Post by Tokrochiru on Oct 28, 2012 4:22:15 GMT -5
Name: Karn
Age: 26
Race: Human (Foreign)
Class: Warrior
Appearance:
Karn has a face that looks foreign to the citizens of Landiel. This is typical of people who grow up in Kailun, as the city-state is mostly populated by people who either have immigrated from other continents, or are descendents of such immigrants. He has thin eyes, long, messy blue hair that is tied up into a ponytail, and thick eyebrows. His eyes are a bright hazel color. His general facial structure is somewhat convex and long, though he still maintains a strong jawline.
Karn can usually be seen thick, worn kung fu robes and leggings. The edges of the robe's thick sleeves and leggings look torn and altogether ruined. On his shoulders, he has a pair of fur shoulderpads. These pads, combined with his rather poorly kept martial arts outfit, make Karn look very threatening. Karn keeps his robe seperated during combat, exposing his bare chest.
Physique: Karn stands about 6 foot 2, with a "Bruce Lee" type figure. His speed, durability, and especially his strength far exceeds the limits that humanity should normally be capable of. Karn is capable of lifting a minivan and tossing it a distance of 10 feet, as well as lifting (but not throwing) a fully stocked moving van.
Personality:
Karn is very headstrong and naive, though he also has good instincts. He lives by thinking with his gut, believing that his passion is what will grant him victory at the end of the day. As long as he has confidence in himself, he can accomplish anything he sets his mind to....eventually.
Karn's main goal in life is to become the strongest fighter in all of Sougenmou. He is a relentless pursuer of power. However, unlike many with the same objective, Karn refuses to cut corners in order to accomplish it. He views those who take shortcuts on the road of self improvement to be cowards who are too scared to confront that they would otherwise have to overcome to become stronger. Erego, he hates people who steal power from others stronger than them via magic, as well as those who trample on others in their own pursuit of glory. To Karn, in order to truly become the strongest, one has to maintain a strong sense of righteousness and honor.
Weapon: Martial Arts - Karn's particular brand of hand to hand combat is much like the real life martial arts of bajiquan and judo. It's like bajiquan in that his movements are very stompy, he makes heavy use of his elbows, shoulders and knees, and he tries to subdue enemies with as few moves as possible. The similarities to judo lie in the fact that he uses quite a few grapples in combat.
Karn's strikes are capable of breaking concrete walls as thick as 5 feet. Some of this amazing power is attributed to the weight he puts behind his attacks, but most of it is actually due to the fact that his unarmed strikes are enhanced by some sort of unidentified supernatural force. This is evidenced by the green aura that envelopes his body during battle. The aura intensifies around whatever body part he is using to attack an opponent, and during particularly heated fights, a green, mist-like substance can be seen coming out of his eye sockets.
Subweapon:
Element:
Abilities:
Gateway to Victory: Karn will attempt to land a seemingly normal strike on the opponent. The only indication that this ability is being used is that the green aura around whatever part of his body Karn attempts to strike his opponent with will greatly intensify, appearing as if the body part has caught fire. This ability, if it successfully connects to Karn's opponent, essentially grants Karn 4 extra abilities when fighting that specific opponent. These abilities ONLY work if Karn attempts to use them on the target which he has successfully hit with Gateway to Victory. They are as follows.
Follow-ups
Spirit Chain: Whenever Karn successfully lands a melee attack on his opponent (be it from a special ability like Devestating Strike or Debilitating Strike, or a normal attack), he has the option of binding that opponent to him with some kind of energy chain. The chain prevents the opponent from moving more than 3 feet away from him during the battle. The chain can be broken with enough force, but its durability is three times as strong as solid steel, meaning that it will most likely take time to break.
Debilitating Strike: Karn can make his opponent feel immediately exhausted throughout the rest of the fight, as well as reduce the opponent's movement and attack speed to 75% for the next three posts. He does this by striking one of the opponent's vital areas or weak points. For example, Karn can attack a humanoid's solar plexus, or a similar pressure point, to achieve this effect. The itself attack is very quick, (about 3 times as fast as a normal melee attack), but Karn's actual movement speed (walking, running, etc) is not increased whilst he attempts to perform this ability.
Disable Ability: Karn will attempt to strike the opponent with an attack that surrounds his fist, leg, knee, etc in a black aura as he strikes. If the attack connects, he has the option of disallowing the opponent to use one ability from their ability list for 4 posts. Karn can not disable multiple abilities at a time by landing this attack more than once. If the ability Karn chooses to disable is some sort of super mode or a passive ability, all benefits and penalties granted by the ability are immediately negated. This means that if you've gone super saiyan, you won't be super saiyan any more.
