Friday, October 17, 2014

Kalinda's Profile and Biography

Handler Details

Name: Von Krieger / Ron
E-mail: hellkat9940yahoocom
Contact Details:
Aim: XiakXande
Yahoo: hellkat9940
MSN/Skype: bladedestroyer@hotmail.com
Twitter: @VonKrieger (personal), @SenorHush (IWC, Mr. Hush), @KalindaVK (Actually Kalinda)
Years Experience: 15+. Years in the Game makes it sound like I've been living inside HHH's ass.
Date of Application: September 9, 2014













Stuff colored like this has not been revealed on IWC or ULW TV, or via RP's. This is shit you can't know yet.
Stuff colored like this has been brought up on air somewhere, and while it might not be common knowledge, it's something that somebody might know if they've been paying attention.

Character Details

Name: Kalinda Kriegsdottir
Nicknames: Big Blue, the Wrathful Warchild, the Deadly Dragonspawn, the Big Blue Brute, the Big Blue Bitch, the Big Blue Beast, the Sapphire Psycho, the Hand of the Burning Blade, the Handmaiden of the Smoking Scythe, the Left Hand of Arimus, Servant of the Manyfold Matriarch, The Dragon, The Second Coming of the Hardcore Messiah, WHAT THE FUCK IS THAT?!

Age: ?
Height: 6'11"
Weight: 405 Pounds, about 130ish of it her tail
Picture Base: Custom drawing

Town of Birth: Rose Villa, New Avalon Province
Current Residence: Manhattan, New York

Alignment: Face

Current Entrance Music: Modified children's chorus of Nightwish's "Ghost River" into Tristania's "Lethean River"
Current Entrance: The lights dim and the arena fills with the sound of rushing water, crashing thunders, and howling wind as a set of glowing yellow serpentine eyes appear. An eerie chorus of child-like voices begin to sing as a torrent of mist sprays up into the air at the center of the stage, spraying to the left and then to the right, and back to the center.

Here we go down, we will drown drown, deeper down
The river wild will take your golden child
Here we go down, we will drown drown, deeper down
Turn the world to a river-drowned ghost town
Here we go down, we will drown drown, deeper down
If you want me, than do come across


An explosion of chilling blue flame erupts on the stage as the synthetic guitar, layered with harder, heavier guitar and sorrowful violin of Tristania's "Lethean River" kicks in, announcing the arrival of Kalinda Kreigsdottir. The flames devour the mist, condensing it into water, and then to ice upon the stage.

The gauntleted first of the Big Blue Beast punches through the frozen ice accumulated on the stage from her mist and Coldfire The taloned tips of the Hand of Arimus dig in to the icy metal, giving her the leverage to yank herself up through the ice, shattering it into chunks that fall away as she hauls herself through her frozen portal.

She stands and shakes the stray bits of ice and water from her body, her slitted, amber eyes then glowing softly for a few moments before she scowls and slams her hand down through the ice, reaching through to seize her infamous "Can of Fun," filled with all sorts of weaponry, hardcore goodies, and the occasional innovative piece of offense.

Kalinda hefts her prize into the air, her gaze slowly scanning over the crowd as she stands with her single raised fist, a pose long associated with her mentor, Desolation.

She walks down the rampway, placing her collection of weaponry in a corner as the heavier guitar kicks in as she climbs the turnbuckle. She wraps her sinuous tail around the bottom rope, allowing her to balance easily on the ropes, walking out to the middle where she looks over the crowd once again with glowing eyes.

The River Wild throws her head back and spews forth a torrent of frozen cerulean flame into the air before hopping backwards into the ring.

First Entrance Music: Kamelot's "Call of the Sea" into Kamelot's "The Spell"
Original Entrance: The arena lights dim and the sound of rushing water, howling wind, and crashing thunder. Blue lights illuminate a thick mist that creeps over the stage as the drums kick in, a pair of yellow, slit-pupilled eyes blinking on the Jumbotron. There is a soft hissing sound as it appears to be raining on the stage now.

A torrent of mist sprays up into the air at the center of the stage, spraying to the left and then to the right, and back to the center. A few moments of stillness and then a sudden gout of blazing blue fire. The blue flames radiate a chill as they seem to consume the mist, leaving the stage clear and covered in slick ice.

The opening synthesizer beat of Kamelot's "The Spell" echoes through the arena and the guitars kick in as a black gauntleted fist breaks through the ice, columns of fog rising into the air with an audible hiss.

The gauntlet's claws dig in and allowed Kalinda Kriegsdottir to pull herself up, the ice shattering into chunks that fall aside as she pulls herself through the ice and up onto the stage, her serpentine amber eyes glowing yellow for a moment.

