Racial Skill Explanation
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Racial Skill Explanation
Below is a loose interpretation of racial skills and their relative ability by rank. This is meant as a good guide to how to play your character's abilities but is not meant to be prescriptive. Each race also has a specific interpretation of their spellcasting skill which is further explained on the mechanics' page.
Each character also has a Custom Skill which is personal to them and won't be scoped here.
Each character also has a Custom Skill which is personal to them and won't be scoped here.
Meridith- Posts : 207
Join date : 2020-05-21
Re: Racial Skill Explanation
Shinigami
Shinigami spellcasting(Kido) by default be used mechanically to attack and defend. Out of combat, it can also heal. It gains a technique at mastery and must specialize in one action, attack, defence or in a skill in healing or otherwise, the rest function at Journeyman.
Zanpakuto Resonance
This skill governs the capability of the individual's releases. Specifically, how potent they are, and how draining they are to use.
None - No real connection formed with the Zanpakuto spirit. Unable to make much use of even Shikai.
Beginner - The beginning of a connection, able to utilize the very basic elements of the Shikai once a First Release is obtained.
Basic - Able to utilize Shikai effectively for the duration of an entire battle.
Apprentice - A firm connection with the Zanpakuto, able to fully utilize the Shikai and for great durations, no longer a strain to use most types of Shikai.
Journeyman - Once attained, the user is capable of utilizing Bankai albeit in a limited state for a short duration. The Shikai has been mastered.
Master - A close connection with the Zanpakuto is obtained, Bankai is used in its full state and likely for the duration of most battles.
Zanjutsu
Zanjutsu is the talent at physical combat, typically with a blade, however, some focus their efforts in hand to hand and eschew the user of a Zanpakuto or have a modified type of blade.
None - Functionally ineffective with any sort of hand to hand combat.
Beginner - An academy student, could probably graduate with this level but only if they shone in other areas. Able to fight hand to hand but would struggle against most trained opponents.
Basic - Most rank and file Shinigami reach this level of understanding. You know what it means to swing a sword, to block and parry and counter.
Apprentice - You have the glimmering of understanding beyond the level most Shinigami reach, you begin to fight with a sense of flourish and style, you can hold your own against most typical opponents and even feel comfortable taking on multiple opponents.
Journeyman - You can hold your own in a fight against almost anyone, at least under the right circumstances. At this stage, you have prioritized one style of fighting above any other.
Master - You have mastered the use of your signature technique, evolving it with experience. Few can hold their own against you in a fight.
Kido
The art of demon spellcasting. Determines the users' ability in Hado, Bakudo and Kaido. As you get further into this skill you will have to specialize. This will govern not only the level of spells available but their potency
None - Unable to make much if any use of even the most basic spells.
Beginner - Able to use the most basic demon arts, although only in generally speaking very advantageous circumstances such as Sai, and Sho. Treating minor injuries slowly.
Basic - Able to use more of the demon arts more easily, such as in combat scenarios. Including spells like Senkienton, or Shakkaho. You are able to treat more serious injuries, but still only under calm circumstances.
Apprentice - Spells like Hyapporankan and the impressive Soren Sokatsui enter your arsenal albeit they can taxing and tricky to use. You are able to save lives after battles have completed provided you act quickly enough.
Journeyman - You are capable with most spells but those considered 'forbidden' are unlikely to be within your grasp
Master - You've gone beyond basic knowledge of Kido and likely have knowledge of forbidden spells. You may have begun to make some form of advancement into the unknown of Hado, Bakudo or Kaido. You may have learned how to combine two spells into one, or cast without incantations.
Hoho
The art of Shinigami movement, developing into Shunpo and related techniques.
None - Unable to make use of any real movement abilities beyond the mundane.
Beginner - Able to utilize rapid movement, a glimmer of a Shunpo albeit not terribly effective or useful and in limited number.
Basic - Able to perform what someone might actually call a Shunpo, and a few times although far from impressive.
Apprentice - Able to Shunpo properly in combat, and even utilize it effectively. You may be able to impressively hold your own aerially albeit it for only short moments.
Journeyman - Can use Shunpo regularly and cover impressive distances. Able to stand on air during combats to pull off maneuvers.
Master - Can use Shunpo to cover impressive distances with incredible regularity. Gain the ability of either Utsusemi or the deadly Senka. While there may be some faster, few hold a better grasp over the Flash Step ability.
