Post by Zain on Jun 4, 2009 3:09:18 GMT -5
KIDŌ SYSTEM
Okay kids, there have been several questions about Kidō that as of yet remain unanswered. Although Kidō has been roughly spelt out, there are some details that I am going to put to paper and make them official.
Your Kidō Score:
Your Kidō trait listed on your character sheet determines how many Kidō you know and how powerful your spells can be. It is a pretty simple way of doing things, and so with some guidance, I am sure you will be able to get the hang of it. For every five (5) points of Kidō you have listed on your sheet, you gain one (1) Kidō spell.
IE: If you have a Kidō score of 30 you know six Kidō.
The exception to this rule is that Kidō that is above the 80 mark has to be approved very strictly by an admin. These kinds of spells are reserved for Kidō specialists or particularly powerful individuals.
Non-chanting:
Non-chanted Kidō is strictly prohibited before Rank 10. Only those with a Kidō score of 60 or more can use non-chanted spells and even then, the Kidō is at 1/3 of its normal potential. Although some spells are listed as basic, this means that no chant is necessary at all and can be cast with just a gesture.
Double-chanting:
Also strictly prohibited before Rank 10 and only available to those with a Kidō score of 50 or more. Other than that, the same rules apply to the Non-chanting situation. You cannot chant two Kidōs at once if their total level is above your Kido skill.
IE: Say you have 78 in your kido Kidō you could not double chant 40 and 41 as they add up to 81. However you could double chant 40 and 38 as they equal 78.
SHUNPŌ / SONÍDO SYSTEM
Shunpō and Sonído is another system not broadly defined, so again I am putting down on paper so you guys can be definite on how it works.
Shunpō is basically the art of flickering flash steps. This means that the user momentarily flickers out of sight and reappears somewhere else. This is a very draining maneuver and can cause fatigue in the user very quickly if not properly trained.
Unlike in the series, Shunpō has become mandatory learning at the academy, considering its usefulness and so not only the elite in the 2nd squad qualify for. However, with it being so broadly and roughly taught to new trainee, it becomes a battle tactic rather than a unique skill.
The system for both Shunpō and Sonído is as such:
You can perform one Shunpō / Sonído for every point you have in your speed related trait. When you reach that limit, your character becomes sluggish, as if their speed trait has been halved.
Rank Differences:
1-5 Points in speed difference, the Shunpō / Sonído appears to be just a very quick darting movement that is difficult to defend against, but certainly not impossible.
6-10 Points difference, the user becomes a blur to the receivers vision, and there is only a split second to defend against it, and only a touch more to dodge. This difference causes a large gap in speed so two people racing with this level difference would be notably different.
11-20 Points, make the user impossible to see. The higher skilled user disappears from sight and performs a true flash step. No matter how hard a target may be, the flash step is extremely difficult to withstand and the receiving character better have a good defense ready.
21+ Points. The receiver may as well be standing like a statue. It is near impossible to defend at this kind of speed.
-Zain
Admin
All credit to Velo, Lottie and shou from BLS
Okay kids, there have been several questions about Kidō that as of yet remain unanswered. Although Kidō has been roughly spelt out, there are some details that I am going to put to paper and make them official.
Your Kidō Score:
Your Kidō trait listed on your character sheet determines how many Kidō you know and how powerful your spells can be. It is a pretty simple way of doing things, and so with some guidance, I am sure you will be able to get the hang of it. For every five (5) points of Kidō you have listed on your sheet, you gain one (1) Kidō spell.
IE: If you have a Kidō score of 30 you know six Kidō.
The exception to this rule is that Kidō that is above the 80 mark has to be approved very strictly by an admin. These kinds of spells are reserved for Kidō specialists or particularly powerful individuals.
Non-chanting:
Non-chanted Kidō is strictly prohibited before Rank 10. Only those with a Kidō score of 60 or more can use non-chanted spells and even then, the Kidō is at 1/3 of its normal potential. Although some spells are listed as basic, this means that no chant is necessary at all and can be cast with just a gesture.
Double-chanting:
Also strictly prohibited before Rank 10 and only available to those with a Kidō score of 50 or more. Other than that, the same rules apply to the Non-chanting situation. You cannot chant two Kidōs at once if their total level is above your Kido skill.
IE: Say you have 78 in your kido Kidō you could not double chant 40 and 41 as they add up to 81. However you could double chant 40 and 38 as they equal 78.
SHUNPŌ / SONÍDO SYSTEM
Shunpō and Sonído is another system not broadly defined, so again I am putting down on paper so you guys can be definite on how it works.
Shunpō is basically the art of flickering flash steps. This means that the user momentarily flickers out of sight and reappears somewhere else. This is a very draining maneuver and can cause fatigue in the user very quickly if not properly trained.
Unlike in the series, Shunpō has become mandatory learning at the academy, considering its usefulness and so not only the elite in the 2nd squad qualify for. However, with it being so broadly and roughly taught to new trainee, it becomes a battle tactic rather than a unique skill.
The system for both Shunpō and Sonído is as such:
You can perform one Shunpō / Sonído for every point you have in your speed related trait. When you reach that limit, your character becomes sluggish, as if their speed trait has been halved.
Rank Differences:
1-5 Points in speed difference, the Shunpō / Sonído appears to be just a very quick darting movement that is difficult to defend against, but certainly not impossible.
6-10 Points difference, the user becomes a blur to the receivers vision, and there is only a split second to defend against it, and only a touch more to dodge. This difference causes a large gap in speed so two people racing with this level difference would be notably different.
11-20 Points, make the user impossible to see. The higher skilled user disappears from sight and performs a true flash step. No matter how hard a target may be, the flash step is extremely difficult to withstand and the receiving character better have a good defense ready.
21+ Points. The receiver may as well be standing like a statue. It is near impossible to defend at this kind of speed.
-Zain
Admin
All credit to Velo, Lottie and shou from BLS