Post by Deleted on May 15, 2021 12:12:15 GMT -5
With his mastery of German fencing and three schools of Kenjutsu (Weapons 4), Ken'ichi has developed several unique sword techniques throughout his career that have each helped earn him the title of Kenakki (Sword Demon). These techniques are brutal, advanced sword techniques which Ken'ichi has yet to teach to anyone.
{Shunpо̄hau (Flash Hew)}
Technique Name: Shunpо̄hau (Flash Hew)
Class: 3, 2
Technique Type: Hо̄hо̄-Zanjutsu
Usable By: Shinigami
Technique Description and Effects: This highly advanced stepping technique allows the user to perform a simple two-strike combo at shunpо̄ speeds (the specific combo involved depends on the chosen meisterhau used, and the class of the technique).
Class 3 (Mutieren): This technique is a combination meisterhau + thrust (or vice versa).
Class 2 (Duplieren): This technique is a doubled-version of a single meisterhau, initiating the first strike from one side, and the second strike from the opposite side (left-right, or right-left).
Meisterhau: When learning this technique, choose two of the five following meisterhau (Zornhau, Krumphau, Shielhau, Zwerchau, or Sheitielhau). This technique can only be executed with the chosen strike. At both proficient, and mastered, you learn one additional meisterhau (for a total of 4 at mastered).
While Shunpо̄ Karin normally affects a single limb, Shunpо̄hau instead allows the user to execute the entire maneuver (strike, thrust, transition, and footwork) at a minimum of 3x the user's Speed. While this technique can be dodged normally (assuming sufficient speed), parrying this technique using a melee weapon, melee technique, or martial arts maneuver (eg. Hakuda) requires the opponent to have a 3+ in either Weapons, or Martial Arts respectively. Characters who fail to meet this skill requirement lack the proper training required to properly defend against this highly advanced one-two combo.
Speed Multiplier (3+): The base speed multiplier for this technique is 3x the user's Speed. However, unlike with the previous technique - this technique is specifically designed to bait out an opponent's own Speed-boosting, and/or Step technique. When an opponent attempts to dodge, or defend against this attack by using any Step technique, or other Speed-Boosting technique, the Speed multiplier of this technique increases to +1 multiplier greater than the technique used by the opponent (min 3+).
For example: If an opponent uses Shunpо̄ Karin to parry this attack using their own weapon, the speed multiplier of Shunpо̄hau will increase to x11. If the opponent used Utsusemi instead, the speed multiplier of this attack will increase to x26!
In addition, as Shunpо̄ Karin can only be used once/post, it can only be used to defend against one of this technique's two attacks, making this technique extremely effective when countering that technique specifically. Defending against this attack using ranged attacks, defensive spells or abilities (eg. Danku), or simply dodging - grants this technique no special advantage (except for its inherent speed).
Mastery of this technique allows the user to treat this technique as 2 uses of Shunpо̄ instead of 3.
How to use technique (How is it activated?): Pay the reiatsu, and then initiate your chosen strikes, gaining the benefits of Shunpо̄ Speed for the entire sequence. The specific footwork, and maneuver used in each strike are listed below.
Technique Drawbacks (Limitations, repercussions for use, etc)
Class 3 (or Class 2) reiatsu cost. This technique counts as 3 uses of Shunpо̄, and requires the user to have at least 300 in both Instinct, and Speed, as well as a [3] in Weapons (Sword), [3] in Zanjutsu, or a [3] in German Fencing in order to be learned. This technique requires a [4] in either of those skills in order to master the technique. Mastery of Shunpо̄ Karin is a prerequisite of this technique.
This technique can only be used once/post, and cannot be combined with Shunpо̄ Karin in the same post. Use of Shunpо̄hau is extremely taxing to the user's stamina. This technique can only be used twice per thread (3x in an Adventure/Quest) without penalty. Going beyond this limit will immediately cut the user's Speed, and remaining Reiatsu in half (after paying the technique's cost). Using this technique more than 5x in any single thread will cause the user to immediately pass out (once the effects of the technique are resolved).