Shinigami spellcasting(Kido) by default be used mechanically to attack and defend. Out of combat, it can also heal. It gains a technique at mastery and must specialize in one action, attack, defence or in a skill in healing or otherwise, the rest function at Journeyman.
Zanpakuto Resonance
This skill governs the capability of the individual's releases. Specifically, how potent they are, and how draining they are to use.
None - No real connection formed with the Zanpakuto spirit. Unable to make much use of even Shikai.
Beginner - The beginning of a connection, able to utilize the very basic elements of the Shikai once a First Release is obtained.
Basic - Able to utilize Shikai effectively for the duration of an entire battle.
Apprentice - A firm connection with the Zanpakuto, able to fully utilize the Shikai and for great durations, no longer a strain to use most types of Shikai.
Journeyman - Once attained, the user is capable of utilizing Bankai albeit in a limited state for a short duration. The Shikai has been mastered.
Master - A close connection with the Zanpakuto is obtained, Bankai is used in its full state and likely for the duration of most battles.
Zanjutsu
Zanjutsu is the talent at physical combat, typically with a blade, however, some focus their efforts in hand to hand and eschew the user of a Zanpakuto or have a modified type of blade.
None - Functionally ineffective with any sort of hand to hand combat.
Beginner - An academy student, could probably graduate with this level but only if they shone in other areas. Able to fight hand to hand but would struggle against most trained opponents.
Basic - Most rank and file Shinigami reach this level of understanding. You know what it means to swing a sword, to block and parry and counter.
Apprentice - You have the glimmering of understanding beyond the level most Shinigami reach, you begin to fight with a sense of flourish and style, you can hold your own against most typical opponents and even feel comfortable taking on multiple opponents.
Journeyman - You can hold your own in a fight against almost anyone, at least under the right circumstances. At this stage, you have prioritized one style of fighting above any other.
Master - You have mastered the use of your signature technique, evolving it with experience. Few can hold their own against you in a fight.
Kido
The art of demon spellcasting. Determines the users' ability in Hado, Bakudo and Kaido. As you get further into this skill you will have to specialize. This will govern not only the level of spells available but their potency
None - Unable to make much if any use of even the most basic spells.
Beginner - Able to use the most basic demon arts, although only in generally speaking very advantageous circumstances such as Sai, and Sho. Treating minor injuries slowly.
Basic - Able to use more of the demon arts more easily, such as in combat scenarios. Including spells like Senkienton, or Shakkaho. You are able to treat more serious injuries, but still only under calm circumstances.
Apprentice - Spells like Hyapporankan and the impressive Soren Sokatsui enter your arsenal albeit they can taxing and tricky to use. You are able to save lives after battles have completed provided you act quickly enough.
Journeyman - You are capable with most spells but those considered 'forbidden' are unlikely to be within your grasp
Master - You've gone beyond basic knowledge of Kido and likely have knowledge of forbidden spells. You may have begun to make some form of advancement into the unknown of Hado, Bakudo or Kaido. You may have learned how to combine two spells into one, or cast without incantations.
Hoho
The art of Shinigami movement, developing into Shunpo and related techniques.
None - Unable to make use of any real movement abilities beyond the mundane.
Beginner - Able to utilize rapid movement, a glimmer of a Shunpo albeit not terribly effective or useful and in limited number.
Basic - Able to perform what someone might actually call a Shunpo, and a few times although far from impressive.
Apprentice - Able to Shunpo properly in combat, and even utilize it effectively. You may be able to impressively hold your own aerially albeit it for only short moments.
Journeyman - Can use Shunpo regularly and cover impressive distances. Able to stand on air during combats to pull off maneuvers.
Master - Can use Shunpo to cover impressive distances with incredible regularity. Gain the ability of either Utsusemi or the deadly Senka. While there may be some faster, few hold a better grasp over the Flash Step ability.
Meridith- Posts : 207
Join date : 2020-05-21
Re: Racial Skill Explanation
Hollowbreed
Hollow spellcasting(Cero) is strictly offensive. However, they gain a technique at Apprentice and Mastery which can be used to expand versatility.
Evolution
The Hollow Evolution guides the use of the Hollow's unique power. Central and tied to the raw consumption of spiritual power.
None - The Hollow is basic, it has no progress at all past its initial stage.
Beginner - The Hollow is able to evolve into a Gillian state if First Release is obtained. They may also utilize their unique Hollow Power, albeit it a weaker limited form.
