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Shin Hyakuji High School Tvtropes
The Book that is Hyakuji's Story has come to a close. However, there are still plenty of stories left to be told in the madcap Anime Universe it inhabits. As one book closes, so too does another open. Presented by veteran Hyakuji Staff Members, check out the next generation EVOLUTION of "Anything-Goes" Anime Roleplaying at Senki Academy
The Book that is Hyakuji's Story has come to a close. However, there are still plenty of stories left to be told in the madcap Anime Universe it inhabits. As one book closes, so too does another open. Presented by veteran Hyakuji Staff Members, check out the next generation EVOLUTION of "Anything-Goes" Anime Roleplaying at Senki Academy
| Erin Lynette Oasella | |
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| Tweet Topic Started: Sep 26 2009, 03:43 AM (542 Views) | |
| Erin | Sep 26 2009, 03:43 AM Post #1 |
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Now, let's play together...under the clearest of blue skies.
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Hyakuji 2.0 Template Character Name: Erin Lynette Oasella Gender: Female Age: 16 Height: 168 cm Weight: 49 kg Description or Image of Character Appearance: ![]() Occupation: Student Grade Level: 2nd Alignment: Light (Neutral Good) Powers/ Abilities: Erin is an elementalist, specifically an aeromancer. With negligible energy loss, she can change wind’s direction, speed, etc. without much difficulty unless she’s trying to do it over a very large area or from a very large distance. Her reaction time is usually not fast enough to cause a gust of wind that can redirect a projectile after it has been fired, unless she saw the attacker preparing the ranged weapon. She has three specific abilities she employs with this power in combat. Note that while air is invisible, when affected by Erin it takes on a visible greenish hue. Unless otherwise stated, all attacks must be created in and remain in Erin’s line of sight, meaning she can only make attacks in front of her. Impact - A physical ranged offensive ability. Erin collects some of the air around her into a single point, and then releases it in a vaguely controlled direction. Air naturally wants to flow to a place where there is less air (going from a high-pressure area to a low-pressure one). When Erin collects the air, more air moves in to replace the air she compressed. This creates a large rush of wind that signals the oncoming attack. Erin then holds the compressed air, stopping it from spreading back out to reach equilibrium with its surroundings. This creates a buildup of potential energy within the dense sphere of air, which is then released all at once as Erin directs the built-up wind towards a target. The result is an intense, concentrated gust of wind powerful enough to knock a target prone. The collection point is usually somewhere very close to Erin to keep the energy cost to a minimum, although the attack can originate from anywhere within 5 meters (15 feet) of Erin’s body (the energy cost increases exponentially with the distance inbetween the collection point and Erin’s body). She usually puts her right hand into the shape of a pretend gun (thumb pointing up, index finger pointing forward, all other fingers closed) and gathers it at the end of her index finger, which she points towards the target. The range at which this attack is effective in combat does not exceed 5 meters/15 feet from the origin point (for a total range of 10 meters/30 feet). However, targets in the outer rings of the range generally receive less force and can easily remain standing. Energy usage in normal implementation of the attack is medium. Wave – A physical melee offensive ability. Erin causes a sudden, concentrated gust of wind of which Erin decides the intensity and direction. The force of this air is comparable to a well-placed punch from an average adult male in normal implementation of the attack. This attack does not require a charge time like Impact does, but its effective range is a mere 1 meter/3 feet. Erin generally sweeps a limb through the air, or possibly does a punch or a kick, to create an air movement that she can manipulate into a wave, although she can easily create them from still air. While the energy usage in normal implementation of this attack is low, Erin generally employs it in flurries of multiple waves. The attack is visually similar to Arcueid’s pink waves in Melty Blood. Aegis – A physical defensive ability. Erin gathers air similar to her Impact attack, but instead shapes it into a dense plate of air that can block physical attacks. The plate is transparent but still visible, and can be moved around in the air by Erin’s will, although if she tries to move it further than 1 meter (3 feet) away from her it will immediately dissipate. If Erin attempts to move an Aegis plate behind her, it will dissipate but will usually remain long enough to block or deflect a single attack. Erin’s Aegis plates are generally circles with a diameter of roughly 0.5 meters/1.5 feet. Making