Character's Name: Usien Character's Rank: B Link to Character's Profile: ~Teddy Knows where it at Link to Last Character Update: Like week ago. Link to Posts: *points to Misu's post in update above* AP Added: Taking 10 From Kai AP Spent 4 AP Stats Added: +5 SP loss Trick(s) Added:► Blade Symphonies Rank: C | Stamina: 3 | Wear: 5% | Road: Ring - Sub Road: Symphonia Once mastering the use of a sound wave, the rider of the Symphonia road has the ability to manipulate the waves to create an array of blades created out of sound. Sawing effects, slicing effects and pinpoint spearing effects all take after a certain sound and blade. Sounds that are released with a boom such as clapping, roaring or drumming {ie: Percussion type sounds} deliver an uncontrollable and large serrated vibration capable of cutting into flesh. Sharp sounds such as the pluck of a chord or a high pitch {ie: String type sounds} produce several waves that are thin and produce a wide shaped "slice" characteristic. Low and balanced tones {ie: Wind type sounds} are easy to control and direct, giving them a small range with a sharp point that deals critical damage. [Can only manipulate one type of sound per trick use.]
► Equilibrium Sonata Rank: C | Stamina: 3 | Wear: 5% | Road: Ring - Sub Road: Symphonia Through the manipulation of a sound produced by the user or a sound evident in the surrounding area, the rider of the Symphonia road will dilute the tune with an eerie tone that causes sound waves and vibrations to flux. The off put disruption of a smooth flowing sound sends a person's balance receptors in their ear into vertigo. Which way is up? Which way is down? Even if you can see the ground, feel the wall next to you- the nerve fibers that give you a sense of orientation are haywire from the wavering sound vibrations. Movement in general is disrupted, causing a rider to stumble if riding fast or begin to fall if flying in the sky. Duration: One post of discomposure where the target can not perform tricks {including passive tricks being held- meaning your character is so disorientated, passive tricks are dropped}.
Quote:
Teddy Finally becoming dangerous.
Posted: Sat Mar 16, 2019 1:55 pm
Characters name: Therese Character's rank: B ink to characters profile: have the profile below AP added: as from what i was told to put 15+34 but idk what or how to spend any of this or how to go at this....
Full Name: Therese Nightingheart Nicknames: Tarry, Tabby, Reese Age: 19 Birthdate: August 14th Sex: Female Sexual Orientation: Heterosexual
Height: 5"5 Weight: 143lbs Physical Description: Therese has long silvery white hair that reaches to the middle of her back. With her whitish hair she possesses beautiful light blue eyes and a naturally soft, blemish free complexion. Her choice of fashion are usually varied in different colors, depending on her mood for that particular day. She much enjoys wearing monochrome shades and boots with everything when she isn't in her air treks. She had a hidden scar on the back of her leg she received from a tripping accident. The cut was cause by a fence. Figure wise she possesses a slim and graceful figure, possessing perky c cups restricted under sports bras when out on a fighting day.
Personality: Therese is a somewhat serious person, who can be playful and bubbly to only those she will trust. Her speech is usually clearcut, more to being on the side lines then to be center of attention. Her callous and sometimes cold exterior makes it difficult at times to understand intentions. Its the unpredictability about herself she enjoys bestowing and keeping her cards hidden. She can either be a friend or an enemy, either decision sometimes left in the dark.
Backstory: Therese is half japanese/ half Canadian. Being raised in the lovely countrysides of Okinawa, Therese lived in a lovely ranch home. Her mother was once a fashion designer who retired when she was 7. Her father is a business owner with specialty on selling books and calendars. In Tokyo the Nightinghearts own such a store known as "Otakuneko." Therese got into air Techs when she first moved into Kanto, buying three pairs for good measure. The first two were not so successful, but her Mistogan air tecks were specifically built for speed. She is currently a C ranked rider, still in midst of one day creating her own flawless techniques.
Country of Birth: Okinawa, Japan
________________________________________|R|un |I|nformation Road: Lather Rank: B Allias: Bubbly Nightingale Shadow: Nightingale Race: Human TOTAL AP: 61/64
► A pair of white and light grey lace designed tri wheeled AT's that possess an elegant appearance. There's a small apple decal on the heel of the right Air trek.
-----→ {Bubbly l E class} -------► The Lather Road rider begins their aquatic run with a very simple trick. Bubbly requires the user accelerate atop a moisture slicked surface to create their bubbles. The beginner's skill in production only affords them the ability to produce 'miniscule' bubbles in comparison to later times. These miniatures are formed with the intention of popping just as fast as they're accumulated together. This pop is forced in the direction of the rider's choice, creating a thin vapor mist capable of obscuring sight and catching other riders off guard. The misty creation also offers a slight boost, imitating an extremely short lived thrust.
► Slip N Slide Rank: D | Stamina: 2 | Wear: 2% | Road: Lather A simple technique on the Lather road that allows the rider to move across a surface with less friction therefore gaining more momentum. Slip n slide works specifically by the rider drawing enough water vapor to condense on their wheels to cause a prolonged slick or water to ride over after jumping into the air and hanging there for at least ten seconds. This gives them enough time quickly draw in a mass of air to condense water vapor from and then as they hit the ground the force of gravity causes their momentum to increase naturally as they slide across the surface (naturally thy longer their hang time the more speed they’ll have due to gravity when meeting ground). This technique can also work to slightly suppress the turbulence of a rough landing and any added push from their elevated position can play into the added speed given by this technique.
