STEP 1 -- What kind of technique are you designing?
Determine how you're hitting them. Punches use your arms, kicking uses your legs, but you can also build techniques around your head, full body (tackle), knees, elbows and custom appendages. If a limb is broken, you lose access to those techniques until said limb is repaired or replaced.
Damage -- Your 'Strength' level.
Cost -- All techniques costs 5 stamina.
Range -- Can reach up to '1' space. Cannot attack diagonally. The reach of a hand-to-hand technique is limited compared to energy attacks, but they are the only fighting class able to attack opponents sharing the same space as them. 'Effects' can also increase their reach.
You choose a weapon. Each one has a built-in effect, with its own durability level. If your weapon breaks, you lose access to the techniques you built around it until said weapon is repaired or replaced. For more information on weapons, click HERE.
Damage -- Your 'Strength level' + Weapon power (if applicable)
Cost -- All techniques cost 5 stamina. Weapons fill out item slots, but some might have their own additional costs.
Range -- The default range is 1 space. They can attack diagonally. Cannot attack or block incoming attacks from anyone sharing the same space, unless stated otherwise. 'Effects' can increase (or decrease) their range. It should be noted that different weapons have different reaches.
These are usually projectiles formed from your ki. Usually requires the usage of your arms, so if they're disabled you will be unable to cast them, although you can learn to fire ki attacks from other parts of your body (eyes, mouth, feet... even nostrils) to negate this.
Damage -- Your 'Ki Control' level
Cost -- All techniques cost 5 stamina.
Range -- Can reach between 1 and 5 spaces. Cannot attack diagonally. Cannot attack or block incoming attacks from anyone sharing the same space, although 'effects' can close that gap or increase the range even further.
The most powerful attacks in your arsenal, as instead of manipulating your ki, a 'Full-Powered Attack' forces it out all at once. Requires your entire speed level to cast and its puts such a strain on your body that each one can only be used once per round.
Damage -- Your (current) power level.
Cost -- All your stats will deplete by -1.
Range -- 5 spaces. No more. No less... unless 'effects' are utilized.
Types of specialized techniques that may or may not fit your arsenal, often utilizing their own rules. Specialty techniques can be stacked on top of each-other as long as it's not the same kind (ie, you can't cast two barriers at once).
Fighting Stances -- A stance is how you position your body for optimal combat performance, usually increasing an attribute. For more information on attributes, clickHERE. 1-AP is required to activate. Stances cannot be stacked upon each-other.
-- Example: So instead of increasing speed, you can increase your offensive speed or dodging speed, etc. by +1.
Unlike other kinds of techniques, upgrades don't reflect the mastery of a stance. Upgrades advance them, making them more powerful, but also more difficult to maintain. The user has the option as to which 'level' to begin in, although 1-AP is required to change levels.
-- Cost: The default is it restricts 1-stamina every turn the stance is active, but other costs can be chosen upon creation.
Battle Auras -- An aura is generated when you increase the amount of ki in your body, but the aura itself can be manipulated and weaponized to harm enemies within its vicinity. If someone is on a space that is immediately adjacent to the user, they will automatically suffer the chosen 'effect' for the technique. 1-AP is required to activate. The enemy has the option to evade this by leaving the afflicted area at the start of their turn.
-- Example: An aura can cause '1' damage any time an enemy steps into any space immediately adjacent to the user. Includes shared spaces. Some 'effects' from the list below will be scaled down for balancing purposes.
Much like stances, upgrades don't reflect the mastery of an aura. Upgrades advance them, making them more powerful, but also more difficult to maintain. You can either increase the effect power or expand the range of the aura. The user has the option as to which 'level' to begin in, although 1-AP is required to change levels.
Cost -- The default is it restricts 1-ki every turn the stance is active, but other costs can be chosen upon creation. Upgrades increase the cost.
Energy Barriers -- A 'Ki Control' exclusive technique, where the user creates a protective barrier that surrounds them, protecting them against all incoming attacks. A barrier's defensive power is 'AP + Ki Control' and it regenerates between turns (NOT between attacks). Unlike the 'Brace' bonus skill, a barrier will reduce enemy damage even if overpowered, although a broken barrier cannot be used for the remainder of the battle.
-- Example: If you have 12 ki control and use 10AP, your barriers defensive capabilities is '22'.
Barriers are notoriously difficult to maintain. You can't attack through your own barrier. 1-AP is required to deactivate. Furthermore, if the enemy shares your space, you're trapped in the barrier with them... or they're trapped in it with you.
Cost -- 5-stamina to cast, but every subsequent turn they remain active will deplete their ki control level by '-1' until it runs out of gas (0).
STEP 2 -- What do your techniques do?
Each technique gets ONE "effect" to start, which can range from causing bloodloss to having a reduced stamina cost. You can create a custom one or see an 'example' list in the post below this one.