Made By: Ken'ichi Shihoin
Reserved? Yes (Ken'ichi)
Technique Name: Shunpо̄hau (Flash Hew)
Class: 3, 2
Technique Type: Hо̄hо̄-Zanjutsu
Usable By: Shinigami
Technique Description and Effects: This highly advanced stepping technique allows the user to perform a simple two-strike combo at shunpо̄ speeds (the specific combo involved depends on the chosen meisterhau used, and the class of the technique).
Class 3 (Mutieren): This technique is a combination meisterhau + thrust (or vice versa).
Class 2 (Duplieren): This technique is a doubled-version of a single meisterhau, initiating the first strike from one side, and the second strike from the opposite side (left-right, or right-left).
Meisterhau: When learning this technique, choose two of the five following meisterhau (Zornhau, Krumphau, Shielhau, Zwerchau, or Sheitielhau). This technique can only be executed with the chosen strike. At both proficient, and mastered, you learn one additional meisterhau (for a total of 4 at mastered).
While Shunpо̄ Karin normally affects a single limb, Shunpо̄hau instead allows the user to execute the entire maneuver (strike, thrust, transition, and footwork) at a minimum of 3x the user's Speed. While this technique can be dodged normally (assuming sufficient speed), parrying this technique using a melee weapon, melee technique, or martial arts maneuver (eg. Hakuda) requires the opponent to have a 3+ in either Weapons, or Martial Arts respectively. Characters who fail to meet this skill requirement lack the proper training required to properly defend against this highly advanced one-two combo.
Speed Multiplier (3+): The base speed multiplier for this technique is 3x the user's Speed. However, unlike with the previous technique - this technique is specifically designed to bait out an opponent's own Speed-boosting, and/or Step technique. When an opponent attempts to dodge, or defend against this attack by using any Step technique, or other Speed-Boosting technique, the Speed multiplier of this technique increases to +1 multiplier greater than the technique used by the opponent (min 3+).
For example: If an opponent uses Shunpо̄ Karin to parry this attack using their own weapon, the speed multiplier of Shunpо̄hau will increase to x11. If the opponent used Utsusemi instead, the speed multiplier of this attack will increase to x26!
In addition, as Shunpо̄ Karin can only be used once/post, it can only be used to defend against one of this technique's two attacks, making this technique extremely effective when countering that technique specifically. Defending against this attack using ranged attacks, defensive spells or abilities (eg. Danku), or simply dodging - grants this technique no special advantage (except for its inherent speed).
Mastery of this technique allows the user to treat this technique as 2 uses of Shunpо̄ instead of 3.
How to use technique (How is it activated?): Pay the reiatsu, and then initiate your chosen strikes, gaining the benefits of Shunpо̄ Speed for the entire sequence. The specific footwork, and maneuver used in each strike are listed below.
- Zornhau (Wrath-hew): A diagonal downward strike that ends in the Wechsel guard on the opposite side. When a Zornhau is used to displace (Versetzen) another oberhau, the impact and binding of the blades will result in the hew ending in a lower hanging at the center of the body. This strike is normally thrown to the opponent's upper opening.
- Krumphau (Crooked-Hew): A vertical hew from above that reaches across the direct line to the opponent, traveling left from a right position and vice versa. The motion of the blade resembles a windshield wiper. Krumphau is almost always accompanied with a wide diagonal sideways step. The Krumphau breaks the guard Ochs.
- Zwerchau (Thwart-hew): A high horizontal hew, with the short (backhand) edge when thrown from the right side and with the long edge when thrown from the left side. The Zwerchau breaks the guard vom Tag.
- Shielhau (Squinting-hew): A short edge (backhand) hew dealt from the vom Tag guard that ends in an upper hanger on the opposite side and usually targets the head or the right shoulder. It is basically a twist from vom Tag to opposite side Ochs with one step forward, striking simultaneously downwards with the short edge. The Schielhau breaks both the Pflug and Langen Ort guards and can be used to counter-hew against a powerful Oberhau.