-----→{Hydroplane l Rank} -------► A basic technique for the Lather Road coming in prior to bubble creation involving the simple and very starting principle of the road to condensate water vapor or drawn moisture onto the surface they are riding on. Hydroplaning normally would mean a loss of traction but for the Later Road. The vibrations of their A.T wheels via acceleration affects the initial slick of water the riders draw in to become more elastic and act as a bonding agent between them and the surface they are riding over. This suction cupping effect causes them to have over all better control over their movements when traveling at full speed and this can only be helped when they place their hand palm or finger into the liquid to as well assist them in their movements by hugging the ground similar to hydroblading in form. Yet this act takes a brief pause or slowing in the riders actions to build the moisture and slick around their wheels, pressurizing all at once as they hit the height of their run in on thrusting speed causing the desired effect for a few moments on any surface as they advance. The plain of moisture acts as a buffer towards effects resonating trough ground and increases in effective ability as the rider grows allowing them at their highest skill level to find traction freely on any surfaces without a lost in momentum. So long as the Lather Rider meet the required speed and rank. F: [Req Spd: 10] Turns are slightly tighter but still slightly wide at full speed. [1 Post Duration] E: [Req Spd: 15] Good traction on horizontal surfaces and even slopes without lost of momentum versing gravity. [1 Post Duration] D: [Req Spd: 25] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. [1 Post Duration] C: [Req Spd; 35] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. Also has more traction up vertical surfaces. [1 Post Duration] B: [Req Spd: 50] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is possible. [1 Post Duration] A: [Req Spd: 65] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground or wall. [2 Post Duration] S: [Req Spd: 80] Incredible traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground, wall, and ceiling. Can be sustained briefly in each turn throughout duration [3 Post Duration] This is F/S rank trick. color=white]-----
→{bubblebeam~ l C class Rank} -------► By this time the user has learned to correctly form bubbles so that they remain stable. By revving the trecks, gathered moisture slicking the tires can near instantly produce bubbles that grow into abnormally large orbs. The user has the ability to 'detonate' these bubbles at will, braking the trecks to cause an expulsion strong enough to both cut and push away other riders. The main usage of these new bubble wielding skill is in the 'Bubblebeam' technique. The rider amasses bubbles in a continues stream, remaining stationary. Despite being on the somewhat slow side, these bubbles have the potential to completely shred clothing, deliver shallow cut wounds, and slow down the effected rider with a slightly numbing tingle from vibrations caused by resonation. Around A Rank, the user's skill has reached the point where the speed of the bubble production and release is faster than most projectile type attacks.
---Trick Passes (You get 3 Free at creation)
-----→ ► Spinning Wallride Overbank 1800 l F-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
► Moon Walk Location: Rank: F | Stamina: 1 | Passive The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.
-----→Super Stride IV Sonic Boom l F -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt
-----→Air Method to Spin That Grab Moonride l F -------► {This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop. }
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
[size=11][b]Full Name: [/b] Aidoneus Damon [b]Nicknames: [/b] Hotshot, Aidon, Greed [b]Age: [/b] 21 [b]Birthdate: [/b]10/31 [b]Sex: [/b]Male [b]Sexual Orientation: [/b]out of your league anyways /:
[b]Height: [/b] 6'1" [b]Weight: [/b] 225 lbs. [b]Physical Description: [/b] Built broad and wide with a hard body physique practically hewn from rough granite, Aidon holds a large and imposing figure. His skin is tanned checkerboard of scars new and old; Some covered by the tattoo on the left side of his chest and corresponding arm.
[b]Backstory: [/b] He spent some time as a tot in an abusive and neglectful foster care system that had essentially set him up for failure. Cutting ties and running loose, Aidon became a street rat... and found that even on weeks where food was a scarce commodity, the freedom that came with starvation was well worth an occasional aching belly. Ambition and drive were what saved Aidon from a short life and an unmarked grave; clawing his way out of the mud and into the lap of a comfortable life. Now he simply races on occasion, along with running a few side hustles for spending money.
[size=11][b]→ Air Treks: Project: DEVILMAN[/b][/size] [list]► [size=9]A pair of C rank trecks with a glossy black finish and red details.[/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Alpha Electromagnetic Illusion l D} [color=white]-------[/color]► The beginner Rising Road rider makes use of very simple illusionary type tricks, using their understanding of electromagnetic waves to create visual effects. The user will make use of their air treck's engine and battery in combination, expelling from their body outward a very simple illusion. The Rising Rider's waves affect those in the visual range, making it seem as though they are what they aren't. At the lowest level of usage, a rider can only hold this charade in their position. Only with the introduction of some metallic beacon in their arsenal can they expand upon the range of their beginner trick. This is a D Class trick.
[color=white]-----[/color][b]→[/b]{Lightning Spider Web l C} [color=white]-------[/color]► With an increase in skill and the introduction of some conductive wiring into their arsenal, the Rising Rider can make use of their new 'tool' to both expand their range of wave transfer and entangle others. This technique involves the user sending forth their wires to ensnare foes, purposely spreading the mass of strands out in a wide, net-like, fashion to catch and restrain before physically (or magnetically) sticking to a surface. As a result, the trick makes the trapped rider appear as though they were caught in a spider's net, unable to move. The user can then generate a low to moderate level electrical pulse through the strands, sending a 'tingle' through the affected to temporarily immobilize them until freed. The technique has the potential to constrict and dig into flesh, possibly lacerating. This is a C Class trick.
[color=white]-----[/color][b]→[/b]{Charge l Passive} [color=white]-------[/color]► The user chargers the electrical currents and power of their air treks and withholds this current for a variable amount of time. The amount of time determines the specific effect of the user’s choosing. The amount of the charge depends on the amount of stamina and/or time the user puts in. This is a passive rank trick. Can only charge once per post. The usage of a trick, besides the usage of this trick again, will cause the charge to be dispersed. Meaning, if use charge and use electric spidernet, then the charge is gone and the rider will have to use charge in their next post in order use a move that requires charge. Unfortunately, the dispersion does not amplify the trick. So this means electric spidernet would be as strong as any other electric spidernet. Charge Beam: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent in the form of a beam of lightning. This beam of lightning moderately damages those that are shocked and has the potential to paralyze. This is a C rank trick. The production of this trick does not cost stamina as the stamina cost is paid through the use of the trick Charge. Requires use of Charge for C rank amount the post charge beam is used or total of 3 F rank amount of charges. (Using Charge for F rank amount for 3 turns and on the third turn, the same post you can use Charge beam). Zap Canon: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent but the potency of this electric volt is vastly greater than that of charge beam, shocking the opponent for double the damage and causes a paralysis of the nervous system in most cases, leaving the opponent stun for one post. This trick requires the use of Charge for B rank amount the same post that Zap Canon is used or total of 4 F rank amount of charges. Zues’s Rage: Follow Up Trick of Charge. The rider uses the accumulated charge of electricity and fires off a volley of electric beams in a 25 feet diameter cone that ranges 25 feet. This trick effectiveness is amplified if charge is used twice. (once first post, then once again second post and then Zues rage is released as well in the second post) doubling not only the power but the amount of beams from 15 to 30. Being hit with a beam causes paralyzation and causes the opponent to be stunned for 1 post. This effect can stack. Meaning, being hit with multiple beams causes the stun time to increase. However the maximum amount of posts a person can be stunned is 3. Due to the extremity of the trick, no other trick can be used the same post after its activation. This trick requires an A rank amount of Charge or 5 F rank amount of charges. [/size] [/spoiler]
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] (You get 3 Free at creation) [spoiler][size=9][color=white]-----[/color][b]→[/b] {Super Stride 4 Sonic Boom l F} [color=white]-------[/color]► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
[color=white]-----[/color][b]→[/b]{Moon walk l F} [color=white]-------[/color]► The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.
