Post by Deleted on Feb 27, 2020 12:26:26 GMT -8
{}
Name: Guardian Korr
Species: Minor Ice Deity
Age: 130
Gender: Male
Name: Guardian Korr
Species: Minor Ice Deity
Age: 130
Gender: Male
{}
Appearance:
Play-By: Merlin from Fate Grand Order
Personality:
Korr, by nature, is a guardian and protector. He has spent decades safeguarding the denizens of Planet Earth from threats both known and unknown. Every manner of monster lurks in the outermost reaches, and in his daily travels, Korr does his best to aid those he encounters thrust in the woes of some impending peril.
He is a gentle and caring individual, selfless in every sense of the word. He loves children, especially, as their childlike and naive nature most closely mirrors his own. Adults, especially those having suffered a difficult life, tend to view him through a jaded lens that sometimes colors him unfavorably. Korr, however, does what he can to spread goodness and kindness wherever his feet may tread.
His gentle nature can work against him. Raised in isolation from the world, Korr has not had a chance to become disillusioned by the evils mankind can commit against one another. Korr sees the good in all people, believing none to be inherently evil. A clever foe or crafty individual can easily manipulate his nature and take advantage of his selflessness. This is especially true in times when Korr gives up his own comfort to ensure the comfort and ease of others, believing himself less important.
Korr, being over a century old, is wise beyond his years though most often mistake him for a middle-aged male. He has an understanding of the workings of nature and the natural world as a whole. The cyclical seasons of life and death, the inner workings of plants, and the instinctual habits of animals. He has studied the cosmos, learned the constellations, and marvels at the mysteries that await beyond their planet.
In this, his view of life has become a long one. The temporary afflictions of the present are small scale in comparison to the grand scheme of the universe as a whole, and it is this idealistic belief that often motivates his thoughts and actions.
There is a fault in this method of thinking. Due to his long life span and existential nature, Korr often does not understand the depth of the many threats facing those whose mortality is far less certain than his own. Korr isn't perfect, and in his past has engaged certain elements and threats on behalf of a suffering people, only for swift and vicious consequences to fall long after his absence. He can seem pushy, even controlling, in terms of nudging an individual toward what Korr believes might be their ultimate destiny.
Korr's greatest struggle, despite his good nature, is the deep hidden lust in his heart. A lust for chaos and destruction. He suppresses it with all of his might and ability, using his selfless acts as a way of curbing those urges. Korr has never understood why such evil lurks in his own heart, or why he sometimes considers the feel of bones snapping in his hands. It is a perverse evil, one he seeks to eradicate through sheer will, yet each passing day it only seems to grow stronger and he fears one day losing control.
Unbeknownst to Korr, it is the blood of a demon that flows in his veins—not the minor deity he believes himself to be.
History:
It was told to Korr by the watchful group of white robed guardians that on the night he was born, a star shower unlike any that had ever been seen before filled the night skies. They believed it to be a portend of good fortune and favor from Kami, the watchful God Protector of Earth.
As a young child growing up in the frigid, isolated wastelands of the Northern Kingdoms, his world consisted of little more than a single hut sequestered upon an isolated glacier. Within this hut resided Gran, the kind elderly shaman human who raised him from birth. He never knew his mother, for it was Gran that saw to his upbringing. She was the only major source of social interaction Korr had, save for the occasional delivery man or messenger who braved the frozen wastes to deliver groceries and mail once a month.
There were also the mysterious, white robed figures that stood guard along the edges of their barren territory and discouraged Korr from wandering too far from home, but he thought little of it. He loved playing for hours, never once stopping to consider why he needed little in the way of clothing, frolicking barefoot up and down icy dunes and frosted slopes while everyone else remained heavily garbed with sour dispositions at the nasty weather.
Upon reaching the age of ten years old, Gran took Korr into a special room hidden beneath their hut. Carved from the very ice itself, the cavernous space held a single item of great worth. A glittering blade sat upon a mount nestled within an alcove against the wall. The torchlight danced and played along its glittering blade in a way that mesmerized Korr.
Gran introduced it as the Great Sword of Amaryllis—a strange name, and rightfully so. The flower's design had been careful carved into the base of the blade, and the jewel encrusted hilt shone with beautiful silver filigree in the shape of twisting vines and blossoming buds. Gran and the white robed beings were known as the Order of the Sword, and had guarded the blade for centuries against all threats.
It was said that in a certain pair of hands, the blade had the power to save or unmake the world. It could bring great beauty and harmony, or vast swaths of death and destruction. And it was Korr's destiny to guard this blade. His heart had long ached for purpose, and Korr took to this task with all of his ability. He was introduced to two of the robed figures—a man and a woman.