Extremity Corruption: Karn will attempt to touch an opponent's extremity (arm, leg or wing) with his palm as it is completely enveloped in a very bright, flame-like, magenta aura. If he manages to touch the selected extremity with this attack, the opponent will feel as if his arm has caught fire and experience severe pain. The arm, leg or wing will not be able to be used for for 3 posts. The searing pain will persist until those 3 posts have passed, after which the pain will be replaced by but a relatively ignorable stinging sensation.
Powerful Shift: So long as Karn is within fifteen feet of an opponent, he can spend a post to quickly move to a tactically advantageous position. He can reach this position in a maximum amount of time of half a second. If he attempts to land a physical blow on the opponent immediately after using this technique, the force of the blow is greatly increased, allowing him to hit with the force of an oncoming truck. As Karn performs this technique, each step he takes creates a loud stomp, which some characters may find irritating.
Footnote: A farseer (an oracle gifted with the ability to see magic and spiritual energies) once witnessed Karn perform this technique. He noticed some sort of spiritual tether between Karn and his opponent as he performed it, leading him to believe that Karn's ability to maneuver around an opponent so quickly might be because he is subconsciously "pulling" on this tether somehow. Much like how it may be easier and faster for a person to climb a flight of stairs by pulling on a nearby railing, Karn could be pulling on this tether in order to gain additional speed and distance, as well as shift around the opponent.
Akasha's Valor: Karn is immune to several negative side-effects. This includes his vision being obscured by fog, smoke, mist, ink, etc, catching fire, body parts being frozen, being poisoned, or his attack or movement speed being slowed down with poison or any sort of debilitating attack save for something external like a net or web. His flesh still burns when it comes in contact with high temperatures, but does not "catch fire". Likewise, his body cannot be frozen, but can still be freezer-burned with ice attacks He is capable of using damaged limbs in combat, even of the bone is shattered and the muscle tissue is torn. Lastly, he cannot become exhausted from prolonged or strained effort or from being damaged, meaning that he is able to fight at peak condition until the opponent renders him unconscious. Like many of Karn's abilities, it is unknown how Karn manages to do this, but it's assumed to have something to do with the energy that radiates from his body as he fights.
Projectile Parry: Karn can deflect a total of three projectiles per turn with his bare hands, even if the projectile is made of some kind of harmful energy like fire, ice, holy power, dark energy, etc. When Karn deflects these projectiles, whatever he blocks the projectile with will glow bright yellow. Karn can not deflect these projectiles and attack in the same post.
Money: Broke
Items:
Vehicle:
Story:
Theme Song:
Battle Theme
Story:
Age: 26
Race: Human (Foreign)
Class: Warrior
Appearance:
Karn has a face that looks foreign to the citizens of Landiel. This is typical of people who grow up in Kailun, as the city-state is mostly populated by people who either have immigrated from other continents, or are descendents of such immigrants. He has thin eyes, long, messy blue hair that is tied up into a ponytail, and thick eyebrows. His eyes are a bright hazel color. His general facial structure is somewhat convex and long, though he still maintains a strong jawline.
Karn can usually be seen thick, worn kung fu robes and leggings. The edges of the robe's thick sleeves and leggings look torn and altogether ruined. On his shoulders, he has a pair of fur shoulderpads. These pads, combined with his rather poorly kept martial arts outfit, make Karn look very threatening. Karn keeps his robe seperated during combat, exposing his bare chest.
Physique: Karn stands about 6 foot 2, with a "Bruce Lee" type figure. His speed, durability, and especially his strength far exceeds the limits that humanity should normally be capable of. Karn is capable of lifting a minivan and tossing it a distance of 10 feet, as well as lifting (but not throwing) a fully stocked moving van.
Personality:
Karn is very headstrong and naive, though he also has good instincts. He lives by thinking with his gut, believing that his passion is what will grant him victory at the end of the day. As long as he has confidence in himself, he can accomplish anything he sets his mind to....eventually.
Karn's main goal in life is to become the strongest fighter in all of Sougenmou. He is a relentless pursuer of power. However, unlike many with the same objective, Karn refuses to cut corners in order to accomplish it. He views those who take shortcuts on the road of self improvement to be cowards who are too scared to confront that they would otherwise have to overcome to become stronger. Erego, he hates people who steal power from others stronger than them via magic, as well as those who trample on others in their own pursuit of glory. To Karn, in order to truly become the strongest, one has to maintain a strong sense of righteousness and honor.
Weapon: Martial Arts - Karn's particular brand of hand to hand combat is much like the real life martial arts of bajiquan and judo. It's like bajiquan in that his movements are very stompy, he makes heavy use of his elbows, shoulders and knees, and he tries to subdue enemies with as few moves as possible. The similarities to judo lie in the fact that he uses quite a few grapples in combat.
