Count Kord

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Count Kord (Scenesys ID: 954)
Quote
Death calls for you.
Profile
Full Name: Jakob Ciobanu
Gender: Male
Species: Human (Demigod)
Theme: (OC) Pokemon: Shadow Grey-1
Function: Death Beast
Status: Active
Factional Information
Faction: Concord (3-Hand)
Groups: [Fangs of Nidhogg]
Other Information
Physical Age: Mid-20s Actual Age: 58
Still Aging? Yes (Non-human lifespan) Voice Actor: Jouji Nakata
Height: 6'2" Weight: {{{Weight}}}
Hair Color: Red Eye Color: Pale Blue
Theme Song: {{{Song}}}

Profile

Kord is a being born on a continent called Bayern, in a world where Pokemon exist. This world, darker than most where Pokemon are native, provided him with an upbringing that would teach him of the threat called Hollowness that permeates his homelands, thanks to his connection to a being called Yveltal. As he grew, he was shaped into a warrior that would stop at nothing to destroy the evils of the land, even if it meant killing those that would impede his extremism. His behavior brought him prestige, finely honed abilities, and eventually saw him acting as an agent in the Multiverse at large. He would try to bring his flavor of classical justice to all worlds he encountered... And then he died. His death saw a rebirth into an elemental being, a type of Pokemon, and so his journey as a man had come to an end. Now, he fights with tooth and claw, and the powerful winds of destruction, leveraging his wealth and resources to prove his right to rule. Even if that means exerting his superiority over those that fail to recognize it. Bayern has right to tremble, because Yveltal's offspring has finally hatched.

Advantages

Defining

Wind of Destruction:

Kord is a primal being attuned with the nature of destruction, and so possesses a number of abilities associated with this.
  • Destruction: Kord possesses the ability to destroy anything he attacks, depending only on how much effort he goes to.

Flight: Kord is able to fly in the open air unassisted, even without flapping his wings, with a great amount of agility. Immortality: Kord will come back to life when killed, either at the place of his death, or the nearest convenient safe place if his body is destroyed or reviving there is unfeasible. He can be killed permanently if pierced through the heart with a weapon blessed by a life or fertility god.

Mythic Pokemon:

Being an elemental creature allows Kord to use a number of offensive abilities, as well as some perks of being a non-physical being.

Attack List - Ranged: Kord is able to emit offensive magic as beams, blasts and other forms of ranged attacks typical to Yveltal, encompassing wind, spirit or 'ghost', psychic, dark, and non-elemental or 'normal' attacks. Intangibility: With some concentration, Kord can become intangible temporarily, as his form is made of elemental energies. Superhumanity: Kord is, all-around, very powerful, fast, agile and durable, though may never meet the levels of more specialized beings.

Significant

Bestial Benefits:

Being a more animalistic supernatural creature provides Kord with some further instinctual skills and perks.

Weapon Mastery - Natural Weapons: The teeth, claws, horns and sheer mass that Kord possesses can be used with surprising effectiveness, and paired with his elemental attacks to fight at short range. Extraordinary Senses: Kord is utterly unhindered in the dark, seeing everything in photo-negative in pitch black conditions. Mobility: Usually through flight or his general physical prowess, Kord can navigate almost any obstacle competently.

Master of the Dark:

Kord has a proficiency in the power to manipulate shadows, making them physical or using them to evade notice.

Field Shaping: Being able to manipulate shadows allow Kord to create impediments such as walls or benefits such as bridges, at a visual range of about a hundred feet. Stealth: Kord may shape shadows or merge with them to move undetected, but his eyes or markings will always be visible to those looking for it. Remote Manipulation: Shadows can be shaped to move objects that Kord, himself, could reasonably move within visual range.

Count of Dragoni:

Being named nobility in the world of Bayern gives Kord resources to leverage outside of his personal abilities.

NPCs: Human soldiers with an aptitude for dark elemental magic blasts, with Pokemon (essentially magical creatures) that are capable of a similar flavor of elemental attacks and physical combat to Kord. Weapon Mastery - Polearms: His human soldiers are trained by him to fight with anything resembling a polearm, whether this is a large scythe or a pitchfork or a genuine lance, as long as it has a long haft. Kord, himself, is skilled in the use of a scythe. Wealth: Being a noble of Dragoni means access to the wealth generated by trade, thanks to the crops, crafts and mining in the area.

Minor

Wild Expertise: Survival Skills: The aptitude to survive indefinitely in temperate areas, such as heavy forests.

Magical Know-How: Knowledge - Magic: Understanding of common magical concepts, such as magical circles or spellcraft.

Divine Biology: Low Intake: No requirement to eat, sleep or drink, but can still do so if he wants.

Low Profile:

  • Disguise: Kord is capable of taking on a humanoid shape and reverting back, and can alter how prevalent his Pokemon features are, but only as a tool of convenience.