She raises a fist into the air and then punches down through the ice and seizing something. She yanks up onto the stage a garbage can filled with an assortment of hardcore goodies, common pro wrestling weaponry, and the occasional piece of strangeness.

Where has all the magic gone
Lost behind or lost along
A victim of the pulse of our society


Kalinda grips her can full of weaponry with one hand, raising it into the air overhead, he gaze slowly panning over the crowd.

Don't you miss the ancient times
The riddles and the subtle signs
A relative perspective on reality
I get stronger in the splendor of a lucid moon
I'm a creature of the night


The Sapphire Sovereign walks slowly down to the ring, singing the lyrics of her entry theme as she circles the ring, dropping her Can of Fun in one corner and shrugging out of her armored duster, fastening it over the corner post.

All my demons cast a spell
The souls of dusk rising from the ashes
So the book of shadows tell
The weak will always obey the master


Kalinda climbs the turnbuckle, walking out onto the top rope, her tail curling around the bottom rope, allowing her to traverse it with ease. The Second Coming of the Hardcore Messiah raises her fist into the air once more before hopping down into the ring.

Gimmick: Displaced dragon-blooded berserker

Personality: Left to her own devices, Kalinda is a rather pleasant, happy, cheerful individual. Given her own preference she would be back at her tavern on her doughnut-shaped homeworld of Tathion serving drinks and cooking meals. She would not be yanked into the ass-end of existence due to a stupid artifact that she never wanted, inherited by mistake, and can't actually remove without lopping off her own arm.

A former adventurer, Kalinda retired following the reward for a quest for a fey sorceress ending up with some pretty severe strings attached that she doesn't like to talk about. Despite being officially retired, she somehow manages to get coaxed into going on adventures anyway, the most recent of which resulted in her becoming the Left Hand of Arimus, ostensibly a favored warrior of the Tathionic deity of dark magic, death, undeath, and stringed instruments.

As a result the less pleasant facets of her personality have come into play. She is surly, sarcastic, quick to anger, and prone to lashing out. As befits her draconic heritage, she also has more than a bit of an ego to her, is distracted by shiny things, prone to hoarding, and has a tendency to stir up trouble when bored.

Kalinda's generally polite, if somewhat irreverent, prone to making pop culture references, and has occasional fits of silliness. She sticks to the rules and general guidelines of behavior, but isn't going to handicap herself by playing nice if someone has decided to chuck out the rulebook.

Outside of the ring Kalinda is a generally pleasant and laid-back, if snarky, person to be around. In the ring, however, she lives up to her nickname of the Big Blue Bitch. Her fighting style has always been brutal and based on strength and agility above and beyond what a person of her size, due to her draconic blood.

She is not particularly happy to be here, and as a result she takes her frustration out on her opponents. Having a bit of a flair for showmanship and the dramatic lends well to a pro wrestling environment, however, and while the wrestling moves she uses are not the most crisp looking (most of them are downright sloppy) her raw brute strength and unnatural durability give her quite the edge in the ring.

Strengths:
Blood of the Dragon
She's blue, she's seven feet tall, she has a tail. Kalinda is definitely not a normal human being. She has, in fact, been summoned by the occult power of Leeland Gaunt of the Black Crusade into this world and with such a low-magic world, she hasn't a clue on how to get home. How does that work? Blame the IWC's lack of kayfabe. SPIDER jokes that she fell through a plot hole.

Back home she is a recognized Scion of the Latheon draconic line, a bloodline recognized for their talents over the natural world. In Kalinda's circumstance this gives her an innate connection to the Water and Ice elements.

What does this mean to the average ULW superstar? Mostly that she's got a tail and that she's stronger, tougher, and faster than someone of her body type would otherwise be. And she breaths blue, freezing fire, sleet, mist, or fog if she wants to. Usually manifesting by her Frostbite Kiss trademark move.

Jack of All Stats Turned Lightning Bruiser
Kalinda is strong, but not the strongest. She's tough, but not the toughest. She's agile, but not the... agilest? Is that even a word? Put together she's a pretty lethal package that doesn't outright excel at anything. At least she is on her homeworld.

Removed from the context where fighting half ton snarling, drooling hurricanes of fangs and claws calling themselves werewolves, scaled abominations the size of houses, and shambling hordes of the undead, Kalinda actually turns out to be an outright amazing physical specimen.

She hits fast and hits hard, though her fighting form leaves a lot to be desired.

The Second Coming of the Hardcore Messiah
If it isn't nailed down, Kalinda will use it as a weapon. If it is nailed down, Kalinda will use it as a weapon by flinging her opponent at it. Being a war orphan, and thus the lowest of the noble houses, Kalinda's had her adventuring career suffer due to a lack of hand-me-down magical items. Anything not magical tends to get broken quite quickly.