[color=white]-----[/color][b]→[/b]{Amazing Forward Special l F} [color=white]-------[/color]► This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind. [/size] [/spoiler]
Spinning wallride overbank 1800 Spiral Spin Wallride 999 Sidewinder Magnetic World Magnetic Beat Lightning Kick
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Spinning Wallride Overbank 1800 l F} [color=white]-------[/color]► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
[color=white]-----[/color][b]→[/b] {Spiral Spin Wallride 999 Sidewinder l F} [color=white]-------[/color]► This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-ranged combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or entire body.
[color=white]-----[/color][b]→[/b]{Magnetic World l F - King} [color=white]-------[/color]► The User revs his ATs until a weak -to- powerful ( depends upon rank ) magnetic current is formed form the air in and around them. Kinji will than releases this magnetic and electrical charge outward up to a radius of twenty [20] feet at the strongest level. This skill is used to repel or push anything that has a magnetic pulse/ charge away from the center ( user ) using same charge ( like magnets ). This applies to people, electrical objects, metals, electronics, and etc. But, the user will have to apply the same charge of the repelling charge upon the intend target for this to fully work. However the flaw of this technique is that the repel is only as strong and far as the stamina put in to it. [ Magnetic Wold's Radius & Power; By Rank ] F: Two Feet; Weak [ 1 Stamina :: 2% Wear ] E: Four Feet; Above Weak [ 1 Stamina :: 2% Wear ] D: Five Feet; Below Average [ 2 Stamina :: 2% Wear ] C: Eight Feet; Average [ 3 Stamina :: 5% Wear ] B: Ten Feet; Above Average [ 4 Stamina :: 8% Wear ] A: Twelve Feet; Strong [ 5 Stamina :: 10% Wear ] S: Fifteen Feet; Powerful [ 10 Stamina :: 20% Wear ] King: Twenty Feet; Dangerous [ 15 Stamina :: 50% Wear ]
[color=white]-----[/color][b]→[/b] {Magnetic Beat l E} [color=white]-------[/color]► The user will spin on their air trecks while moving air current whirl around them until they produce a weak electrical and slight magnetic charge that are releases from the air treks in a weak pulsing manner. This skill is simply used so the user can connect/ride on a power-line, metal objects, and other magnetic objects more easily than that of other roads would. However this can be cancelled out by a rider of the Rising or Gaia Road whom release an electrical charge to nullify it.
[color=white]-----[/color][b]→[/b]{Thunder Kick l D} [color=white]-------[/color]► The Rising Road Rider charges electricity through their air trecks, storing it for an impacting kick. The kick, once released will emit the electricity into the opponent hoping to cause shocks to the body. Thus causing temporary numbness for two post wherever the opponent was hit with this trick.
[size=11][b]→iPhone X [/b][/size] [list]► [size=9]Matte black iPhone X w/ protective case & screen protector | R.E.A.D. enabled[/size][/list]
[size=11][b]→Knuckle duster key chain[/b][/size] [list]► [size=9]A key chain that is also a fully functional and very effective set of spiked brass knuckles. Holds the keys to his apartment, his car (glossy black 2018 Mclaren 570S w/red detail & red leather interior), etc.[/size][/list]
>W> DO it one more time and I will Future Hendrix yo a**!
Posted: Sun Mar 17, 2019 9:23 am
Character's Name: Gadget Character's Rank: C Link to Character's Profile: Here Link to Last Character Update:03-03-19 Link to Posts: Dash Start | End [Lost - 10 SP] Parts Added: N/a Parts Removed: N/a AP Added: N/a AP Spent: N/a Tune Ups Added: N/a Stats Added: +10 ACC (to regular READ) Trick(s) Added: Super Stride IV Sonic Boom | F (Free - 2/3), Air Method to Spin That Grab Moonride | F (Free - 3/3) Trick(s) Removed:
Copy & Paste for ease and she should be moved to the Tuner profiles, please heart
[b]Appearance: [/b] [list][size=7][color=black]██ [/color][/size] 5'6" & 139 lbs [size=7][color=black]██ [/color][/size] Athletic build cause thick thighs save lives. [size=7][color=black]██ [/color][/size] Blonde hair, usually. [size=7][color=black]██ [/color][/size] Hazel eyes [size=7][color=black]██ [/color][/size] Ear piercings, tattoo on her shoulder blades [/list] [b]Personality: [/b] Tenacious | Feisty | Independent | Competitive | Charismatic [b]Backstory: [/b] Gadget grew up in a single parent home after her father skipped town, probably ran back to America. Her mother tried her best to support them, but it was hard for her given her limited job experience. They ended up in the industrial apartments, a place no one wanted to be, especially not women. From an early Gadget knew no one was coming to save them, so she'd just have to do it. She does exceptionally well in school and picks up things quickly. [/size]
[size=10][b]→ Air Treks: PROJEKT KORE[/b][/size] [list]► [size=9]A pair of C-ranked ATs finely finshed in a high-gloss black enamel. [/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=10][b][color=Black]TRICK FILE[/color][/b][/size] [color=#252525]▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [/color] [size=10] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] Metronome | F [color=white]-------[/color]► The unique riders of the Ring Road begin their journey with the realization of a very basic, but extremely innate, 'talent'. The link tuner has a natural affinity for 'time', having the degree of attention to such details that they are in tune to perfection in keeping time. Despite its simplicity, having "correct timing" is the basis of a Tuner who both examines and aligns with their sense of rhythm. This talent extends into an ability to recognize familiar riders by the sound of their A-T. This trait works best when the tuner has personally worked on the skates. This is an F Class trick.
