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Karpov (Bisharp)

The leader of the Black Knights, working with the Revolution to maintain a fragile status quo.

0 · 1,673 views · located in Virbank City

a character in “The Multiverse”, as played by LawOfTheLand

Description

(Avatar courtesy of PokemonDB.net)

Like most of his kind, Karpov stands about as tall as some humans at 5 feet 3 inches. Wickedly sharp blades jut from his wrists, and an axe-like crest protrudes from his head. While he certainly looks formidable enough, he's not the quickest on his feet, so he always has a group of Pawniard underlings in tow, in many ways miniature versions of himself at not even 2 feet tall and spear points where hands would be, with him acting as their commander.

Personality

Karpov is one that takes pains to know all the options and possible consequences when determining a future course of action. The way he got to where he is today was fraught with backstabbing and betrayal, and he knows that if he doesn't pick his fights carefully, his own men will turn on him at the first sign of weakness in their hopes to do the same. By the same token, he will do almost anything to ensure his own safety. When doing business with a possible ally or enemy outside the organization, however, he is unfailingly polite, but never gambles more than he can afford to lose. His habit of sprinkling chess terms into his speech might be a bit off-putting to some, though...indeed, he takes his name from the former human chess champion, and his underlings share similar monikers. The eight Pawniard he takes with him are referred to as Chigorin, Tarrasch, Tal, Korchnoi, Spassky, Alekhine, Botvinnik and Smyslov--each formidable in their own right. Tal in particular is very useful in interrogation because of his special hidden ability of Pressure, Korchnoi and Alekhine are both strongly Defiant, while the others have Inner Focus.

Equipment

What little the Revolution's leadership allows him to spare, Karpov shares generously with others in the hope of building a network of mutual support. He's no fool, though, and when it comes to a fight, he has a number of powerful moves, each of which can turn the tide of a close fight if used at the right time.

Weaknesses and Resistances:
Karpov enjoys a complete immunity to mental powers and toxins, as well as resistance to a broad range of other attacks thanks to his metal armor. Aquatic and electric assaults still affect him normally, as well as the sorts of tactics insects tend to employ, and his armor fails against fire and ground attacks. If the opponent is lucky enough to know proper martial arts techniques, they can smash right through Karpov and his gang with those.

Abilities (always active):
Inner Focus: Karpov never lets anything stop him from achieving a goal he has chosen to pursue, not even moves that would normally cause him to flinch.
Defiant: Karpov has learned time and again that conflict must be met head-on and that one should never back down from a challenge. The more opponents try to weaken his battle capabilities, the harder he hits back in response.
Pressure: Handy for interrogation scenarios and other protracted contests, this ability allows Karpov to more easily wear down the opposition.

Moves: Karpov has learned a broad variety of techniques for combat. When using each one, it is his habit to call out a chess term, but he's smart enough to forgo such if surprise is crucial.

Attacks:
"En passant" - Sucker Punch. Just as the opponent prepares to launch an attack, Karpov surprises the enemy by launching one of his own. While it generally is able to hit first, it fails if Karpov's prediction of an attack turns out to be false.
"Fork" - Brick Break. A precisely aimed chop that can smash through even the toughest barrier. Useful for keeping his troops in line.
"Pin" - Iron Head. An attack that utilizes the axe blade on Karpov's crest to deal damage. If Karpov should be lucky enough to move faster than the enemy, such as after a boost from Rock Polish or if the foe is suffering from the effect of a Thunder Wave, they might even flinch from the attack, giving enough time for Karpov to use another move.
"Skewer" - Stone Edge. While stabbing the foe with a sharp rock from below sounds like fun, in reality it's one of his less reliable options. Still, such a technique is useful in situations where his other attacks are not likely to have much effect, and it is more likely to deal extra damage by finding a vulnerable point than his other moves.
"Checkmate" - Guillotine. As the name of the technique implies, this attack uses his wrist blades in a powerful and precise descending motion to knock out or even kill targets with a single blow. He is loath to use this move under any but the most desperate of combat situations, owing mostly to the ease with which it can be dodged, preferring instead to save it for after his Pawniard has flushed prey into the perfect location.

