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Posted: Sun Mar 20, 2005 7:39 pm
This is the thread to post the nuances of your techniques and equipment for others' reference. I just dug this out of my inbox: Kokuza Hokuten Hokuten Arts DictionaryThe warrior Kokuza Hokuten has many arts at his disposal. A bizarre mishmash of styles, stances and techniques from all over the world combines into a singular fighting style. This dictionary lists some of those techniques and their parameters. How to read the Technique List: Hokuten Arts List (1)Hyaku Ken Hae (100 Fists Strike)(2) Throws hundreds of punches(3)Type: Martial Art (4)Level: Moderate (5)Requiring a certain degree of stamina and focus, a harrowing series of blows can be launched. This technique sets loose no fewer than a hundred normal punches in the space of two to three seconds. The result is a blinding fast repeated battery of the enemy that usually results in unconciousness or at least some stun effects. (6)Requisites: Chi / Actuation: Instant / Duration: Momentary / Range : Punch 1). The name of the technique and its translation, if nececcary. 2). A brief description of the effect 3). What category the technique falls into. Categories include specific facets of magic (IE: black/dark/evil, white/light/holy, elementals and miscellaneous sorcery) also psionics, martial arts, chi powers, etc. 4). The height of skill required to master the technique. These levels are somewhat vague, but tiered nonetheless. Basic - Only listed as a technique if noteworthy, ie: some very specific maneuver. Basics cover a broad range of unarmed combat, essential everyman skills and even cantrips and the like.
Novice - Simple to grasp for the expert, the first challenges of the trainee. These are beyond the basics, but still not very elaborate.
Intermediate - The halfway point on the chart of skills. This is the realm of essential, regularly used abilities of moderate power.
Advanced - More powerful and difficult, rising in complexity and potency from intermediates.
Master - The pinnacle of an art's techniques. The most difficult and greatly powerful and often dangerous arms in a practitioner's arsenal of moves.
5). An elaborate description of the technique's preparation, execution and effects. All information pertaning will be listed here, including pioneer credits and some basic history. 6).Lists essential parameters of the technique: Requirements: Needs on behalf of the user. These include basic mastery of particular arts such as elemental magic or physical coordination. Also mentiond are material components (the particulars listed in the full description) as well as any verbal or gestural needs from the user.
Actuation: The time it takes to execute the technique, from initiaton. Martial arts moves, for example will be more or less instantaneous, whereas complicated hexes may take days or weeks to prepare.
Duration: How long the technique's effects are applied. This can range from seconds to years, depending on what technique is described. A lightning bolt will be momentary, whereas a blessing may last forever.
Range: To what distance the technique can exact an effect. As well, the depth and breadth (if applicable) or number of targets and/or area effects.
Western ArcaneTechnique Name (Translation) - Decription. Type: None Level: First Tech data Requirements: none | Actuation: none | Duration : none | Range : none Seracht Fini (Execution on the demonic altar) - Expels the soul unto darkness. One of the most fearsome and deadly techniques of the Western Arcanum's circles. Typically used in ritual to offer souls in sacrifice, it can be just as easily used in a combat setting as an execution-style finisher. The victim is approached from behind, forced to their knees and bent backaward so that they face up. At this time the user has taken hold of one shoulder, to pin the enemy and feed them dark stigma that removes their will to resist. The free hand is then raised and filled to capaicity with dark power and then brought down sharply upon the throat. Type: Arts / Requirements: Physical, Dark / Actuation: Verbal, Physical/ Duration: MomentaryFlamir Raigner (Raigner's Fire) - Creates a plume of raging flames Calls from the ground a large eruption of hellfire that travels a short distance, consuming all it touches. The commands are uttered briefly and a simple gesture directs the attack. Affected range is a swath about three feet wide and twelve long. Type: Magic / Requirements: Flame / Actuation: Magical, Physical / Duration: Momentary Helstirm Raigner (Raigner's Hellstorm) - Attacks in all directions One of the Raigner series of techniques, this art involves rapid spinning and repeated semi-blind attacks. The technique is primarily physical, with just a hint of dark power and wind magic mixed in. Effect: Using any and all melee weapons, the user strikes many times in all directions while spinning in a circle. Type: Arts / Requirements: Physical, Dark, Wind / Actuation: Instantaneous / Duration: Momentary Eastern ArcaneAkuma Ningyoken Animari Furanken Ikuban Ha
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Posted: Sun Mar 20, 2005 7:42 pm
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Posted: Sun Mar 20, 2005 7:44 pm
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Posted: Fri May 05, 2006 9:32 pm
Tenzantetsu- Heavenly Steel Cutting Sword
A blade art of the highest caliber that is a mixture of kenjutsu and iaijutsu perfected and used by Evan White, in his days as HeavenSong.