Basic - The Hollow is able to utilize its unique Hollow Power for the duration of an entire battle.
Apprentice - The Hollow has likely begun to approach the Adjucha stage and is able to near effortlessly utilize its unique power.
Journeyman - The Hollow could evolve into the Adjucha at this stage obtaining their evolved unique Adjucha Aspect, albeit in limited form and for a short period.
Master - The Hollow has mastered their unique Adjucha Aspect, able to utilize it fully for the duration of most battles.
Ferocity
Hollow's fight through ferocity, their unique form and evolution mean they fight with whatever they have at their disposal.
None - Functionally unsuited to using their body to fight physically.
Beginner - Understanding their form, able to fight as most basic Hollow fight, artless but potent.
Basic - The Hollow truly understands their form and are able to fight with some grace, competently toe to toe with most rank and file opponents even without their immense power.
Apprentice - Moving beyond the heights of most Hollow, gaining the ability to fight physically with deception, a form that allows utilizing more than basic raw strength.
Journeyman - The Hollow at this stage has developed its own unique way of fighting distinct from other Hollows.
Master - The unique way of fighting have been mastered, they also gain a unique technique.
Cero
Raw and destructive, the Cero's capacity to destroy is beyond that of any other technique.
None - The creature is unable to form any sort of Cero technique.
Beginner - Able to form and fire the most basic of Cero, taking a significant moment to charge and taking awhile before it can be reused.
Basic - The amount of time to form the Cero drops, more utilizable in the heat of combat, but unlikely to be to utilize it multiple times.
Apprentice - The Cero becomes an arsenal in the toolbox, easily utilized during combat albeit it with a created opportunity and capable of firing multiple throughout a battle. They have now developed a technique formulating their unique form of Cero (see Cero Doble)
Journeyman - The Cero becomes a signature of the creature.
Master - There is unlikely to be many techniques across creation more dangerous than the Cero at this level, they have mastered their unique form of Cero or have a new deadly form (See Gran Rey Cero)
Sonido
Sonido is similar to Shinigami Hoho, but far more instinctual and has a distinct buzzing noise.
None - Unable to make use of any real movement abilities beyond the mundane.
Beginner - Able to utilize rapid movement, a glimmer of a Sonido albeit not terribly effective or useful and in limited number.
Basic - Able to perform what someone might actually call a Sonido, and a few times although far from impressive.
Apprentice - Able to Sonido properly in combat, and even utilize it effectively. You may be able to impressively hold your own aerially albeit it for only short moments.
Journeyman - Can use Sonido regularly and cover impressive distances. Able to stand on air during combats to pull off maneuvers.
Master - Can use Sonido to cover impressive distances with incredible regularity. Gain the ability of either Gemelos Sonido or 'Chokasoku'.
Hollow spellcasting(Cero) is strictly offensive. However, they gain a technique at Apprentice and Mastery which can be used to expand versatility.
Evolution
The Hollow Evolution guides the use of the Hollow's unique power. Central and tied to the raw consumption of spiritual power.
None - The Hollow is basic, it has no progress at all past its initial stage.
Beginner - The Hollow is able to evolve into a Gillian state if First Release is obtained. They may also utilize their unique Hollow Power, albeit it a weaker limited form.
Basic - The Hollow is able to utilize its unique Hollow Power for the duration of an entire battle.
Apprentice - The Hollow has likely begun to approach the Adjucha stage and is able to near effortlessly utilize its unique power.
Journeyman - The Hollow could evolve into the Adjucha at this stage obtaining their evolved unique Adjucha Aspect, albeit in limited form and for a short period.
Master - The Hollow has mastered their unique Adjucha Aspect, able to utilize it fully for the duration of most battles.
Ferocity
Hollow's fight through ferocity, their unique form and evolution mean they fight with whatever they have at their disposal.
None - Functionally unsuited to using their body to fight physically.
Beginner - Understanding their form, able to fight as most basic Hollow fight, artless but potent.
Basic - The Hollow truly understands their form and are able to fight with some grace, competently toe to toe with most rank and file opponents even without their immense power.
Apprentice - Moving beyond the heights of most Hollow, gaining the ability to fight physically with deception, a form that allows utilizing more than basic raw strength.
Journeyman - The Hollow at this stage has developed its own unique way of fighting distinct from other Hollows.
Master - The unique way of fighting have been mastered, they also gain a unique technique.
