In Character Information
Character name: Karako Koshio
Fandom: Deadman Wonderland
Timeline: Chapter 21
Character's age: Twenty-Four
Canon powers, skills, pets and equipment:
Karako (also known as Game Fowl) is one of the Deadman, a group of people touched by the ‘Nameless Worm’ who have gained the ability to manipulate their blood and control it as a weapon outside of their bodies. To use this ability the user needs to be either bleeding or cut in some manner, their blood exposed for them to employ. Each Deadman has their own unique style of using their ‘Branch of Sin’; Karako uses hers to coat any part of her body she wishes in blood and then hardens it to increase the power of her attack. This can also act as a strong shield or a medical practice; when injured Karako can cover the wound to stop the bleeding. She can also shape the blood around her body to create new and more destructive shapes.
Besides being a wielder of the Branch of Sin, Karako has some natural fighting skills. She is very agile, flexible, and also able to jump almost unnaturally high.
Non-canon powers: N/A
Canon history:
Not much is known about Karako’s history in the canon, at least her history before she arrives at Deadman Wonderland. She never discusses it with anyone, not even to the man she loves, which suggests that she finds her past irrelevant.
Karako’s story truly begins when she meets a man named Nagi Kengamine. Before then she was an outcast at the prison, isolating herself from others. It is implied that her personality drastically changed after she met him. Eventually, Karako helps Nagi build a rebellion group known as Scar Chain; their overall purpose being to escape from the prison because they are tired of being used for experiments and the entertainment of others.
Karako herself is not really interested in securing her own freedom but that of Nagi Kengamine, whom she grew feelings for during their time together. To help realize their dreams of escape, they create a plan to expose Deadman Wonderland for what it truly is with a data chip that shows the horrors that occur there. Karako helps further this agenda by recruiting new members, such as the newcomer Ganta Igarashi, to help strengthen the group before the mission.
After their group is complete, they carry out the plan to sneak the data chip to the council who is coming to review the prison. The mission ultimately fails leading to the death of some of the members and the capture of their leader Nagi Kengamine by a secret anti-Deadman enforcement group called Undertakers. Karako,being second in command, tells the group that even though Nagi has been captured they should attempt the plan again, knowing that he will not be harmed. It is later revealed that the Undertakers planted a spy in their group and a bomb in the data chip to trick them. The Undertakers then return to hold Scar Chain hostage until Nagi agrees to join them.
Scar Chain attacks and defeats the Undertakers holding them, mostly thanks to non-member Senji Kiyomasa who steps in to help them. Karako leads their plan once again, this time giving each member a version of the chip in hopes that one of them will reach the outside. But Karako is captured and used to lure the rest of Scar Chain to the Undertakers. They take the bait and engage in battle with them. Nagi is also there but has gone temporary insane from grief, attacking his own comrades until Karako and Ganta are able to snap him out of it. Their victory is short-lived as Karako is stabbed by the Undertaker’s leader Genkaku. One of her ribs is broken but she survives, stopping the bleeding from her wound with her Branch of Sin. Nagi protests to this and is mortally wounded, though he manages to help bring the last surviving Undertaker Genkaku down.
Despite the death of their leader Scar Chain finally escapes from Deadman Wonderland, each continuing to search for their own personal definition of ‘freedom’.
Personality:
Karako’s background is not explained in the canon, we aren’t told who she was before arriving at Deadman Wonderland or even why she’s there in the first place. But when she does arrive at the prison she is not the same person. It is insinuated that before Karako met Nagi Kengamine her personality was completely different - appearing to be somewhat standoffish, her eyes dull and listless as well. She remained isolated from the other prisoners who were frightened of and unwilling to team up with her, referring to her as 'that crazy woman' and remarking that it was 'like she'll try to eat my heart if I get too close'.
Apparently Nagi made a big impression on her. It should also be noted that Nagi is the first to approach her, commenting and complimenting the bell around her neck, saying that when hearing its sound he knew he had a companion nearby and that it reminded him that even in a place like Deadman Wonderland the sun can shine. As time progressed she began to develop feelings for him, though she never told him. Karako became a woman who is fiercely loyal and determined, struggling for a goal that was not even her own. She may seem somewhat rough around the edges (though friendly), with her generally energetic (or loud) manner and her fighting style, and possibly 'more wild boar than woman' at times, but she obviously cares about her friends, to the point of being ready to face danger alone to help them.
Like her fighting style, she is very flexible. At times she can have fun and be playful, laughing and joking ( and overeating). But when the situation calls for it she can also be serious and mature. She is someone who strives to be more realistic and level-headed to hold things together when it's needed, even if she might have doubts and fears of her own. As a leader she does her best to put things in perspective instead of blindly following her emotions. She’s also sensible and caring, often times willing to offer a kind word to get a smile.