Name: Horikawa Kunihiro, or just simply Horikawa
Rank: Strong
Type: Weapon, Wakizashi
Description:
Strengths:
►The blade offers the vessel an entirely different perspective to his magic through the weapon's known abilities.
►Horikawa was made to be partnered with a longer sword in a dual-wielding battle style, providing much more advantage battle-wise.
Weaknesses:
►Due to its length, it cannot surpass Terith's Etherblade in terms of damage, only being able to deal light and normal attacks.
►In order for the abilities to actually work, Terith has to adapt the blade into the battle, going through the process of unsheathing it while fighting, which needs quite a bit of timing practice to manage correctly.
►Unlike his holder weapon, there is actually a possibility for the weapon to be stolen, which brings in more cautiousness when using it in that regard.
Abilities:
Rank: Strong
Type: Weapon, Wakizashi
Description:
- Spoiler:
- Appearance:
- ACTIVE STATE:
*To release it into its active state, the words "Kaihō" must be spoken.
DORMANT STATE:
*To revert it back to its Dormant state, the words "Kyūsoku" must be spoken.
►THE SWORD: Horikawa, the sword branded with the mark of an skillful artisan. In it's dormant state, it had simply been a flimsy golden earring that Terith would adorn on separate occasions. Little did he know that he eventually managed to foster it into a weapon as it fed on his energy regularly so long as it remained with him. Now at it's "adolescent state", the weapon appears as a 20 inch blade with a beautifully crafted golden hilt. It's sheath is made from a smoothed oak, painted with a white coat to brightly enhance it's gold trimmings.
►THE SPIRIT: Horikawa acts with the same behavior as all his imprints, having a sentient intellect and a clear tone of voice, though his words are ever present despite activating his abilities. He appears to be very fond of the vessel, even extending the affection to a point where the young spirit considers Terith as his "father". In battle, however, Horikawa is considerably a strategic genius, offering to guide his vessel into victory without much of a price. Though the swordsman is rather hesitant to acknowledge the fatherly sentiment, he does harbor a certain attachment to the blade otherwise.
*A little note: Appearance wise, the Horikawa still exists with Terith's other form (just hidden), albeit with the use the according commands.
Strengths:
►The blade offers the vessel an entirely different perspective to his magic through the weapon's known abilities.
►Horikawa was made to be partnered with a longer sword in a dual-wielding battle style, providing much more advantage battle-wise.
Weaknesses:
►Due to its length, it cannot surpass Terith's Etherblade in terms of damage, only being able to deal light and normal attacks.
►In order for the abilities to actually work, Terith has to adapt the blade into the battle, going through the process of unsheathing it while fighting, which needs quite a bit of timing practice to manage correctly.
►Unlike his holder weapon, there is actually a possibility for the weapon to be stolen, which brings in more cautiousness when using it in that regard.
Abilities:
- Ō No Gyokuza:
Name: Ō No Gyokuza (The Throne of Kings)
Rank: C
Duration: 2 posts
Cooldown: 3 posts
Description: Horikawa is a humble spirit who refuses to take up a domain and instead offers the position to two other spirits within the vessel's Chronicle, ultimately allowing one other active imprint to house within the blade to provide their inspirations as such, allowing one to overlap with the other for the betterment of his attack in a way that they adapt to each other. The vessel simply needs to instigate a plea towards Horikawa and the spirit will automatically do the rest, its blade highlighted by a faint blue aura that pulses with a two-throned dominion. The imprint's inspiration that is to be used in this ability becomes one with the imprint housing in the original Etherblade, therefor making Terith able to use two imprints at the same time without negating the other.
Strengths:
►The inspiration aid is to be treated as a bonus accordingly, hence functioning as two 'spells' at the same time, however not as a fusion, but as two spirits working together.
Weaknesses:
►This ability is limited to spirits with the same cool-down and duration.
►There aren't many imprints with such terms within the current Chronicle (apart from Yasusada).
- Kami No Ōkoku:
Name: Kami No Ōkoku (The Kingdom of Gods)
Rank: C (for now)
Duration: 3 posts
Cooldown: 4 posts
Description: The vessel wills himself to commit to Horikawa's dominion, and with its gesture of approval, it'll adapt a Kingdom that automatically becomes a space similar to the vessel's Threshold of Masters. Within this space, a vacant spirit will be able to instill it's essence as a pure form of inspiration that engulf's the vessel's being with a luminescent aura.
The spirit seated inside the Kingdom becomes one with the user and assumes total dominion over him, controlling everything from their body, their finesse, their movements and even their instincts and thus creating an efficient copy of themselves within the earthly realm through the vessel. While active, this ability guarantees 100% accuracy from all hits directed to enemies with the same rank and below. In addition, the vessel's aura acts as an amplifier and furthers his base speed by another 20 meters per second.
Strengths:
►Though the Threshold only originally allowed one area of Terith's fighting style to be polished, the Kingdom allows all of his areas (slashes, dodging, jumping feats, etc.) to be handled efficiently by the vacant imprint.
Weaknesses:
►Because he allowed a spirit to take total control, all that would remain of him would be part of his conscience that would distinguish allies between enemies. This, however, isn't as potent as it seems because his existence now wanes between two realms, the Chronicles and the existing world, which deems itself difficult to remain "aware" in. Which could possibly mix up the notion of ally with enemy and vice versa.
►Once the duration is over, the vacant imprint will need to adapt to the loss of energy by resting within the Chronicles and thus cannot be used until their relative cool-downs are over.
Last edited by Terith on 25th July 2016, 4:56 am; edited 4 times in total