Post by Tinker on Mar 19, 2023 15:51:58 GMT -5
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
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:
8k 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
16k Technique
Medium Offense || Trick Shot
After carefully aiming Tinker launches a ball, intending to catch a dodge with the abnormally fast ricochet. He won't complain if someone just lets him hit with the regular swing though.
Power: 40%
KP Cost: 3 KP
Variants: Homing
24k Technique
Medium Offense || 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 Offense || 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
32k 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:
40k 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
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.
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.
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.
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.