Characterized by high-velocity footwork, as well as various energy control techniques to extend the user's will to the blade, it can be devastating, regardless of the weapon used.
-Techniques- Chudan no Kamae-
Heaven Piercer- Tsuki (forward stab to the throat, windpipe, or chest) that takes a bit of time to reel back. The blade is pulled back, and the practitioner begins to focus. When the desired point of focus has been reached, take one step forward and thrust forward. Along with the powerful stab, the gathered energy is projected, acting as a giant needle and an effective short or long range attack. Can be done while airborne for an air-to-ground attack, as a normal aerial manuver, or as an anti-air attack from the ground.
Thousand Heaven Piercer- Similar to the above attack, save for the fact that it is done multiple times, and far faster than an average stab. Said technique becomes faster and more accurate with further training, until one can hit multiple vital targets at high velocity with little room for reprisal. Total of ten hits, twelve with added strength; can only be done on the ground.
Heaven Divide- Temporarily leaves the practitioner in a back turned state, but reward outweighs risk. One turns their back and raises the sword, focusing the energy gathered into the weapon before taking one step forward while turning. The Makko Giri (heavy overhead cut, meant to cleave an opponent from head to toe) creates a wave of force that can be effectively used to push the opponent back. Can be done up to three times; third stroke can be delayed for added force.
Rising Divide- A heavy Gyakukesa (diagonal cut upwards, starting from the hip and ending at the shoulder) done while jumping in the air from a low forward crouch-step, using air pressure to further elevate the jump. An effective way to slide under an attack and counter. Can be done twice to keep the opponent airborne, and open up possibilites for mid-air tactics.
Iron Wall- A forward shove with the edge of the blade. A wave of energy shoves forward along with the attack as force is applied to it. Excellent for a defensive manuver, or used as an attack in an aerial combination.
Reeling Blade- Best used in a mid-air situation. After a jump into the air, the practitioner does a forward flip with the blade extended, turning themselves into a living circular saw. Number of revolutions depends on height of the jump. While landing, one can opt for a Makko Giri while landing, prompting a downward wave of force to be applied to the attack.
Hurricane- A forward spin in a clockwise direction with the blade extended in an Ichimonji (horizontal cut, targeted just below the opponent's rib cage) that causes a circular wave of energy as the blade passes through the air. Can be done up to three times for an added effect, and further forward motion. One of the "pressure moves" used to advance while attacking.
Lower Limit Hurricane- Can be used alone or during the above technique. It is a circular cut the the shins of an opponent, and used to knock them off of their feet with the wave of force.
Rising Hurricane- Best used after the Lower Hurricane. The practitioner reverses direction, jumping into the air and using a Gyakukesa in a counter clockwise direction. When properly executed with enough force, the opponent will be sent spinning, as if they were caught in a vortex of wind.
Reverse Hurricane- Unlike the normal Hurricane, this move can only be done once. A heavy Ichimonji while turning counter-clockwise, effectively turning one's back. If done with enough force, the practitioner can recover from their temporary turned state, due to inertia.
