The prestigious Academy of Silvergate, the centre of the small city of Rindou, upon the island Seidoujima.
Silvergate Academy is a prestigious school, possessing grades from primary through to university years. Having stood there for many decades already, it is known simply as an exclusive institution to the modern world. Behind it’s many strange or bizarre screening processes, is the simple truth that this Academy is a school for magic and the furthering of martial and academic skills alike, in not just the greater modern world, but also the magical world of Arcanis Mundus.
Within the halls of Silvergate Academy lies a portal to the magical world, wherein students can traverse semi-freely, with obvious regulations in place, however many excursions within the Academy are conducted within the magical world itself. The students of this Academy come from not just the world around it, but from the magical world too, as such the demographic of the Academy is quite unique.
It's been quite a while since I've played a Sho Minazuki joint, but I maybe end up joining. I like the stat system a lot, and fantasy meeting modernity is one of my favorite settings. Before I start creating a character though, I had a few questions about the system.
Stat cap raises-- are the costs cumulative? For example, would it cost 70 points to raise a stat from N/A to D? (I.E 10 (F) + 20 (E) + 40 (D)) Also, Luck's effects are not described. I was kind of thinking of a character who's best stat is luck, what would that look like?
Hey @Sho Minazuki I wrote up my character's combat style (dual greatsword fighting) and I wanted to run it by you. I'm not sure if I did executions right?
Mountainbreaker
Landsknecht - Execution: One blade is stabbed at a downwards angle, dragging across the ground. The other is swung vertically upwards, where it comes to rest on your shoulder.
Principle: A defensive stance in which one blade is kept in roof guard and one is kept in fool's guard. The enemy should be hesitant to act, as this form teaches you how to quickly react and respond to most melee strikes.
Scharfrichter - Execution: Both blades are brought together and swung at once, multiplying one's cleaving power.
Principle: This stance focuses on swing both blades in the same direction at the same time to deal the most damage at once to a single enemy.
Einhorn - Execution: The left-handed blade is swung vertically upwards like in the Landsknecht style's and the user ends the slash by sheathing the blade in a special-made half-sheathe, leaving the user both hands for one blade.
Principle: In this form the user takes the Ox stance, and the freedom of movement of just one sword allows the user to move faster, jump higher, or otherwise perform acrobatics unsuited for the weight of two blades.
Bergentruckung - Execution: Both blades are slashes outwards and downwards, in a cross formation, dealing a powerful blow in a wide area in front of the user.
Principle: In this stance both blades are fanned out, allowing the user to perform quick and powerful low sweeps that are hard to dodge, parry or otherwise avoid for everyone around the user.
@Lonewolf685 I'd like to advise since filling it out with tonnes of different spells and martial arts forms on my own is a gigantic undertaking for no clear value, so for the time being you can add to it by making characters, or even just submitting some yourself just because.
For the most part in the beginning, everyone will be allowed to freely make new ones or use what's there, but once we have numerous amounts, I will encourage new players to pick up what exists already.
A starry eyed youth, heart ablaze and hands layered in the callouses of constant work with the spear. She laughs easily and openly, equal parts absent and ignorant to deceit as she goes about her schooling. Enjoys physical challenges, anything she can work on with her hands appeals to her, but she finds herself averse to puzzles and trivia games. Not the brightest of people but tries to compensate with earnestness and effort. Feels a touch of envy for mages who can barely lift a tome weighing more then ten pounds but can summon phantasmal creatures to aid them, but is too consious of hurting their feelings to voice or act upon it.
Backstory:
The de Windt's have a longer history in Japan then they do with their own family name, tracing their line all the way back to the early Dutch who helped crush the Shimabara-Amakusa Rebellion and securing themselves as the sole European power still tolerated in the country till their borders were forced open two centuries later. Relations tensed in the past century given world events, but their connection of the magical side of things made surviving changing times unscathed a more reasonable affair.
The descendent of Dutch merchant marines now stands, ignorant of the blood upon her lineage and with her sights set only upon a bright shining future. As a child she played with sticks, golden hair flying wildly as she chased and was chased by boys from a sleepy countryside village, the glory of a bustling market long since given way to the twilight of after years, where all still lingered neither prospering nor failing. A haven to retire to and the breeding ground of childhood ambitions for something more, the harsh clang of steel and the burn of a wooden shaft twisting against her palms.
The young Lorelai had no word for what she sought, only that she was compelled to push herself hard and long even at the expense of more mundane studies. Times of play gave way to earnest training under the attentive eye of parents, always losing herself amidst a field of sunflowers. Tilling the land for miles with only a hoe, only to carry bags of seed and sowing by hand till her blisters wept and her hands were a mix of caked dirt and weeping scarlet. She laid the groundwork for true martial training with her own hands, surrounding herself in the flowers of her long distant homeland before every knowing the true heft of a weapon in hand.
The nameless conviction carried her far from home, the sunflowers wilting as her gaze turned to the academy of her dreams, where her heart knew she'd be a step closer to fulfillment.
Worn Spear-An implement she's trained with for the last two years, knowing it's every groove and how much strain it can take. Carries it with pride and cleans the head habitually even when not used. Can support her own weight vaulting with it even in Composite Armor.