the plate smaller makes it denser and more durable, while expanding it has the opposite effect. The plate can block both physical melee and physical ranged attacks. Unarmed melee attacks, except in extraordinary cases (i.e. super strength people) are easily deflected. Certain mundane blunt weapons such as clubs and maces can also be blocked although not indefinitely with the same plate (artifact blunt weapons are another story), but a mundane sharp weapon, such as a knife or sword, even wielded by one with average human strength will cut through the plate. Keep in mind, however, regardless of how strong the plate is, it still has to be inbetween Erin and the attack to help at all. Energy use for the creation of an Aegis plate is medium. Energy use for reinforcing an existing Aegis plate that has been damaged is low. Since Aegis and Impact have the same first step in implementation, Erin can quickly convert an Aegis plate into an Impact burst as a surprise attack, since the charging step has already been done. However, Erin can only convert an Impact burst into an Aegis if she hasn’t fired it yet. Equipment You Have: Necklace of Wind (Hyakuji Season 4 Event Award) “A gift awarded by the Gogyou brothers for taking such a beating and still working forward. The necklace has a small pendant hanging on it in the shape of a small tornado.” By channeling energy through the necklace, Erin gains a small burst of elemental power. While under the effects of the Necklace of Wind, the effective range and damage of Erin’s wind elemental attacks are increased. The necklace can be used twice per day, and has a 5-post cooldown limit inbetween uses. The bonuses granted by the necklace last 7 posts. Impact – Core range is now 7.5 meters/25 feet, outer range is now 15 meters/45 feet. Damage is enough to crack a rib if sufficiently charged, but only if the target is within the core range. Wave – Effective range is now 2 meters. Damage is enough to knock a target prone or knock them back. Aegis – Plates can subsist within 2 meters of Erin. Mundane blunt attacks do not damage the plate or cause chip damage at most. Supernatural blunt attacks (i.e. super strength) will break a plate with multiple attacks. Mundane light lethal damage (knives, etc.) is deflected for a few hits, mundane heavy lethal damage (swords, etc.) still breaks the plate. Supernatural lethal damage of any kind breaks the plate. Personality Description: Erin is generally a nice person. She tends to avoid combat, although she far from shuns it and will fight back if attacked. She generally enjoys helping people, not hurting them. Erin avoids jewelry and make-up, as she would put it, “I don’t need to hide behind those things.” She is somewhat mature for her age, and doesn’t hold grudges. She’s actually very forgiving, perhaps a bit naïve. Her quote for wrongs against her is “Nothing is unforgivable. It is only the person who does not want to forgive.” Erin generally enjoys long, scenic walks, and dislikes strenuous physical activity. She watches anime, but doesn’t have her own DVDs. At the same time, her method of reading manga generally involves going into a bookstore, reading a book, and then putting it back before she leaves. Her experience with video games mostly involves older systems like the SNES. Personal History: Erin’s pre-Hyakuji life was fairly normal. She had two parents, was an only child, and had a few friends. While her elemancery had manifested, she did not implement it in any significant endeavor. She never really wondered or cared why she had her power, and since she never really used it, she was externally indistinguishable from any other girl. It wasn’t until she heard of Hyakuji that she began to seriously contemplate her abilities as an integral part of her identity. When she finished middle school, she left home to dorm at Hyakuji as a first-year student. Erin’s experience as a high schooler at Hyakuji was definitely not what she was used to. In her childhood, she had ignored the supernatural side of herself, and was suddenly entering an environment where she was expected to embrace that side and allow it to flourish. While it did take her some time to adjust, she eventually began to fit in. In time, she became accustomed to living as “Erin the elementalist” instead of “Erin the normal girl,” and even had a few friends, although she is cut off from them now. Erin doesn’t quite have any long-term goals, although she would like to get Hyakuji back because it is a place of personal significance to her. While she is at best unsure of her own abilities, having only harnessed them for a single year, she is prepared to fight for the place she has fond memories of, and for this reason she has taken up the mantle of light to combat the heartless. Mashed Potatoes? There is no spoon. |
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| Hiro_Tsukasa | Sep 26 2009, 03:52 AM Post #2 |
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NICE DRIVE!
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APPROVED |
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