- Sheitielhau (Part-hew): A vertical descending hew that ends in the guard Alber. This hew is dealt to the opponent's upper openings, most often to the opponent's head, where the hair parts (hence the name of the hew). Through the principle of überlauffen, "overrunning" or "overreaching", a Scheitelhau is used to break the guard Alber.
Technique Drawbacks (Limitations, repercussions for use, etc)
Class 3 (or Class 2) reiatsu cost. This technique counts as 3 uses of Shunpо̄, and requires the user to have at least 300 in both Instinct, and Speed, as well as a [3] in Weapons (Sword), [3] in Zanjutsu, or a [3] in German Fencing in order to be learned. This technique requires a [4] in either of those skills in order to master the technique. Mastery of Shunpо̄ Karin is a prerequisite of this technique.
This technique can only be used once/post, and cannot be combined with Shunpо̄ Karin in the same post. Use of Shunpо̄hau is extremely taxing to the user's stamina. This technique can only be used twice per thread (3x in an Adventure/Quest) without penalty. Going beyond this limit will immediately cut the user's Speed, and remaining Reiatsu in half (after paying the technique's cost). Using this technique more than 5x in any single thread will cause the user to immediately pass out (once the effects of the technique are resolved).
Made By: Ken'ichi Shihoin
Reserved? Yes (Ken'ichi)
{Kyojin no Kogitte (Titan's Check)}
Technique Name: Kyojin no Kogitte (Titan's Check)
Class: 3
Technique Type: Zanjutsu
Usable By: Shinigami
Technique Description and Effects:
Stepping backward slightly at the moment of your opponent's strike, you strike your opponent's weapon or limb with a vicious reiatsu-fueled Krumphau strike in order to deflect their blow harmlessly away. This technique is specifically designed to allow weaker opponents to counter a much stronger opponent, allowing them to treat their Opponent's Strength as being half its actual value for the purposes of Clash.
In addition, this technique has been designed specifically to counter classless attacks and techniques. For the purposes of resolving clash with this technique against an opponent's classless attack, treat the opponent's attack as having a class equal to 6 + 1 additional class for each rank in Weapons or Martial Arts (i.e. Class 5 at 1SKP, Class 4 at 2SKP, Class 3 at 3 SKP, and Class 2 at 4 SKP).
How to use technique (How is it activated?): Pay the reiatsu, and perform the technique.
Technique Drawbacks
200 reiatsu. This technique requires a 3 in Weapons to learn, and a 4 to Master. This is a purely defensive technique, and cannot injure the opponent in any way. This technique can be used once per post (twice if mastered).
Made By: Ken'ichi Shihoin.
Reserved? Yes (Ken'ichi)
Technique Name: Kyojin no Kogitte (Titan's Check)
Class: 3
Technique Type: Zanjutsu
Usable By: Shinigami
Technique Description and Effects:
Stepping backward slightly at the moment of your opponent's strike, you strike your opponent's weapon or limb with a vicious reiatsu-fueled Krumphau strike in order to deflect their blow harmlessly away. This technique is specifically designed to allow weaker opponents to counter a much stronger opponent, allowing them to treat their Opponent's Strength as being half its actual value for the purposes of Clash.
In addition, this technique has been designed specifically to counter classless attacks and techniques. For the purposes of resolving clash with this technique against an opponent's classless attack, treat the opponent's attack as having a class equal to 6 + 1 additional class for each rank in Weapons or Martial Arts (i.e. Class 5 at 1SKP, Class 4 at 2SKP, Class 3 at 3 SKP, and Class 2 at 4 SKP).
How to use technique (How is it activated?): Pay the reiatsu, and perform the technique.
Technique Drawbacks
200 reiatsu. This technique requires a 3 in Weapons to learn, and a 4 to Master. This is a purely defensive technique, and cannot injure the opponent in any way. This technique can be used once per post (twice if mastered).
Made By: Ken'ichi Shihoin.
Reserved? Yes (Ken'ichi)