Post by Koi Koi on May 2, 2017 8:43:39 GMT
Koi Koi
Koi Koi | Female |
38 | Human |
Theme: The Lady is a Tramp
appearance
Koi dresses solely in her bartender outfit. A snappy suit vest, a pair of ironed slacks, and matching dress shoes with a red bow tie. She may not care much about her personal appearance, but she was rather dedicated to her uniform. She also liked how it looked, professional but powerful. A rare outfit for women in her times.
Her own appearance though, would have a less stately appearance. Between her arena fights, her hair would often be messy and accentuated with poorly self trimmed bangs. Though it went down to her back, her hair was often curled or littered with cowlicks due to poor grooming and her general inability to take the time to fully dry out her hair before heading out. Some see this as slovenly, while others have a slight endearment for how she frets about.
personality
Koi is loud, and straightforward. She loves confrontation and competition, seeing everything more than a game than a serious issue. This has lead her to a lot of conflicts and disagreements in the past, but her stubborn nature generally leads her out of it.
She also happens to be quite a pugilist, eagerly looking out for her next fight. Not that she would attack innocents, but rather she seeks worthy opponents and a chance to spar with all kinds of enemies with unique fighting styles. She fights with a kind of honor, seeing fighting as part of the game. Her idea of combat, therefore, was more recreational than serious. That didn't mean to say she pulled punches, however. Just that she was ready to spare and end a fight whenever needed.
Outside of her more violent and abrasive tendencies, Koi is madly loyal to people she trust. She especially holds her sparring partners and "enemies" in her heart, caring about their well-being and development as fighters. In a sense, she makes a very good caretaker and teacher for people who want to learn how to become stronger.
background
A Cracked Koi Egg
Born Fujiko, but with no last name. Unfortunately Fujiko was born as the illegitimate child of the Ikoi Group, a mafia that ran various human trafficking and gambling operations throughout both the Northern and Southern Kingdoms. And though Fujiko herself was the daughter of Jodo, the leader of the gambling operation, she was born to the now executed wife and was likely fated to become part of the trafficking business. However, Fujiko shared the Ikoi family's eternally persistent will to live, and would begin forcing herself to push past her fate. And the ticket to that freedom would be found within gambling.
You see, gambling in the Kingdoms differed from gambling in the two central unions. Political disputes and land distribution were all decided by gambling matches between two political parties. While this sounds simple, each country and city within the kingdoms often had regional games and rules, while larger matches and negotiations often followed the Imperial Codes, which changed by the season. The simple discussion of deciding a ruleset and an Imperial Code to follow for a match became as complex and as vital as the actual gambling matches themselves. As such, businesses or politicians from nations outside of the kingdom were rarely equipped for negotiations, and likely never would be able to win in any match against a decently prepared opponent. So the Ikoi Group would approach (foreign) political forces on a global scale and sell their professional gamblers to these politicians. Fujiko quickly would come to realize that if she were to become a high tier gambler, she would become indispensable and be able to live a comfortable life.
She started small, selling whatever she had in exchange for opportunities to gamble within smaller casinos owned by the Ikoi Group. She learned quickly, talking constantly with the other gamblers to learn their tricks and the code of honor among the professional gamblers. Fujiko in particular grew to enjoy the "Come Come" strategy of various gambling games, making it part of her own personal code and eventually her moniker: Koi Koi. By age 23, Koi was eventually recognized as a gambler and put to work on smaller operations as a "bodyguard gambler", playing to prevent other casinos and groups from buying out the Ikoi Group's casinos. Koi proved to be a powerful asset to the Ikoi Group and was set to become one of head operators within the group, but faced heavy opposition by those who remembered her origins as the bastard child to Jodo Ikoi.
The Salmon Consumes the Koi
In particular example was Ikura Ikoi, the true heir to Jodo's legacy. Ikura perceived Koi as a potential threat to his inheritance, especially seeing Koi's popularity and power as a gambler. Anticipating Koi's rise, he decided to offer a hand of generosity, reminding the Ikoi Group that higher ranked officers must be capable of fighting in case of emergency situations. He also further pushed the fact that as a child of Jodo Ikoi, Koi would have inherited some kind of Attunement from her father. With these two facts in mind, Ikura offered to train Koi and hopefully let her fully realize her Attunement's power.
The training, however, was nothing more than an attempt to torment and bully Koi out of the Ikoi Group itself. Koi was pushed constantly through rigorous and often dangerous training. This proved to fail twofold: Koi never once gave up on her goal to become a head operator, and through her training discovered that she had attunement of touch. Unsatisfied, Ikura decided to stage a final training session as a "final push to fully awaken Koi's awakening", which in reality was an assassination attempt.