Air-Cutting Long Sword- After a leap into the air, the practitioner cuts downwards in a Makko Giri, creating a wave of force that is equal to a car travelling at 60 mph. Seven ft. high and 1 ft. wide, it is one of the most devastating attacks in the Chudan no Kamae.
Desperation Measure: Aerial Tactics Nova- Combination of multiple techniques in one devastating manuver. Double Rising Divide sends the opponent skyward, as well as the practitioner, where a four revolution Reeling Blade can be used. As a final note, the opponent is sliced toward the ground, potentially crushed by the downwards force wave.
Desperation Measure: Blood Rain Combination- A seven-stroke Thousand Piercer into a Double Rising Divide. A Parting Air finish sends the opponent flying through the air.
Desperation Measure: Dance of Death- A six revolution Hurricane, ending with a quite hard and fast Heaven Piercer. Direction of Hurricane slashes can be changed anytime before the Heaven Piercer.
-Techniques- Wakigatame-
The blade is sheathed, and the practitioner turns his opposite side to the opponent. This provides a sharp decrease in defensive potential, but the offensive capability has increased tenfold- the near-instantaneous attacks and counterattacks from this stance have made this into more of an assasination style than anything else.
Ether Cannon- Using the high-speed footwork to advance toward the opponent, a tsuka strike is performed, aimed directly at the opponent's face. Along with the attack, a wave of force equal to a sawed-off shotgun blast slams into the opponent. The move is more of a devensive technique than anything else, as it is designed to give the practitioner the space needed to perform the evasive manuvers and quick strikes.
Migrane- With the blade still sheathed, the practitioner whacks the opponent upside the head with the saya. A simple technique, but with the proper amount of force, and the right timing, it can be quite effective in disrupting an agressor's attack flow.
Two-Fold Scimitar- The practitioner strikes at the draw of the blade in Ichimonji, moving his torso to add force to the attack. As the blade moves in a horizontal line, the saya is to follow. With enough training, it can be made to look like the sword struck twice instead of once.
Long Hurricane- Taking a step backward with the leading leg, the practitioner twists clockwise toward the opponent, cutting at the horizontal draw in an Ichimonji before cutting in Men (cut aiming straight at their face). Best done as an active evasion.
Short Hurricane- Opponent from beind. Turn clockwise and strike at a horizantal draw in Ichimonji, finishing with Men.
Two-Fold Reaper- Upwards attack at the draw in Gyakukesa. The practitoner then assumes Kasumi no Kamae (a side stance that has the tsuka at the side of the practitioner's head and the blade pointed forward and slightly downwards, edge upwards instead of downwards) before finishing the pattern with a Kirioroshi (downwards cut to the head, stopping at the torso). Repeat last two motions for an opponent on the left or right side of your last attack.
Shifting Shadow- Evasive manuver to the left or right that is so fast that an after-image is left, looking as if one were still waiting for an attack. An excellent displacement technique, making it seem like the opponent scored a hit.
Deceptive Shadow- Performed during SS, the practitioner cuts in Makko Giri on the draw, lowering themselves on the left or right knee, depending on the direction of the movement.
Creeping Shadow- Performed during SS, the practitioner makes a horizontal cut to the shins, slicing them off of their feet.
Heavy Circle- Opponent to the left or right. Practitioner turns clockwise/counter-clockwise, cutting in a Kirioroshi at the draw, then cutting again in a quick Gyakukesa.
Counter-Measure: Chaos Mirror- Practitioner draws the blade from the saya in a vertical motion, upon the instant of a horizontal attack. If the attack is stopped sucessfully, the practitioner then attacks with six vertical revolutions- three Men with the blade, three Men with the saya, with one final downwards Makko Giri, turning their back to put added force behind the attack.
