Post by Frederic Bourgault-Christie on Dec 1, 2005 14:01:59 GMT -5
We hadn't started Thrash. Strikes me that he and his weakened R. Wings should explore the galaxy looking for rights to wrong, maybe with a real-time mission indicator or somesuch.
On that topic: I'd love to earn the rest of Crashing Heavens. And let me post the stuff from Thrash's sheet on this forum.
Attribute Shatter:
Armor of Techniques:
Earth-Holding-Strength: If Thrash can trap a foe even a little in any type of earth or metal (typically most solid materials), he can make the material hold the foe by being powerful charged kinetic power. Thrash loves to burrow or using things like Sinkhole Stomp to get a foe trapped in a cage of rock, make it a prison of force, and throw them around like a volleyball, then break the rock with all its built-up force with Neutral Excalibur.
Falling Flame: An Irfry Ahmoqa Stance that involves getting above the target and
Fat's Fire: Similar to Shishio Makoto's technique, an Irfry Ahmoqa specialist can use Technique and Ki to make the fat from his foes ignite.
Hidden Rock: A ki field generated from both Thrash and his weapon that shields him as if he was blocking every incoming strike with said weapon even if he does not put the weapon in front of it!
Humming Blade: In prolonged combat, those of the Ayrt Ahmoqa
Ignition Blade:
Mallet Mud: Thrash discharges power into the area around him (preferably concrete, stone, dirt, mud, sand, etc.), turning it into essentially a malleable force-discharging system. Thrash can make complex spirals, circles, geodes, or any number of shapes simply by sloshing around this shifting substance.
Mesh Armor: Thrash can use chains or thick ropes to make a coiling whip around himself, constantly moving as a armor.
Mind of Flame (certification): Before an Irfry Ahmoqa initiate reaches this point, their style is rather meager. Like in most fights, victory for this swordsman depends on no small measure of luck and raw speed as well as technique. They will follow the techniques taught to them fairly blindly and use their stances as discrete positions to try. Because of the Irfry Ahmoqa's offensive focus, many Irfry Ahmoqa initiates die quickly, and combined with relative unpopularity (due to their unpalatable members), the Irfry Ahmoqa has seen a drop in enrollment. Thrash's enrollment, however, has changed that, particularly since combining Scald Sword with Ayrt school techniques makes a warrior almost unstoppable in prolonged combat, and Thrash's Ignition Blade is only possible with Irfry Ahmoqa power. Mind of Fire allows the warrior to continually shift in and out of stances, making a constant trampling force of a near-infinite variety of blows. Stances can be modified and combined as necessary, and the fighter is imbued with something akin to a Vulnerability Sense that lets them detect their opponent's weakness. “Flame is a tempestuous mistress with a deadly dual nature. Be warm to those who you protect, yet burn those who scorn you – they are always surprised that the tamed flame can still burn. Fire comes from every direction, devouring all in its path that it can consume, at once predictable and unpredictable, ubiquitous and focused, directionless and channeled.” Mind of Flame is basically a Mushin (“no-mind”) ability, where the character lets their conscious mind disappear and their training manifest holistically nad naturally. Mind of Fire combines this with a deadly notion of flame as indestructible elemental force.
Ringing Blade:
Rift Rush:
Rising Flame:
Scald Sword: The Scald Sword technique is a deadly and multi-faceted ability. One important facet is leaving “scalds”, or last-minute deviations of the blade to score the body and aggravate wounds. Every strike that hits home counts with an Irfry Ahmoqa Randce, and in prolonged combat, opponents will often fall from wounds. (The feeling is like a general warmth or scalding). Another facet is cultivating friction. By taking advantage of the friction engendered by prolonged combat, Thrash can not only use his Humming/Ringing/Trembling Blades to use air and sound, he can also build heat inside his own blade and cause his opponent's armor and weaponry to rapidly become scalding to the touch.
Shadow Boxing: Because of the close-combat nature of many Dowsha Ahmoqa battles, Shadow Boxing combines swordplay with hand-to-hand combat.
Shadow Scabbard:
Shadow Spider: This enticingly-named ability is fantastically useful, but for different reasons. It allows one's shadow and paranormal energy to form alternate limbs to hold additional blades.
Shatter Cripple:
Singing Sand: A combo of Ayrt and Rath, Thrash uses the properties of a material to make deadly sonic attacks.
Vacuum Chakra:
Vacuum Column: This improved Vacuum Chakra is a more complex technique that leaves quite a bit of discretion to Thrash.