The woman, Nasha, was the most beautiful human female he had ever seen. Though she was easily twice his age, Korr fell madly in love with the woman. She was intelligent, firm, yet kind in her dealings with him. Nasha would take over for Gran as Korr began to learn and practice his duties as protector of the blade as Gran had grown far too old to complete his training. The other figure was far less amiable—Granule.
Korr didn't like the way the beady eyed man stared at the Sword of Amaryllis. Even at the tender age of ten, Korr recognized the greed and lust in his eyes. They did not get along from the start at all, and through the years, it led to more than one instance of Granule yelling at Korr for one thing or another. Korr, on the other hand, adopted Gran's carefree and loving nature. He grew stronger and wiser by the day, and began to develop a great appreciation for the work of the Order, and his role as the sword's protector.
Time passed, and many of the Order came and went, yet Korr remained vigilant in his watch over the sword. Until one fateful day when he ventured from their home to explore a nearby region filled with a cluster of Northern villages, his curiosity having finally won out over his sense of duty. Much to his horror he returned home after a week to find many of the Order members slain, and the tiny hut in shambles.
Never had such fear and terror overcome Korr, and as he rushes into the hidden lower chambers, he found the culprit engaged in deadly combat with Gran who fought tooth and nail to protect the sword. Korr joined the battle, managing to defeat and detain Granule with a paralysis spell. Gran suffered mortal wounds, and as her final wish, Gran charged Korr to take the blade and flee, and keep it safe from evil men like Granule. Korr would seek out the pure in heart and ensure the safety of the world as a whole.
Granule escaped his bindings and fled with a vow to reclaim the sword, and with a vigilant enemy on his heels, Korr fled from his childhood home into the large wide world. He has traveled for decades now, helping where he can and bringing positive change into the lives he touches. He has guarded the blade from many a greedy fighter, seeking the one who would usher in an era of unprecedented peace and harmony to the world, and Korr would be their guiding light.
RP Sample:
None needed. Character swap.
Appearance:
Play-By: Merlin from Fate Grand Order
Personality:
Korr, by nature, is a guardian and protector. He has spent decades safeguarding the denizens of Planet Earth from threats both known and unknown. Every manner of monster lurks in the outermost reaches, and in his daily travels, Korr does his best to aid those he encounters thrust in the woes of some impending peril.
He is a gentle and caring individual, selfless in every sense of the word. He loves children, especially, as their childlike and naive nature most closely mirrors his own. Adults, especially those having suffered a difficult life, tend to view him through a jaded lens that sometimes colors him unfavorably. Korr, however, does what he can to spread goodness and kindness wherever his feet may tread.
His gentle nature can work against him. Raised in isolation from the world, Korr has not had a chance to become disillusioned by the evils mankind can commit against one another. Korr sees the good in all people, believing none to be inherently evil. A clever foe or crafty individual can easily manipulate his nature and take advantage of his selflessness. This is especially true in times when Korr gives up his own comfort to ensure the comfort and ease of others, believing himself less important.
Korr, being over a century old, is wise beyond his years though most often mistake him for a middle-aged male. He has an understanding of the workings of nature and the natural world as a whole. The cyclical seasons of life and death, the inner workings of plants, and the instinctual habits of animals. He has studied the cosmos, learned the constellations, and marvels at the mysteries that await beyond their planet.
In this, his view of life has become a long one. The temporary afflictions of the present are small scale in comparison to the grand scheme of the universe as a whole, and it is this idealistic belief that often motivates his thoughts and actions.
There is a fault in this method of thinking. Due to his long life span and existential nature, Korr often does not understand the depth of the many threats facing those whose mortality is far less certain than his own. Korr isn't perfect, and in his past has engaged certain elements and threats on behalf of a suffering people, only for swift and vicious consequences to fall long after his absence. He can seem pushy, even controlling, in terms of nudging an individual toward what Korr believes might be their ultimate destiny.
Korr's greatest struggle, despite his good nature, is the deep hidden lust in his heart. A lust for chaos and destruction. He suppresses it with all of his might and ability, using his selfless acts as a way of curbing those urges. Korr has never understood why such evil lurks in his own heart, or why he sometimes considers the feel of bones snapping in his hands. It is a perverse evil, one he seeks to eradicate through sheer will, yet each passing day it only seems to grow stronger and he fears one day losing control.
Unbeknownst to Korr, it is the blood of a demon that flows in his veins—not the minor deity he believes himself to be.
History:
It was told to Korr by the watchful group of white robed guardians that on the night he was born, a star shower unlike any that had ever been seen before filled the night skies. They believed it to be a portend of good fortune and favor from Kami, the watchful God Protector of Earth.