[color=white]-----[/color][b]→[/b] Quick Fix | C [color=white]-------[/color]► With the introduction of tool usage in the tuner's inventory, they can take advantage of their natural talents to a more advanced level than any time prior. Though tuners are not judged by the speed of their work, but by the quality, they also may find themselves in dire need of the former. For that reason, the user may implement 'makeshift repair' tactics, performing their tool based run with increased efficiency as a result. With the usage of a tool similar in appearance to a stenographer's typewriter, the tuner can get a physical read of the Air Treck's current state, allowing them to mentally diagram and optimize necessities in repair based on a number system read out. What the tuner does afterward is assessed the necessities in trek wear, performing a quick repair based off of the diagnosis. If incorrect hold of the necessary materials, the tuner can go so far as to fully reassemble what would've appeared to have been an unusable pair of skates. However, the repair does not account for a full maintenance check-up and will show quicker wear than usual if left unattended. A quick fix can only be used on treks in the yellow or red "zone", and from that point on, the amount of wear caused from every trick is doubled until an out-of-combat tune is performed. (The x2 wear stacks with each Quick Fix applied to the treks) This is a C Class trick.
[color=white]-----[/color][b]→[/b] Deconstruction | Varies [color=white]-------[/color]► With their advanced knowledge pertaining to the functions and customizations of Air Trecks, a tuner has the apprehension to break apart Air Treck Technology with only a passing moment. If the target is within arm's reach, the tuner can quickly dismantle the advanced piece of technology beyond immediate repair (Quick Fix). The speed in which the process can be completed is dependent on the skill of the tuner and how heavily customized the Air Treck Technology is. Unfortunately, anything created by Axis can only be destroyed by Axis, regardless of the tuner's rank and other capabilities. - You can not deconstruct Air Treck equipment of a higher or equal rank that you're capable of creating. [Example: C Rank Tuners cannot destroy S Class Air Trecks. A rank Tuners cannot destroy A Class Air Trecks.] [/size] [/spoiler]
[size=10][color=white]---[/color][b]Trick Passes[/b][/size] (You get 3 Free at creation) [spoiler][size=9][color=white]-----[/color][b]→[/b] Amazing Forward Special | F [color=white]-------[/color]► Stamina: 1 | Passive This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.
[color=white]-----[/color][b]→[/b] Super Stride IV Sonic Boom | F [color=white]-------[/color]► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by crisscrossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven-foot distance between each strides beginning and endpoint. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
[color=white]-----[/color][b]→[/b] Air Method to Spin That Grab Moonride | F [color=white]-------[/color]► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop. [/size] [/spoiler]
[size=10][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] THRILL LINK | C [color=white]-------[/color]► Stamina: 3 | Wear: 5% | Road: Ring The Tuner creates a "lifelink" draining stamina from her body while supplementing another rider. The Tuner is easily excitable, especially when being carried by a rider of another road as they perform tricks and feats. Her heartbeat quickens with excitement which blends with the sound of the rider holding her. Like a war drum, the sound of her body beats with an intensity that releases adrenaline a rider never knew they possessed. The trick is both mentally and physically exhausting for The Tuner, but the holder is refreshed with newfound energy to ride! It is the next step towards Link Tuning for a C Rank rider. - Riders have a different road or style from the tuner. - 10 Stamina transfers from tuner to rider.
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}[/size] [/spoiler]
[size=9][b]→ KAWASAKI VERSYS- X[/b][/size] [list]► [size=10]Functioning as low maintenance and easy-going travel partner, the Versys-X is simply built for adventure; all thanks to a compact yet responsive Ninja-derived 296cc twin cylinder engine functioning alongside a lightweight chassis and long-travel suspension for a nimble yet sporty handling experience. It’s a dual-sport bike suited for any and all terrain and road conditions. High-gloss black finish. [/size][/list]
[size=9][b]→ SLING BACKPACK[/b][/size] [list]► [size=10]Lightweight and carries all the s**t she needs for school and whatever else like keys, wallet, etc etc etc.[/size][/list] [/list][/list][/list][/list]
ccuppajo
VwV stay a good girl. (yeah i petty
Heathenry
The Committee Staff Member
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Ya boi raz
Offline
Posted: Tue Mar 19, 2019 7:34 pm
Ya boi raz
>@> *loads the glock* Ki blasts bullets about chop this man down. Updated ~Teddy
Character's Name: Tiranus Character's Rank: C -> D Link to Character's Profile: All hail Killmonger Link to Last Character Update:Here Link to Posts: N/A Parts Added: N/A Parts Removed: N/A AP Added: N/A AP Spent: N/A Tune Ups Added: Acc: BS: Sta: Jmp: Stats Added: -70 to overall READ Trick(s) Added: N/A Trick(s) Removed: Quick Fix Deconstruction
[b]Height: [/b]6'3" [b]Weight: [/b] 215 lbs. [b]Physical Description: [/b]Tall and cut, Tiranus bears an excellent and limber physique honed by strict daily excercise regimen and balanced diet. Broad shoulders and chest gradually taper into a trim waist. He is a firm believer that in order to possess a sound mind, a sound body must come hand in hand. Dark brown skin remains unmarred, free of any tattoos or scarring. Hazel colored eyes have been said to pierce the soul with their intensity... but in all honesty he just has a staring problem.
[b]Personality: [/b] Intelligent | Crafty | Egotistical | Wry | Refined | Patient | Curious | Haughty | Witty | More than a little judgemental
[b]Backstory: [/b] The silver spoon in his mouth since birth had made each victory in life taste all the sweeter. Born heir apparent to a prestigious and swiftly growing giant within the medical field, Ty grew up being groomed to assume the mantle of CEO. Schooled from home by the best tutors money could buy, he finished his general education by the age of sixteen, and finished his first masters in mechanical engineering at the age of twenty four. Currently working on his second degree in bioengineering and still managing to thrive as the head of the family company's prosthetics development department, Ty also aids his father in the day to day running and balancing of their corporate empire as patron figure prepares to pass on the mantle; ambitious eye setting out to divide and conquer until they rise to the top under his name.
[b]Country of Birth: [/b] U.K. [First generation citizen] [/size]
[b][size=14]________________________________________|R|un |I|nformation[/size][/b] [size=11] [b]Road: [/b] Ring [b]Rank: [/b] D [b]Allias: [/b] Karna [b]Shadow:[/b] Ravana [Rah-vuhn] [b]Race: [/b] Human [Adaptability] [b]TOTAL AP:[/b] 20/20 [/size]
[size=11][b]→ Air Treks: [W.O.L.V.E.S.][/b][/size] [list]► [size=9] The W.O.L.V.E.S. [Wireless omnidirectional long velocity equipped skates] are a set of completely custom D rank air treks designed and fashioned by yours truly. [/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Trick Name l Rank} [color=white]-------[/color]► {description}
[color=white]-----[/color][b]→[/b]{Metronome l F} [color=white]-------[/color]► The unique riders of the Ring Road begin their journey with the realization of a very basic, but extremely innate, 'talent'. The link tuner has a natural affinity for 'time', having the degree of attention to such details that they are in tune to perfection in keeping time. Despite its simplicity, having "correct timing" is the basis of a Tuner who both examines and aligns with their sense of rhythm. This talent extends into an ability to recognize familiar riders by the sound of their A-T. This trait works best when the tuner has personally worked on the skates. This is an F Class trick.