As a result Kalinda has always had to make do with weaponry present in her environment, or by packing a bunch of random, cheap, disposable crap. As a result her usual fighting style is exceptionally similar to your typical sort of hardcore style garbage wrestling. As a result she tends to carry her so-called "Can of Fun" everywhere, even if her matches don't involve the legal use of weaponry.

Having been trained by Underground Network/Loons member, the legendary Hardcore Messiah, SPIDER, Kalinda has been educated extensively with all the usual weapons of in-ring warfare, as well as a lot of things you'll find in the typical pro wrestling arena. She's also intimately familiar with bar room brawls, being the owner of a tavern back in her own world.

Her sense of humor also lends itself to occasionally utilizing weaponry that's more for comedic purposes and humiliation than outright damage.

And the Al Snow Award For Most Cranial-Dwelling Voices Goes to...
Throughout her adventures Kalinda has managed to pick up a number of magical allies, all of which seem to share the obnoxious trait of dwelling almost constantly in her headspace. Her muse, Spark, is usually present to offer his vast stores of knowledge (and irreverent humor), the Hand of Arimus can offer advice and can literally watch her back from its position on her arms,
and the Manyfold Matriarch is capable of granting Kalinda enormously powerful gifts, at a cost.

As a result Kalinda can draw on her mental menagerie to alter her style and capabilities on the fly, in exchange for giving them a bit more control over their shared headspace. She channels a great deal of Spark in her Red style, a significant portion of the Hand in her Black, Green, and White, and increasingly large bits of the Matriarch when calling upon any color not her native Blue.

She is reluctant to adopt Green, as that particular state is half her and a 30/20 division between the Hand and the Matriarch. White is even worse, as she outright takes a backseat to the Matriarch, with the malevolent fallen deity having half control, Kalinda sporting 40, and the Hand taking the remaining 10.


Trained By the Best
Kalinda's training in professional wrestling has been overseen primarily by ULW and IWC legends Desolation and Hellkat, with the Black Crusade, Axl Evermore, and the Brothers Grimm (SPIDER/Xande) giving her some polish in key areas. She's been given the best education in the business possible.

She needs a great deal of polish, but she's quite keen on the fundamentals of professional wrestling and at least knows OF a lot of moves, even if she isn't quite sure how to use them effectively. She still needs practice and experience, but she has a great foundation to build from over time. Or utilize with the help of outside influences.

DRAGON PARKOUR, MOTHERFUCKER!
So named by her trained, SPIDER, Kalinda's balance, agility, and otherworldly anatomy allows her to traverse any surface that is possible for a trained person to cross. But she can very often do it at full speed.

This tends to show up in order to get up momentum for her Cuchulain Dragon Dive. Ring ropes, ring barricades, a wall, pipes or ducts on a ceiling, the side of a cage, upside down on the roof of the Cell, etc.

She doesn't do flippy shit very well, but Kalinda is otherwise EXTREMELY agile. Spring boarding off the ropes, jumping of the top turnbuckle, doing a Billy Gunn-esque back elbow smash springing back off the top rope, suicide dives to the outside, these are all things Kalinda will frequently employ. It's always going to end up hurting her opponent more than it's going to hurt her.


Genre Savvy
In her home world Kalinda is looked upon at having a severe disadvantage, since she's basically a thaumaturgic black hole. She can't cast spells for beans, and that puts her at a disadvantage against most creatures. As a result she's had to learn to fight smarter, not harder.


Weaknesses
Blood Knight
While she hates adventuring, Kalinda likes to fight. More specifically she likes to brawl. If there are more than three people beating the crap out of one another somewhere in the arena that isn't sanctioned, Kalinda will somehow manage to interject herself into the action.

If there's a heel beatdown taking place with uneven odds, Kalinda is going to be there to even the odds.

So as a result Kalinda often ends up beaten and bludgeoned more than a little bit before her matches even tend to start.

Kick 'Em When They're Down
Kalinda likes to fight, perhaps a little bit too much. Once she's won a normal match, that tends to be her cue to break out the Can of Fun in order to release some pent up frustrations. She's also a bit of a sore loser, which is also an excuse to break out the Can of Fun. If she's REALLY pissed off, she might just keep attacking an opponent to the point where she'll get the match decision reversed on her.

Bottom Heavy
While her tail is frequently an asset, it's also a bit of a problem when somebody actually has the strength to knock her over. If you can get her bottom half up into the air over her top half, she's actually relatively easy to force into a pinfall. Keyword being if.


Aversion to Fire
Not a fear or a phobia, an aversion. Kalinda jokes that she's very flammable and thus any open flames that aren't her own Coldfire are things that she stays the hell away from. Fire seems to be the one thing that can actually cause her lasting damage, as she will bandage a burned area and keep it that way for weeks.