Cero
Raw and destructive, the Cero's capacity to destroy is beyond that of any other technique.
None - The creature is unable to form any sort of Cero technique.
Beginner - Able to form and fire the most basic of Cero, taking a significant moment to charge and taking awhile before it can be reused.
Basic - The amount of time to form the Cero drops, more utilizable in the heat of combat, but unlikely to be to utilize it multiple times.
Apprentice - The Cero becomes an arsenal in the toolbox, easily utilized during combat albeit it with a created opportunity and capable of firing multiple throughout a battle. They have now developed a technique formulating their unique form of Cero (see Cero Doble)
Journeyman - The Cero becomes a signature of the creature.
Master - There is unlikely to be many techniques across creation more dangerous than the Cero at this level, they have mastered their unique form of Cero or have a new deadly form (See Gran Rey Cero)
Sonido
Sonido is similar to Shinigami Hoho, but far more instinctual and has a distinct buzzing noise.
None - Unable to make use of any real movement abilities beyond the mundane.
Beginner - Able to utilize rapid movement, a glimmer of a Sonido albeit not terribly effective or useful and in limited number.
Basic - Able to perform what someone might actually call a Sonido, and a few times although far from impressive.
Apprentice - Able to Sonido properly in combat, and even utilize it effectively. You may be able to impressively hold your own aerially albeit it for only short moments.
Journeyman - Can use Sonido regularly and cover impressive distances. Able to stand on air during combats to pull off maneuvers.
Master - Can use Sonido to cover impressive distances with incredible regularity. Gain the ability of either Gemelos Sonido or 'Chokasoku'.
Meridith- Posts : 207
Join date : 2020-05-21
Re: Racial Skill Explanation
Quincy
Quincy spellcasting(Ginto) by default be used mechanically to attack and defend. It gains a technique at mastery and must specialize in one action, attack or defence, the rest function at Journeyman.
Reishi Manipulation
The ability and understanding of utilizing ambient Reishi to fuel Quincy's core ability. The form of their weapon, and their latent evolution into the power of Schrift and beyond.
None - Unable to manipulate Reishi beyond the basics of a near formless spiritual weapon.
Beginner - Once the First Release is obtained gain the ability to unleash the true form of the Quincy spiritual weapon and harness the very basic elements of this true power for a limited time.
Basic - Able to effectively utilize the power of their spiritual weapon for the duration of an entire battle
Apprentice - A solid ability to control and manipulate Reishi, utilizing the power of their weapon is nearly effortless. At this level, a Quincy could effectively utilize the Sanrei.
Journeyman - Once Second Release is attained, the user is capable of manifesting their Schrift albeit in limited form and for a short period.
Master - This is the ability to dominate the Reishi around them, they are able to utilize the full power of the Schrift for the duration of most battles.
Archery
While most Quincy fight with a spiritual bow and arrow some utilize other forms than just the bow, some even fight up close, eschewing tradition. This skill represents martial prowess with their chosen spiritual weapon.
None - Functionally ineffective with the Quincy spirit weapon, if they can even form one to begin with.
Beginner - A novice Quincy, ability to utilize the Quincy spirit weapon but only for limited capacity.
Basic - Talented fighters, this is the level of most Quincy once they have completed their training. They are talented marksman and fighters, able to be accurate under tense circumstances.
Apprentice - They have begun to undertake a journey of understanding, reaching the upper limits of mortal capacity for combat and accuracy.
Journeyman - Reaching the end of mortal limits, they obtain a very defined style of fighting.
Master - The Quincy has reached the paradigm of mortal ability, they have mastered their unique technique, or have learned another. Their fighting style is sublime, although some may still be able to match, few if any can exceed.
Ginto
Utilizing small silver tubes full of Reiryoku, the Quincy are able to perform unique spells focused on violent evocations, potent defensive techniques and binding of foes.
None - Unable to make much if any use of even the most basic spells.
Beginner - Able to use the most basic Ginto, although only in generally speaking very advantageous circumstances. Small explosions, weak binding traps, slowing falls.
Basic - Able to use more Ginto techniques more easily, such as in combat scenarios. You might be able to lock down a foe albeit briefly or cause larger attacks but to use full potency requires some preparation.
Apprentice - Increased capacity for reflexive usage, particularly in close quarters combat scenarios, able to fully bind an opponent with some luck, or cause large-scale destruction.