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {description}[/size] [/spoiler]
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] (You get 3 Free at creation) [spoiler][size=9][color=white]-----[/color][b]→[/b] {Moon Walk l F} [color=white]-------[/color]► The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.
[color=white]-----[/color][b]→[/b]{Super Stride IV Sonic Boom l F} [color=white]-------[/color]► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
[color=white]-----[/color][b]→[/b]{Amazing Forward Special l F} [color=white]-------[/color]► This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.[/size] [/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Trick Name l Rank} [color=white]-------[/color]► {Description.}
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}[/size] [/spoiler]
[size=11][b]→Samsung Galaxy S10[/b][/size] [list]► [size=9]Advanced smartphone with full R.E.A.D. functionality[/size][/list]
[size=11][b]→Laptop Satchel[/b][/size] [list]► [size=9]A satchel that carries his laptop, as well as a few other common belongings such as his wallet, keys, text books, etc.[/size][/list]
[size=11][b]→Hand rings[/b][/size] [list]► [size=9]A heavy ring on each finger excluding his thumbs. Each stone is particularly ridged and edged, making the flashy accessories a viable form of self defense in a pinch. [/size][/list]
Character's Name: Hyperion Character's Rank: D -> C Link to Character's Profile: Silver Fox Link to Last Character Update:Here Link to Posts: N/A Parts Added: N/A Parts Removed: N/A AP Added: N/A AP Spent: 2 Tune Ups Added: Acc: BS: Sta: Jmp: Stats Added: +20 acceleration +30 stamina +20 battle strength Trick(s) Added: Oh Time! Giant Swing of Time Time Shield Trick(s) Removed: Rising Action Kick
[b]Height: [/b]6'7" [b]Weight: [/b]255 lbs [b]Physical Description: [/b] Exceedingly fit and muscular, partially due to the fact that the vast majority of his body is custom made by a friendly tuner who has a knack for prosthetics. Eyes are monochromatic, with a blue iris in one socket, and a silver iris in the other. Despite being more machine than man at this point, prosthetic flesh and skin make it possible for him to pose indiscernibly as an average person. However when Hyde takes damage during combat and the fake surface is ripped away from his figure, the metallic base composing the majority of his body can be seen.
[b]Personality: [/b] Shameless | Charismatic | Bold | Courageous | Wry | Witty | Open minded | Tenacious [b]Backstory: [/b] He's just a sexy cyborg. Also a military man. If you wanna hear more, take the man out for a couple of beers.
[b]Country of Birth: [/b]USA [/size]
[b][size=14]________________________________________|R|un |I|nformation[/size][/b] [size=11] [b]Road: [/b] Apollon [b]Rank: [/b] C [b]Alias: [/b] Silver Fox [b]Shadow:[/b] [b]Race: [/b] Human [b]TOTAL AP:[/b] 20/20 [/size]
[size=11][b]→ Air Treks: T.E.C.H. HELIOS[/b][/size] [list]► [size=9]A standard pair of C rank treks. Glossy black and yellow. Shouts out to Pittsburgh.[/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Oh Time! l E} [color=white]-------[/color]► The very basis of all Apollon Rider's tricks. Fairly simple in it's process, the Apollon rider generates amass sense of heat. 'Time' is just the influence of heat, light, and other Flame based riding aspects to produce abnormal effects. In this beginner instance, the user uses a visual phenomenon known as "Total Reflection". Using the heat build from the Flame Road, the user will cause the temperature and humidity of the air about them to heighten, bringing it to the extent that they become invisible temporarily. This, being the same principle under which mirage's and heat hazes work, is a more discreet and less flamboyant way of producing the road's effects. This is an E Class trick.
[color=white]-----[/color][b]→[/b]{Giant Swing of Time l D} [color=white]-------[/color]► A simple offensive trick designed to make use of centripetal force. The user plants a hand on the ground and swings their feet like a pendulum to strike the opponent's mid-section with a deceptive blow strong enough to knock the wind out of the diaphragm. Originally designed to work in tandem with the trick "Oh! Time!" this trick works twice as effective when both are used together. This is a D rank trick
[color=white]-----[/color][b]→[/b]{ Time Shield l C} [color=white]-------[/color]► By this point, the Apollon rider has control of their heat and updrafts that they can create a shield of heated rising updrafts. This shield takes on the image of a large grandfather clock and a set of gears. These updrafts are more physical than illusion based, able to take high impact damage and slow it down, giving the Apollon rider the chance to block an attack or to escape impending danger. This move is highly effective against projectiles but can "slow" down physical attacks as well. This is a C Class trick.
[/size] [/spoiler]
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] (You get 3 Free at creation) [spoiler][size=9][color=white]-----[/color][b]→[/b] {Amazing Forward Special l F} [color=white]-------[/color]► This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.
[color=white]-----[/color][b]→[/b]{Super Strider IV Sonic Boom l F} [color=white]-------[/color]► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
[color=white]-----[/color][b]→[/b]{Spinning Wallride Overbank 1800 l F} [color=white]-------[/color]► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling. [/size] [/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Trick Name l Rank} [color=white]-------[/color]► {Description.}
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}[/size] [/spoiler]
[size=11][b]→Smart Phone[/b][/size] [list]► [size=9]Latest high tech Yada yada. Insert googled specs here. READ enabled. Pretty kinky porn in the search history. DAMN SON, how many d**k pics you got in this camera roll!? [/size][/list]
[size=11][b]→Wallet and Keys[/b][/size] [list]► [size=9]Both carried in his back pocket. The keys are for his car (2019 Dodge Charger SRT Hellcat. Bright red with black stripe along it's side.) Wallet contains necessary identifications, as well as several credit and debit cards. [/size][/list]
[size=11][b]→Air Force Dog Tags[/b][/size] [list]► [size=9]At least his body will be easy to identify right?[/size][/list]
Character's Name: Gashi Character's Rank: C ---> B Link to Character's Profile: Here Link to Posts:Last Post Stats Added: +10 Stamina l +20 Battle Strength Trick(s) Added: ► Ring Around The Roses Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody Performing a pirouette à la seconde briskly. The user drags the fang into a complete ringlet around them that bursts seconds after it's performance. The attack appears like a small halo of compressed air before spreading outwards in the traditional fashion of a fang's shock wave; losing it's slice ability but maintaining it's force, capable of throwing riders down and bruising. Delivered at a moderate distance from the user. It's proven effective against short to mid ranged techniques and valuable against projectiles or blasts.