Super Finisher: Primatic Superplex(es) / Prismplex(es)
Prismatic Superplex: Kalinda's strength and agility are incredible, allowing her to not only lift and carry a foe in a hanging vertical suplex position, but also being able to execute some moves that would be literally impossible for anybody else. These are really REALLY rare and are likely to be used for big time holy shit spots at a PPV only.

Sapphire Prismatic Superplex: Hanging vertical suplex lift, followed by Kalinda climbing the turnbuckle, wrapping her tail around the ropes, and using the balance to rope walk out into the middle of the ropes. upon which she throws the opponent onto the announce table.

Onyx Prismatic Superplex: The same turnbuckle climb and rope walk, but falling back into the ring and hitting a super brainbuster.

Ruby Prismatic Superplex: The same turnbuckle climb and rope walk, but Kalinda jumps off so her and her foe both end up going through the announce table via a Jackhammer.

Emerald Prismatic Superplex: As the others, but hitting a Super Screwdriver into the ring.

Diamond Prismatic Superplex: Needs to be set up earlier in the match by knocking off the top section of the steel steps, precisely so Kalinda can climb the turnbuckle, step forward, and deliver a Brainbuster onto the larger target area of the lower half of the steel steps.

Finishers:
Cuchulain Dragon Dive (Primary): Three point stance charging lariat. Well, at least it is under normal circumstances. The truth is that Kalinda will hit her Lariet after getting up to speed from virtually anything. Throwing herself, springboarding off the ring ropes, getting a running start off of pretty much anything (See DRAGON PARKOUR, MOTHERFUCKER!). If you're not within grappling range of Kalinda, than you are vulnerable to being hit with this. She also likes to use it during backstage brawls on unsuspecting targets in order to take someone out of the fight and even the odds.

Orion's Bow: Bastard child of the Stretch Muffler and Scorpion Crosslock, with the 124 Inch Python thrown in for good measure. Basically Paige's Scorpion Crosslock with Kalinda's arm in the middle of the foes' legs (instead of her own leg being there), one hand holding on to the foe's free foot with the foe pulled up into an elevated cloverleaf style position, with Kal's tail constricting their midsection.

If Kalinda wants to get really bitchy, sometimes she'll grab her foe's hair and pull back, or if an opponent is the right size to do so, lock in a one armed chinlock or sleeper in addition to the above.

Trademark Moves:
124 inch Python: Drawing inspiration from the animal kingdom, Kalinda wraps her tail around the foe's midsection. Always paired with another submission hold, usually an arm bar, leg bar, or single leg crab.

Can of Fun: Kalinda's nearly ever-present trashcan filled with the usual assortment of professional wrestling weaponry and occasionally a fun little surprise. She has a fondness for flinging it, fully loaded, into the midst of a brawl as a projectile to hit somebody with a shout of "INCOMING!" If someone catches it, she typically dives in right after it, for a can-assisted Cuchulain Dragon Dive.

Coat of Holding: In addition to the garbage can filled with the usual assortment of pro wrestling trinkets, Kalinda's armored trenchcoat also seems to contain just about anything and everything under the sun that could ever be conceived of that might be potentially of use in any situation. Somehow Kalinda can pull out a ladder, a table, a sledgehammer, a bag of thumbtacks, a ten pound sack of flour, a cinder block, Dragon Kitty, a sheet of corrugated metal, a rope with a cow bell on it, the dread coal miner's glove, a bowling ball, road signs, car parts, the literal kitchen sink, and just about anything else.

She has a condition common to adventurers, it's called kleptomaniacal loot hoarding. Just about anything and everything that might have some value or potential use and doesn't have a clearly defined owner tends to be snatched up and stuffed into her coat. Don't look at me like that. If you've played Fallout or Skyrim or anything like that you do it too.

Coldfire: Kalinda is capable of exhaling a blue flame that is essentially inverted fire, cold instead of hot. It burns just like normal fire, save that it throws off extreme cold. She uses this ability on a rare occasion where a wrestler would usually use a flash paper fireball or something of the like. She will also use this to light tables on fire as well as a no-flame version where she emits a chilly cloud of fog to blind foes, disguise illegal goings on in the ring, or setting up a puddle-port.

Come Slither: Kalinda wraps her tail around a foe's ankle, yanking them off their feet and pulling them to her. She uses this to counter when she is grappled from behind as well as top rope moves just before the leap.

Drakkensteiner: Kalinda does a handstand, wrapping her tail around her foe's neck, then flipping herself backwards and her foe forwards. Basically a Frankensteiner using her tail. Usually done with a foe on the top rope, but she can do this on the ground as well.

Dray-Kon Bomb: Senton Backsplash.

Five Finger Crawl: Von Erich claw with her gauntleted left hand.

