Character PERSONALITY: SKULLKID: Skullkids in general have no sense of self: though there are numerous skullkids present in The Legend of Zelda universe they all share the same name. Perhaps when they become lost in the forest and transform into a skulkid they lose their original sense of identity and along with it, their name. Still, this doesn't mean that they lose their emotions and feelings rather just their past and previous identity. They still feel lonely and pine for games and attention like normal children would, and they still throw tantrums when things don't quite go their way. Unlike normal children however, they distrust adults.
Skullkid shares much of these typical traits with others of his kind: he'd rather play games and have fun and leave all the serious, boring, and complicated things to adults. He sees from point A to point B but not much farther (unless it involves playing a trick) and he's narrow minded, not bothering to think about the philosophy or deeper motives to things. Life is a game and if everyone treated it that way they would be happier, or that's what he thinks. Such a way of thinking is probably why he plays tricks on people so much, he finds it funny so why wouldn't they? Like a child Skullkid is also mostly incapable of viewing things from others perspectives, so he doesn't empathize too well when others don't take kindly to his jokes.
Of course no one wants to be alone, and Skullkid definitely isn’t an exception to this-- he needs playmates and he needs friends to do fun things with. He may be a little apprehensive about others until he gets to know them but once he does he is easily a friend for life. He really doesn't do too well alone by himself as evidenced by his actions before he found Tatl and Tael; there's no fun in playing alone and its probably very easy in general for skullkids to feel depressed and sad as they have no family or self-identity to turn to. In short Skullkid should be thought of as a child as his mental comprehension doesn't stretch much further than that even if he can do things no child could do, like take care of himself on his own.
The addition of Majora's into Skullkids psyche complicate things and
it changes his thoughts from merely selfish and fun-seeking to malevolent and dangerous. With Majora whispering in his mind and egging him on he doesn't need to doubt at all and it doesn't matter if he hurts people, who cares! There is also the ever so slowly creeping of Majora's mind into his which is shown as the events of Majora's Mask progress, he no longer bothers to play tricks but resorts to just plain hurting people instead. Perhaps the one area where Skullkid and Majora are similar however is that they both don't like to be disagreed with: for Skullkid he simply doesn't understand why others would think differently, and for Majora it is an object of immeasurable power, not to be tamed.
MAJORA: Majora seemingly has one goal: cause as much malevolence and destruction as possible. This is increasingly evident as the events of Majora’s Mask transpire and it is clear just what the Skullkid (under the influence of Majora) has done to the citizens of Termina. Although some of the actions are less malevolent than others (such as turning Kefei into a child) these are mixed in with other more sinister actions: such as trapping the Four Giants essentially causing a mass poisoning, eternal snowstorm, and shattering a Great Fairy. In sum the end results of all these acts is the destruction of Termina by causing the Moon to collide with it, and it appears to be for no other reason other than pure evil ,at least for Majora.
When freed from the Skullkid ,Majora manifests itself in a monstrous form which seems to enjoy toying and inflicting pain on Link: in its second form it runs around him in circles, does pirouettes, and even moonwalks—almost as if to mock Link in the same fashion it did upon meeting him: “Do you really think you can beat me?”
In essence Skullkid is a trickster, childish, mischievous, and with the addition of Majora's Mask, dangerous. A child who has no true sense of right or wrong is quite possibly the best host Majora could ask for--if someone upsets him, why not curse them? Why not show those Giants just how mean they were by destroying Termina? The end result of the mixing of the two psyches is an eerie, mischievous and dark child who can easily turn on you when they get upset.
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ABILITIES: All of Skullkid’s abilities come from Majora’s Mask, without it he is capable of little more than shooting darts out of his flute, and small distance teleportation.
The abilities of Majora’s Mask are never fully described but they include:
POLYMORPH: Turning Link into a Deku, and Kafei into a child version of himself
SHADOW POWERS: Imprisons the Four Giants of Termina, sealing them in temples which effectively causes various calamities in Termina. Also includes being able to enfeeble others with the oppression of shadow magic, like he does to Link in the opening.
LEVITATION: Skullkid is frequently seen freely floating out of Link’s reach throughout the game.
TELEPORATION: Perhaps the only power deriving mostly from Skullkid, he is able to disappear and reappear short distances.
MAJORA’S MASK/INCARNATION/WRATH: Majora is capable of separating itself from Skullkid and assuming three forms, two of which are humanoid. In these forms Majora has increased speed and agility, and is capable of shooting beams and ensnaring with tendrils. More information on Majora’s forms can be found here:
Character INVENTORY: (1) Ocarina of Time(1) Flute with a handful (about 10) of poison darts
(1) Outfit…made of leaves
(1) Majora’s Mask (which he is never going to take off)