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Division 3
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Division 13
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Total Votes : 23
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 Kido and Cero Rules

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Escher
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Rank : Primera Espada
Attack : 76
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Join date : 2011-01-26
Location : Tennessee

PostSubject: Kido and Cero Rules   Sat Feb 05, 2011 12:28 am

Before it is asked, I am not authorizing the creation of any kido or cero at this time. Do not ask me in the matter, if i decide to revoke this than i will make it known to the site via the announcements. Commander class vizards and up are treated as captains and members of the masked army are treated as lieutenants.


Kido

1. Kido takes energy to preform, as such there is a cooldown time after repeated use.

-Captains may fire 8 kido within 3 posts of each other before a 4 post cooldown is in effect.
-Lieutenants may fire 5 kido within 4 posts of each other before a 5 post cooldown is in effect.
-Division members may fire 3 kido within 5 posts of each other before a 5 post cooldown is in effect.

2. Not everyone knows every kido of every type. So to make it fair, you must post your specialization in your kido topic on the first line. here are your options:

-Hado; Captains gain 7 hado and 3 bakudo, Lieutenants gain 5 Hado and 2 Bakudo, Division members gain 3 hado and 1 bakudo.

-Bakudo; Captains gain 7 bakudo and 3 hado, Lieutenants gain 5 bakudo and 2 hado,Division members gain 3 bakudo and 1 hado.

-Shunko; Captains gain the skill shunko and two of each kido, Lieutenants gain shunko and 1 of each kido, Division members only gain the skill shunko.

3. Different ranks call for different amounts of kido that one can know, based on sheer experience.

-Captains may learn any level kido
-Lieutenants may only learn kido up to level 77
-Division members may only learn kido up to level 40


Shunko

Shunko must be your specialization to gain this ability.

A shinigami/Vizard can gain shunko only by gained by being trained by someone who already knows it. (current members: Hiei)

Must also have a magic score over 70

Training for shunko must take 5 posts of more than 500 words by you and your trainer.

Shunko can only be activated in the sealed form and cannot carry over into ANY released form (excluding vizard mask)

Shunko starts as a tech that lasts 5 posts and has a cooldown of 5.

Mastering shunko requires another training topic of 5 posts of 750 (or more) words. Afterwards shunko can be used permanently throughout the sealed state.

Cero

1. Cero takes energy to preform, as such there is a cooldown time after repeated use.

1A.Bala
-Espada may fire 15 bala within 3 posts of each other before a 4 post cooldown is in effect for all types of cero.
-Fraccion may fire 10 bala within 4 posts of each other before a 5 post cooldown is in effect for all types of cero.
-Arrancar may fire 6 bala within 5 posts of each other before a 5 post cooldown is in effect for all types of cero.

1B.Cero
-Espada may fire 8 cero within 3 posts of each other before a 4 post cooldown is in effect for all types of cero.
-Fraccion may fire 5 cero within 4 posts of each other before a 5 post cooldown is in effect for all types of cero.
-Arrancar members may fire 3 cero within 5 posts of each other before a 5 post cooldown is in effect. for all types of cero

1C. Gran Rey Cero
-Espada may only fire 2 gran rey cero per battle.



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Escher
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Location : Tennessee

PostSubject: Re: Kido and Cero Rules   Tue Mar 29, 2011 7:28 pm

Shunko rules have been added

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