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Fan Karsus and Lanceman.exe
Topic Started: Nov 23 2009, 05:00 PM (649 Views)
Fan Karsus

Character Name: Fan Karsus
Gender: Male
Age: 24
Height: About 6 feet tall
Weight: About 200 lbs. with gear
Description or Image of Character Appearance: Fan Karsus wears semi-formal samurai-style robes everywhere, complete with a katana clearly visible on his belt. His outfit is white, with a blue hakama (samurai dress). He has slick, black hair, tied up in the standard samurai top-knot. His eyes are brown, and he has an oriental skin tone. What can be seen of his chest through the opening at the top of his robes reveals that he is very muscular.


Occupation: Hitman
Grade Level: N/A
Alignment: Currently undecided--consider Neutral until further notice
Powers/ Abilities:
Fan Karsus carries around a LOT of concealed weaponry. Naturally, all this weaponry is very heavy. Through years of weight training, Fan Karsus has built up his muscles to the point where he can move around normally despite all that weight. Should he remove all that weight from himself, he would be able to move at great speeds, and throw very powerful punches. However, he generally prefers to keep his arsenal on hand, and only rarely goes the bare-fisted "lightning bruiser" route.

In addition, Fan Karsus awakened to a new ability upon entering the world of Hyakuji--telekinesis. He has yet to train his mental muscles anywhere near as well as his actual, physical muscles, but he has already developed a few techniques, such as pulling a kunai knife into his hand from either the ground, or concealment in his robes. He can also slightly alter a kunai's flight path after throwing it. Slotting chips into his PET is also something he can do with just his mind. Basically, he can manipulate small objects. Further abilities and techniques will be developed as time goes on, and his mental muscles become stronger.

Equipment You Have:
PET (PErsonal Terminal) containing Lanceman.exe (see next post)
Battlechip collection (nothing particularly fantastic as yet)
Dimensional Chip (summons Lanceman into the Real World)
Concealed Arsenal, consisting of:
~20 kunai knives hidden in the fold in his robe and the pleats of his hakama. He refills this stash between topics, one way or another.
Concealed daggers in his boots.
A shortsword concealed within his left sleeve (blade stops just short of elbow when sheathed, with handle just below the wrist).
An extending stake in his right sleeve (think Assassin's Creed).
A pistol in his upper left sleeve, accessed by reaching in through the front fold. Karsus does not like to use guns, only pulling this out when necessary.
Two extra clips for the pistol in his upper right sleeve. Like with the kunai knives, these are refilled between topics.
A katana is clearly visible on Karsus' belt.
All of the above are held in place by special cloth "pouches" sewn into Fan Karsus' outfit. They WILL NOT simply fall out.
Fan Karsus also possesses a sleek, black car and, naturally, a driver's license (the latter being built into his PET).

Personality Description:
Fan Karsus gives off the air of a noble samurai. When given a task by his current master, whoever it should be, he will always get it done and report back in a timely manner. However, out in the field, his demeanor completely changes. He's not above using stealth tactics and pulling out weapons no one knew he had. When facing a new opponent, he attempts to appeal to their sense of honor, getting them to use less than their full strength against him. He then takes advantage of their lowered guard and goes for the kill. "Ruthless efficiency" is one of his favorite phrases.

Personal History:
Fan Karsus was raised on classic samurai and ninja movies. He grew to like the bravery with which the samurais faced danger head-on, but there was also something about the stealth and swift manuevers of ninjas that caught his eye. As he grew older, he began to realize that samurais and ninjas were incompatible concepts, yet still he clung to his childhood fantasies of being "the best ninja samurai EVER." Now a full-grown man, Fan Karsus is a professional hitman. To his clients, he shows the trust and honor of a samurai, but to his victims, he shows the ruthless efficiency of a ninja's stealth attacks.

Mashed Potatoes? The proof is in the pudding.

