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Post by HNIC on Aug 14, 2014 7:53:47 GMT
Below you will find a brief explanation about the masteries on the site. Each mastery will determine your level of skill in that respective branch (ie, shunpo mastery) and what you can do. Enjoy!
Grandmaster: You've reached a point where only other Grandmasters rival your ability. You can perform in ways that others cannot, and use abilities in ways never thought possible. Learning basic abilities requires little effort, and even the complex ones barely break a sweat. You've reached a point where you can go no further.
Master: You've perfected the basics and mastered the more complex and stronger techniques and abilities, there is almost nothing you can't do. At this point you can begin to create your own Shunpo and you've gained access to kidou perks. Fighting anyone below you in the respective mastery is incredibly easy and countering them requires little to no effort.
Adept: The basics come to you as easily as breathing, there is no longer any flaw in your stances and you can now begin to learn more complex and stronger techniques. You far outclass those below you in the respective mastery and can usually counter what they throw at you, however you still remain no match for a master.
Novice: You're growing stronger and your knowledge and understanding of the mastery is much higher, although unable to perform complex techniques, the most basic of abilities come to you with relative ease now. You know all the proper stances and and can perform them without too much flaw, while not perfect you're soon able to learn the more advanced styles and abilities.
Practitioner: You're in the beginning stages of training, you understand the basics and can perform at a minimal level of skill. If compared to a martial arts, you'd be considered a white belt and only capable of performing as such.
Unskilled: You have little to no knowledge of this particular mastery. Chances are you've seen it but never actually attempted it yourself, even attempting something at this level will result in failure. You'll need practice before you can even think about fighting someone that's better than you.
While every mastery has a Grandmaster Rank there are a few restrictions. In the case of Kidou, only those in the kidoushu can become Grandmasters in that respective mastery. This is to prevent making that specific division feel pointless. In addition, Kidoushu members cannot become Grandmasters in Shunpo or Zanjutsu. This balances out their fighting style and creates a fair trade off. Also, while every Division can become a Grandmaster in Shunpo, when compared to the 2nd Division they will always be slightly weaker. This is because of their duties and focus on that specific field. Bankai and Shikai CANNOT obtain a Grandmaster rank.
MASTER also unlocks a few perks both in kidou and other branches of mastery. Upon hitting this level you are free to create custom variations of specific masteries. These include hierro, and shunpo. Things like Hakuda, Zanjutsu, Cero and etc can have variations at lower levels in order to rank up, however you will be limited to their complexity and will be much weaker than those created at Master.
At MASTERED you unlock KIDOU PERKS. They will be listed below and anyone outside of Kidou corps will be limited to only ONE of these canon perks. Kidoushu can have TWO.
Eishōhaki[Incantation abandonment]: A class of Kidō Incantation where the Kidō practitioner forgoes using a spoken incantation at all. While it decreases the time needed to release the Kidō, it drastically weakens the spell. A Grandmaster can use a kidou at full power without incant.
Nijū Eishō[Twofold incantation]: a class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse their opponent at the same time.
Kōjutsu Eishō[Spoken-After incantation]: A class of Kidō Incantation where the incantation is recited after initiating the spell in order to power it up.
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