As a young child growing up in the frigid, isolated wastelands of the Northern Kingdoms, his world consisted of little more than a single hut sequestered upon an isolated glacier. Within this hut resided Gran, the kind elderly shaman human who raised him from birth. He never knew his mother, for it was Gran that saw to his upbringing. She was the only major source of social interaction Korr had, save for the occasional delivery man or messenger who braved the frozen wastes to deliver groceries and mail once a month.
There were also the mysterious, white robed figures that stood guard along the edges of their barren territory and discouraged Korr from wandering too far from home, but he thought little of it. He loved playing for hours, never once stopping to consider why he needed little in the way of clothing, frolicking barefoot up and down icy dunes and frosted slopes while everyone else remained heavily garbed with sour dispositions at the nasty weather.
Upon reaching the age of ten years old, Gran took Korr into a special room hidden beneath their hut. Carved from the very ice itself, the cavernous space held a single item of great worth. A glittering blade sat upon a mount nestled within an alcove against the wall. The torchlight danced and played along its glittering blade in a way that mesmerized Korr.
Gran introduced it as the Great Sword of Amaryllis—a strange name, and rightfully so. The flower's design had been careful carved into the base of the blade, and the jewel encrusted hilt shone with beautiful silver filigree in the shape of twisting vines and blossoming buds. Gran and the white robed beings were known as the Order of the Sword, and had guarded the blade for centuries against all threats.
It was said that in a certain pair of hands, the blade had the power to save or unmake the world. It could bring great beauty and harmony, or vast swaths of death and destruction. And it was Korr's destiny to guard this blade. His heart had long ached for purpose, and Korr took to this task with all of his ability. He was introduced to two of the robed figures—a man and a woman.
The woman, Nasha, was the most beautiful human female he had ever seen. Though she was easily twice his age, Korr fell madly in love with the woman. She was intelligent, firm, yet kind in her dealings with him. Nasha would take over for Gran as Korr began to learn and practice his duties as protector of the blade as Gran had grown far too old to complete his training. The other figure was far less amiable—Granule.
Korr didn't like the way the beady eyed man stared at the Sword of Amaryllis. Even at the tender age of ten, Korr recognized the greed and lust in his eyes. They did not get along from the start at all, and through the years, it led to more than one instance of Granule yelling at Korr for one thing or another. Korr, on the other hand, adopted Gran's carefree and loving nature. He grew stronger and wiser by the day, and began to develop a great appreciation for the work of the Order, and his role as the sword's protector.
Time passed, and many of the Order came and went, yet Korr remained vigilant in his watch over the sword. Until one fateful day when he ventured from their home to explore a nearby region filled with a cluster of Northern villages, his curiosity having finally won out over his sense of duty. Much to his horror he returned home after a week to find many of the Order members slain, and the tiny hut in shambles.
Never had such fear and terror overcome Korr, and as he rushes into the hidden lower chambers, he found the culprit engaged in deadly combat with Gran who fought tooth and nail to protect the sword. Korr joined the battle, managing to defeat and detain Granule with a paralysis spell. Gran suffered mortal wounds, and as her final wish, Gran charged Korr to take the blade and flee, and keep it safe from evil men like Granule. Korr would seek out the pure in heart and ensure the safety of the world as a whole.
Granule escaped his bindings and fled with a vow to reclaim the sword, and with a vigilant enemy on his heels, Korr fled from his childhood home into the large wide world. He has traveled for decades now, helping where he can and bringing positive change into the lives he touches. He has guarded the blade from many a greedy fighter, seeking the one who would usher in an era of unprecedented peace and harmony to the world, and Korr would be their guiding light.
RP Sample:
None needed. Character swap.
{}
Fighting: 25
Energy Control: 40
Reflexes: 25
Resilience: 40
Accuracy: 1d100 + 5 Class (30) / 1d100 + 5 Class (45)
Defense: 50 + 25 Ref - 20 from Class = 55
HP: 50 + 40 Resilience + 25 from Class = 115
KI: 100
DR: 2 Res + 6 from Class + 2 Racial = 10
Class: Protector
Racial Trait:
Like Rubber
Requirements: Demon
Effect: You possess a natural 2 DR.
Traits
n/a
Class Features
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Shield Wall - Your Guard Basic Technique now also increases your allies’ DR by +5 for one turn.
