Making new techniques isn’t particularly hard - you can look at techniques.json and define your own (and assign them to your own martial art) relatively easily. However, they all pull from the same general library of effects - damage/dodge/attack speed buffs, a few set areas of affect, stun/knockdown/knockback, etc. . So combining a few of those (say, an attack that did half damage and gave you a stackable buff to attack speed and a stackable penalty to block, to represent a flurry of attacks at the expense of defense) is easy, but creating an entirely new effect (say, an attack that inflicted heavy bleeding and gave you an “enemy’s still-beating heart” item) would be difficult, or maybe impossible.