Counter-Measure: Chaos Arch- Practitioner draws the blade from the saya in a horizontal motion, above their head, upon the instant of a vertical attack. If sucessful, the practitioner then attacks with both the saya and the sword- swinging both to the right in Yoko Men (cut to the right side of the head), then the left in Ichimonji, before finishing with a right Ichimonji with the sword. Sides switch if the practitioner draws with the opposite hand.
Ougi: Heaven's Punishment- Draw, sheathe, draw again. A simple motion that would usually take much more time than usual, had it not been practiced to the point of a second nature. A high-velocity attack that aims for multiple vital targets on an opponent, with twelve strokes in total, this attack makes it seem as if the blade had been drawn once, and yet there are multiple weapon blurs in the opponent's range of vision.
Unarmed Combat: Bakuhatsu Zankuuken (Explosive Air-Cutting Fist)
The close-quarters combat style developed from his days when he learned how to command the wind for his own purposes. It is comprised of several high-pressure wind attacks in conjunction with kicks and punches from chinese boxing and kung fu. Highly effective and devastating at close range, it has gotten him out of multiple situations where he was without a weapon.
-Technique List-
Arm Attacks
Gale Bullet- A palm strike sends a blast of high-density air pressure at the opponent, causing damage and causing knockdown at close range. EX version counts for two hits- three at close range. As with all projectile moves, the more energy focused into the attack, the farther and faster the projectile will move.
Wind Scythe Fist- Evan executes an uppercut that forces a wave of air pressure to travel along the ground, heading towards the opponent. This manuver can be followed up three more times with another uppercut followed by a diagonal backhand sweep. EX version of each wave counts for two hits.
Divine Hammer- Evan pounds his fist into the ground, creating a blast of condensed air that expands outward in a five foot raidius. If the hit connects, the opponent is flung upwards with the blast, thus opening him/her to aerial tactics as well as causing damage.
Raven's Claw- An upwards claw sweep that causes a funnel of wind to head towards the opponent, traveling at a good 60 mph. If undefended upon contact, the opponent is swept into the air and brought down hard, causing damage to the upper back and shoulders.
Storm Bomb- Evan assumes horse stance and forcefully moves one hand forward in a bridge hand at the same time. Upon full extention, the hand emits a six inch wide sphere of storm force winds, essentially creating a miniature hurricane. The move counts for four hits upon impact.
Leg Attacks
Zephyr Feet- After ducking low and launching his foot upwards at the opponent, Evan rights himself with a forward flip, and while supported by a column of air, kicks the opponent multiple times, his feet snapping upwards into the opponent in order to keep him or her afloat. The final kick sends the target flying towards the ground, slamming hard into the pavement or what have you. Total of seven hits on full-strength.
Zephyr Sault- After crouching down for a few brief moments, Evan launches himself into the air, whipping both feet outwards towards his opponent's midsection. EX version will have a second hit connect, due to the air-cutting effect from the attack.
Crane Cannon- Chambering one of his legs before this move, Evan hops into the air and plants one of his feet on the ground upon landing before he lashes out with a side thrust kick, a blast of wind equal to a sawed-off shotgun shell fired at close range issuing from the heel of his foot. Severe damage move that causes two hits on an EX charge.
Phoenix Step- Evan launches into the air and riccochets off a nearby wall in order to perform this move. He comes down hard on his opponent with both feet, creating air pressure on his downward movement. EX version connects for up to four hits, due to the air-slice that comes with the manuver.
Gale Shift Stance
Gale Shift- Evan performs a senkuu (Air Flash) manuver, using the aid of the wind in order to move fast enough to evade attacks and projectiles while making it seem as if he vanished from sight. He is highly vulnerable on startup for one full second due to the amount of focus required, and during the evasion as well if improperly timed.
Gale Shift Blast- Done after a Gale Shift in the forward direction, Evan unleashes a straight punch to the opponent's solar plexus, an explosion of air pressure following the attack. Knocks down the opponent as well as causing damage on contact.