Frostbite Kiss: Kalinda gives her foe a big ol kiss on the lips, and a big old lung-full of bitterly cold air. Generally causes an immediate coughing fit and some massive throat irritation, and on occasion lung damage. A set up for the Cuchulain Dragon Dive.

OM NOM NOM: If she can fit it in her mouth, Kalinda can bite through it or take a bite out of it. She tends to do this with other people's weapons, and on occasion ring ropes. She does not bite as an offensive maneuver because this could easily turn deadly if she did so.

Prismatic Suplex: Hanging vertical suplex hold, done in variants depending on active fighting style. Used frequently as a follow up to the Frostbite Kiss, making the non-blue variations quasi-finishers.

Sapphire Prismatic Suplex Azazel: Drop Suplex
Onyx Prismatic Suplex Commander: Brainbuster aka Johnny Kingdom's Exodus Finale
Ruby Prismatic Suplex Phenom: Jackhammer
Emerald Prismatic Suplex Desolator: Steiner Screwdriver aka Desolation's Desolation Boulevard
Diamond Prismatic Suplex Revelation: Super brainbuster to the top turnbuckle aka El Generico's BRAINBUSTAH

Puddleport: Spark's name for Kalinda's sole external magical ability. Kal is a water elemental dragon, and thus has some control over water. She is amphibious, and thus can breathe in or out or water. She also has several abilities related to water.


For one she can sense water by thinking of a location or a person, locating all sources of water or mostly water in a given area.

Using a body of water as a focus, she can connect it to any other body of water that she's aware of. This can range from using a glass of water as a peephole or a listening device, to being able to do things out of Portal, so long as there are bodies of water allowing her to do so.



Mostly she uses it for teleportation, and thus "puddleporting." So long as she can fit her shoulders through it, any body of water that meets that minimum size can be used as a portal no matter how shallow. This tends to be displayed through her ring entrance and is mostly used the way the rest of the Crusade uses the lights out teleport.

Unlike the rest of the Crusade's sorcery, Kalinda's elemental control does not cause problems with machines or disrupt video cameras.

Python Swing: With her tail wrapped around a foe's midsection (see 124 Inch Python), Kalinda begins to spin her foe around and around in a circle. Basically the Cesaro/Giant swing done with her tail. Is fond of using this outside of the ring, getting up to speed then letting her foe go, sending them crashing into a wall, the ring barricade, some flat piece of set dressing, their own tag team partner, etc.

Rope Walk: Kalinda can use her tail, curling it around the lower ropes, allowing her to walk on top of the ropes fully vertical. She uses this to hit diving clotheslines and tail lariats. She will usually try to do so at least once per match.

DRAGON PARKOUR MOTHERFUCKER!: Kalinda can adopt a quadrupedal gait using her tail to keep her balance. On all fours she is able to move at full speed when she's on top of a surface narrow enough to allow her to grip with her hands. Ring ropes, the ring barricades, most railings, the top (or ceiling! or side!) of a steel cage / cell and just about any similar contiguous surface that is less than a human being is able to traverse within reason. She will use this quite frequently to get up to speed for her Cuchulain Dragon Dive from weird angles.

Scorpion Strike: Kalinda ducks or drops to all fours, swinging her tail up over her back, smacking a foe in the face.


Spark Lightning: Used only when Kalinda is in extreme danger, her muse Spark can convert a portion of his vast stores of knowledge (usually a few gigs of internet porn) electrical energy. This has two modes "Hand Tazer" and "Force Lightning," essentially melee and ranged attacks. A much smaller amount of energy can be used to overload any electric device in an area.

Spark's energy only blows up electronics when specifically aimed at it and does not cause the video and audio static distortion common to the Black Crusade.

The Punt: Push up Flapjack (being quick) or a gorilla press (being showy) with a kick to the midsection. The Bobby Heenan definition of midsection. That is to say the groin.

Standard Move Set:

Tail Lariat
Tail Leg Sweep
Tail Swat
Tail Whip
Headbutt
Somersault Tail Drop
Rushing Corner Shoulder Block
Running Knee
Repeated knee strikes
Dropkick
Forearm Club
Mongolian Chop
Stinger Splash
Scoop Slam
Suplex Variants (she's being trained by Hush and Desolation, do ALL the suplexes!)
German Suplex
Single Underhook Suplex
Powerslam
Three knee strikes in the corner, followed by ramming the foe shoulder first into the turnbuckle post


Black adds the following:
The usual assortment of heel mannerisms
Belly to Belly Overhead Suplex
Tail Low Blow
Tail Choke
Claw STO
Gaunt's Seven Sisters DDT's (Chained Legsweep DDT's)
Hush's Stonehenge suplexes (German, Overhead Wheelbarrow, Bridging Tiger suplex sequence)
Legion's slithering stand up no-sell
Silence's Tacitus Terminalis (Mandible Claw + Half Nelson Choke)