Set-up moves:
"Castle" - Iron Defense. Karpov stiffens his body's muscles to greatly increase his already impressive ability to withstand physical punishment.
"Zugzwang" - Double Team. Despite his normally plodding movements, he is capable of moving so quickly that illusory copies of himself are created, thus making most attacks less likely to find him.
"Fianchetto" - Swords Dance. Karpov performs a dance to lift his fighting spirit, making his attacks hit much harder.
"Gambit" - Rock Polish. The name given to this move bears no relation to the original owner of the most infamous bar in town. In the sense Karpov uses it, it merely lets him hone his body so that he can move and act much faster than normal during a fight.

Support moves:
"Prophylaxis" - Stealth Rock. A trap of levitating stones is summoned to encircle a foe's position. While this has no immediate effect, those who dare try to take the foe's place will take some damage in the process as the stones dig into their flesh.
"Blockade" - Embargo. A particularly nasty surprise to use against those that depend on the support of the items they carry into battle, this move makes it so that they cannot benefit from those items.
"J'adoube" - Thunder Wave. A quick, weak jolt of electricity is launched at the foe, inducing paralysis. Very useful against faster and nimbler opposition.
"Interposition" - Substitute. Karpov puts some of his energy into a decoy of himself, which not only blocks most non-damaging attacks but takes damage for him until the initial energy investment is exhausted.

Karpov is also a well-respected commander, organizing his Pawniard into formations and taking out targets with team-based tactics. He also carries a well-kept magnetic chess set around with him, pulling it out during downtime to study problems.

History

Ever since learning about the plight of Titania, Karpov has wished to offer his services to the beleaguered Trainer in which he saw much of himself, but he knew that the only thing that awaited his ragtag group of do-gooders was destruction at the hands of Ahriman and his minions. He has been forced to be content to watch from afar, noting the power shifts in the criminal underworld, and when the Krows came out on top, he knew he had a fight that he stood a good chance of winning if he made the right moves at the right time.

After Ahriman's death at the hands of his own son Tungsten, he feels safe in taking a more active role in Pokemon politics, even formally joining the Revolution. However, this is only to offer him cover for his real activity of watching the doings of the various factions, selling information about them all to whoever will pay well for it.

So begins...

Karpov (Bisharp)'s Story

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Karpov (Bisharp) looked around the streets cautiously. One of his more trusted spotters had noted signs of Krow activity centered around a certain home in this area...he didn't know for sure who or what was there, but if they were interested in this location, then that was enough to get out there and see if he couldn't at least provide a minor stumbling block to this operation.

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Karpov (Bisharp) was no fool. No less a thief than Ahriman used such tactics to deceive and distract potential prey, but the rustling of wings following such a thump deserved investigation indeed. "Chigorin, Alekhine, you two check out that disturbance. I don't trust Honchkrow to be out at this hour, but this is exactly the sort of thing the human woman was deceived by. I will not repeat her mistake." The two Pawniard nodded and went off together to check out the noise.

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Karpov (Bisharp) received the report from Chigorin after the two made it back. "Looks like a hit and run, boss. Something smacked that bird straight into the wall...it's hurt, though." The Bisharp thought about this for a few moments. "Very well. Develop and control the area. Capture the Murkrow, we will bring it back for questions. Whatever wounded it is not far, maybe, and will not wait to strike again." With that, he moved with all eight Pawniard towards the scene and around the corner.

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Karpov (Bisharp) had just approached the downed Murkrow when the whirlwind struck. The quick double strike sent Botvinnik into one wall and Korchnoi flying skywards, spurring the rest into combat mode. Forming his Pawniard up into two groups of three for mutual safety no matter which flank the attacker chose next, Karpov himself confronted the new threat. "Who are you? One of Ahriman's?"

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Karpov (Bisharp) seemed at a loss for words for a moment, something that was rarely known to happen, but he quickly regained his composure thanks to his Inner Focus. "The word on the street was that Ahriman is not playing 'the game' as actively as he used to, but that says nothing about those that worked under him...or against him, for that matter. I merely came here to investigate the strange behavior of the Murkrow in this area...perhaps you had the same idea?"