((Lanceman coming soon!))
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Fan Karsus

Character Name: Lanceman.exe
Gender: Male
Age: Appears to be an adult, actual age not important
Height: Approx. 6 feet
Weight: Approx. 200 lbs. with armor
Description or Image of Character Appearance:
A samurai, clad in full body armor. A lot like this guy:
http://megaman.wikia.com/wiki/File:JapanMan.jpg
...but with more realistic steel-gray armor.

Occupation: NetNavi (internet navigator)
Grade Level: N/A
Alignment: Varies at will (see Fluid Heart power below)
Powers/ Abilities:
Backstab: Once every four of his actions, while his kwan dao (see below) is NOT out, Lanceman can summon his kwan dao two feet behind a target (i.e., opposite a target from himself) simply by making some form of hand gesture in the target's direction (the nature of the gesture does not matter). After about two seconds, the kwan dao swiftly moves three feet toward Lanceman. If the target does not move in this time, the blade will be embedded fully within said target (1 foot deep). After the kwan dao stabs forward, whether it hits or not, it waits about two seconds, then vanishes again. Against humans and other creatures with blood, this can leave a gaping wound.

Damage Counter: Once every 6 of his actions, Lanceman can, upon being hit with an attack of any sort, negate all damage by replacing himself with a very large collection of kunai knives in his general shape. Only Cursor-type (i.e., highly accurate) attacks can damage Lanceman while Damage Counter is active. Half a second after vanishing and making the kunais appear, whatever attack is used to trigger this ability is then countered by a thick "beam" of 16 kunai knives that fly in the direction of whoever launched said attack. Each knife can be destroyed by just about any attack, but no more than half the knives can be destroyed by a single attack, so it takes at least two attacks to destroy the entire collection. If an enemy is hit by the shower of knives, they suffer a high amount of damage or, if at least half the knives are destroyed before connecting, a fair amount. It does not matter how many of the knives actually connect, the damage remains the same. Lanceman reappears anywhere within 3 feet of his starting location, any time after the kunais are launched (at least one second must have passed, must reappear by the end of the post).

Fluid Heart: When Lanceman changes alignment, he does not lose any levels in his old alignment, he just becomes unable to use the associated abilities until he changes back to that alignment. If he would gain an alignment level while Neutral, that level is added onto whatever alignment he next switches to. Lanceman can also change alignment at will, choosing an alignment when he enters a topic, and being able to change alignment once after that. However, if he changes alignment after using an alignment-based power, including his Alignment Ninjutsu (see below), he cannot use any more alignment-based powers for the rest of the topic. For an explanation as to how this works, see Lanceman's Personal History, below.

Blitz (Ninjutsu, Elemental): Lanceman holds his kwan dao into the air, not unlike a lightning rod. A cloud forms above him (if there's already a cloud above him, a new one may or may not appear) and a single bolt of lightning is released straight downward, into the tip of the kwan dao. Lanceman then points the halberd forward, and the electricity is released from the blade in a single burst, reaching up to 6 feet forward in a cone shape, 9 feet wide at its widest. Anyone caught in this electrical burst takes a high amount of Elec-type damage. Only one Elemental Ninjutsu can be used per custom.

Gale (Ninjutsu, Elemental): Lanceman spins his kwan dao in a circle in front of himself several times, generating a gust of wind. He then hops back and stabs the center of the gust from behind, causing it to extend forward as a funnel cloud that rips and tears at opponents, dealing numerous hits of low damage. The funnel cloud extends 12 feet forward and has a 1.5-foot radius. Only one Elemental Ninjutsu can be used per custom.

Blaze [A] (Ninjutsu, Elemental): Lanceman must be in his standard samurai form to use this ability. If in his ninja form, he can instead use Blaze . Lanceman grips his kwan dao near the blade and scrapes the blade along his arm. This generates sparks, which quickly ignite into a red flame that clings to the blade. The halberd deals increased, Fire-type damage, and anyone who makes contact with the flames (aside from Lanceman himself) suffers a minor burn, taking a bit of damage every turn for the next four turns, or until they're hit with ice or cold water (lukewarm water won't do--it's gotta be below room temperature). The flames extend about an inch beyond the blade, making it possible to be burnt without actually getting slashed. Only one Elemental Ninjutsu can be used per custom.