Gear:
Composite Armor: An armor made predominantly of leather with added plate along one arm and shoulders for protection without comprimising her agility between and in combat.
Independent:
Spirit Boost- As an Earth Human, Lorelai has a wellspring of inner power waiting to be tapped into. 40% boost to Spirit when over 50. Currently: Inactive.
De Windt Bloodline: Her birthright as a member of the De Windt family cultured over the generations and the events they played part to.
Major Skills:
Farmer's Last Resort- The spear has long been the weapon of peasentry, with a low skill barrier to use but a ceiling as distant as the stars above. To call oneself a novice is to stand firm against charging adversaries and hold your spear true. Level: 2 (6pts)
Dieter's Fields-Moving beyond tactics of the peasentry is the true spirit of combat with a spear, understanding the advantage that comes with a greater reach then a sword and learning to use the full range of motion to aspire towards heights most would never consider. Level: 1 (5 pts)
Minor Skills:
Iron Flesh- Level: 1 (2 pts) Indomitable- Level: 1 (2pts)
Forms:
Farmer's Last Resort:
Form One - Forward March Execution: Lunge forward, thrusting forward with both hands on the spear before returning to starting position. Principle: The simplest way to attack. Power comes from the force of movement making even frail arms provide lethal force.
Form Two - Shield Wall Execution: Hold an arm out and across your chest, bracing the spear atop it as though you were holding a shield. Thrust forward, sliding over the arm for a quick jab. Mastery requires using your 'shield' to redirect a misaligned thrust into a true strike as it passed over. Principle: An aided strike that develops arm strength in thrusts without heavy dependence on personal skill. A foundation in controlling the spear without both hands upon it.
Form Three - Breaching The Wall Execution: Grasping the spear with both hands and positioning it overhead, thrusting at an angle as though going over a barrier to reach it. Principle: Trains the arms to support the spear without any aid and cements the users balance.
Dieter's Fields:
Form One - Quench the Thorns Execution: Performing a standard thrust at such speed so as to look to have not moved. Done with a firm stance rooted to the ground for superior handling. Principle: The basis for all spear fighting, connecting the stolid base of a Novice to the more fluid Journeyman. Teaches speed and coordination with the spear.
Form Two - Sow the Land Execution: Perform a wide slash with the spear, shifting hands down a palm length before swinging back around, continueing till they've gone both ways along the shaft. Principle: Understands a fuller range of motion and acclimates the hand to gripping the spear at any length with reasonable surety.
Form Three - Break the Frost Execution: A heavy handed swing against a training target that bounces off, rotates fully around the user and transitions into a thrust. Principle: Introduces power into the techniques and creates a flow between prior forms.
Form Four - Exalt the Harvest Execution:Steps forward sharply, putting weight on the lead foot as the spear is raised from behind, overhead, and slammed down in a crescent arc. Principle: An aggressive helm splitter that further develops power based on where the shaft is held to extend or shorten the arc.
Technique:
Ride the Wind: A stationary leap upwards from a crouch, grasping the spear firmly in both hands before driving it downwards tip first as you land upon and stab through an enemy. Lorelai throws the entirety of her being into the attack, sacrificing footing for the added power of crashing upon them.
@Lonewolf685 Forms are not Techniques, I'll explain them to you later. It might be valueable for everyone to know what a form is so I'll try and define it properly here too.
A form is an exercise that teaches the body to move or act in a certain way. On a simpler level, it can teach a person to learn how to transition from a low kick into a high kick, or on a larger level, teach a person how to chain move after move without rest. Basically, all a Form is, is the proof of mastery of aspects of the martial art. Sometimes it's as simple as learning how to use a stance (which is common for western swordsmanship).
Technically, you have two sets of Forms you need to create here, as you have two Major Skills (Novice and Journeyman). So, there's a bit more to talk about here. I'll need to speak with you directly on this.
Principles This form emphasizes accurate, precise shooting at all ranges to minimize casualties and maximize efficiency. It breeds good habits for future forms.
Execution With both hands on the gun, one should be able to quickly hit three meter wide targets from 30 yards in quick succession.
02: Double Tap
Principles Two pistols are held at the same time and fired in quick succession, doubling ones magazine size, fire-rate, and gives them the ability to strike two targets at once.
Execution One should be able to unload both pistols into two different, moving targets and reload them both in 7 seconds or less.
03: Pistol Whip
Principles Magazines are ejected, and both guns are held by the barrel to act as a set of short, impromptu batons. Powerful and quick short-range strikes are the name of the game here.
Execution In one motion, the user ejects both guns' magazines, flips them to hold them by the barrel, and strikes with both simultaneously.
04: T-Strike
Principles With both pistols held upside down like tonfa, the barrel is able to act as a tool to parry or shield oneself. Defending oneself at close ranges becomes much easier in this form.
Execution The user should be able to use the swing of one of their tonfa-guns to parry a weapon's strike twice in a row-- once with each weapon.
You can add some more forms to it. Generally styles that are "new" in concept and usage will actually have far less forms than ones that are well-established already.