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| Dlanor A. Knox - Nedben; JUSTICE | |
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| Topic Started: Sep 9 2016, 06:43 PM (469 Views) | |
| Nedben | Sep 9 2016, 06:43 PM Post #1 |
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Orzic Nedbens
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Theme Song: https://www.youtube.com/watch?v=bNc2n3-JD34 Name: Dlanor A. KnoxRace: Angel, formerly human. Gender: Female Age: 10 physically, much older in actuality Element: Mars Proficiencies Build: Warrior Weapons: Longsword, shortsword, conceptual weaponry Combat Role: Striker, with supporter powers as a side job. Abilities Class: Inquisition Officer -> Rules Lawyer -> Police Angel -> Decalogue Embodiment -> Head Inquisitor of Heresy Spells: Demonic Defense (as Defend but inflicts Mars retaliation damage and completely blocks the 1st attack against the character per use), Speed Punch, Angel Spear, Mars physical attacks, Fireball series. Too used to fighting without psynergy to bother with it most of the time, but is not above using it, especially when out of her element already (i.e. in direct physical/magical fighting). Learned Aura and Phoenix in order to stop having her friends need to be resurrected so often and when they need to having the ability to do it herself. Has a Cleanse spell that purifies away status effects and restores some HP and PP to a target. Because she was only made an adept by magical plot force chucking psynergy stones at her and being much more well-trained in an entirely different fighting style system and often other physicsset entirely she is not too particularly skilled at psynergy and both her casting power and mental energy pool are fairly low-end compared to other adepts and pseudoadepts, but they are enough to get some use out of the higher-end psynergies she is capable of using before running out. Skills: Impressive skill at solving mystery novels. Encyclopediac knowledge of the laws of Heaven and the mystery genre. Ability to teleport in flashes of light and create barriers. Ability to speak the truth in red (try not to think about how that works to those physically present) and beat people up with impaling wedges by proposing they're wrong in blue. Can fly. Immune to pain. Fighting Style: With ungodly speed slams into people and otherwise pretty much runs up and slices people with a sword. Has a habit of grappling with the big gold armored arm. Is not used to having her defenses broken and will often end up in situations that end how you'd expect for chucking a bloodlusted 10 year old at a big scary monster when this happens, but other than having Eiserne Jungfrau members on standby to act as safety wall generators or evacuate her in case of defeat does not actually take many precautions against this. Spell Manifestations: -JUSTICE: Through enforcing the law or otherwise bringing JUSTICE, immense power is gained for some reason. Provides powerful ability to restrain or destroy and surprising durability out of nowhere. -Conceptual Angelicism: Being an angel of the law comes with benefits, such as the ability to survive and travel the whateverversal void and wield conceptual weapons that completely override such things as defense and resistance and warding when fully authorized by both the heavenly bureaucracy and the laws of physics but otherwise just act as magical protection-ignoring swords. -Fire Devotion: Mostly beneficial effects achieved through Character Details Height: [CLASSIFIED INFORMATION]' [REDACTED BY DIVINE FORCES]'' Body: As an ordinary ten-year-old girl, though perhaps a bit bigger. Personality: Very deadpan while on job but with a tendency to go crazy when fighting/debating. Is otherwise a generic if slightly hot-tempered 10 year old girl with a tendency to go for the kill. Bio: "Die the Death! Sentence to Death! Great Equalizer is the Death!" — Dlanor before carrying out the death sentence Dlanor is the Chief Inquisitor of Eiserne Jungfrau and enforces the commandments of Knox's Decalogue, originally written by Ronald A. Knox. Known as Archbishop Knox, Dlanor is popularly known as "Death Sentence Dlanor" and "Dlanor of the Ten Wedges." She can summon a red blade of light, which differs from the others seen in the Umineko series by having a handle. Dlanor is also an extremely strong fighter, and engages in a duel with Battler in End of the Golden Witch. While she is a witch hunter and puts on a cold mask, she actually pities witches, as she is in truth neutral, but she strives to eliminate evil. This does not allow her to let those who she has been ordered to hunt go free. She, like Cornelia and Gertrude, work under Erika, though she sees Erika as "evil" and desires to teach her a lesson despite following her. She respects Battler despite being on opposite sides as they have things in common, and is an old friend of Virgilia's, despite