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LORE
- Born from a family of mages, Korobu had a very high affinity with magic, with her highest affinity being with "Neutral Magic", while not neccessarily a destructive form of magic, her Neutral Magic affinity allows her to turn the tides of battle to her side as she adapts to situations at an alarming rate. Korobu can still conjure other forms of magic such as the Destructive and brutish form of magic from Belkans and the Supporting / Long Range Bombardments from Midchildians. Where she excels however is by mixing the two forms together with Kaiser Arts that creates a devastating mix, which she use to decimate her opponents.
- As a person Korobu, much like her affinity, is very much Neutral, she avoids conflicts as much as possible and tends to stay quiet when things get hairy unless her friends are put to danger in which case she will pummel anyone to submission in just 1 hit. She seldom talks about herself, making her background all that much more of a mystery. It's even speculated that her name is not Korobu at all, for despite the meaning of her name which means "Fall Down" Korobu is not clumsy in the slightest.
**MECHANICS**
**Belkan Cartridge System**
- Each of Korobu's gauntlets and greaves houses 6 cartridges (24 in total), she can use said cartridges to change the nature of her attack from said gauntlet or greave into unavoidable attacks as well as grant her triple damage for the next attack that she's going to deliver.
**Kaiser Arts**
- A mechanic where Korobu gains ARTS after every 2 actions, using an ARTS charge simply allows Korobu to connect skills or basic attacks in a Combo with ease. Basic Attacks and skills which were used with Kaiser Arts will stun opponents for 2 actions.
**Midchildian Knowledge**
- Everytime Korobu and her enemy uses magic, a charge increases. this charge will later unlock Korobu's ultimate. Along the way she will also gain different buffs as a certain number is reached.
5 - Korobu cannot be stunned 10 - Korobu gains status ailment immunity 15 - Korobu gains super armor 20 - Ultimate is Unlocked
**PASSIVES**
**Neutrality**
- Korobu will not attack unless she or her allies were attacked first or if she is suddenly inflicted by something such as curses, marks or anything at all.
**Belkan Strength**
- Passively Buffs her and her allies depending on how many members there are in her party (x2 damage per Member).NOTE: **MUST BE IN A PARTY going Solo grants no buffs.** **Midchildian Defense**
- Grants Absolute Immunity Barrier against an attack for everyone depending on how many members there are in her party (1 barrier charge per member)NOTE: **MUST BE IN A PARTY going Solo grants no charge**
**ACTIVE SKILLS**
**Scoop Shot! (3 turns Cool Down)**
- Korobu will swing with her Left fist at the enemy's legs while ducking down before rising up for a very powerful and unblockable uppercut that can launch them into the air.
**3 Shot Pointer (3 turns Cool Down)**
- Korobu will fire 3 magical bullets which can stagger opponents.
**Slam Dunk! (3 turns Cool Down)**
- Korobu kicks off the ground using her left leg to kick opponents and then goes to punch them down with her right fist dragging them down to the ground before backing off to reposition.
**Crossover Splitter (3 turns cool down)**
- Korobu bobs and weaves from left to right all the while delivering 2 haymakers, first with her left fist and then the right which can send enemies flying.
**Alley Oops... (2 turns Cool Down)**
- Shoot a single bullet which will detonate into huge explosion. Sure hit on air borne enemies.
**Accel Smash! (2 turns coold down)**
- Gain super armor as you charge forward while delivering a downward punch followed up by an uppercut.
**Accel Shooter! (2 turns cool down)**
- Launch 5 magic bullets whiich will chase opponents, before contact though, the bullets will circle around the oppennent attacking them from behind.
**Unbound Chain (Buff) (4 turns cool down)**
- Korobu will not stagger for 1 turn.
**Return! (4 turns.)**
- Receive any form of ranged attack in a stasis circle and literally return it back as an explosion.
**CHAIN BIND! (Once per turn)**
- Hold the enemy in place for 5 actions while locking all of their skills and abilities.
**ULTIMATE**
**DIVINE BLAZER! (Sure hit)**
- A single catastrophic hit which can obliterate a continent.
**Requirements**6 Cartridges.20 Midchildian Knowledge.4 Kaiser Arts.