Journeyman - Spellcasting has become more natural and effective in combat. Able to pull off more complex and intricate works.
Master - Ginto is more art than the strict technique now, specifically within the focused area of expertise where the potency of spells is immense and capable of great things especially when given time to prepare.
Hirenkyaku
Hirenkyaku is a form of high-speed movement Quincy's utilize by riding on flows of Reishi they manipulate.
None - Unable to make use of any real movement abilities beyond the mundane.
Beginner - Able to utilize rapid movement, able to briefly move faster than the eye can see albeit it in a very limited capacity.
Basic - Able to seemingly teleport short distances though only a few times although far from impressive.
Apprentice - Able to utilize Hirenkyaku properly in combat, and even utilize it effectively. You may be able to impressively hold your own aerially albeit it for only short moments.
Journeyman - Can use Hirenkyaku regularly and cover impressive distances. Able to stand on air during combats to pull off maneuvers.
Master - Can use Hirenkyaku to cover impressive distances with incredible regularity. Able to utilize Hirenkyaku with 'passengers'
Quincy spellcasting(Ginto) by default be used mechanically to attack and defend. It gains a technique at mastery and must specialize in one action, attack or defence, the rest function at Journeyman.
Reishi Manipulation
The ability and understanding of utilizing ambient Reishi to fuel Quincy's core ability. The form of their weapon, and their latent evolution into the power of Schrift and beyond.
None - Unable to manipulate Reishi beyond the basics of a near formless spiritual weapon.
Beginner - Once the First Release is obtained gain the ability to unleash the true form of the Quincy spiritual weapon and harness the very basic elements of this true power for a limited time.
Basic - Able to effectively utilize the power of their spiritual weapon for the duration of an entire battle
Apprentice - A solid ability to control and manipulate Reishi, utilizing the power of their weapon is nearly effortless. At this level, a Quincy could effectively utilize the Sanrei.
Journeyman - Once Second Release is attained, the user is capable of manifesting their Schrift albeit in limited form and for a short period.
Master - This is the ability to dominate the Reishi around them, they are able to utilize the full power of the Schrift for the duration of most battles.
Archery
While most Quincy fight with a spiritual bow and arrow some utilize other forms than just the bow, some even fight up close, eschewing tradition. This skill represents martial prowess with their chosen spiritual weapon.
None - Functionally ineffective with the Quincy spirit weapon, if they can even form one to begin with.
Beginner - A novice Quincy, ability to utilize the Quincy spirit weapon but only for limited capacity.
Basic - Talented fighters, this is the level of most Quincy once they have completed their training. They are talented marksman and fighters, able to be accurate under tense circumstances.
Apprentice - They have begun to undertake a journey of understanding, reaching the upper limits of mortal capacity for combat and accuracy.
Journeyman - Reaching the end of mortal limits, they obtain a very defined style of fighting.
Master - The Quincy has reached the paradigm of mortal ability, they have mastered their unique technique, or have learned another. Their fighting style is sublime, although some may still be able to match, few if any can exceed.
Ginto
Utilizing small silver tubes full of Reiryoku, the Quincy are able to perform unique spells focused on violent evocations, potent defensive techniques and binding of foes.
None - Unable to make much if any use of even the most basic spells.
Beginner - Able to use the most basic Ginto, although only in generally speaking very advantageous circumstances. Small explosions, weak binding traps, slowing falls.
Basic - Able to use more Ginto techniques more easily, such as in combat scenarios. You might be able to lock down a foe albeit briefly or cause larger attacks but to use full potency requires some preparation.
Apprentice - Increased capacity for reflexive usage, particularly in close quarters combat scenarios, able to fully bind an opponent with some luck, or cause large-scale destruction.
Journeyman - Spellcasting has become more natural and effective in combat. Able to pull off more complex and intricate works.
Master - Ginto is more art than the strict technique now, specifically within the focused area of expertise where the potency of spells is immense and capable of great things especially when given time to prepare.
Hirenkyaku
Hirenkyaku is a form of high-speed movement Quincy's utilize by riding on flows of Reishi they manipulate.
None - Unable to make use of any real movement abilities beyond the mundane.
Beginner - Able to utilize rapid movement, able to briefly move faster than the eye can see albeit it in a very limited capacity.
Basic - Able to seemingly teleport short distances though only a few times although far from impressive.
