Ki Overhaul

Here are the plans for the current ki overhaul. The basic premise is as follows:

Ki usage is a skill that is honed through actually interacting with ki. Rather than the current system of dumping points to get abilities, the overhauled system will be based on a mastery system. Masteries are what you will buy with skill points, and they serve as a means of keeping track of what your character can do. Actually using the skills that fall under a mastery is what will level that mastery, and mastery levels can serve to increase your ki stats, ki skill levels (new addition), and can grant you new skills. You will no longer buy your ki skills outright, you'll earn them through playing.

Following from that, the overhauled system will have the following additions/changes:
 * The core mind tree will serve as a mastery tree for ki skills. Additional ki trees should serve to provide unique customization options for ki attacks or alternative ways to use ki.
 * Ki skill are now subdivided into different "archetypes" representing how ki is being used. Skills will typically belong to one archetype, but advanced skills may belong to multiple. Each archetype has a level associated with your proficiency in its usage. These archetypes include:
 * Blasts
 * Beams
 * Charged
 * Kiai
 * Guided
 * Homing
 * Targeted
 * Volley
 * Buff
 * Debuff
 * Defense
 * Ki skills are now affected by special "ki skill levels." These represent broad areas of ki usage, and affect multiple archetypes. Ki skill levels include:
 * Ki Awareness
 * Effusion
 * Circulation
 * Ki Control
 * Ki Efficiency
 * Ki Gathering
 * Players can gain ki skill levels once they learn the basic mastery associated with that skill. Players can gain archetype proficiency once they learn the basic mastery for the archetype.
 * Advancing through this system, while costing less SP than before, will take considerably more time than before. The point of this is to allow players meaningful progression throughout a wipe, rather than having a full "build" within a few days.
 * Beyond the basic masteries, players will have choice in how they want to advance their ki abilities. They may choose to specialize in certain attack types, unlock new masteries through a variety of paths, learn to combine archetypes into unique attacks, and so on. The point of the system is to create choices, and thus variance in players.
 * This system is intended to be fully modular, should we decide to add new ki attacks, new archetypes, or even new masteries and skill levels. The system will currently cap out at 100 in proficiencies/masteries/skill levels, but formulas implemented will allow for infinite progression via diminishing returns.
 * The system is also intended to be used with the custom attack system, so that players may combine archetypes to create interesting attacks tailored to their strengths.