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Dr. Reiner Steinbeck; Seeing through you
Topic Started: Jan 21 2015, 03:11 PM (247 Views)
BlitzScythe
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Character Name: Dr. Reiner Steinbeck
Gender: Male
Age: 30
Height: 5'10"
Weight: 178 lbs
Description or Image of Character Appearance: Reiner is a physically fit man with short platinum blond hair he wears slicked back. He always dresses in a white dress shirt and black slacks with well polished shoes. His tie is never the same and often looks odd or off in some way. He wears a monocle fashioned from a single piece of crystal and has pale skin and green eyes.


Occupation: School Counselor
Grade Level: N/A
Powers/ Abilities: Alloy: Truth

Alloy: Truth - Reiner has the ability to manifest an alloy, a power born from the spirit of the user. Alloys come in different types, but Reiner's takes the form of a jeweler's loupe which covers his right eye. It can also take the form of a monocle while in it's inactive form. Neither the loupe or the monocle form can be removed by people other than Reiner.
- Edge: Aurasight - Alloys possess an innate passive ability called an Edge which is constantly active or activates under specific conditions. Truth's Edge is that it's user can read auras to both pick up the emotion or emotions they are currently feeling as well as instantly discern whether what someone communicates is the truth or a lie. This power works by reading the spiritual intent of the individual communicating with Reiner. The power works on written media by turning the text green if it is a truth and red if it contains a lie. The drawback to this power is it cannot discern between half or quarter truths so an individual skilled in deception might be able to fool him. Someone who is speaking to Reiner will have a green halo around their head if they are telling the truth and a red halo if they are telling a lie.
- Abilities -
Shadow of Self -
This attack has two stages; the first stage is a narrow beam like a laser pen. Reiner can fire up to three of these per post, targeting anyone in his field of vision and tagging them. The beams cannot be dodged except in extreme circumstances. Anyone hit by the beams is tagged for the remainder of the post or until Reiner takes the mark off, or hits them with the second stage of the attack. An individual cannot be tagged twice or tagged if their shadow has been animated and 5 turns have not passed since it's animation.
During the second part of the attack, a post after using the beams, Reiner can use Truth to project a brilliant flash of light that illuminates all combatants in front of him. Those caught in the light and tagged by the beams will lose their shadow which will turn into a dark version of them and attack them. The shadows have the base physical ability of the person they belong to, but none of the nonphysical abilities. So for example if he used the ability on a warrior and a spellcaster, the warrior's shadow would have the warrior's physical ability, while the spellcaster's shadow would have the physical strength (or lack thereof) of the spellcaster but none of the magical training. The shadows can only affect and be affected by the person they belong to, so they cannot be commanded to attack anyone else nor can anyone else attack them. Furthermore Reiner can banish them at will. The shadows are capable of communicating and will constantly taunt their owner with embarrassing or uncomfortable memories or truths. As both the shadows and their actions are controlled by the player whose character they belong to, that person has control of both the actions and the words the shadow reveals. These secrets can be major or minor, but must be embarrassing or at least unsettling. Furthermore, the shadow should be treated as a comparable being to the individual they are copying. If an attack wouldn't take out a character, it wouldn't take out that character's shadow. If the shadows are defeated, they return to their owner. An individual who has been affected by this ability is immune to it while their shadow is attacking them. A lesser use of this power is in manifesting the shadow of the individual he is counseling. The shadow self can speak and does so, conveying the true feelings it's owner feels. Once Reiner has used this ability on an individual, that individual cannot be affected until 6 turns have passed and their shadow has returned to them. If a shadow is not defeated within 5 turns, it will dissipate at the end of the 5th turn. A shadow that has knocked out or incapacitated their owner will vanish. This ability cannot be used in the same round as Reflection of Self.
Reflection of Self - Reiner manifests mirrors of light that can be used as a barrier to protect him from attacks. He can manifest a maximum of two mirrors plus one for each enemy he is facing with an enemy being defined as someone actively trying to hurt him. A total of up to 2 mirrors can be created in a round and the mirrors are a 2 foot by 2 foot square. An enemy who attacks it, will be dealt damage based on the severity of the damage to the mirror. A mirror can take damage from any attack that is of above average strength, but only melee combatants will take the damage. This of course will destroy the mirror and he will lose it from the total he can summon, but a destroyed mirror can be replaced after 5 posts of it's destruction. To understand the severity of the damage, cracking the mirror would be the equivalent of a punch from a fit man up to a pro boxer's punch depending on the severity. A ranged attacker will flash with light when they strike a mirror and the intensity of the light is dependent on the damage dealt. The stronger the hit, the brighter the flash. If the mirror is shattered, the attacker will be dealt double the max damage for cracking it severely. An individual who shatters it at range will instead emit a bright light like a flood light for three posts. Outside of combat, the mirror can be used to allow an individual to converse with their inner self. This ability cannot be used in the same round as Shadow of Self.

Equipment You Have: Tablet, cellphone, keys to a 1955 Ford Thunderbird

Residency Request: Reiner lives not too far from the school in a small apartment.

Personality Description: Reiner is a very charming person, but also straightforward. He is not afraid to use his power to get what he wants and has no issue with using his alloy on people.
He places great stock in honesty and truthfulness. Reiner is not however a violent individual. He will not directly engage in violence, preferring to create shadows using his alloy to fight for him. If he must fight in combat proper, he uses Truth to create shadows and mirrors to protect himself or others.
Above all else, Reiner puts the safety and well being of his patients and the students in general above all else. He genuinely wishes to help them lead better lives.