► Gigaer Cross Fang Rank: B | Stamina: 4 | Wear: 8% | Road: Bloody The cross fang begins with the user firing a normal Fang, giving no hint whatsoever to their full intentions. Moments after releasing the first Fang the user will fire a second one using the leg opposite the one they used to fire the first one. The difference between these Fangs is the manner they're fired, one being horizontal and the other vertical. Whichever Fang is fired first will make contact with the second, combining with it to create a singular, crossed, Fang from the two. This increases the acceleration value and overall power of the normally singular technique, greatly increasing its damage potential. The greatest asset of the Cross Fang is it's ability to be formed on a shorter notice distance wise. By firing a Fang preemptively and accelerating it with the second the user is able to make up for the weakness within dashing to a lesser extent than originally required. The decreased dash distance and increased potency truly makes this the most "Evolved" Fang.
► Bloody Comet [ Drag Fang ] Rank: B | Stamina: 4 | Wear: 8% | Road: Bloody Initially appearing to be an acceleration trick, the Bloody Rider makes use of a crouching start to fill their road's usual requirement for a dashing build up of energy. When going through the braking and kicking process of fang production the user will, instead of kicking in an arc, perform a straight or side kick. Such creates a large, pointed, fang which, conically, washes over the rider's attacking limb. This potent shock wave is more focused and, albeit lacking any range beyond it's lance-like shape, deals an incredible amount of damage to the area impacted. Unlike those fangs that cause lengthy cuts or multiple lacerations to (respectively) create gashes or draw blood, the Drag Fang has more of a fine pointed, driven-in, effect. Despite appearing as though it's bladed point goes through the effected, the actual effect of the attack is a debilitating amount of shock wave pressure honed into one area. This Fang does little aesthetically, but can paralyze a rider who faces it's full effects head on. Even without full contact the Fang can numb the area struck for a few minutes. The pointed fang appears to be body width but, because of it's cone shape, only has an effective paralytic effect at its point. Otherwise the damage dealt is moderate. It's pointed length, pass the attacking limb, is two feet. The duration is instantaneous, as it's large size evaporates quickly, making it a one shot with quick use value so long as the rider can maintain momentum. - If struck in the torso or head the user becomes paralyzed for a full post cycle. Any other area struck becomes unusable for the post cycle.
• Levianthan Fang: The Leviathan Fang is a slightly larger, more refined, adaptation of the Fang. The user performs this Fang in the same manner as the original shockwave technique, the only difference being the quality of the release and resulting build of the shockwave. The Leviathan Fang appears less like a crescent and more like a rod. Despite still curving at it's edges, the Leviathan Fang does not appear as thick as the lower ranked versions and instead appears lengthier. This longer, thinner, variation of the Fang has a slightly wider range and accelerates better. Albeit being performed in the same fashion as the original the Leviathan Fang stands out as a mark of skill in execution only reached when pushed to that point. The greatest asset of the Leviathan Fang is its increased quality, taking great advantage of it's slightly altered shape and lessened depth to define it's improvement upon the normal Fang. B Class Trick.
• Climax Cannon: The Over Road rider has advanced to the point that their understanding of the Windmill Theory and it's execution is to a more malleable degree. In this offensive technique, the user applies the theory to a wide arcing kick of some kind. At the peak of their kick's height, the wind is gathered and compressed in one swoop of the limb, causing a nitrous-like stream of wind to follow the kick's path. This forces the kick to be completed in a linear path from that point on, propelling the limb to follow it's course. At the end of the process, the accumulated wind explodes outwards the direction intended, expanding to form a what would appear to be a massive 'barrel' before the Over rider. This chamber is just a visual effect of displaced air, the actual attack being a fired beam of compressed wind energy. The pressurized cannon explodes with a concussive force upon impact, being enough to shatter wood and dent weak surfaces. This is a C Class trick.
Full Name: Therese Nightingheart Nicknames: Tarry, Tabby, Reese Age: 19 Birthdate: August 14th Sex: Female Sexual Orientation: Heterosexual
Height: 5"5 Weight: 143lbs Physical Description: Therese has long silvery white hair that reaches to the middle of her back. With her whitish hair she possesses beautiful light blue eyes and a naturally soft, blemish free complexion. Her choice of fashion are usually varied in different colors, depending on her mood for that particular day. She much enjoys wearing monochrome shades and boots with everything when she isn't in her air treks. She had a hidden scar on the back of her leg she received from a tripping accident. The cut was cause by a fence. Figure wise she possesses a slim and graceful figure, possessing perky c cups restricted under sports bras when out on a fighting day.
Personality: Therese is a somewhat serious person, who can be playful and bubbly to only those she will trust. Her speech is usually clearcut, more to being on the side lines then to be center of attention. Her callous and sometimes cold exterior makes it difficult at times to understand intentions. Its the unpredictability about herself she enjoys bestowing and keeping her cards hidden. She can either be a friend or an enemy, either decision sometimes left in the dark.
Backstory: Therese is half japanese/ half Canadian. Being raised in the lovely countrysides of Okinawa, Therese lived in a lovely ranch home. Her mother was once a fashion designer who retired when she was 7. Her father is a business owner with specialty on selling books and calendars. In Tokyo the Nightinghearts own such a store known as "Otakuneko." Therese got into air Techs when she first moved into Kanto, buying three pairs for good measure. The first two were not so successful, but her Mistogan air tecks were specifically built for speed. She is currently a C ranked rider, still in midst of one day creating her own flawless techniques.
► A pair of white and light grey lace designed tri wheeled AT's that possess an elegant appearance. There's a small apple decal on the heel of the right Air trek.
-----→ {Bubbly l E class} -------► The Lather Road rider begins their aquatic run with a very simple trick. Bubbly requires the user accelerate atop a moisture slicked surface to create their bubbles. The beginner's skill in production only affords them the ability to produce 'miniscule' bubbles in comparison to later times. These miniatures are formed with the intention of popping just as fast as they're accumulated together. This pop is forced in the direction of the rider's choice, creating a thin vapor mist capable of obscuring sight and catching other riders off guard. The misty creation also offers a slight boost, imitating an extremely short lived thrust.
