Techniques are the abilities fighters use their chi for. These techs can range from shooting fire from your eyes to shooting water from your mouth. The type of techniques one cast is totally dependent on the type of chi you have. For example if you have red chi all your techs will be based around fire, so you would have techs like shooting fire balls and making people's sweat boil. Now your probably wondering what about if you have 2 types of chi and you combine them in 1 tech to make a new special chi. Well an example would be combining blue and yellow chi to make storm chi. Which means you can have techs based off water, electricity, and storms. Also here are a few things to remember when making your techs.
1. The simpler the tech the easier it is to approve.
2. Rookies can only start with 6 techs. Teachers and graduates however get 8 techs to start.(See
rank to see the tech limits for your rank.)
3. The cooldown should always be higher than the duration.
4. When a chi types goes and clashes against a technique that uses its weakness its strength is automatically drops down by 5 points. This does not mean the technique cost less points to cast.
5. When using chi to heal, the healing occurs over 2 post(50% each post) and the target regains HP equal to double the amount of chi used.
6. When using chi to debuff, you may decrease stats by half the amount of chi used, if number is a decimal round to the nearest whole number.
7. When using chi to buff stats, you may increase stats by half the amount of chi used, if number is a decimal round to the nearest whole number.
8. Techniques do damage based on rank.
Rookie= 15 DMG
Apprentice= 40 DMG
Veteran= 75 DMG
Talented= 100 DMG
Powerhouse= 300 DMG
Master= 500 DMG
Grand Master= 1000 DMG
9. Healing can only be done by Healer and druid class, and those with the first aid perk.
10. Defensive spells can block their rank in damage x2. Meaning a Rookie rank defense spell can block two rookie techs or one apprentice tech.
Rank Limitations
This shows, per rank, the chi cost, maximum sustainability, maximum range, and maximum range for a technique of that rank. The chi cost is split into Initial Cost and Sustained Cost where Initial is the chi cost paid on the first post a technique is used, while Sustained is the chi cost paid on posts thereafter of maintaining that same technique. The exception is stat boosts which will always have a cost of 2 chi per point the stat is increased by. Max Sustainability represents how long a certain technique can be maintained for, but the duration of the sustain is up to the user. However, the cooldown will always be one post longer than a technique was sustained for. Max Range shows the farthest a technique can travel, but the technique can always travel a smaller range. Max Speed shows the fastest a technique can travel, but the technique can always travel slower.
Novice:
Initial/Sustain Cost- 5/2
Max Sustain- 3 post
Max Range- 6 meters
Max AoE- 3 meter diameter
Max Speed- 6 m/s
Apprentice:
Initial/Sustain Cost- 25/10
Max Sustain- 4 post
Max Range- 12 meters
Max AoE- 6 meter diameter
Max Speed- 10 m/s
Veteran:
Initial/Sustain Cost- 45/25
Max Sustain- 5 post
Max Range- 24 meters
Max AoE- 12 meters diameter
Max Speed- 20 m/s
Talented:
Cost- 80/40
Max Sustain- 6 post
Max Range- 30 meters
Max AoE- 15 meter diameter
Max Speed- 25 m/s
Powerhouse:
Initial/Sustain Cost- 125/62
Max Sustain- 7 post
Max Range- 45 meters
Max AoE- 23 meter diameter
Max Speed- 40 m/s
Master:
Initial/Sustain Cost- 180/90
Max Sustain- 8 post
Max Range- 100 meters
Max AoE- 50 meter diameter
Max Speed- 80 m/s
Grandmaster:
Initial/Sustain Cost- 245/122
Max Sustain- 9 post
Max Range- 200 meters
Max AoE- 100 meter diameter
Max Speed- 160 m/s
Mythical and Forbidden Magic
Mythical Magic is a powerful spell that is used by the most powerful of fighters. The only abilities with more power are those in the tier of Masters and above. These spells have a wide variety of effects. They cause 450 points of damage and can be done by anyone of veteran rank and above. They are so powerful that they require you to amass chi for 6 post and require the use of 50% of your max chi.
Forbidden Magic is a spell that is beyond that of a Mythical spell and is also forbidden to be used for one of many reasons. The main reason a spell is given the title of forbidden magic is because it harms the caster during the activation and sometimes the duration. It follows the same rules as a Mythical Magic spell except they harm the user in some way i.e. loss of a limb or sense. Because the user is harming themselves to such a degree the spell also causes more damage totaling to 750.
Both Mythical and Forbidden Magic spells are learned from age old books, and can only be known by one person at a time. Meaning before one can learn such a spell one must find the location of a Genesis Book. You gain Genesis Books through plot, events, or by buying them. Once the book comes into your possession you must RP out reading and learning the spell before you can use it. This means you have a chance to sell the book in case you don't want it for whatever reason.
Magical Resonance
Magical Resonance is when two fighters with similar or complementary chi colors combine their power to make a new attack. These types of attacks will do double the damage of their rank, while only costing each fighter half of the required chi for that rank. These techniques can only be done by fighters who meet the requirements to do them. The first is that they must be able to match power outputs, meaning one fighter can not be too much stronger than the other(Chi pool difference cannot pass 25 points). The second is that the chi colors must be the same or complementary, an example is fire and fire or maybe water and lightning. One these requirements are met both users must post up the technique for review. All Magical resonance spells must have "Magical Resonance:" in the name of the spell. In order to get a Magical Resonance spell the process is simple. You train or buy them just like you do regular spells, only difference is if you train to get the spell you must both meet the word count training requirement. And if you buy the spell you must both pay the full cost of the spell.