Example -- Duper Punch is an attack that knocks the enemy back 1 space, as that is its 'effect'.
Sometimes effects are described as 'Pre-Impact' or 'Post-Impact'. Pre-Impact effects are built around trying to hit the enemy, Post-Impact effects are built around what happens after you hit them. These are informal titles.
Example -- A pre-impact effect might be harder to dodge or might destroy the space the enemy is in, forcing them to move. A post-impact effect would be more akin to knocking them back, doing bloodloss, etc.
STEP 3 -- How fast are your techniques?
The speed of your technique (AKA: AP used) = how much AP is required for the target to dodge or counter. You can cast it at any speed, as long as it's within the parameters of your speed level. The exceptions are 'Full-Powered Attacks', which can only be cast utilizing all of your AP at once.
Example -- With a speed level of 12, the user can employ the 'Duper Punch' technique at varying speed levels ranging from 1 to 12. However, when executing a Full-Powered Attack, the user must utilize all of their AP.
STEP 4 -- How to finalize your techniques?
There is a format for your technique descriptions. You need to include the name, what it does (effects) and level. You don't need to organize the information exactly how I do it in the following example, but you need to be precise and clear. During battle, casting time and/or how much to dodge/counter is required.
Example -- Duper Punch: User throws a punch that can knock the enemy back 1 space upon impact.
Casting: 8AP
Level: 1
Upgrades allow you to increase the power of your 'effect', or add additional 'effects'. Each Technique begins at level 1 and can go up to Level 5.
It can take 5-20 days to learn a custom technique. At the fifth day, you will roll a number between 1-4 to see if you were successful. If not, you will roll 1-3 on the tenth day and so on.
Upgrades can take 5-10 days, as on the fifth day you will roll a number between 1-2.
Learning techniques from a Master is comparatively faster, as you can either start rolling after 4 days or you'll have a reduced roll (1-3), depending on their methods. Some even come with a bundle package, where you can learn multiple techniques in 30 days.
Determine what kind of technique (weapon, defensive, energy, etc.) and an effect.
All techniques cost 5 stamina.
When posting, make sure the technique description is easy to understand.
Custom Techniques can take between 5-20 days to learn and Upgrades 5-10 days, although learning techniques from a Master is faster.
Hand-to-Hand Attacks
Determine how you're hitting them. Punches use your arms, kicking uses your legs, but you can also build techniques around your head, full body (tackle), knees, elbows and custom appendages. If a limb is broken, you lose access to those techniques until said limb is repaired or replaced.
Damage -- Your 'Strength' level.
Cost -- All techniques costs 5 stamina.
Range -- Can reach up to '1' space. Cannot attack diagonally. The reach of a hand-to-hand technique is limited compared to energy attacks, but they are the only fighting class able to attack opponents sharing the same space as them. 'Effects' can also increase their reach.
Weapon Attacks
You choose a weapon. Each one has a built-in effect, with its own durability level. If your weapon breaks, you lose access to the techniques you built around it until said weapon is repaired or replaced. For more information on weapons, click HERE.
Damage -- Your 'Strength level' + Weapon power (if applicable)
Cost -- All techniques cost 5 stamina. Weapons fill out item slots, but some might have their own additional costs.
Range -- The default range is 1 space. They can attack diagonally. Cannot attack or block incoming attacks from anyone sharing the same space, unless stated otherwise. 'Effects' can increase (or decrease) their range. It should be noted that different weapons have different reaches.
Energy Attacks
These are usually projectiles formed from your ki. Usually requires the usage of your arms, so if they're disabled you will be unable to cast them, although you can learn to fire ki attacks from other parts of your body (eyes, mouth, feet... even nostrils) to negate this.
Damage -- Your 'Ki Control' level
Cost -- All techniques cost 5 stamina.
Range -- Can reach between 1 and 5 spaces. Cannot attack diagonally. Cannot attack or block incoming attacks from anyone sharing the same space, although 'effects' can close that gap or increase the range even further.
Full-Powered Attacks
The most powerful attacks in your arsenal, as instead of manipulating your ki, a 'Full-Powered Attack' forces it out all at once. Requires your entire speed level to cast and its puts such a strain on your body that each one can only be used once per round.
Damage -- Your (current) power level.
Cost -- All your stats will deplete by -1.
Range -- 5 spaces. No more. No less... unless 'effects' are utilized.
Specialty Techniques
Types of specialized techniques that may or may not fit your arsenal, often utilizing their own rules. Specialty techniques can be stacked on top of each-other as long as it's not the same kind (ie, you can't cast two barriers at once).
Fighting Stances -- A stance is how you position your body for optimal combat performance, usually increasing an attribute. For more information on attributes, clickHERE. 1-AP is required to activate. Stances cannot be stacked upon each-other.