► Slip N Slide Rank: D | Stamina: 2 | Wear: 2% | Road: Lather A simple technique on the Lather road that allows the rider to move across a surface with less friction therefore gaining more momentum. Slip n slide works specifically by the rider drawing enough water vapor to condense on their wheels to cause a prolonged slick or water to ride over after jumping into the air and hanging there for at least ten seconds. This gives them enough time quickly draw in a mass of air to condense water vapor from and then as they hit the ground the force of gravity causes their momentum to increase naturally as they slide across the surface (naturally thy longer their hang time the more speed they’ll have due to gravity when meeting ground). This technique can also work to slightly suppress the turbulence of a rough landing and any added push from their elevated position can play into the added speed given by this technique.
-----→{Hydroplane l Rank} -------► A basic technique for the Lather Road coming in prior to bubble creation involving the simple and very starting principle of the road to condensate water vapor or drawn moisture onto the surface they are riding on. Hydroplaning normally would mean a loss of traction but for the Later Road. The vibrations of their A.T wheels via acceleration affects the initial slick of water the riders draw in to become more elastic and act as a bonding agent between them and the surface they are riding over. This suction cupping effect causes them to have over all better control over their movements when traveling at full speed and this can only be helped when they place their hand palm or finger into the liquid to as well assist them in their movements by hugging the ground similar to hydroblading in form. Yet this act takes a brief pause or slowing in the riders actions to build the moisture and slick around their wheels, pressurizing all at once as they hit the height of their run in on thrusting speed causing the desired effect for a few moments on any surface as they advance. The plain of moisture acts as a buffer towards effects resonating trough ground and increases in effective ability as the rider grows allowing them at their highest skill level to find traction freely on any surfaces without a lost in momentum. So long as the Lather Rider meet the required speed and rank. F: [Req Spd: 10] Turns are slightly tighter but still slightly wide at full speed. [1 Post Duration] E: [Req Spd: 15] Good traction on horizontal surfaces and even slopes without lost of momentum versing gravity. [1 Post Duration] D: [Req Spd: 25] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. [1 Post Duration] C: [Req Spd; 35] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. Also has more traction up vertical surfaces. [1 Post Duration] B: [Req Spd: 50] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is possible. [1 Post Duration] A: [Req Spd: 65] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground or wall. [2 Post Duration] S: [Req Spd: 80] Incredible traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground, wall, and ceiling. Can be sustained briefly in each turn throughout duration [3 Post Duration] This is F/S rank trick. color=white]-----
→{bubblebeam~ l C class Rank} -------► By this time the user has learned to correctly form bubbles so that they remain stable. By revving the trecks, gathered moisture slicking the tires can near instantly produce bubbles that grow into abnormally large orbs. The user has the ability to 'detonate' these bubbles at will, braking the trecks to cause an expulsion strong enough to both cut and push away other riders. The main usage of these new bubble wielding skill is in the 'Bubblebeam' technique. The rider amasses bubbles in a continues stream, remaining stationary. Despite being on the somewhat slow side, these bubbles have the potential to completely shred clothing, deliver shallow cut wounds, and slow down the effected rider with a slightly numbing tingle from vibrations caused by resonation. Around A Rank, the user's skill has reached the point where the speed of the bubble production and release is faster than most projectile type attacks.
---Trick Passes (You get 3 Free at creation)
-----→ ► Spinning Wallride Overbank 1800 l F-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
► Moon Walk Location: Rank: F | Stamina: 1 | Passive The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.
-----→Super Stride IV Sonic Boom l F -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt
-----→Air Method to Spin That Grab Moonride l F -------► {This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop. }
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
Character's Name: Aidon Character's Rank: C Link to Character's Profile: The Unbound Link to Last Character Update:Here Link to Posts:custom approval Parts Added: Parts Removed: AP Added: AP Spent: 4 Tune Ups Added: Acc: BS: Sta: Jmp: Stats Added: Trick(s) Added: Blitzkrieg You're a destroyer, Odinson Fatal Attraction Trick(s) Removed: Spinning Wallride 1800 overbank
[size=11][b]Full Name: [/b] Aidoneus Damon [b]Nicknames: [/b] Hotshot, Aidon, Greed [b]Age: [/b] 21 [b]Birthdate: [/b]10/31 [b]Sex: [/b]Male [b]Sexual Orientation: [/b]out of your league anyways /:
[b]Height: [/b] 6'1" [b]Weight: [/b] 225 lbs. [b]Physical Description: [/b] Built broad and wide with a hard body physique practically hewn from rough granite, Aidon holds a large and imposing figure. His skin is tanned checkerboard of scars new and old; Some covered by the tattoo on the left side of his chest and corresponding arm.
[b]Backstory: [/b] He spent some time as a tot in an abusive and neglectful foster care system that had essentially set him up for failure. Cutting ties and running loose, Aidon became a street rat... and found that even on weeks where food was a scarce commodity, the freedom that came with starvation was well worth an occasional aching belly. Ambition and drive were what saved Aidon from a short life and an unmarked grave; clawing his way out of the mud and into the lap of a comfortable life. Now he simply races on occasion, along with running a few side hustles for spending money.
[size=11][b]→ Air Treks: Project: DEVILMAN[/b][/size] [list]► [size=9]A pair of C rank trecks with a glossy black finish and red details.[/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Alpha Electromagnetic Illusion l D} [color=white]-------[/color]► The beginner Rising Road rider makes use of very simple illusionary type tricks, using their understanding of electromagnetic waves to create visual effects. The user will make use of their air treck's engine and battery in combination, expelling from their body outward a very simple illusion. The Rising Rider's waves affect those in the visual range, making it seem as though they are what they aren't. At the lowest level of usage, a rider can only hold this charade in their position. Only with the introduction of some metallic beacon in their arsenal can they expand upon the range of their beginner trick. This is a D Class trick.
[color=white]-----[/color][b]→[/b]{Lightning Spider Web l C} [color=white]-------[/color]► With an increase in skill and the introduction of some conductive wiring into their arsenal, the Rising Rider can make use of their new 'tool' to both expand their range of wave transfer and entangle others. This technique involves the user sending forth their wires to ensnare foes, purposely spreading the mass of strands out in a wide, net-like, fashion to catch and restrain before physically (or magnetically) sticking to a surface. As a result, the trick makes the trapped rider appear as though they were caught in a spider's net, unable to move. The user can then generate a low to moderate level electrical pulse through the strands, sending a 'tingle' through the affected to temporarily immobilize them until freed. The technique has the potential to constrict and dig into flesh, possibly lacerating. This is a C Class trick.