Disadvantages

Divine Right <Trouble>: While not necessarily selfish, Kord is incredibly arrogant. He is prone to acting dismissive, haughty, prideful or downright insulting to his enemies by default. He is, quite accurately, the brood of a divine being and so he puts himself above mortals and their ilk, which pretty much encompasses nearly every living or artificial being. The only people that don't get this treatment are gods, Pokemon, and the dead or undead. Gods are equals, Pokemon are kin, and the dead have paid their dues and deserve his reverence, respectively. This means he might lash out when spoken down to, or hold grudges against those that refuse to show him the respect he believes he deserves, and it can lead to him making decisions out of pride and acting supremely stubborn during moments of fragile diplomacy. It isn't likely to get him a lot of friends in casual situations, either.

Born to Death <Significant>: He gives off a profound Evil Divine Being aura that makes him very obvious to abilities or tools meant to sense that. Enchanted or blessed items aligned with life or justice do additional harm to him, and can even burn him with simple physical contact.

Possessive <Significant>: Anything he considers 'his', even if he also considers it inferior to him, is something he will jealously guard, the way a dragon defends his hoard. Killing his soldiers, destroying his possessions, or even verbally threatening what belongs to him, can drive him to a rage where he might make poor decisions, though this is a fury he CAN be talked out of, or hesitate to act on if it would harm him to do so.

Binding <Minor>: Kord is vulnerable to bindings and, embarrassingly enough, Pokeballs and similar devices... but no one can really have enough badges to keep him contained for very long.

Elemental <Minor>: He has a modest weakness to magic aligned with lightning, ice or stone. Magic utilized by faeries or similar beings can also hurt him more easily.

Logs

Title Date Scene Summary
Downward Spiral-1 May 9th, 2018 Pending
Then The Morning Comes (1) February 2nd, 2018 Just another day in Emblem City.
Good Night, Moon - Act V January 26th, 2018 A play in five parts. Part five.
Good Night, Moon - Act IV January 13th, 2018 A play in five parts. Part four.
Good Night, Moon - Act III January 6th, 2018 A play in five parts. Part three.
Prospektor's Revolt-1 January 4th, 2018 Pending. Submitting logs because nobody has been.
Good Night, Moon - Act II January 1st, 2018 A play in five parts. Part two.
Good Night, Moon December 22nd, 2017 A play in five parts. Part one.
WANTED: The Conductor (2) November 27th, 2017 The Conductor appears.
Chains and Blood (Finale) November 20th, 2017 Choices are made. Monsters are slain. And fates are woven tightly together, as the Second Marble Guardian appears.
When The Gutters Bleed November 17th, 2017 Elites challenge their second Mausoleum, and the Marble Guardian within.
Steelix-y Resolve November 15th, 2017 Alexis calls for help defending a rare wild Steelix from Teams Magma and Aqua.
Scholarly Pursuits November 15th, 2017 Count Kord has a theory. That it was mimics. And they are walking with us, such a total nightmare.

Enark has a theory. That it was paintings. And he's a real boy, wait, something isn't right there.