Red adds the following:
Suicide Dive
Springboard Tail Lariat
Buzzsaw kick
Moonsault
Slingshot splash
Shamus's Ten of Clubs
Tatanka's "War Dance" no-sell/hulk up
Gaunt's Repeated Powerbomb
Hush's Cardiff Sawhorse (Pumphandle Stretch, ramming the foe's forearm into their own groin)
Legion's Blood Moon (Moonsault Fallaway Slam)
Legion's slithering stand up no-sell
Silence's Fall From Grace (Back to Belly Piledriver)


Green adds the following:
Kicks/tail swats to the knee
Lots of back/neck focused offense and submissions
Gaunt's Rocker Dropper
Hush's Anathema Expiratus (Straight Jacket Backcracker)
Legion's Guiding Hand (Choke lift dropped into left handed uppercut)
Silence's Radiant Sorceress (Shining Enzugiri)

White adds the following:
All of the aforementioned maneuvers
Anderson Spinebuster
Reverse DDT
Gaunt's Mephisto Waltz (Superkick to the throat)
Hush's Expiratus Aculei (Full Nelson Slam to DDT)
Legion's Misery II (Single shoulder lift powerbomb to lunging chokeslam)
Silence's Mark of the Beast (Clawing words or sigils into a fore's exposed flesh)


Wrestling Style: Kalinda's in-ring style has a goodly foundation based on raw power. She is a brawler with a handful of more technical moves, but she tends toward sheer brutality. This is her normal "Blue" state.

On occasion she will quickly move her hands over her face in a crossed motion, fingers spread wide, calling upon the Manyfold Matriarch's various facets to alter her performance. So as a result she seems to have five wrestling styles that have an overlapping, brutal foundation.


Blue - Sapphire Sovereign
Mark: None
Sign: None
AKA: Normal Kalinda

Kalinda's default fighting style is that of a hardcore brawler. She at least a decade of mostly unarmed combat experience with humanoid and monster alike. It's not pretty, but it's brutally effective. She combines this with moves common to a professional wrestler of her size, giving her a foundation of power moves as well.

She is capable of amazing feats of strength, dexterity, and agility, but due to her lack of in-ring experience her moves aren't quite as crisp or snappy as more veteran wrestlers. Most of them look downright sloppy, and a few of them look barely controlled.

She favors strikes, slams, applications of her own body mass, and beating on her opponent with anything and everything that isn't nailed down, and throwing them into anything that is. Lacking the traditional magical weapon of adventurers in her homeland, she's had to make do with her own body and whatever makeshift weapon happens to be laying around.

Without drawing on the powers of the Manifold Matriarch, Kalinda is most comfortable in a no DQ, no holds barred kind of match where she can utilize provided weaponry in the arena, and pull things out from her Coat of Holding.

Style inspirations: Snitsky, Kane, Test, Albert-era Tensai, Shamus, WWE Hardcore, ECW



Black - Ebon Empress
Mark: Black lipstick, spiky tribal designs surrounding the eyes and curving down onto the face
Sign: Kalinda reverses her usual stances and adopts the Black Crusade's peculiarity of "mirroring" the way a wrestling move is typically done
AKA: Necro-Kalinda, Sadistic Kalinda

A more sadistic, calculating, and cruel way of fighting. Takes on heelish mannerisms and cranks up her innate brutality even higher. Kalinda adopts moves common to her Black Crusade cohorts, as well as having her bond with the Hand of Arimus boosted, to the point where the artifact can take control of her left arm at an instinctive level. This tends to manifest itself as Kalinda grabbing an incoming weapon or blocking an incoming strike that she could not possibly have seen coming.

Style Inspirations: The rest of the Crusade, Vader, Stan Hansen, Brock Lesnar


Red - Incarnadine Imperiatrix
Mark: Red lipstick, red "half mask" tribal design on right side of her face
Sign: Inability to stand still, in constant motion
AKA: Psycho Kalinda, Playful Kalinda, Happy Kalinda

The heroic mirror to the Ebon Empress style, allows Kalinda to tap into the more heroic side of the toybox of professional wrestling mannerisms. As a result this is a mish-mosh of the various sorts of babyface styles, the "Superman" babyface, coupled with the high flying crowd pleaser, and showman.

Kalinda's already prodigious damage-taking capacity is further heightened by the drawing in of energy from the crowd, and being able to hulk up. She uses this ability to go for more high risk moves, flinging herself through the air far more frequently than she does in any other combat style.

