Karma

Blood Kaiser, Witch of Ruin, Vampire Paladin extraordinaire.
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Played By: VelkynKarma

Race: Vampire

Age: Unknown

Gender: Female

Element: Shadow

Residence: Blood Country

Alignment: High Chaos

Occupation: Blood Kaiser, ruler of Blood Country; ally and honorary member of Konunger Bones' pantry

Height: 5'4" / 162.6 cm (sometimes higher when wearing heels)

Weight: 130 lbs / 58 kg (more when wearing paladin armor)

Figure/Build: Appears petite and often unthreatening, with no obvious major musculature or noteworthy proportions. May appear bulkier when wearing paladin armor.

Hair: Brown hair with a few bang spikes, and one very long, very heavy braid.

Eyes: Red eyes (this is a hint to her vampirical nature). They are observant and often a hint to smug superiority. It's advised not to look directly at her eyes too long, as (like most vampires) they are capable of causing some degree of confusion or hypnotism.

Skin: Extremely pale skin, very sensitive to sunlight (she won't burst into flames immediately upon sunlight exposure, but she does 'burn' in the sunburn sense of the word very rapidly). Does not sparkle because no.

Though her true age is unknown (because undead), but appears late teens-to-mid-twenties and usually seems younger than expected.

She can transform into a beastlike form called the WereKarma, which essentially looks like a more feral version of her normal form. Her fangs get longer and sharper, she has claws, and runs on all fours when in this form.

Favorite Color: Red

General Temperament: Karma is typically easygoing and non-aggressive, but somewhat unpredictable. Little things can set her off into starting a war for seemingly no reason, while in other cases she will attempt to play peacemaker. The WereKarma is 100% aggressive 100% of the time, but its arrival is, again, unpredictable.

Personality: On the surface, Kaiser Karma appears to be the calm, level-headed citizen of IGNOLand that does not fit in with the rest of the madness. In reality she is just as crazy as every other dweller of IGNOLand, but is awfully good at pretending to be perfectly normal around other perfectly normal people, leading other IGNOites to insist that no, she really is insane, we're not making this up. To date, very few people have actually figured out this little secret.

Karma's eccentricity is branded in her own kind of logic, however, and she does tend to prefer intelligence and cleverness. She's quite smart and makes an excellent strategist or debater, often preferring the use of words to actual combat. She can be somewhat arrogant or superior as a result, often bragging about or pointing out just how amazing she is, or claiming she's a genius. It probably doesn't help any that half the citizens of IGNO seem to believe it. But she can also be quite fair, and her patience is practically legendary. She is loyal to her friends and devoted to protecting her citizens (when she's not feeding on the ones that still have blood in their veins) and, although she is now incapable of using holy- or light-based magic, remains a paladin due to her dedication.

Karma is prone to bouts of unpredictability in a number of ways. She can be set off by seemingly unpredictable things or go off on unrelated tangents, and often hesitates on decisions (probably the reason she gained the Witch of Uncertainty title...maybe). She has been known to be flighty, withdrawing from the world of IGNO on occasion to travel the world and improve upon her studies while she takes breaks from the difficult realities of being a leader and being adored by everyone.

There is also a darker side to her, the dreaded WereKarma, which is a vicious, bloodthirsty and highly dangerous creature that is as aggressive as Karma is patient and has no predictable trigger for its arrival.

Once merely a wandering paladin, Karma traveled the world to assist people where it was needed with her strength and advice and devotion to the Light element. As a wanderer she never stayed too long in one place and always felt the call to adventure and the need to move on to the next big event in life.

While traveling, she heard about a mysterious location in IGNOLand called The Bloodlands, where hordes of mindless undead gathered and lived. This place was unsettling and dark and full of scary legends, and most people who spoke of it to the paladin sounded terrified. To Karma, it seemed like the ultimate goal. A place full of dangerous undead? What a perfect place for a Light-bearing Paladin of her intelligence and strength to make her mark!

Excited, Karma traveled across IGNOLand, befriending several of its inhabitants on her journey. After assisting with a few conflicts and proving her worth to its citizens, she finally made her way to the infamous Bloodlands, where there were more undead than living. Enthusiastic and convinced she was fully capable of purging the land of its darkness, she entered it by herself. However, while she was able to slay zombies by the score, she was overconfident, and eventually found herself bitten by one of the very monsters she set out to destroy.

