Name:
Karma Doorman
Title:
"Dept Collector of Justice" - "Prosecutor of Consequences" - "Old Man Consequences"
Nicknames:
The Tall Doorman (Papyrus)
G. D. or Guardian/Big G. (the Human Children)
Old Timer, Pal, Buddy or "Karmamel" (Sans)
Old Freckle (Undyne)
Age:
[REDACTED]
Height / Weight:
6 feet 8 inches (or 2.11m) / 87 kg (112kg with entire attire)
Soul Type
"Collective Soul"
// - A Collective Soul shows trades of all known Soul Types and is shielded by a thin membrane of Void. It looks like a blank Soul with a black outline, that has a small pitch dot in its center from which a vibration rolls across the surface of the Soul. Those waves appear in different colors and strokes. To those who are very sensible to Soul Energy, the vibration will sound like an endless army of different voices breathing simultaneously in sync. The rhythm changes wit Karma's state of mind. It has an aroma/flavour that could be described as "a bittersweet taste of Salt and Iron". The feeling it would induces is more reminiscent of Guilt and Foreboding. Like standing before a King with an Executioner looming right behind you. - //
STATS:
LV
[REDACTED] //Next to it often flashes the following message: "I can see ALL your SINS..."//
HP
[REDACTED] // Their HP is so high that even a Critical from the LvL 19 Human affects it as if they would jut do 1 HP damage //
ATTACK
[REDACTED] //Next to it often flashes the following message: "I make the RULES."//
DEFENSE
[REDACTED] //Next to it often flashes the following message: "Your DEPT will be PAID"//
Doorman-Tier:
Tier S - Class S
History:
Karma Doorman is the original "Blueprint" of their kind within the Undertale Universe. Their Soul was a blank, purified Vessel with trades of both Human and Monster Soul. Within it, their creator stored the power of every willing being of the Old Dark's Court, forging a Soul of immense potential. Made from pieces of countless Entities and the Life-Blood of their Creator, this Doorman was chained to the purpose of "SAVING THEM", but left with a free will to decide on how to accomplish that Goal.
Karma's first appearance within the Undertale Multiverse was due to the waking call of UT Sans's Will to struggle against the Genocide Route's Outcome, which gave their existence a physical Form. Before that, they were just a spiritual presence and afterthought, mostly. A Dread looming above the Sinners, Cheaters and Fools of the World.
[!!!SPOILERS WARNING!!! - for those who wish to Read the FanFiction or wait till I get around to making the Comic, since the LITERATURE SUBMIT on DA doesn't allow much creative Freedom, so I have to do a lot of Re-Spacing and Editing on those Parts. This Section will spoil some of the Plot in exchange for Character Build - If you don't want that spoiled, please proceed to the APPEARANCE Section - !!!SPOILER WARNING!!!]
Karma's awakening shook the original Universe of Undertale at its Core, as they proceeded to exterminate the Genocide Timeline by removing the [ERASE] and [RESET]option from the Human Child and blocking the [QUIT] option. Their DETERMINATION exceeded any existent being in this Original Timeline.
After ridding themselves of Chara, Flowey and purifying Frisk's Soul, they continued [REWRITING]the Timeline, forcing Toriel to stay with Asgore and bringing comfort to his broken heart. They dragged Gaster and his Lab Assistants back from the Void and made Sans forget about the RESETS, weakening themself severely in the process.
Karma intervened in many upcoming Events, including saving the original six children, choosing to live with them in the RUINS, due to the absence of Toriel, and kept them save there. They properly locked the Gate towards Snowdin and became Sans's Knock-Knock Pal, as he recovered his strength, while waiting for time to unfold on its own. They dragged a Criminal into the Underground, who would serve as a trigger for Undyne's role in the future as head of the Royal Guards, as well as providing Gaster with a Soul for his research. When Gaster's experiment was about to end in failure, they leaped in and saved the staff, but Sans got struck and began remembering everything again, including his first encounter with Karma.