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Karpov (Bisharp) tried to remain diplomatic. He couldn't afford to lose many more of his Pawniard to those quick flurries. "And for such efforts, I thank you. However, my men and I intended to bring the wounded Murkrow behind me with us for questioning, but I see now that it was your handiwork. If you wish it, I will take my leave immediately and move elsewhere, or perhaps you could help me with a problem of mine."

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Karpov (Bisharp) thought he saw an inroad here, but was still fully aware of the risks of pressing ahead here. "The sun, it darkens. I am not safe speaking of it here and now. But I will give you a hint: It concerns the woman who lives in that house." Just as he pointed across the street, Titania could be seen getting out of her car and going inside.

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Karpov (Bisharp) quickly returned his attention to Miraive. "Ahriman has been seen entering and leaving that house only when she is there as well, a matter that gravely concerns me. Add the Krows becoming more active around here, and one must speculate as to the nature of such an arrangement, something that I cannot hope to learn of without the assistance of one such as yourself. You must decide quickly, before reinforcements arrive."

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Karpov (Bisharp) nodded. "This much is acceptable. If you wish, we may retire to my headquarters, but in such a case we must also bring the Krow you injured for questions."

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Karpov (Bisharp) had two of the other six scoop up the unfortunates that had fallen to the surprise attack, while he himself handled the Murkrow. Wordlessly, he led the group to the same nightclub that Ahriman owned and operated, then slipped through a hidden entrance behind the venue that served as the modest headquarters of the Black Knights, evidenced by the other Pawniard making their residence here.

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Karpov (Bisharp) knew that the two fallen Pawniard in the party would make the others wise to the fact that nobody had better mess with this one...unless, of course, she permitted such. Giving orders for rest and relaxation for the night to the injured ones, he proceeded to put the Murkrow in the interview room, then gestured for Miraive to begin the interrogation. "Wake him up, if it is your pleasure. We have much to study."

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Karpov (Bisharp) nodded. "Of course. I was hoping chivalry was not dead, but if you insist." He then proceeded to wind up with his right arm and slap the Murkrow across the beak at full power, being careful not to incorporate the blades into this attack as was his instinct. This would surely get the bird to start "singing."

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Karpov (Bisharp) assumed his typical role in this room as a KGB-style interrogator, and for insurance, called in a rather special Pawniard to the room with a particularly intense stare. "Tal, you know what you need to do." With that, the questioning began, starting with what his group was doing when they got jumped.

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Karpov (Bisharp) knew the Murkrow would eventually break. They all did. "Tal, let's put him...under pressure." The stare was renewed, and pointed questions were punctuated by powerful slaps to the face.

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Karpov (Bisharp) was quickly growing frustrated, but he knew he couldn't use his full force on an already injured victim. "Miraive: Now we bring in good cop. You be that. His defenses are very good."

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Karpov (Bisharp) only chuckled at that. "Ho ho ho. We shall see, little birdie. We shall see..."

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Karpov (Bisharp) looked sternly at the Murkrow. "The lady asked you a question. Now be a gentleman and give her what she wants. We will keep you here as long as we must."

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Karpov (Bisharp) sighed loudly, but he did not wish to appear weak, not in front of a captive or one of his own men. "Come, Tal, it grows late and we must see to the evening repast. Miraive, stay with the prisoner, treat him as you wish." With that, he took the Pawniard with him, then closed the door, leaving the two alone together. He could not fully trust the Lopunny yet...there was still work to be done before he felt confident in labeling her as a potential "queen."

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Karpov (Bisharp) returned several minutes later, seeming outwardly satisfied but inwardly troubled. In his hands were two unequal portions of food, leftovers from the dinner hours of the nightclub. To Miraive went a partially eaten salad, whereas the Murkrow would have to be content with a few drops of wine salvaged from an otherwise empty bottle.

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Karpov (Bisharp) seemed to have his fears confirmed. "My apologies, miss, but as you are no doubt aware, we are of very limited means, at the mercy of bigger and stronger organizations. Did you get anything out of the prisoner?"