Personal History: Reiner was born the third in a family of six children. As the middle child, he was often the peacemaker between his siblings, a trait that carried over to much of his interactions with his classmates and friends.
From an early age, he showed a depth of understanding that was unheard of in one so young. Both his friends and his teachers said he should become a counselor.
Reiner grew up and attended a University and studied psychology and psychiatry. However an incident during his college days would change his plans; a younger student, fed up with the bullying he had been receiving, lashed out with his power over flames, badly burning three students. Reiner understood in that moment how unstable and dangerous those with powers could be.
He resolved to become a counselor for students like that one. If he could help to make them more stable, it would be a benefit to society and the students themselves.
The advancement of his studies was blinding and surprising to his professors and he graduated with full honors at the age of 22. He spent several years working as a psychologist for the armed forces and eventually moved to the town of Hyakuji, accepting a position as guidance counselor. Being one of the more prominent schools for super powered teens, Reiner felt like he could make the most difference here.

Mashed Potatoes? There is no spoon, long live the fork
Edited by BlitzScythe, Feb 16 2015, 02:35 PM.
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Sophia Antistita
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BlitzScythe
Jan 21 2015, 03:11 PM
Powers/ Abilities: Alloy: Truth

Alloy: Truth - Reiner has the ability to manifest an alloy, a power born from the spirit of the user. Alloys come in different types, but Reiner's takes the form of a jeweler's loupe which covers his right eye. It can also take the form of a monocle while in it's inactive form. Neither the loupe or the monocle form can be removed by people other than Reiner.
- Edge: Aurasight - Alloys possess an innate passive ability called an Edge which is constantly active or activates under specific conditions. Truth's Edge is that it's user can read auras to both pick up the emotion or emotions they are currently feeling as well as instantly discern whether what someone communicates is the truth or a lie. This power works by reading the spiritual intent of the individual communicating with Reiner. The power works on written media by turning the text green if it is a truth and red if it contains a lie. The drawback to this power is it cannot discern between half or quarter truths so an individual skilled in deception might be able to fool him. Someone who is speaking to Reiner will have a green halo around their head if they are telling the truth and a red halo if they are telling a lie.
- Abilities -
Shadow of Self -
This attack has two stages; the first stage is a narrow beam like a laser pen. Reiner can fire up to three of these per post, targeting anyone in his field of vision and tagging them. The beams cannot be dodged except in extreme circumstances. Anyone hit by the beams is tagged for the remainder of the post or until Reiner takes the mark off, or hits them with the second stage of the attack. An individual cannot be tagged twice or tagged if their shadow has been animated and 5 turns have not passed since it's animation.
During the second part of the attack, a post after using the beams, Reiner can use Truth to project a brilliant flash of light that illuminates all combatants in front of him. Those caught in the light and tagged by the beams will lose their shadow which will turn into a dark version of them and attack them. The shadows have the base physical ability of the person they belong to, but none of the nonphysical abilities. So for example if he used the ability on a warrior and a spellcaster, the warrior's shadow would have the warrior's physical ability, while the spellcaster's shadow would have the physical strength (or lack thereof) of the spellcaster but none of the magical training. The shadows can only affect and be affected by the person they belong to, so they cannot be commanded to attack anyone else nor can anyone else attack them. Furthermore Reiner can banish them at will. The shadows are capable of communicating and will constantly taunt their owner with embarrassing or uncomfortable memories or truths. As both the shadows and their actions are controlled by the player whose character they belong to, that person has control of both the actions and the words the shadow reveals. These secrets can be major or minor, but must be embarrassing or at least unsettling. Furthermore, the shadow should be treated as a comparable being to the individual they are copying. If an attack wouldn't take out a character, it wouldn't take out that character's shadow. If the shadows are defeated, they return to their owner. An individual who has been affected by this ability is immune to it while their shadow is attacking them. A lesser use of this power is in manifesting the shadow of the individual he is counseling. The shadow self can speak and does so, conveying the true feelings it's owner feels. Once Reiner has used this ability on an individual, that individual cannot be affected until 6 turns have passed and their shadow has returned to them. If a shadow is not defeated within 5 turns, it will dissipate at the end of the 5th turn. A shadow that has knocked out or incapacitated their owner will vanish. This ability cannot be used in the same round as Reflection of Self.
Reflection of Self - Reiner manifests mirrors of light that can be used as a barrier to protect him from attacks. He can manifest a maximum of two mirrors plus one for each enemy he is facing with an enemy being defined as someone actively trying to hurt him. A total of up to 2 mirrors can be created in a round and the mirrors are a 2 foot by 2 foot square. An enemy who attacks it, will be dealt damage based on the severity of the damage to the mirror. A mirror can take damage from any attack that is of above average strength, but only melee combatants will take the damage. This of course will destroy the mirror and he will lose it from the total he can summon, but a destroyed mirror can be replaced after 5 posts of it's destruction. To understand the severity of the damage, cracking the mirror would be the equivalent of a punch from a fit man up to a pro boxer's punch depending on the severity. A ranged attacker will flash with light when they strike a mirror and the intensity of the light is dependent on the damage dealt. The stronger the hit, the brighter the flash. If the mirror is shattered, the attacker will be dealt double the max damage for cracking it severely. An individual who shatters it at range will instead emit a bright light like a flood light for three posts. Outside of combat, the mirror can be used to allow an individual to converse with their inner self. This ability cannot be used in the same round as Shadow of Self.

Equipment You Have: Tablet, cellphone, keys to a 1955 Ford Thunderbird
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