Style Inspirations: Triple H, Goldberg, Mike Awesome, Undertaker, Eddie Guerrero, Kofi Kingston, John Cena, Hulk Hogan, Ultimate Warrior, Tatanka



Green - Viridian Vicereine
Mark: Green lipstick and a green tribal "half mask" design on the left side of her face
Sign: Adopts an amateur wrestling crouch as her default stance that will frequently venture into quasi-quadrupedal movement
AKA: Fucking Scary Kalinda, Strong Style Kalinda, PPV Kalinda

Calculating and cunning, the venomous Viridian style is Kalinda's choice for long, drawn out battles. With her senses sharpened and her dark patron drawing upon the inspiration of past IWC legends and great warriors of professional wrestling who mesh aspects of other forms of combat into the squared circle.

Kalinda's rough edges are polished away and replaced by a core framework of limb decimation, damage targeting, and ring psychology that are almost terrifying in intensity. The senseless brutality becomes more focused and her sheer willpower turns absolutely hellish. Green Kalinda isn't about winning a match, she's about making her opponent regretting they were ever born.

Style Inspirations: Desolation, Kurt Angle, Bryan Danielson, Dean Malenko


White - Diamond Despot
Mark: White lipstick and white crown-like marking on her forehead
Sign: Notably lower body temperature, most often manifesting as a fogging of breath with each exhalation
AKA: Evil Kalinda, Bitch Queen Kalinda, Hardcore Kalinda, Endgame Kalinda

Blue Kalinda is all about coming out and taking out her frustrations on her opponent, Black Kalinda draws out her foe's suffering, playing with them, Red Kalinda is all about enjoying herself and entertaining the fans, and Green Kalinda is about ripping her opponent into harmless little pieces that will never pester her again. White Kalinda, on the other hand, is all about the win.

The Diamond style combines aspects of the others, making it Kalinda's most effective all-round style, but lacks the focused aspects that the others have as defining advantages. This is also the state where Kalinda's dark patron has the most influence over her and as a result makes her uncomfortable about using it for extended periods of time.

White Kalinda is cunning, calculating, and dangerously creative. When the more dangerous weapons come into play, when rules go out the window, when she's outnumbered, or when she needs to finish a match NOW this is the state Kalinda takes on.

The sloppiness of the Blue state vanishes, the playful cruelty of the Black disappears, the humor and pandering of the Red is obliterated, and the Green's wearing down of a focused target is abandoned.

Style Inspirations: Raven, Jake Roberts, Cactus Jack, Johnny Kingdom, Heel Hellkat

Wrestler Biography:
An adventurer ripped from her own world, Kalinda is the current holder of several titles of a dark god's favor. Referred to as the Hand of the Burning Blade, the Handmaiden of the Smoking Scythe, the Left Hand of Arimus, and several others, Kalinda inherited the position through taking the Hand of Arimus from the previous claimant's corpse.

And by "corpse" we mean walking, talking, pissed off undead necromancer. And by "taking" we mean bit through the arm with the gauntlet on it at the elbow.

Kalinda is not particularly happy about the situation, as not only is she wearing a dark artifact, but the damned thing is also sentient, moderately obnoxious, and has the general personality of an evil overlord.

And the Hand is not the only voice in her head.

Also present and far more obnoxious is Spark, who manifests himself as a kitten-sized dragon made out of electricity. Spark is a "muse," a spirit of magic who is meant to aid in learning and passing knowledge down from generation to generation of spellcasters. Spark has been with Kalinda for her entire life, though there are a few issues.

Kalinda has the learned spellcasting capacity of a brick. Her magic wields itself much better towards innate, instinctive magics common to dragons and eidolons, rather than the learned spells common to most mortal beings. Spark is a high level physics textbook in the hands of a fundamentalist hillbilly from Bumblefuck, Arkansas who thinks the world is flat and all of creation is 6000 years old.

Well, kind of. Muses are vast stores of knowledge, their power growing with the information they consume. A fire muse feeds through burning pages of written text, a water muse washes the ink from pages, an earth muse needs engravings, air muses feed off the spoken word, and so on and so forth.

In the quasi-medieval realm of the World that Was, Lightning muses were viewed as not particularly useful. A muse can only bond with a single host, and the bond is for the duration of the host's lifetime. A lightning muse's knowledge is gained in the same way their host gains knowledge; having to learn it the hard way.

That, of course, changed when the kingdoms of the Empire were drawn into the Void, a nonexistence between realities, and we yanked from a eternal stillness into a new world. Called Tathion, the toroidal planet added bits of other realities to itself, the vast majority of it lifeless cityscapes, purged of life by unfathomable future weapons in countless dimensional wars. On rare occasions pieces of technology survived.

Interfacing with a bit of tech Spark managed to pretty much make himself bugnuts crazy by promptly managing to consume far more information than any muse had ever managed to acquire in one bite.

Spark managed to get himself a nice big chunk of the internet with all the craziness, memes, lolcats, pornography, and pirated media that comes with it. His primary purpose seems to be providing MST3K style running commentary on EVERYTHING in Kalinda's head,
and allowing her access to his innate abilities as an elemental. Which at this point are basically "Hand Tazer" "Force Lightning" and "Explode Machine."