Trembling Blade: In prolonged combat, Thrash's Ayrt Ahmoqa mastery induces vibrations into opponent's weapons and eventually body, first to reduce the grip and control over the weapon, then to do gradual vibration damage to the target.
On that topic: I'd love to earn the rest of Crashing Heavens. And let me post the stuff from Thrash's sheet on this forum.
Attribute Shatter:
Armor of Techniques:
Earth-Holding-Strength: If Thrash can trap a foe even a little in any type of earth or metal (typically most solid materials), he can make the material hold the foe by being powerful charged kinetic power. Thrash loves to burrow or using things like Sinkhole Stomp to get a foe trapped in a cage of rock, make it a prison of force, and throw them around like a volleyball, then break the rock with all its built-up force with Neutral Excalibur.
Falling Flame: An Irfry Ahmoqa Stance that involves getting above the target and
Fat's Fire: Similar to Shishio Makoto's technique, an Irfry Ahmoqa specialist can use Technique and Ki to make the fat from his foes ignite.
Hidden Rock: A ki field generated from both Thrash and his weapon that shields him as if he was blocking every incoming strike with said weapon even if he does not put the weapon in front of it!
Humming Blade: In prolonged combat, those of the Ayrt Ahmoqa
Ignition Blade:
Mallet Mud: Thrash discharges power into the area around him (preferably concrete, stone, dirt, mud, sand, etc.), turning it into essentially a malleable force-discharging system. Thrash can make complex spirals, circles, geodes, or any number of shapes simply by sloshing around this shifting substance.
Mesh Armor: Thrash can use chains or thick ropes to make a coiling whip around himself, constantly moving as a armor.
Mind of Flame (certification): Before an Irfry Ahmoqa initiate reaches this point, their style is rather meager. Like in most fights, victory for this swordsman depends on no small measure of luck and raw speed as well as technique. They will follow the techniques taught to them fairly blindly and use their stances as discrete positions to try. Because of the Irfry Ahmoqa's offensive focus, many Irfry Ahmoqa initiates die quickly, and combined with relative unpopularity (due to their unpalatable members), the Irfry Ahmoqa has seen a drop in enrollment. Thrash's enrollment, however, has changed that, particularly since combining Scald Sword with Ayrt school techniques makes a warrior almost unstoppable in prolonged combat, and Thrash's Ignition Blade is only possible with Irfry Ahmoqa power. Mind of Fire allows the warrior to continually shift in and out of stances, making a constant trampling force of a near-infinite variety of blows. Stances can be modified and combined as necessary, and the fighter is imbued with something akin to a Vulnerability Sense that lets them detect their opponent's weakness. “Flame is a tempestuous mistress with a deadly dual nature. Be warm to those who you protect, yet burn those who scorn you – they are always surprised that the tamed flame can still burn. Fire comes from every direction, devouring all in its path that it can consume, at once predictable and unpredictable, ubiquitous and focused, directionless and channeled.” Mind of Flame is basically a Mushin (“no-mind”) ability, where the character lets their conscious mind disappear and their training manifest holistically nad naturally. Mind of Fire combines this with a deadly notion of flame as indestructible elemental force.
Ringing Blade:
Rift Rush:
Rising Flame:
Scald Sword: The Scald Sword technique is a deadly and multi-faceted ability. One important facet is leaving “scalds”, or last-minute deviations of the blade to score the body and aggravate wounds. Every strike that hits home counts with an Irfry Ahmoqa Randce, and in prolonged combat, opponents will often fall from wounds. (The feeling is like a general warmth or scalding). Another facet is cultivating friction. By taking advantage of the friction engendered by prolonged combat, Thrash can not only use his Humming/Ringing/Trembling Blades to use air and sound, he can also build heat inside his own blade and cause his opponent's armor and weaponry to rapidly become scalding to the touch.
Shadow Boxing: Because of the close-combat nature of many Dowsha Ahmoqa battles, Shadow Boxing combines swordplay with hand-to-hand combat.
Shadow Scabbard:
Shadow Spider: This enticingly-named ability is fantastically useful, but for different reasons. It allows one's shadow and paranormal energy to form alternate limbs to hold additional blades.
Shatter Cripple:
Singing Sand: A combo of Ayrt and Rath, Thrash uses the properties of a material to make deadly sonic attacks.
Vacuum Chakra:
Vacuum Column: This improved Vacuum Chakra is a more complex technique that leaves quite a bit of discretion to Thrash.
Trembling Blade: In prolonged combat, Thrash's Ayrt Ahmoqa mastery induces vibrations into opponent's weapons and eventually body, first to reduce the grip and control over the weapon, then to do gradual vibration damage to the target.