Blaze (Ninjutsu, Elemental): This ability can only be used if Lanceman is in ninja form. When in his samurai form, he can instead use Blaze [A]. Lanceman puts away his kwan dao (if it's out) and makes a few hand-signs, generating a blue flame that hovers in the air in front of him. He then shoves this fireball forward, sending it flying through the area on a straight trajectory. It travels fairly quickly, and deals a high amount of Fire-type damage to whatever it hits first, then disperses. If it travels 20 feet without hitting anything, it disperses on its own. Only one Elemental Ninjutsu can be used per custom.

Flood (Ninjutsu, Elemental): Lanceman twirls his halberd around quickly,then stabs it into the ground. A sudden gush of water bursts out of the ground, no matter how illogical that would be (he can get water out of steel if need be). If the ground is too hard to be stabbed into, the tip of Lanceman's blade dissolves instead, giving the same appearance as if he had actually managed to stab it in. After this, Lanceman swings his halberd side-to-side while still in (or appearing to be in) the ground, causing more water to emerge from the ground to either side of him. He then flicks his halberd forward as he pulls it out, causing the veritable torrent of water to come crashing down on a 6x9-foot area in front of him (that's 6 feet long, 9 feet wide). Anything hit by this tsunami takes a high amount of damage, and may well lose their footing. After this attack, the water remains in the area, covering a 9x9-foot area, including the area directly beneath Lanceman. Only one Elemental Ninjutsu can be used per custom.

Blackout (Ninjutsu, Alignment): Lanceman must be alignment Dark in order to use this ability. He does not need to have any levels in it, though. Lanceman holds his halberd out in front of himself, horizontally, hands on each end. He focuses malign energies into the halberd for a few seconds, then lets go of it. The halberd hovers in the air for another second, then vanishes, taking all light in the area with it (up to a 20-foot dome of space). Lanceman is able to see perfectly well in this darkened space, but no one else can without some form of night-vision (e.g., infrared goggles). Lanceman can perform any attacks he desires in the same action as summoning the blackout, provided it does not require the use of his halberd. Blackout lasts until the start of Lanceman's next action, or until he summons his halberd again, whichever comes first. Blackout can be used once every four customs, with the number of customs between uses decreasing by one for each level of Dark alignment he has (minimum once per custom).

Blinder (Ninjutsu, Alignment): Lanceman must be alignment Light in order to use this ability. He does not need to have any levels in it, though. Lanceman holds his halberd out in front of himself, horizontally, hands on each end. He focuses divine energies into the halberd for a few seconds, then lets go of it. The halberd hovers in the air for another second, then explodes in a blinding flash of light that deals a low amount of damage to anyone within 10 feet who is either of Dark alignment or a Heartless. Anyone within 20 feet is blinded for their next action, unless there's a solid object between them and the halberd, and there are no reflective surfaces at appropriate angles as to reflect the light into their eyes. It is possible to avoid being blinded if a person notices BEFOREHAND what Lanceman's doing. To avoid being blinded, the person must turn to face the opposite direction from the halberd AND cover their eyes. Wearing a visor is good enough for the second part. Lanceman is not affected by his own burst of light, retaining his vision even if he stares directly at the explosion. Lanceman can do anything else he would otherwise be able to during the same action, provided it does not require use of his halberd (which blew up). He can summon his halberd again as early as the start of his next action, NO SOONER. Blinder can be used once every four customs, with the number of customs between uses decreasing by one for each level of Light alignment he has (minimum once per custom).

