Finally had time to work on your stuff...I made the Wires tehnique. They might not be exactly as you expect them and have to move around Levels, since some techniques required higher levels to be "doable". Anyway, that's the best I could do and I hope you like them.
Designed to oppose the mono-thread of Cancer Magnus, Infinite Wires is a devastating set of techniques that creates ki wires that strike at distance the enemies, like invisible killing blades. Needless to say, the school is much more orientated to offense than defense.
Techniques: 5 Total MK: 450.
Several Ki wires form with fire covering the entire length of each. These wires then heat seek any heat source. This technique allows its user to make a single Fire Elemental Attack affecting all individuals within 25m of him with a Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 25m Area Attack, Elemental Attack (Fire), -2Ki.
DEX3 / POW3 / WIL3
Several Ki wires aid in the escape of the user of this ability by means of surrounding the user in a cocoon that lets the user teleport to another location within a pretty long distance, although such teleport maneuver impedes him to strike back at the attacker. This technique allows its user to make a single Dodge roll with a bonus of +90 to his Ability, but in case of a successful defense, the character cannot make a counterattack, but can be Automatically Transported anywhere within 250m of his current position.
Effects: +90 Limited Dodge, 250m Automatic Transport.
DEX8 / POW8 / WIL8
Several Ki wires transport things different distances, depending on the size. This technique allows its user to make a single attack affecting all chosen targets within 100m that deals no damage, but moves all hit targets by a distance determined by an Impact with Strength 16 in any direction chosen by the user. Targets of this attack will need to perform a Notice Check against a difficulty of Inhuman (320) or suffer the Surprise penalty to his Defense roll.
Effects: 100m Area Attack (Target Choice), Impact16 (Attract), Disguised Attack (320), -1Ki.
Disadvantages: No Damage.
DEX12 / POW12 / WIL12
Several Ki wires form electrical impulses and attack the foes that they are launched at with over a thousand volts of electricity a second for a total of 60 seconds if left uninterrupted. The wielder of these wires is left prone to outside interference, but usually the user tends to have any interference already dealt with in advance. Electric Wires allows its user to make an Elemental Electricity Distance Trap Attack without penalty, with a Range of 20m, with an equivalent of Strength of 14, and Base Damage equal to double the character’s Presence plus his Power Bonus plus 50. If the technique successfully traps the opponent, the trap is maintained for 20 turns without paying any extra ki cost. A character cannot make any defense roll in the same turn he uses this technique.
Effects: 20m Distance Attack (2XPresence+PowBonus Damage), +50Damage, Elemental Attack (Air), Trap 14, Greater Sustenance (Trap Effect on Target).
Disadvantages: No Defense.
DEX17 / POW17 / WIL17
Several Ki wires that are invisible to the naked eye travel at near-impossible speeds to ensnare one or more targets, all the while moving to drain the vital energies of said targets. This technique allows its user to make a single penalty free Trap Attack affecting all chosen targets within 50m of him with an equivalent Strength of 16, and Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit by the attack must surpass a PhR check against a difficulty of 180 or lose Life Points equal to the failure level. Life Points lost due to this effect are drained by the user of the technique, who can use them to recover lost Life Points from wounds. Targets of this attack will need to perform a Notice Check against a difficulty of Zen (440) or suffer the Surprise penalty to his Defense roll. If opponents are trapped, the trap may be maintained each turn by paying the maintenance cost and trapped opponents will have to repeat the PhR check each time they fail the check to escape the trap effect (or choose not to take it). This technique has the Predetermined disadvantage.
Effects: 50m Area Attack (2XPresence+PowBonus Damage, Target Choice), Trap16, Supernatural State (PhR180, Life Drain, Attack), Disguised Attack (440), Maintained (Trap Effect and Supernatural State on Targets), -2Ki.
DEX28 (Mant.5) / POW28 (Mant.5) / WIL28 (Mant.5)
I will wait for a more detailed description of the techniques from the Soul Scar school, so I can get to work on them.
Hagane No Kobushi seems ok as far as MK is concerned (and is a nice technique by the way), but I hate split ki cost (I prefer techniques to be based on 3 stats...four if they are really expensive) AND ki costs in Dominus Exxet were pretty much modified compared to the core rulebook.
Hane No Kobushi has one big "flaw". You could have a technique with the EXACT same effect paying 20MK less: simply get Additional Limited Attacks instead of Additional Attacks. The +100 Initiative will apply anyway and you'll be spared tons of MK and Ki! Again, it's a really nice technique.
Tengoku No Kobushi seems ok too, although you forgot to write down the MK cost, which should be 50 according to my counts. Of course it should use 2XPresence+PowBonus Damage formula. And again, I dislike split ki costs.
If you add a couple more techniques (another Level2 and a Level3) it would be a pretty nice and complete Ki Techinque school. I won't suggest exact Ki costs to you, anyway, until you design the two other techniques OR tell me you have no intention of further expanding this school, since before I choose the three stats to base the school on I'd like to read all of its effects (to optimize ki expense, although as it is now I'd probably make it based on STR/DEX/POW).