Apprentice - Able to utilize Hirenkyaku properly in combat, and even utilize it effectively. You may be able to impressively hold your own aerially albeit it for only short moments.
Journeyman - Can use Hirenkyaku regularly and cover impressive distances. Able to stand on air during combats to pull off maneuvers.
Master - Can use Hirenkyaku to cover impressive distances with incredible regularity. Able to utilize Hirenkyaku with 'passengers'
Meridith- Posts : 207
Join date : 2020-05-21
Re: Racial Skill Explanation
Special Human
Special human skillset is very generic because it is unique to each individual below is a rough scale drawn from the averages of other races.
Special Human spellcasting variers person to person and should be defined before used, it can borrow one of the other racial implementations or work out with staff its limitations which should be noted in your stat block.
Release Skill
This skill governs the Special Humans releases and how effective they are.
None - Cannot utilize any release even if earned.
Beginner - May utilize first release although it is costly and limited
Basic - May utilize first release properly thought is is still costly
Apprentice - Near effortless use of first release, approaching second release.
Journeyman - May utilize second release, albeit in a limited state and at a high cost.
Master - May utilize second release fully.
Melee Skill
Special humans fight in a number of ways, whether through some form of martial art, or specialty aspect.
None - Unsuited to physical conflict
Beginner - Able to use their fighting style at a very basic level
Basic - Able to use their fighting style as most trained fighters are
Apprentice - Stepping beyond the capacity of most fighters and beginning a path to mastery in the given fighting style
Journeyman - Approaching mastery, able to fight competently with many of the boss fighters.
Master - You are a master of your given fighting style and have honed your unique technique.
Spellcasting Skill
Spellcasting is unique for Special Humans in that they get to pick the effect of spellcasting their skill covers.
None - See other.
Beginner - See other.
Basic - See other.
Apprentice - See other.
Journeyman - See other.
Master - See other. Gain a technique.
Movement Skill
Movement is how you dodge, it is unique in its execution for Special Humans
None - Unable to use a form of the movement skill beyond mundane.
Beginner - Able to utilize rapid movement, some kind of skill albeit ineffective and limited.
Basic - Able to utilize rapid movement more effective and more than a few times.
Apprentice - Able to utilize movement effectively and in combat, even aerially for short times.
Journeyman - Able to use this ability regularly to cover impressive distances. Able to stand on the air during combat to pull off maneuvers.
Master - Can cover impressive distances with great regularity, a master of this form of movement. Gain a technique
Special human skillset is very generic because it is unique to each individual below is a rough scale drawn from the averages of other races.
Special Human spellcasting variers person to person and should be defined before used, it can borrow one of the other racial implementations or work out with staff its limitations which should be noted in your stat block.
Release Skill
This skill governs the Special Humans releases and how effective they are.
None - Cannot utilize any release even if earned.
Beginner - May utilize first release although it is costly and limited
Basic - May utilize first release properly thought is is still costly
Apprentice - Near effortless use of first release, approaching second release.
Journeyman - May utilize second release, albeit in a limited state and at a high cost.
Master - May utilize second release fully.
Melee Skill
Special humans fight in a number of ways, whether through some form of martial art, or specialty aspect.
None - Unsuited to physical conflict
Beginner - Able to use their fighting style at a very basic level
Basic - Able to use their fighting style as most trained fighters are
Apprentice - Stepping beyond the capacity of most fighters and beginning a path to mastery in the given fighting style
Journeyman - Approaching mastery, able to fight competently with many of the boss fighters.
Master - You are a master of your given fighting style and have honed your unique technique.
Spellcasting Skill
Spellcasting is unique for Special Humans in that they get to pick the effect of spellcasting their skill covers.
None - See other.
Beginner - See other.
Basic - See other.
Apprentice - See other.
Journeyman - See other.
Master - See other. Gain a technique.
Movement Skill
Movement is how you dodge, it is unique in its execution for Special Humans
None - Unable to use a form of the movement skill beyond mundane.
Beginner - Able to utilize rapid movement, some kind of skill albeit ineffective and limited.
Basic - Able to utilize rapid movement more effective and more than a few times.
Apprentice - Able to utilize movement effectively and in combat, even aerially for short times.
Journeyman - Able to use this ability regularly to cover impressive distances. Able to stand on the air during combat to pull off maneuvers.
Master - Can cover impressive distances with great regularity, a master of this form of movement. Gain a technique
Meridith- Posts : 207
Join date : 2020-05-21
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