Although initially horrified with her transformation to zombiehood, Karma soon realized that zombies were not quite the monsters she had originally thought them to be. Sure, they were brutish, uncoordinated, a bit singleminded about that whole 'brains' thing, and not exactly bright, but they were also misunderstood, confused, hungry, and lonely, because nobody wanted to play with them since they always ran screaming in the other direction. Realizing she didn't have all the information she needed, and determined to make sure justice was truly done, Karma journeyed deeper into the country to uncover more secrets about the undead. (It took a while, because while she was something of a genius and her intelligence mostly survived her transformation as a result, she was still a zombie, and thus walking was really hard and time consuming).

Eventually, however, she came across an old, rundown castle, where not even the zombies dared enter. Curious, she shuffled her way in and explored, eventually discovering in the highest chamber a locked trunk. It took hours to use her sword to break the lock, and her sword shattered in the process, but eventually she got it open and discovered a number of wine bottles with a blood-red liquid inside. A bit of parchment tucked inside declared that any imbiber would gain great knowledge, power, and superiority, at the price of being 'consumed by shadow and bloodlust.' Karma, determined to understand the complexities of the undead, took the risk and drank one of the bottles. The Virus contained within transformed her from a mere zombie to a vampire overlord, with dominion over all lesser forms of undead, including zombies.

Now understanding her true purpose, Karma immediately began to assert dominance over the zombies of the region, turning them from mindless drones into more civilized people. She assumed leadership over the Bloodlands, which she renamed the Blood Country to show that they were now a legitimate nation of undead. Now the Blood Kaiser, Karma worked hard to rebuild the country (and the castle for herself), improve relations with surrounding countries, and defend Undead Rights as a just and fair shadow-paladin. As a reminder to herself, she reforged part of her sword--broken when she discovered her new path--into a knife that she now uses to dispense justice for her undead subjects (and sometimes shank people that annoy her).

Although she occasionally left her country this time to reestablish her old friendships with IGNOLanders or assist in conflicts and battles, Karma mostly focused on strengthening her own country at that time and making sure her people were taken care of.

Recent Events: Christmas 2016
Karma recently joined up with her friends to save Christmas, where she played a key role in uncovering Santa Claus' nefarious plot.

Skills: A talented leader of her own Blood Country, she also aids Konungur Bones in an advising position in his pantry. Through great study she has also become a witch, claiming the titles of Ruin and Uncertainty, and has a great deal of magical (and logic based) power at her disposal that she continues to strengthen every day. As a vampire, she is a very fast and skilled combatant, with a number of standard vampire skills at her disposal, such as single-target hypnotism, rapid healing (when blood is consumed), a very strong bite force, and the ability to resurrect drained victims as zombies/ghouls. Perhaps one of her more unexpected talents is her odd ability to rally other IGNOites to her cause, gain support, or create more activity in the country through mere charisma and awesomeness.

Weaknesses: Although Karma can deal out high amounts of damage in combat and is very hard to hit, if she does take a hit she takes a lot of damage and her physical endurance isn't as strong. Her armor helps with this somewhat, but if she is not armored or hit repeatedly anyway it becomes negligible. Because her element is Shadow, she is very weak to Light/Holy attacks or people that favor Light. She is also weak to Fire, as a vampire. Being obsessive-compulsive, she hates and fears germs or things that people touch a lot, like doorknobs; repeated or extreme exposure can actually paralyze her. If given choices sometimes she can waffle and be indecisive about which one to pick. She is extremely fond of Vanilla Coke, aka nectar of the gods, and steak, so while not weak to them she can easily be bribed or distracted by them.

The WereKarma has no known weaknesses, but can be pacified with sweets (chocolate anything), raw, bloodied meat, or multiple sacrifices of the elderly or children. Barring that, run like hell and hope it wears out fast.

Weapon/Combat Power of Choice: Karma's most notable weapon is the Left-Handed Knife, which (despite not sounding like much of a paladin weapon) is actually quite dangerous. She is also fond of using magic in combat, as well as hand-to-hand using her vampire abilities. Speed and intelligence are her primary assets in battle, as she strategizes and is hard to catch or hit. Although her defense and ability to take damage are relatively low, she does wear enchanted Vampire Paladin Armor to mitigate the damage somewhat. She always has a bottle of Clean Juice (aka hand santizer) at her belt that can be used to purify things or sometimes splash on other peoples' injures to make it really burn. She can sometimes infuriate impatient opponents with snappy comebacks or the excuse of 'I'm amazing' or 'I'm a genius' for literally anything.

Hector
Soon™
Konungur Bones
Soon™
Reese
Soon™
LG
Soon™