Using such abilities would normally diminish a muse's knowledge, and though Spark is loath and reluctant to do so, if it's a choice between his host coming to harm or converting a few gigs of amateur porn into enough juice to taze an elephant into submission, he's going to taze the elephant.


Spark is completely incapable of interacting with anything at the current state of electronics on any meaningful level, as the capacity is too low for him to infiltrate the device. It just overloads, often with spectacularly destructive results.

In addition to the two voices inside her head, Kalinda has several other bonded creatures and spirits to her, leading to Spark dubbing her the adventurer equivalent of an aircraft carrier.

Having one soulbound companion is almost a prerequisite to be an adventurer, be it a tiny beast serving as a familiar, an elemental spirit acting as a muse, a creature acting as a companion or protector, a guardian angel, or a sentient weapon. Kalinda has all five.

The Hand of Arimus is not included amongst their number, for as Kalinda herself proved, it can be taken through an application of force.

Spark serves, of course, in the role of the Muse.

Kalinda tends to not speak much of her familiar or her guardian, as both bonds are exceptionally strange in nature, and as such while she is capable of calling upon them, she seldom has reason to.

Her animal companion, however, is another constant presence and a friend since childhood. An inbred lout of a creature that is mostly wolf and a species of swamp-dwelling dragon, the two hundred pound pile of fur, fang, claw, and laziness is actually named "Kitty."

Short for "Dragon Kitty" that is what the toddler aged Kalinda said he was upon first meeting the then teensy-tinsy ball of brown fur, due to his pointed ears. Kitty combines many of the worst aspects of canine, feline, and draconic behavior into one virtually indestructible, yet comical package.


Despite his derpy face, Kitty has a powerful bite, effective jaws, and the oversized mole-like claws on his forelegs are actually moderately effective in a fight. If he remembers to use them. Kitty's favorite hobbies are digging (of course), eating, and hunting cars. Not merely chasing cars. He actually can catch them, tear them apart, and eat them.

While lacking a traditional draconic breath weapon, Kitty does have the capacity to hack up a rather vile, acidic hairball that serves much the same purpose. Which will generally eat their way through anything Kitty is capable of digesting. Which seems to be just about everything.

Kalinda's bound sword is likely going to see little use, due to the decidedly non-lethal nature of IWC combat.

Kalinda is uncertain of her own bloodline, as neither she nor her adoptive grandmother have any clue as to her parentage, as Kalinda's egg was left in a basket on the rear step of the inn her grandmother owned.

As would be expected from her blue coloration, Kalinda is a water-elemental dragon with ice-elemental leanings. This gives her a complete immunity to the negative effects of lower temperatures to the point where she actually experiences increased physical and mental performance the colder her environment gets. Similarly she is able to function as well under water as she is on land, being able to breathe water as easily as she can air, though she lacks the webbed digits common to fully water-aligned dragons (as opposed to ice.)

Being of draconic blood, Kalinda has a general boost to her physical and mental faculties over what a "normal" person of her size, build, and education would have. She's also got seven feet worth of heavy, well-muscled tail that is incredibly dexterous as well as being precisely as strong as one would expect her largest and heaviest limb to be, it in fact makes up around one third of her total body weight.

She is also able to call on an elemental force known as Coldfire, an inverse of the typical flame that burns in shades of blue and radiates intense cold. The non-lethal nature of the IWC limits the use of this as an offensive ability, and the lack of large piles of flammable goods and a compartitively small battlefield prevent her from using her Coldfire to heal or enhance herself.

In her own world Kal is considered to be a Jack of All Stats adventurer type, in the IWC she is a force to be reckoned with who is held back mostly by her own inexperience with this particular style of combat. She is also regarded, due to her lack of spellcasting and lackluster muse, as being somewhat underpowered as an adventurer on Tathion.

She's managed to fell foes regarded as vastly stronger then herself through trickery, planning, and non-traditional applications of force. This has drawn the attention of an eidolon, called the Manyfold Matriarch, an ancient draconic spirit that was once a goddess upon her own world, but dwindled in power once ripped away from her worshipers and brought to Tathion in ages past.

Even here Kalinda can call upon the tattered goddess' power, able to use a few rudimentary spells based on the aspect of the Matriarch that she chooses to embody, as well as a handful of boons, abilities, and expanded knowledge. Each one alters her personality somewhat, as well as her wrestling style, each one also having a physical sign of the manifestation.

Combined this makes Kalinda an unorthodox opponent that brings her own unique set of hazards and dangers to the ring with her shifts in style making her unpredictable on top of having a few unique advantages.

No comments:

Post a Comment