The Doorman left him that way, on behalf of his own wishes, closing the Rift towards the Void, straining their Soul towards its limits. When Frisk arrived, they were the one waiting for them, accompanied by the other six children. Together, they left the RUINS and began their journey through the Underground in order to reach the True Ending and the last option that would hinder their Safeguard over the Timeline. [TRUE RESET]
Appearance:
Karma Doorman looks like a tall, thin elf, clad in black robes and armor. Their cloak, which always rests on their shoulders, splits into multiple tendrils, which can move freely as separate limbs from the rest of their body. These tentacle-like arms are connected to his back, sprouting straight from a fissure across his spine. Their hair is charcoal black and slightly grayish in color, long flowing and smooth as silk. The eyes are red and always surrounded by a reddish blush, which runs along their pale cheeks.
When his expression and demeanor change, the eye-white turns blackish and their thin lips stretch into a wide, haunting grin. Often accompanied by streams of rusty, reddish liquid welling from underneath the eyes. This happens mostly in situations that call for them to use lots of Energy and Magic. It is due to the affects his tremendously powerful Soul has on their vessel body. The reddish liquid is not blood, but liquid-form Determinationseeping through their entire body. When reaching their limits, Karma often ends up with ripped skin or deep gashing wounds all over, which they have to let heal on their own.
Personality:
Karma was created by the remaining Will and Hope of Sans from across all RESETS, which shaped part of their personality. They are very intelligent and resourceful, with a developing love for puns and witty commentary. Karma sees his job as part of a Game, partially, but takes every step they make with utmost seriousness. They often hide the seriousness of their intentions to seem as less of a threat than they actually are, which paint them often in the lights of a sadistic psycho, rather than a helpful ally.
Karma is very kind, when not chasing after Sinners and Cheaters. As a manifestation of Consequences, their actions are justified in the eye of fate, however the Doorman has their doubts about it, acting to the best of their conscious, trying to find the best way to deal with every situation.
They are a selfless Soul, ready to give everything and more in order to see their goal achieved, which is the happiness of all deserving of it.
The Entity judges all on a fair standpoint, giving anyone the benefit of the doubt if it is present within their actions. Which is why they sowed pity and understanding towards Sans more than to Flowey, Frisk and Chara.
Karma is a follower of the principle of "Mutual Consent". They never force their way, feelings or the likes upon others (unless they need to judge that person for being a dirty Sinner, Cheater or the likes). Knowing that everything in life comes with consequences, they rather stay on a neutral ground till they’re sure of the others intentions.
Likes:
Puns and Humor (by that extend Sans)
Cooking
Baking
helping people
singing - ( he loves humming this Song here)
Children
hunting Sinners and Cheaters
napping
Dislikes:
Sinners and Cheater of all kinds
Mettaton (to some extend, since he finds the Robot quite obnoxious)
too spicy food
Capitalism (they've been trying to kill it off for since they've gained consciousness)
Gender- and Race Labeling (which is why they refer to themself as a "they" and won't accept anyone miss-gender them whatsoever)
Capabilities:
Due to their DETERMINATION, Karma is capable of blocking Tricksters, Sinners and Cheaters from abusing Fortune or, in the case of the Fallen Children and Flowey, the power of RESET. They can exterminate these Options and force their prey to face Consequences, without a backdoor to escape out off. The Entity can also alter the flow of time and space to previous states and interact with Checkpoints (which they mostly destroy instantly). They can reanimate people, by simply restoring their last intact living position. While restoring entire Landscapes and areas, they have to focus their manipulative power into a comfortable shape, which mostly appears as a Ring following near the ground, walls and ceiling behind them.
When they first appeared in the Universe of Undertale, Karma was only visible to a selective few. Mostly those aware of the RESETS. While traveling backwards through the Underground with Sans, they created Rifts within the fabric of the World to quickly advance. Similar in Sans's use of shortcuts only on a basic sense, as these Rifts interconnect on a completely different plain of thought. Like a Road along the weave of Space-Time itself.