Karn's strikes are capable of breaking concrete walls as thick as 5 feet. Some of this amazing power is attributed to the weight he puts behind his attacks, but most of it is actually due to the fact that his unarmed strikes are enhanced by some sort of unidentified supernatural force. This is evidenced by the green aura that envelopes his body during battle. The aura intensifies around whatever body part he is using to attack an opponent, and during particularly heated fights, a green, mist-like substance can be seen coming out of his eye sockets.
Subweapon:
Element:
Abilities:
Gateway to Victory: Karn will attempt to land a seemingly normal strike on the opponent. The only indication that this ability is being used is that the green aura around whatever part of his body Karn attempts to strike his opponent with will greatly intensify, appearing as if the body part has caught fire. This ability, if it successfully connects to Karn's opponent, essentially grants Karn 4 extra abilities when fighting that specific opponent. These abilities ONLY work if Karn attempts to use them on the target which he has successfully hit with Gateway to Victory. They are as follows.
Follow-ups
Spirit Chain: Whenever Karn successfully lands a melee attack on his opponent (be it from a special ability like Devestating Strike or Debilitating Strike, or a normal attack), he has the option of binding that opponent to him with some kind of energy chain. The chain prevents the opponent from moving more than 3 feet away from him during the battle. The chain can be broken with enough force, but its durability is three times as strong as solid steel, meaning that it will most likely take time to break.
Debilitating Strike: Karn can make his opponent feel immediately exhausted throughout the rest of the fight, as well as reduce the opponent's movement and attack speed to 75% for the next three posts. He does this by striking one of the opponent's vital areas or weak points. For example, Karn can attack a humanoid's solar plexus, or a similar pressure point, to achieve this effect. The itself attack is very quick, (about 3 times as fast as a normal melee attack), but Karn's actual movement speed (walking, running, etc) is not increased whilst he attempts to perform this ability.
Disable Ability: Karn will attempt to strike the opponent with an attack that surrounds his fist, leg, knee, etc in a black aura as he strikes. If the attack connects, he has the option of disallowing the opponent to use one ability from their ability list for 4 posts. Karn can not disable multiple abilities at a time by landing this attack more than once. If the ability Karn chooses to disable is some sort of super mode or a passive ability, all benefits and penalties granted by the ability are immediately negated. This means that if you've gone super saiyan, you won't be super saiyan any more.
Extremity Corruption: Karn will attempt to touch an opponent's extremity (arm, leg or wing) with his palm as it is completely enveloped in a very bright, flame-like, magenta aura. If he manages to touch the selected extremity with this attack, the opponent will feel as if his arm has caught fire and experience severe pain. The arm, leg or wing will not be able to be used for for 3 posts. The searing pain will persist until those 3 posts have passed, after which the pain will be replaced by but a relatively ignorable stinging sensation.
Powerful Shift: So long as Karn is within fifteen feet of an opponent, he can spend a post to quickly move to a tactically advantageous position. He can reach this position in a maximum amount of time of half a second. If he attempts to land a physical blow on the opponent immediately after using this technique, the force of the blow is greatly increased, allowing him to hit with the force of an oncoming truck. As Karn performs this technique, each step he takes creates a loud stomp, which some characters may find irritating.
Footnote: A farseer (an oracle gifted with the ability to see magic and spiritual energies) once witnessed Karn perform this technique. He noticed some sort of spiritual tether between Karn and his opponent as he performed it, leading him to believe that Karn's ability to maneuver around an opponent so quickly might be because he is subconsciously "pulling" on this tether somehow. Much like how it may be easier and faster for a person to climb a flight of stairs by pulling on a nearby railing, Karn could be pulling on this tether in order to gain additional speed and distance, as well as shift around the opponent.
Akasha's Valor: Karn is immune to several negative side-effects. This includes his vision being obscured by fog, smoke, mist, ink, etc, catching fire, body parts being frozen, being poisoned, or his attack or movement speed being slowed down with poison or any sort of debilitating attack save for something external like a net or web. His flesh still burns when it comes in contact with high temperatures, but does not "catch fire". Likewise, his body cannot be frozen, but can still be freezer-burned with ice attacks He is capable of using damaged limbs in combat, even of the bone is shattered and the muscle tissue is torn. Lastly, he cannot become exhausted from prolonged or strained effort or from being damaged, meaning that he is able to fight at peak condition until the opponent renders him unconscious. Like many of Karn's abilities, it is unknown how Karn manages to do this, but it's assumed to have something to do with the energy that radiates from his body as he fights.
Projectile Parry: Karn can deflect a total of three projectiles per turn with his bare hands, even if the projectile is made of some kind of harmful energy like fire, ice, holy power, dark energy, etc. When Karn deflects these projectiles, whatever he blocks the projectile with will glow bright yellow. Karn can not deflect these projectiles and attack in the same post.
Money: Broke
Items:
Vehicle:
Story:
Theme Song:
Battle Theme
Story: