Post by Tinker on Mar 19, 2023 15:51:58 GMT -5
Current Information
Current Traits
Species Traits
Alien Prowess - Extraterrestrial
Twice per thread, you may add a sparking variant to a non-sparking technique. Techniques cannot have more than two variants at a time. Variant Booster requires the accompanying Standard Variant as per regular technique rules.
Alien Sturdiness - Fastest in the Universe
You can use a free 40% evasive defense technique twice per thread. These cannot have their power boosted in any way. Standard Techniques gain the Evasive+ variant for free.
Survivalist
If you are below 80% of an opponent's PL, your techniques can now fizzle against theirs so long as they are within 60% of their power. Additionally, you can still fizzle against techniques with Overflowing. This only applies if your technique is the weaker one.
General Traits
Quick Learner
You gain technique slots every 7,000 PL instead of every 10,000 PL. You also receive a 50% discount to trait respec and technique respec manuals.
Hi-Tension
Once per thread you may opt to immediately gain 2 KP at the start of your turn, but you take 10% recoil and the next time you'd gain KP, you gain 1 less.
Current Traits
Species Traits
Alien Prowess - Extraterrestrial
Twice per thread, you may add a sparking variant to a non-sparking technique. Techniques cannot have more than two variants at a time. Variant Booster requires the accompanying Standard Variant as per regular technique rules.
Alien Sturdiness - Fastest in the Universe
You can use a free 40% evasive defense technique twice per thread. These cannot have their power boosted in any way. Standard Techniques gain the Evasive+ variant for free.
Survivalist
If you are below 80% of an opponent's PL, your techniques can now fizzle against theirs so long as they are within 60% of their power. Additionally, you can still fizzle against techniques with Overflowing. This only applies if your technique is the weaker one.
General Traits
Quick Learner
You gain technique slots every 7,000 PL instead of every 10,000 PL. You also receive a 50% discount to trait respec and technique respec manuals.
Hi-Tension
Once per thread you may opt to immediately gain 2 KP at the start of your turn, but you take 10% recoil and the next time you'd gain KP, you gain 1 less.
Current Techniques
Battle Techniques
Battle Techniques
Light Offense || Here's the Pitch!
Tinker throws a ball to send it flying towards his target. This generally requires a minimal buildup of speed, otherwise it may as well be a baseball. Fortunately, that minimal buildup requires only the barest minimum effort.
Power: 20%
KP Cost: 1 KP
Variants:
Light Defense || Running the Base
Using speed that comes naturally to Fauxbians, Tinker simply runs and clambers on any surroundings he can reach to evade an attack.
Power: 60%
KP Cost: 2 KP
Variants: Evasive, Evasive+
Medium Offense || Smashing Service
Tinker spikes a ball downward with a swing of his tail, intending to catch the enemy with the ball itself to hit with explosive force. Failing that, the tail swing itself can also cause serious damage.
Power: 80%
KP Cost: 4 KP
Variants:
7k Technique
Medium Defense || Return Service
A concentrated tail swing with the intent of striking the enemy with their own attack. Alternatively, this can act as a tail swing out-speeding the enemy and sending them flying when they get close, but that isn’t really the intended application.
Power: 60%
KP Cost: 4 KP
Variants: Reflective
14k Technique
Medium Offense || Trick Shot
After carefully aiming Tinker launches a ball, intending to catch a dodge with the abnormally fast ricochet. Though he won't complain if someone just lets him hit with the regular swing, the awkward angle makes it tricky to both intercept and dodge.
Power: 50%
KP Cost: 3 KP
Variants: Homing
21k Technique
Medium Attack || Snapjaw
Tinker’s teeth aren’t merely for show, and can cause serious damage as they bite down on something or someone. He doesn’t particularly like biting people and tends not to bite too hard unless he’s really pissed or out of his mind, but even a light bite can cause serious injury.
Power: 40%
KP Cost: 3 KP
Variants: Bleed
Medium Attack || Snapjaw
Tinker’s teeth aren’t merely for show, and can cause serious damage as they bite down on something or someone. He doesn’t particularly like biting people and tends not to bite too hard unless he’s really pissed or out of his mind, but even a light bite can cause serious injury.
Power: 40%
KP Cost: 3 KP
Variants: Bleed
28k Technique
Light Defense || Bunt
A sudden, careful strike to deflect an oncoming attack, not particularly meant to redirect towards anything. Projectiles will fly up, while melee attacks may clash or simply be deflected safely. He prefers to use use his tail, but can use a hand or even his mouth if he has to.
Power: 40%
KP Cost: 2 KP
Variants:
35k Technique
Medium Defense || Be the Ball!
Tinker curls into a ball, allowing his enemies to freely ricochet his body around; he’s actually pretty hardy, and the position isn’t particularly uncomfortable. He hasn't got the spindash quite down right now, but the position is easy enough.
Power: 60%
KP Cost: 4 KP
Variants: Shield
42k Technique
Light Offense || Tagged Out
Tinker simply runs chases after an enemy, grabbing them and attempting to slam them to the ground! Sure, it generally doesn't hurt that much, but its more supposed to stop people running than anything.
Power: 30%
KP Cost: 2 KP
Variants: Homing
49k Technique
Moderate Offense || Foul Ball
A ball launched to catch someone from an odd angle. This is intended less to injure and more to disorient, though that doesn't mean it won't hurt.
Power: 40%
KP Cost: 3 KP
Variants: Exhausting
Sparking Heavy Offense || Break Point
Tinker spikes a ball at his enemy with outstanding force. The strike is so hard that space almost distorts as he strikes the ball, the ball pausing in the air before it rockets into his target. Or maybe it's a quirk of the ball's creation. Tinker isn't quite sure, and it really doesn't affect how hard it hits.
Power: 130%
KP Cost: 4 KP
MP Cost: 5 MP
Variants:
Utility Techniques
Utility Technique || Cling On
The claws on his hands and feet allow him to easily dig into walls or floors for leverage. This allows him to quickly and easily scale walls and ceilings, or alternatively he can simply remain still on them.
Utility Technique || Breaker Ball
Custom weapons created by Tinker, looking like a baseball with a metal button on side. These spheres carry the energy that comes naturally from Fauxbians extremely well, allowing them to rotate and move at speeds that would break less specialized and durable objects. Beyond their sheer force and durability, they ricochet off of most inanimate surfaces without losing speed, only properly stopping upon striking a person and imparting all the energy into them. They can also have their momentum briefly 'held' if handled carefully, though this is more experimental and can't be safely done by Tinker for more than a few seconds at a time. They will lose the momentum if they go without contact for more than a few seconds, but this contact can be reapplied via ricochet or simply pressing the button at the centre.
Each of these functions can be manipulated. If struck particularly hard, it tends to act similarly to a typical spindash. The ball will pause and spin in place, before rocketing in a given direction.
Ki for Dummies Guidebook #1
Utility Technique || Mechanical Knowledge
Tinker is something of a savant around technology, even if he doesn't always know the right terms. He has a good eye for the function of most machines and is good at using that knowledge to modify them in various ways. He can generally determine how most mechanical items work if he’s given enough time looking at it. Its much easier if he can look at its internals, but simply watching what it does long enough could give him an idea.
Generally, modifications to items need time, and can’t be done in a combat scenario unless it's a very basic modification. He might have an idea of how to better break or handle a machine than most, however.
Though he is less proficient handling functioning Androids, given time and resources he can perform modifications and repairs on them. He is only able to modify a PC Android with OOC permission from the player, cannot modify them on a gameplay level, and cannot actually mess with their programming or personality. Similarly, when messing with another player’s stuff, he needs OOC permission to do so. Additionally, this justifies his ability to heal an android’s wounds using the healing machine.
Ki for Dummies Guidebook #2
Utility Technique || Impromptu Medic
In the process of learning to create a medical machine, Tinker figured he should probably work out how to actually treat people. That includes how bodies work, how they heal, and how to tell when they’ve actually healed. It helped that he kind of had a crash course already on his own body when getting the tail to work.
While the medical machine is carrying him in many ways, he has a good generalist understanding of medical topics, mostly in handling injuries, but his knowledge isn’t limited to that. The most notable thing is that he has a pretty a good idea when something is wrong, whether that’s an injury, an illness or some other weird affliction. If it's anything beyond a regular wound or illness, he can’t do much even with the machine right now, but he can generally tell when something’s off if allowed the opportunity to properly analyse someone.
That said, he can still manage decent medical care even without machines, knowing how to handle injured people reasonably well now.
Ki for Dummies Guidebook #3
Utility Technique || Prosthetic Attachment
Obviously, Tinker’s tail is a metal prosthetic. While making it, he unwittingly learned a decent amount about about having a prosthetic safely attached to someone, and with his knowledge of medical subjects, now knows a decent amount of how to do so for others. Besides letting him repair and rebuild his own tail if it’s damaged or broken with more ease than most mechanical stuff, this allows him to create prosthetics for others. With OOC permission (And almost certainly IC permission), he can create prosthetic limbs and appendages for others.
Transformation Notes
Opening Rally
A basic method designed to get his body moving faster and with more focus. At least, that was the intention. Besides empowering his body in all regards, this speeds up his thinking significantly. It also tends to heat his body up, or at least it makes him feel like his body is heating up. This grows uncomfortable if maintained for too long, but is generally manageable unless he's forced to fight like this for an extended period of time. It can also make his behaviour a little more rash, but its nothing too significant.
Home Region
Konats - S'tarche Coast
Transformations
Utility Techniques
Utility Technique || Cling On
The claws on his hands and feet allow him to easily dig into walls or floors for leverage. This allows him to quickly and easily scale walls and ceilings, or alternatively he can simply remain still on them.
Utility Technique || Breaker Ball
Custom weapons created by Tinker, looking like a baseball with a metal button on side. These spheres carry the energy that comes naturally from Fauxbians extremely well, allowing them to rotate and move at speeds that would break less specialized and durable objects. Beyond their sheer force and durability, they ricochet off of most inanimate surfaces without losing speed, only properly stopping upon striking a person and imparting all the energy into them. They can also have their momentum briefly 'held' if handled carefully, though this is more experimental and can't be safely done by Tinker for more than a few seconds at a time. They will lose the momentum if they go without contact for more than a few seconds, but this contact can be reapplied via ricochet or simply pressing the button at the centre.
Each of these functions can be manipulated. If struck particularly hard, it tends to act similarly to a typical spindash. The ball will pause and spin in place, before rocketing in a given direction.
Ki for Dummies Guidebook #1
Utility Technique || Mechanical Knowledge
Tinker is something of a savant around technology, even if he doesn't always know the right terms. He has a good eye for the function of most machines and is good at using that knowledge to modify them in various ways. He can generally determine how most mechanical items work if he’s given enough time looking at it. Its much easier if he can look at its internals, but simply watching what it does long enough could give him an idea.
Generally, modifications to items need time, and can’t be done in a combat scenario unless it's a very basic modification. He might have an idea of how to better break or handle a machine than most, however.
Though he is less proficient handling functioning Androids, given time and resources he can perform modifications and repairs on them. He is only able to modify a PC Android with OOC permission from the player, cannot modify them on a gameplay level, and cannot actually mess with their programming or personality. Similarly, when messing with another player’s stuff, he needs OOC permission to do so. Additionally, this justifies his ability to heal an android’s wounds using the healing machine.
Ki for Dummies Guidebook #2
Utility Technique || Impromptu Medic
In the process of learning to create a medical machine, Tinker figured he should probably work out how to actually treat people. That includes how bodies work, how they heal, and how to tell when they’ve actually healed. It helped that he kind of had a crash course already on his own body when getting the tail to work.
While the medical machine is carrying him in many ways, he has a good generalist understanding of medical topics, mostly in handling injuries, but his knowledge isn’t limited to that. The most notable thing is that he has a pretty a good idea when something is wrong, whether that’s an injury, an illness or some other weird affliction. If it's anything beyond a regular wound or illness, he can’t do much even with the machine right now, but he can generally tell when something’s off if allowed the opportunity to properly analyse someone.
That said, he can still manage decent medical care even without machines, knowing how to handle injured people reasonably well now.
Ki for Dummies Guidebook #3
Utility Technique || Prosthetic Attachment
Obviously, Tinker’s tail is a metal prosthetic. While making it, he unwittingly learned a decent amount about about having a prosthetic safely attached to someone, and with his knowledge of medical subjects, now knows a decent amount of how to do so for others. Besides letting him repair and rebuild his own tail if it’s damaged or broken with more ease than most mechanical stuff, this allows him to create prosthetics for others. With OOC permission (And almost certainly IC permission), he can create prosthetic limbs and appendages for others.
Transformation Notes
Opening Rally
A basic method designed to get his body moving faster and with more focus. At least, that was the intention. Besides empowering his body in all regards, this speeds up his thinking significantly. It also tends to heat his body up, or at least it makes him feel like his body is heating up. This grows uncomfortable if maintained for too long, but is generally manageable unless he's forced to fight like this for an extended period of time. It can also make his behaviour a little more rash, but its nothing too significant.
Home Region
Konats - S'tarche Coast
Transformations
TRANSFORMATION NAME | MULTIPLIER | State | PREREQUISITES |
Opening Rally | x4 | Banal | Starter Transformation |
? ? ? | x18 | Boon | 100,000 PL |
? ? ? | x22 | Bane | 200,000 PL |
? ? ? | x27 | Bane | 250,000 PL |
? ? ? | x36 | Banal | 300,000 PL |
? ? ? | x50 | Boon | 350,000 PL |