-- Example: So instead of increasing speed, you can increase your offensive speed or dodging speed, etc. by +1.
Unlike other kinds of techniques, upgrades don't reflect the mastery of a stance. Upgrades advance them, making them more powerful, but also more difficult to maintain. The user has the option as to which 'level' to begin in, although 1-AP is required to change levels.
-- Cost: The default is it restricts 1-stamina every turn the stance is active, but other costs can be chosen upon creation.
Battle Auras -- An aura is generated when you increase the amount of ki in your body, but the aura itself can be manipulated and weaponized to harm enemies within its vicinity. If someone is on a space that is immediately adjacent to the user, they will automatically suffer the chosen 'effect' for the technique. 1-AP is required to activate. The enemy has the option to evade this by leaving the afflicted area at the start of their turn.
-- Example: An aura can cause '1' damage any time an enemy steps into any space immediately adjacent to the user. Includes shared spaces. Some 'effects' from the list below will be scaled down for balancing purposes.
Much like stances, upgrades don't reflect the mastery of an aura. Upgrades advance them, making them more powerful, but also more difficult to maintain. You can either increase the effect power or expand the range of the aura. The user has the option as to which 'level' to begin in, although 1-AP is required to change levels.
Cost -- The default is it restricts 1-ki every turn the stance is active, but other costs can be chosen upon creation. Upgrades increase the cost.
Energy Barriers -- A 'Ki Control' exclusive technique, where the user creates a protective barrier that surrounds them, protecting them against all incoming attacks. A barrier's defensive power is 'AP + Ki Control' and it regenerates between turns (NOT between attacks). Unlike the 'Brace' bonus skill, a barrier will reduce enemy damage even if overpowered, although a broken barrier cannot be used for the remainder of the battle.
-- Example: If you have 12 ki control and use 10AP, your barriers defensive capabilities is '22'.
Barriers are notoriously difficult to maintain. You can't attack through your own barrier. 1-AP is required to deactivate. Furthermore, if the enemy shares your space, you're trapped in the barrier with them... or they're trapped in it with you.
Cost -- 5-stamina to cast, but every subsequent turn they remain active will deplete their ki control level by '-1' until it runs out of gas (0).
STEP 2 -- What do your techniques do?
Each technique gets ONE "effect" to start, which can range from causing bloodloss to having a reduced stamina cost. You can create a custom one or see an 'example' list in the post below this one.
Example -- Duper Punch is an attack that knocks the enemy back 1 space, as that is its 'effect'.
Sometimes effects are described as 'Pre-Impact' or 'Post-Impact'. Pre-Impact effects are built around trying to hit the enemy, Post-Impact effects are built around what happens after you hit them. These are informal titles.
Example -- A pre-impact effect might be harder to dodge or might destroy the space the enemy is in, forcing them to move. A post-impact effect would be more akin to knocking them back, doing bloodloss, etc.
STEP 3 -- How fast are your techniques?
The speed of your technique (AKA: AP used) = how much AP is required for the target to dodge or counter. You can cast it at any speed, as long as it's within the parameters of your speed level. The exceptions are 'Full-Powered Attacks', which can only be cast utilizing all of your AP at once.
Example -- With a speed level of 12, the user can employ the 'Duper Punch' technique at varying speed levels ranging from 1 to 12. However, when executing a Full-Powered Attack, the user must utilize all of their AP.
STEP 4 -- How to finalize your techniques?
There is a format for your technique descriptions. You need to include the name, what it does (effects) and level. You don't need to organize the information exactly how I do it in the following example, but you need to be precise and clear. During battle, casting time and/or how much to dodge/counter is required.
Example -- Duper Punch: User throws a punch that can knock the enemy back 1 space upon impact.
Casting: 8AP
Level: 1
UPGRADING YOUR TECHNIQUES
Upgrades allow you to increase the power of your 'effect', or add additional 'effects'. Each Technique begins at level 1 and can go up to Level 5.
LEARNING ADDITIONAL TECHNIQUES
It can take 5-20 days to learn a custom technique. At the fifth day, you will roll a number between 1-4 to see if you were successful. If not, you will roll 1-3 on the tenth day and so on.
Upgrades can take 5-10 days, as on the fifth day you will roll a number between 1-2.
Learning techniques from a Master is comparatively faster, as you can either start rolling after 4 days or you'll have a reduced roll (1-3), depending on their methods. Some even come with a bundle package, where you can learn multiple techniques in 30 days.
QUICK RECAP
Determine what kind of technique (weapon, defensive, energy, etc.) and an effect.
All techniques cost 5 stamina.
When posting, make sure the technique description is easy to understand.
Custom Techniques can take between 5-20 days to learn and Upgrades 5-10 days, although learning techniques from a Master is faster.
Last edited by Admin on Mon Sep 30, 2024 2:34 pm; edited 43 times in total