Their strength comes not only from their Soul, however. Karma’s power forms from the Will of Justice and Vengeance lingering within the World they inhabit. Since their body was formed by Sans’s recollected strife to stop the fallen child from their murderous rampage, their power connected to it. As such, his memory became vital to their strength, but to ensure their goal was fully achieved, Karma decided to REWRITE him, even at the cost of a fair extend of their own power.
Karma's attack abilities range from direct hands-on Battle to them using their tendrils as extended limbs for range combat. They can use various magics, too.
Since their DETERMINATION is so high, Karma is capable of changing the RULES of Combat. They do so to 'playfully' dispose of their targets.
In such occasions, they like to play "JUDGMENT HELL", a game where he provides their foes with the means to battle them properly. Giving them armor, weapons and item to use. They also stag a persons SIN to their STATS, exceeding the limitations of the Universe’s limitations. Within the game they play the PROSECUTOR, who protects a JUDGE from the ACCUSED. While the ACCUSED try to kill or persuade the JUDGE it is the PROSECUTOR's job to keep the JUDGE save and eliminate the ACCUSED. When an ACCUSED perishes, they will be respawned with a penalty to their STATS. When the HP reaches 1, the next strike will indefinitely kill the ACCUSED. They will be erased with the severity of their sins burning their bodies and souls out of current existence. The PROSECUTOR can't act on their own, besides shielding the JUDGE. The JUDGE has full reign over their actions and decides if a person is worth of MERCY or not.
The Doorman is capable of all Magic Abilities. During Combat, Karma uses mostly White, Black and Red Attacks, although they like changing their Style up on the fly sometimes. Fighting them is quite the bad idea, due to them not acting upon the RULE of attacks having to always be in the same repeating patterns. Each of Karma's attacks is acting like a Critical Strike or Instant Kill Move, which makes the experience that much more frustrating. They also can slay foes straight outside of an open FIGHT.
For more casual activities, Karma uses their power of levitation for transport or just simply sitting in a floating position. They multi-task via their tendrils a lot, often preferring them over their own arms and hands. They can use healing magic to quickly close wounds, set bones or just giving a soothing warmth to distressed people. They usually, however, don't use that much magic overall. Only if it is absolutely required or helpful in aiding their goal or people in need.
Karma possesses the special ability of "REWRITE", which allows him to change any aspect of a Location, Item. Person or Rule. With this ability, they can change the flow of the world to befit their purpose. A REWRITE can only be undone by them or an outer-worldly Impact of similar Determination Power, which is rare.
Due to their massive STATS, which broke the readable Range of the World by a margin, attempting to destroy them via Battle is basically pointless. Bargaining with them will be seen as an insult, which often results in harsher punishment, while accepting ones fate is probably the smartest option.
Karma's destructive power can be placed easily above the power of most living beings in the Undertale Multiverse, however, he would struggle against other Doormen of their own respective Tier.
Relations:
Karma, throughout their journey will befriend many Monsters.
Sans will become their first friend among many, as they take the Role of Toriel after the REWRITE. Papyrus they meet briefly in his early childhood, but won't become a friend to the till later. They will bond with Undyne over a match of strength and perseverance.
The human children, as they fall one by one into the Underground, will end up being raised by them. They refer to them as their Guardian or Big G. for short. Karma collects them and ensures their safety while staying in the RUINS, up until Frisk appears. The children take a shine to them, as they cared for them, teaching them to accept monsters as part of their lives.
POTENTIAL SPOILER:
Similar to Sans growing an affection towards Toriel during the outplay of the Original Timeline, in the REWRITE he grows quite fond of them as they do of him.
In the Canon of the series, the two agree on a relationship based on both of their loss at what to do or expect from the newfound freedom they fought for. The human children encourage their romantic interest in one another, much to Karma's displeasure, as they are completely estranged to the whole romance business. Going even so far as to stopping Frisk multiple times, during their adventure, from flirting with every Monster they encounter.
Trivia:
Karma has no recollection of anything prior to their awakening to sentience. For all they've known, they were always a part of Undertale.
However, Sans and Papyrus both commented on "having seen their eyes somewhere before" and that this was not something good they've remembered.
It spun a bit of curiosity around their mind, which always leaves a bad aftertaste behind.
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