Post by The Womb on Aug 27, 2014 18:01:53 GMT
Physical and Ki Technique Creation Guide
When it comes to creating your own Ki techniques, always make sure that you try and keep it original. Think of the effects and what type of damage it could do. There are so many variations to choose from, such as electric shock type damage, explosion, burning, strong pushing force, ect.
Is it physically harming or does it have other uses? Does the attack lower someone's PL (a draining/absorbing maneuver?) or is it a solid incarnation of energy like a whip or sword? There are many things to think about and each one will be judged accordingly. When training or being given a new technique as a prize, each technique will be reviewed by staff to make sure it's not too OP.
The same logic is also applied to Physical Techniques. Physical Techniques should be pretty simple and easy for other players to understand, and also work around a simple axis of regular physics. A unique style of kick, like a spinning heel kick or an axe kick could well be a physical technique added to your repertoire. They may also include flurry techniques like the infamous Wolf Fang Fist technique.
These kinds of attacks can have no more than 6 strikes thrown in them as anything more than that becomes very excessive. The range of strikes thrown should be stated in every flurry technique description. Suplexes, grapples, choke holds, throws and other such techniques are also allowed but must not be conjoined with other moves.
For example:
Player's physical technique: he runs at his opponent, delivering a series of uppercuts, then on the last uppercut grabs the opponent by the neck and hurls him to the ground.
There are two things wrong with the above technique.
1.) A series of uppercuts could well be a flurry move all on it's own and the amount of uppercuts involved has not been stated.
2) The uppercuts are then followed, or conjoined with, a throw. At this point the choking throw would be a technique all of it's own and shouldn't have any physical blows preceding it.
All throws, chokes and other techniques are their own technique, and must be worked into combat through your own methods IC. Say one of your moves is the standard judo shoulder throw, you would either have to wait, or orchestrate a time in the fight to make use of the move.
A good way of explaining what we want to get across is that this isn't wrestling - you can't punch someone and have them wait while you set up for a submission or whatever. This is fast paced, albeit fictional, martial arts fighting devised interdependently by players. Which means all fighting techniques need to be clear cut in their function in order to have the game run smoothly.