Gale Shift Cannon- The Gale Shift version of the Crane Cannon, only this one comes out much faster upon the moment of attack due to the increased momentum. The blast of air from the foot is doubled in strength, and can be quite devastating if done while the opponent's attack is already underway.
Gale Shift Sault- GS version of the Zephyr Sault. The leg attack is pulled out faster than before, with increased momentum and height.
Gale Shift Bomb- GS version of the Storm Bomb. The attack is performed at a much higher speed and range- the hand thrust is so forceful that Evan moves forward slightly, forcing the palm to strike against the target at the same time that the sphere of air pressure is formed.
Explosive Wind Fist Combinations
Detonation Straight- Evan launches a full-on assault on the opponent in a chain of atttacks. The first of these is the Detonation Straight, a forward punch to the jaw of the opponent which is followed by a blast of condensed air pressure, increasing the damage of the strike.
D.Straight >> Wind Hook- Following a successful Detonation Straight, Evan comes forward with a left hook, a blade of air following the fist and cutting into the opponent upon impact.
Wind Hook >> Blue Sky Palm Following a successful Wind Hook, Evan rams the heel of his right hand into the gut of his opponent, sending them upwards with a gust of wind behind the attack.
Blue Sky Palm >> Gust Overhand (Finish)- Evan brings the opponent harshly back down to earth with an overhand punch, the air behind the manuver ramming the target into the ground with even more force.
Blue Sky Palm >> Dragon's Step (Finish)- Evan slams his right foot onto the ground, causing a wave of air pressure to expel from his body, knocking the opponent away for quite some distance and slamming them into a nearby wall or simply dumping them uncerimoniously onto the ground.
Blue Sky Palm >> Rage Upper (Finish)- Evan unleahes an uppercut that causes a funnel of wind to rise from the ground. The cutting effect of this attack causes multiple hits, depending on the amount of energy that was focused into the attack. A total of seven hits at max strength can be attained before the whirlwind dies out.
Wind Hook >> Turning Crane Cannon (Finish)- A Crane Cannon attack done after a quick clockwise turn to add force and momentum to the move. The attack blasts the opponent away for a good four or five feet on sucessful impact.
Wind Hook >> Wind Axe (Finish)- A downwards axe kick aiming for one of the opponent's shoulders or the head, along with an air-slice. The kick, if successful, brings the opponent down harshly on the ground, with extra damage from the air cutting.
Super Gauge Moves
Phoenix Flight- A technique that involves up to four Zephyr Saults, the first set of attacks issuing the full two hits before a final, more potent flip kicks into the opponent, the air distortion from the forceful kick damaging the opponent for four extra ticks of damage. Twelve hits total on max guage; deals moderate to heavy damage.
S.M.G.- A series of Gale Bullets are fired, one from each hand in rapid succession. Damage caused depends on how many attacks hit the opponent. For each strength level, two more shots can be fired, the lowest amount totaled at four. Eight hits total on max guage, deals light to moderate damage.
Vaccum Storm Bomb- Evan assumes cat stance and gathers his hands together, moving in a counter clockwise circle with both of them ending at the same hip as his forward leg. He then pushes off of his back leg, lunges forward, and shoves both hands outward in a butterfly palm. The resulting sphere of massive air pressure explodes outwards from his hands for a seven foot raidius, and is retained for three seconds. Once the opponent has come in contact with the attack, they are drawn inwards, their body taking one hit after another while within the pocket storm that was generated. A total of twelve hits can be registered on full strength.
Max Guage Move (Lv. 3 Only)
Gale Force- An aura of wind follows Evan and acts as a carbon copy, adding force to his manuvers. For a time period of up to thirty seconds, standard attacks hit twice with one shot, and special moves count as EX where applicable, thus increased in power, range, damage, and hit count. Those that are not in the EX list are still increased in strength. Time limit varies with guage strength- first level at ten seconds, second at twenty, third at half a minute.
Finished 3-18-2006
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