toa has six heads

A toa has six heads.

One head is on the top of the toa's neck, like anyone else's. The other five are inside dedicated toa temples, built by the Great Spirit himself, hidden beneath ice, the sea, or who knows what else, and known only in prophecy.

Each of the temple heads serves an audience chamber within the temple. Visitors can speak with the toas in these chambers, regardless of where the toas might be. And each of the temple heads may also wear a mask, allowing each toa to wear six masks simultaneously, and harness the powers of all of them. (The Temple of Levitation was made to contain all the Masks of Levitation, for example: one for each toa.)

This is not without its drawbacks. A toa's personality bleeds when they are maskless, just like a matoran's, but where a matoran requires only one mask, a toa needs six. And the masks are missing.

PERSONALITY BLEED: Matorans and toas alike have mental inventory in which they keep their Technologies, Bonds, and Moods. This inventory is the result of an interface between their mask and their head, and if that link is broken, the data escapes. Characters have 9 mental inventory slots, and masks have 1. Each turn a character ends without a mask, they save or lose 1 item of their choice from their mental inventory. Items in the mask's own inventory are safe from this, though they can't be used until the mask is worn again. Masked characters can freely choose which of their items are in which slots. A character with an empty mental inventory is like a newborn child, though one who will learn quickly.

Expect a fuller list of mental items in the future.

Toas and matorans also have issues. They begin play with one, and get another one if they should ever be taken by the Master of Shadows and released. Here are some possible issues a child of the Great Spirit might have.


Humans have a mental inventory with 3 slots. The humans who can be trusted not to hand over the Great Spirit's children to the United States military for dissection in a lab, which is to say, kids ages 8-16, use their mental inventories a little differently.

More to come.