Exploration: Chopping Grounds (3) November 13th, 2017 More mysteries of Lumiere are revealed, providing as many questions as answers.
WANTED: Wormfeast (2) November 10th, 2017 The monstrous Wormfeast returns for a final showdown.
Exploration: Chopping Grounds (2) November 9th, 2017 Choices are made during a further exploration of the Chopping Grounds.
WANTED: Executor 13 (2) November 3rd, 2017 Boss fight time. Executor 13 faces a crowd of powerful Elites in a chamber full of custom-made torture equipment.
WANTED: Executor 13 November 2nd, 2017 A monster that worked for the Crimson King must be put to rest, or so the bounty filed at City Limits says. Elites take up the task.
The Bloody Throne October 31st, 2017 Another Halloween passes uneventfully in Lumiere.
A Minotaur in Paris - The City of Shadows October 22nd, 2017 The Franco Resistance is driven out of the catacombs beneath Paris. But by what?
Chimes October 20th, 2017 Clues are sought about the mysterious Chimes and perhaps where to find Crow, in the lower reaches of the Library of Murdered Knowledge.
Layers October 13th, 2017 Carna has been tracked down to a place tied to the myth of Atlantis... In an area once sealed off by an ugly black mold and deep, black waters.
Lost Light October 11th, 2017 Clues are sought about how to find and save Carna after a mishap at Confederate HQ's ruins.
Hands September 29th, 2017 Elites come across a most worrisome clock.
Nine Of Crows September 29th, 2017 In an underground tunnel, fakes battle the real thing, with lives hanging in the balance.
In The Closing Act, Everyone Wants The Same Thing For Different Reasons September 27th, 2017 The execution date for the old monarchy of Chapter and the traitors in the new government arrives. Loyalists, assisted by the Starlight Bandits, play their last card.
Depths August 23rd, 2017 After escaping a horde of Unlit, the explorers find themselves in worse shape. But at least they gain reinforcements.
Names August 22nd, 2017 The underworld train reclaimed previously has been cleaned up and made usable. Time to see where it leads.
Loyalists, True to their Name, Profess Much Loyalty to Each Over, Even in the Face of Harsh Consequence July 9th, 2017 The Concord get a lead on the loyalists and descend into the Opera Bibliotheca with the intent to kill them. But what they discover makes them stay their hand, for now.
The Land of 77 Rings July 4th, 2017 A small group descends upon the isolated town of Windknight's Lot in search of the missing Jonathan Joestar.
Those Who Fought For Freedom And Those Who Fight For Themselves Come To An Accord June 30th, 2017 The Concord strikes a deal with the rebel rulers of Chapter; the heads of the loyalist movement in exchange for the Opera Bibliotheca.
Concord: Link Start June 16th, 2017 After mentioning the possibility of setting up VR training simulations, Staren finds some of his allies unfamiliar with the concept and decides to teach them about FullDive.
ICoT: Spike in a Rail June 12th, 2017 Kid and co. take the Grand Railroad to deliver the Shard and supplies back to the Bastion. They pick up some extra cargo along the way.
The Blurbly Open Debriefing June 1st, 2017 Debrief of the Blurb. Ends with a tantrum.
A Forge Left Cold April 7th, 2017 An attempt to explore Umberdark Tunnels further deposits everyone at a very different place instead.
WANTED: The Conductor April 2nd, 2017 A madman known as The Conductor is said to be controlling a flaming train in the tunnels beneath Lumiere. A bounty has been sent out to eliminate him.
WANTED: Wormfeast March 25th, 2017 In Tacet Sanctos, the civilian Lantern community, a monster is hunting the helpless. Time for the hunter to become the hunted.
When The Sun Goes Out January 13th, 2017 The first Marble Guardian awaits in a dungeon beneath the headquarters of the Stone Devils.
The Nature of Darkness December 23rd, 2016 After the Multiversal reordering, the fall of the Super Factions, and many other changes, a return to Lumiere occurs to decide what to do about the Stone Devils.
Building A Better Deathtrap October 15th, 2016 Attempts to build a community for the civilian Lanterns in Lumiere run face first into an obstacle known as the Stone Devils.
Contact: Hookcloaks (1) October 5th, 2016 Oh my god what the hell is this horrific [spoiler]
Exploration: Guillotine Square (1) September 11th, 2016 The sewer level. It is awful. Also, mysterious Lanterns try to kidnap the :D.
The Slug Moor September 7th, 2016 An exploration of the swamp turns terrifying.
Exploration: Pristine Plagueway August 19th, 2016 The Wall of Cruel Customs falls, explorers proceed, they meet :D on the way.
Prayer For The Refugees July 17th, 2016 Those rescued from the Wall of Cruel Customs have temporary refuge at the Church of Bleak Mercy. But where will they go from now on?
Ye Olde Chase Scene July 2nd, 2016 Rescuing Athela and her courier from pursuing Team Golem cultists.
Unlit Boss (1) June 25th, 2016 The time has come to confront a powerful Unlit that terrorizes the Urban Decay.
Elimination: Urban Decay (3) June 18th, 2016 Efforts to remove the Unlit from the Urban Decay meet with continued success... And the access point for at least some of them is likewise located.
Exploration: Grand Gallery (1) June 14th, 2016 An attempt to put an end to mimics creating mimics results in an encounter that no one expected.
The Library of Murdered Knowledge June 11th, 2016 A tower supposedly containing the sum total of all human knowledge is being explored. The explorers are not alone.
Elimination: Urban Decay (2) June 4th, 2016 Further efforts are made to cleanse the Urban Decay of the Unlit that infest it.
Stone Devils (1) June 1st, 2016 Count Kord and Ebon Ribbon are called upon to help keep Lumiere broken by their new allies.
Home Monster Movie: Doctor Gross-O's Creature Carnival May 26th, 2016 A few Confederates decide to make a home movie involving mecha and kaiju.
Contact: Escher (2) May 24th, 2016 Some matters are clarified by speaking to a survivor among the Lit within Escher.
Contact: Escher May 17th, 2016 Further exploration of the tower of Escher turns out to be confusing and hazardous.
Elimination: Urban Decay (1) May 11th, 2016 An attempt to reduce the threat level of the Urban Decay results in the discovery of a new sub-area of it. Confederates, Syndicate, and Union work together to eliminate the enemy!
Exploration: Urban Decay (2) May 5th, 2016 The Confederates conduct their own investigation... And are led by dark powers to new allies.
Exploration: Urban Decay (1) April 27th, 2016 Exploration of the area immediately outside the Church of Bleak Mercy, known as the Urban Decay.
Welcome To Barrowville April 17th, 2016 The first encounter with a world of Death, known as Lumiere.
Stranger From A Strange Land March 6th, 2016 Count Kord pays the Foxtrot Ranch a visit. With exposition.

Cutscenes

Title Date Scene Summary
No logs submitted yet.