Focus, Potential, Ability, Technique, Legendary, Signature, Class Masteries:
- 0 MP (Focus, Level 0) +0
- 30 MP (Potential, Level 5) +25 all skills
- 0 MP (Ability, Level 0) +0
- 0 MP (Technique, Level 0) 0/5 slots
- 0 MP (Signature, Level 0) +0
- 10 MP (Class, Level 1) +0
Fighting: 25
Energy Control: 40
Reflexes: 25
Resilience: 40
Accuracy: 1d100 + 5 Class (30) / 1d100 + 5 Class (45)
Defense: 50 + 25 Ref - 20 from Class = 55
HP: 50 + 40 Resilience + 25 from Class = 115
KI: 100
DR: 2 Res + 6 from Class + 2 Racial = 10
Class: Protector
Racial Trait:
Like Rubber
Requirements: Demon
Effect: You possess a natural 2 DR.
Traits
n/a
Class Features
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Shield Wall - Your Guard Basic Technique now also increases your allies’ DR by +5 for one turn.
Focus, Potential, Ability, Technique, Legendary, Signature, Class Masteries:
- 0 MP (Focus, Level 0) +0
- 30 MP (Potential, Level 5) +25 all skills
- 0 MP (Ability, Level 0) +0
- 0 MP (Technique, Level 0) 0/5 slots
- 0 MP (Signature, Level 0) +0
- 10 MP (Class, Level 1) +0
{}
Energy Shield I
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Focus Energy (Enhanced)
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Barrier III
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Kiai III
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Paralyze III
You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Twice per battle.
Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR.
Amaryllis Burst
Korr gathers destructive magic in his palm before launching it at his foe. It is designed more to disorientate than to harm.
Type: Special
Action: Standard Action
Effect: Fortify, Burn
Cost: 15 ki
Limit: None
Ranks: None
Technique Slots Available: 1/5
Energy Shield I
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Focus Energy (Enhanced)
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Barrier III
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks.
Duration. Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Kiai III
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn.
This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Paralyze III
You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Twice per battle.
Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR.
Amaryllis Burst
Korr gathers destructive magic in his palm before launching it at his foe. It is designed more to disorientate than to harm.
Type: Special
Action: Standard Action
Effect: Fortify, Burn
Cost: 15 ki
Limit: None
Ranks: None
Technique Slots Available: 1/5
{}
Equipment
Slot 1 —
Slot 2 —
Slot 3 —
Slot 4 —
Inventory
Weapons
Outfits
Restoratives
Supplementary
Grenades
Vehicles
Other [OOC]
Stronghold
Name: N/A
Rank: 0
Location: N/A
Members: None
Description: None
Add-Ons
None
Equipment
Slot 1 —
Slot 2 —
Slot 3 —
Slot 4 —
Inventory
Weapons
n/a
Outfits
n/a
Restoratives
n/a
Supplementary
The Great Turtle Shell
A large backside of a turtle, large enough to fit a grown man’s entire back and lower torso as if it was a real turtle shell. The turtle is the long-thought lost mark of being the grandmaster of the Turtle School of martial arts, long since replaced by Krillin after he lost it in a game of strip mahjong in South City. Highly sought after, you may become a target after gaining it.
Type: Lost Artifact - Backpack
Effect: This shell lowers the user’s PL by 25%, as well as their reflexes by -15 while equipped. While in battle the shell may be removed and when it is the user may use their power up technique to instead “Bulk up” and grow in height and size as a minor form of Muten Roshi’s ‘Buff Form’ technique. When bulked up, the user’s Resilience by 10 and fighting by 10. It further increases their damage by 2X% (where X is the number of turns they’ve worn the Shell in battle on, up until 5) of their resilience. 'Bulk up' form may be be activated for up to 5 turns.
Grenades
n/a
Vehicles
Name
Flavor text.
Type: Vehicle
Effect: Description.
Other [OOC]
Gummi Shenron (1)
A delicious candy that boosts one's vitality and growth.
Type: Event Item
Effect: Grants a 25% boost to rewards for player and others in a single thread.
Dragon Ball Candy (1)
A delicious candy that boosts one's vitality and growth.
Type: Event Item
Effect: Grants a 20% boost to rewards for player and others in a single thread.
Fresh Vegetable Patch (1)
An entire small city block's equivalent area of garden and the produce from it. It's packed with nutrients and deliciousness!.
Type: Event Item
Effect: This Product, when eaten, provides the user with a bonus PL equal to 10% of the total EP which they have gained in the entire previous week. The user may eat this mushroom at their chosen time, and the Mushroom of Might can be combined with the Wheat of Might item, Mushroom of Might item, and the 'fresh vegetable patch' item to create the 'Meal of Might' which provides the bonus PL equal to 50% to the total EP which has been gained in the entire previous week.
Stronghold
Name: N/A
Rank: 0
Location: N/A
Members: None
Description: None
Add-Ons
None