Ronin Force (Ninjutsu, Alignment): Lanceman must be in his standard samurai outfit to use this ability. Lanceman dissolves his halberd (if it's out) and holds his hands out at waist height, palms facing forward. He focuses his thoughts on his current objective for several seconds, causing energy to gather in his hands. He then raises his arms up to either side, holds them there for about a second, then thrusts them forward. Anyone of Neutral alignment is given a boost in strength for their next four actions, while anyone of alignment Light or Dark (including Heartless) takes a moderate amount of damage. This includes Lanceman--he can damage himself by using this, or power himself up. This ability has a maximum range of 30 feet--anyone farther away from Lanceman than that is not affected. However, this ability travels through solid objects, so being around a corner from Lanceman will NOT take one out of its range. This ability can be used once every four customs, or once every two customs if Lanceman is of Neutral alignment. This ability cannot be used within one custom of Blackout or Blinder--that is, if he uses this, he must wait at least two customs before using Blackout/Blinder, and vice versa).

Equipment You Have:
As can probably be discerned from his abilities, Lanceman has a kwan dao, a form of halberd that has a hook on the back of the blade for snagging opponents' weapons and pulling them out of their hands. The shaft is 6 feet long, with a 1-foot-long blade that is sharp on both sides. Lanceman can generate and degenerate this weapon at will, though it can only be generated in his hands (exception: see "Backstab" ability above).

Lanceman, being a Lord of the UnderCourt, has a custom-made program that he can equip at battle's start. This program, known as Ninja Style, grants him access to Ninjutsu (see "Ninjutsu" abilities above). He cannot use Ninjutsu abilities without equipping this. It also allows him to change his appearance on-the-fly, from his usual samurai garb to a more suitable ninja outfit. Like this:
http://megaman.wikia.com/wiki/File:ShadowEXE.jpg
...but the garb isn't purple. Its color is whatever color is most predominant in the local area (generally panel-gray on the 'Net). However, equipping Ninja Style causes Lanceman to take 1.5x damage from attacks, so he may prefer not to equip it under certain circumstances.

Heart Program (x2): Lanceman's heart (see "Personal History" below).

Personality Description:
Lanceman puts on the image of honor and nobility, even preaching to his foes about "fighting fair" wherever possible. However, his only true nobility is that which he shows his master and NetOp, Fan Karsus. Everything else is a facade, one which he uses to get his opponents to expose their vulnerabilities. When he has a shot at a kill, he takes it, no questions asked. If the opponent survives to confront him about it, he will drop the facade and reveal his true face--one of a backstabber who will use any means necessary to achieve his goals, and those of his master.

Personal History:
Fan Karsus had this Navi special ordered from SciLabs. They've been together for several years, and they've had there good times and there bad times (mostly good times, though). Upon entering the world of Hyakuji, Karsus had Lanceman modified to adapt to there new circumstances. He even went so far as to tear out Lanceman's heart and replicate it, allowing Lanceman the ability to change between two hearts--one Light, one Dark. When neither "heart program" is installed, Lanceman will still act according to his master's orders, but he does so with much less drive.

Mashed Potatoes? The proof is (still) in the pudding.
Edited by Fan Karsus, Nov 24 2009, 04:39 PM.
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Hiro_Tsukasa
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NICE DRIVE!
Too many powers, man. Wayyy too many. This coming ontop of having full access to Battle Chips like any other Navi. You need to lessen it and/or make some sort of compromise.
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Fan Karsus

...okay, yeah, I guess I went a bit overboard with the Ninjutsu. I'll try to slim that down a bit.

Edit
Well, I removed just under half of the Elemental Ninjutsus, and I decided to get rid of both the typeless Ninjutsus as well. Backstab is part of Lanceman's Main Weapon, Damage Counter is his Sub Weapon, and there's only one other ability that doesn't come from Ninja Style, so...hopefully that's good enough. <_<

Edit 2
And I wouldn't say I have "full" access. I only own the basic chips and Z-Saber at the moment. >_>
Edited by Fan Karsus, Nov 24 2009, 04:42 PM.
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Hiro_Tsukasa
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NICE DRIVE!
APPROVED
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