...While the attempt technically succeeded, Ikura had failed to remember Koi's persistent will to live. Though she registered as dead at first, her attunement really did become fully realized, and Koi would eventually emerge from the gutter she was tossed into. Now with her full range of powers and the realization that her own half-brother had attempted to take her life, Koi decided it was time to break off from the Ikoi Group and find revenge
From a Koi to a Dragon
The war between Ikura and Koi began violently. While Koi managed to find a job as a security for various bars and casinos, she would ultimately have to leave once her history with the Ikoi Group caught up to her. Ikura, discovering that Koi was still alive, would begin hiring and sending assassins to remove Koi. Each time he did, the assassin was given the instructions to deliver a message, and then kill Koi if she resisted. The message:
"Return to the Ikoi Group. You have proven yourself capable, and we will welcome you with open arms."
Koi, however, would adamantly refuse each time. She was done with betrayals and captivity, and each time she would best the assassin that came with the message. In retaliation, Koi would storm the Ikoi household and attempt to reach Ikura and kill him.
This tirade went on for a straight year, but suddenly stopped as the two reached an unspoken armistice. Koi had grown tired of having to switch jobs and wanted to settle proper, while Ikura's grudge became well known enough that most assassin's guilds now refused to even talk to the Ikoi Group.
Koi did however manage to find a stable job opportunity. After she had been fired from a bar due to having to fight one of her would-be assassins there, someone had managed to scout out Koi's remarkable fighting ability and hired her to participate in the Dragon Association's fighting gauntlet. With a bit of inside work and Koi's attunement, she managed to become a tier 1 fighter, becoming infamously known as "The Immortal Koi". It was at this time that Koi would meet and fight Eliza, a hunter who was hired to represent someone within the gauntlet. Eliza used her ingenuity with magic to directly attack Koi's nervous system, which would serve to both incapacitate Koi while circumventing Koi's Attunement. However, Eliza's inexperience would prove to be her downfall.
Her loss meant little in the end; the two of them would both be recruited by the Southern Emperor to join in the gambling tournament between the two kingdoms. This tournament was a trienniel event that would redetermine the borders of the two empires. While Koi and Eliza excelled as a duo team in the tournaments, eventually a tragic assassination attempt of the Northern Kingdom's Priestess would spark an international dilemma, ultimately leading to the first International Great War. Koi, Eliza, and all others related to the tournament fled and went into hiding, fearing prosecution for their apparent involvement.
The Dragon Dealer
Koi would return to the more underground scene, eventually returning to her origins at casinos. Instead, however, she became a dealer for non-political, also known as "casual", gambling. Here, Koi would see the other side of gambling, and grow to despise it. The constant noise, the bickering and complaining, and the general unprofessional behavior of the customers was an insult for Koi, who believed gambling to be a noble profession. It didn't matter what game she played or whether she dealt at VIP tables or not, Koi could not stand the environment. Despite this, she remained popular due to her apparent luck and lively personality, but Koi had her eyes set on higher sights.
Eventually she would be promoted to head organizer. Rather than dealing cards, she would be responsible for organizing schedules and creating rooms for private VIP matches. However, Koi would never be allowed to participate in the political gambling side due to her violent tendencies and the risk of being rediscovered by the Ikoi Group. Instead, she focused her efforts on making the casual gambling side more professional, employing a new ruleset and stricter enforcement to remove the unprofessional and uncouth patrons. Even now, though, Koi waits patiently for when she can step up to the political side, both for her own personal satisfaction and for the opportunity to face head to head against the Ikoi Group once again.
powers
Power - Ability
Name: Koi Koi aka Koi1 - Atherical Synesthesia with Koi
Description: Every time Koi is hit with an attack, Koi1 will automatically activate, causing Koi's attack and defense to increase. Using the same attack on Koi again will result in a vastly weaker response, to the point where a gunshot straight into her abdomen will fail to even stagger her. Healing Koi, however, will remove stacks of Koi1 depending on how many wounds are healed.
In lieu of this, the best strategy to use against Koi is either to repeatedly attack Koi with attacks of the same strength to whittle down her stamina, or to defeat Koi in as few hits as possible, each hit stronger than the last.
Damage Type: N/A
Power - Technique
Name: Koi "Koi Koi" Koi aka Koi2 - Reverse Koi
Description: Koi expends all of her Koi Stacks at once in order to fully heal the last serious wound dealt to her.
Damage Type: N/A
Power - Technique
Name: Koi "Koi Koi" Koi Koi Kois aka Koi3 - 3 Step Koi
Description: Koi charges up all of her internal strength, taking 1 step forward for 3 turns. Upon the third step, Koi will punch anything within range with a 1 inch punch capable of breaking down barricades. Koi3 consumes all Koi stacks upon completion.
Damage Type: Physical/Spiritual
final smash
Final Smash: Koi "Koi Koi" Koi - Koi Koi ~ Koi Koi aka Koi4 - Koi Beyond the Grave
Description: Upon what would normally be a defeating blow, Koi instead becomes impervious to all attacks. This state lasts depending on how many stacks of Koi1 she had prior to activation of Koi4 up to a maximum of 5 turns. After Koi4 ends, Koi must be healed almost immediately. Otherwise, she passes out and is considered defeated.
Damage Type: N/A
Original Character | PLAYED BY: Koi Koi
coded by ulla of Adoxography V2