the latter being a witch. She tells Battler that she does not disprove magic because she is completely fine with magic; she only dislikes the fact that magic is used as a method to do evil. She is named in reference to Ronald A. Knox. In fact, she is heavily implied to be the daughter of THE Knox, as stated by her and Battler. She also executed him by authorization of her Court, possibly for the books he was interpreting in later life, which may have resulted in real-life cancer. Then Nedben took her out of the piece tray and hit her with psynergy stones because Why Not. Trivia: -Dlanor is Ronald spelled backwards. -Dlanor has a unique 'speech' or more accurately textual rendition quirk when in Japanese, with the last syllables of her sentences being written in katakana. Witch Hunt translated this during the Rokkenjima Incident by writing these words in all-caps (for example, "A check of that place has already been FINISHED."). A result of this speech pattern is her fixation on the word DEATH, as sentences ending with the katakana spelling of "desu" sound like the english word "death". -Despite her seemingly cool personality, she breaks out into a cat's laughing face whenever she is on a roll with an inquisition. This begins with a raised eyebrow, then an open-mouth cat's smile, and finally a laughing face. -She is either the spirit animal or counterpart of Platinum Judge Deltan the Dramatic, depending on who is asked. Equipment: Great Court of Heaven Officer Outfit: An outfit that despite its strange appearance provides supernatural protection and regenerative capabilities at the very least on par with the Mysterious Robe despite looking like they wouldn't protect against weather. Red & Blue Keys: A conceptual weapon set that completely overrides defenses and is always accurate and always absolute on the authority of the top power of the setting itself (as if it was simply physics on the author's whim to say 'this happens end of story you lose bye') and allows the wielder to speak the truth in red and queries in blue. When authorized by both her employers and the setting, that is. Otherwise they just act as magically summoned laser longswords and shortswords that glow and act like greatswords with some impressive defense-piercing and target-homing capabilities. Their exact forms are changeable and different officers will use different forms (for example, some people use them as guns while Dlanor's personal crew usually use magic charms and bureaucratic orders) Magibrain Badge: This Wise One pin acts as a computer, holographic projections device, and communicator, which Dlanor uses to call in non-Great-Court-of-Heaven reinforcements and communicate with the meta-game. Djinn General strengths: Fast, dangerous, and (to an extent) durable. Lightning bruiser type. General weaknesses: Offensive psynergy is lacking. Psynergy in general is lacking. Is a 10 year old girl in a weird outfit who likes screaming DIE THE DEATH. Has an uncomfortable personality when on duty and is generally weird. Cannot use her superweapons properly if not authorized or in the wrong kind of universe. Stat play: Stats relative to each other and variable in meaning. Ignores equipment and djinni boosts. Is post-adept but theoretically challengeable within reason by a party of endgame adepts if she is exhausted enough or in a weak enough instantiation to not be moving massively faster than light. HP: D PP: D ATK: A DEF: C General casting power: D General warding power/resistance: B AGI: A LCK: A Venus power: F Venus defense: C Mars power: C Mars defense: B Jupiter power: C Jupiter defense: B Mercury power: F Mercury defense: B Edited by Nedben, Sep 25 2016, 07:09 PM.
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: Bomb, spirit of explosions. When unleashed flings a bomb at an enemy that has a chance to kill them instantly, and if not will slightly deplete their PP and deal Mars damage. When set boosts attack, agility, and luck. Found in the Rokkenjima crater.
: Rain, spirit of water in air. When unleashed rains all over the enemies, casting Break on all of them and inflicting minor Mercury damage with bullet hell. When set boosts attack and agility. Found in the ocean.
: Gold, spirit of valuable but often decorative-at-best materials. When unleashed drops a bunch of shiny stuff on the enemy, which inflicts minor Venus damage to all enemies, has a chance to waste a turn action for each as they dig their way out, and may grant a random drop or boosted coins instead. When set, boosts luck and defense. Found at Fort Knox.
: Scent, spirit of smells. When unleashed provides delicious tea that restores the HP and PP of the allied party by 5% of each meter and has a 100% chance to revive dead allies to 5% health with smelling salts. When set provides +1 PP regeneration per turn with a boost to smell processing and other mental attributes. Found in the tearoom.





2:43 PM Jul 11