[color=white]-----[/color][b]→[/b]{Charge l Passive} [color=white]-------[/color]► The user chargers the electrical currents and power of their air treks and withholds this current for a variable amount of time. The amount of time determines the specific effect of the user’s choosing. The amount of the charge depends on the amount of stamina and/or time the user puts in. This is a passive rank trick. Can only charge once per post. The usage of a trick, besides the usage of this trick again, will cause the charge to be dispersed. Meaning, if use charge and use electric spidernet, then the charge is gone and the rider will have to use charge in their next post in order use a move that requires charge. Unfortunately, the dispersion does not amplify the trick. So this means electric spidernet would be as strong as any other electric spidernet. Charge Beam: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent in the form of a beam of lightning. This beam of lightning moderately damages those that are shocked and has the potential to paralyze. This is a C rank trick. The production of this trick does not cost stamina as the stamina cost is paid through the use of the trick Charge. Requires use of Charge for C rank amount the post charge beam is used or total of 3 F rank amount of charges. (Using Charge for F rank amount for 3 turns and on the third turn, the same post you can use Charge beam). Zap Canon: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent but the potency of this electric volt is vastly greater than that of charge beam, shocking the opponent for double the damage and causes a paralysis of the nervous system in most cases, leaving the opponent stun for one post. This trick requires the use of Charge for B rank amount the same post that Zap Canon is used or total of 4 F rank amount of charges. Zues’s Rage: Follow Up Trick of Charge. The rider uses the accumulated charge of electricity and fires off a volley of electric beams in a 25 feet diameter cone that ranges 25 feet. This trick effectiveness is amplified if charge is used twice. (once first post, then once again second post and then Zues rage is released as well in the second post) doubling not only the power but the amount of beams from 15 to 30. Being hit with a beam causes paralyzation and causes the opponent to be stunned for 1 post. This effect can stack. Meaning, being hit with multiple beams causes the stun time to increase. However the maximum amount of posts a person can be stunned is 3. Due to the extremity of the trick, no other trick can be used the same post after its activation. This trick requires an A rank amount of Charge or 5 F rank amount of charges. [/size] [/spoiler]
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] (You get 3 Free at creation) [spoiler][size=9][color=white]-----[/color][b]→[/b] {Super Stride 4 Sonic Boom l F} [color=white]-------[/color]► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
[color=white]-----[/color][b]→[/b]{Moon walk l F} [color=white]-------[/color]► The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.
[color=white]-----[/color][b]→[/b]{Amazing Forward Special l F} [color=white]-------[/color]► This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind. [/size] [/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Blitzkrieg l C} [color=white]-------[/color]► This trick is used to generate large amounts of electricity just beneath the user's feet. The force of surging energy will generate enough momentum and backdraft to lift them in the air, and can actually be used as a form of flight. This phenomenon that allows for the basis of Aidon's very unique [RUN] is known as electro hydrodynamic propulsion. It occurs when a stream of electricity ionises air and moves the charged ion cloud in a way and direction to transfer momentum to neutral air molecules. By Newton’s third law of motion, action is equal and opposite to reaction, and the user atop their electricity will move in the opposite direction of the ion cloud that it pushes down.
As an additional bonus, the user will reach maximum velocity with zero start up time and move at a far faster rate while propelled by the lightning; maneuvering as an erratic and oftentimes difficult to track blur during their unique form of 'lightning run'. It can be used multiple posts in a row to maintain the effect, though the stamina and wear cost must be paid with each post.
[color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] { You're a destroyer, Odinson l C - B} [color=white]-------[/color]► A technique developed by Aidon designed to utilize the vast amounts of electricity gathered during his run. This trick allows him to gather the energy into his air treks before releasing said energy in a beam of electricity mimicking the properties of lightning that he commonly refers to as a 'bolt'. These bolts hold almost all of the properties that real lightning do. When hitting a target, a bolt will blast a target in the opposite direction from which they were hit and leave nasty electrical burns which is to be expected; as well as produce very painful muscle spasms throughout the target's body for [1] post. The spasm effect only occurs at B rank.
[color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Fatal Attraction l D} [color=white]-------[/color]► By utilizing the user's innate ability to manipulate magnetic forces, this gives them total control over any metallic items that they come into contact with; for so long as they remain in contact with those items. This trick is used primarily to give the rising road user a much more precise form of control over the threads they use for their tricks, allowing them to freely move the threads as they please with little effort. Shortly after contact is broken however (the following post after contact is broken), the user loses all control of the object until they manage to make physical contact once more. In addition, the user may spread control from an item they currently have control over to a different metallic object should the two objects touch. Trick's stamina and wear cost must be repaid with each use, this includes whenever they wish to add a new object to their control.
[color=white]-----[/color][b]→[/b] {Spiral Spin Wallride 999 Sidewinder l F} [color=white]-------[/color]► This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-ranged combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or entire body.
[color=white]-----[/color][b]→[/b]{Magnetic World l F - King} [color=white]-------[/color]► The User revs his ATs until a weak -to- powerful ( depends upon rank ) magnetic current is formed form the air in and around them. Kinji will than releases this magnetic and electrical charge outward up to a radius of twenty [20] feet at the strongest level. This skill is used to repel or push anything that has a magnetic pulse/ charge away from the center ( user ) using same charge ( like magnets ). This applies to people, electrical objects, metals, electronics, and etc. But, the user will have to apply the same charge of the repelling charge upon the intend target for this to fully work. However the flaw of this technique is that the repel is only as strong and far as the stamina put in to it. [ Magnetic Wold's Radius & Power; By Rank ] F: Two Feet; Weak [ 1 Stamina :: 2% Wear ] E: Four Feet; Above Weak [ 1 Stamina :: 2% Wear ] D: Five Feet; Below Average [ 2 Stamina :: 2% Wear ] C: Eight Feet; Average [ 3 Stamina :: 5% Wear ] B: Ten Feet; Above Average [ 4 Stamina :: 8% Wear ] A: Twelve Feet; Strong [ 5 Stamina :: 10% Wear ] S: Fifteen Feet; Powerful [ 10 Stamina :: 20% Wear ] King: Twenty Feet; Dangerous [ 15 Stamina :: 50% Wear ]
[color=white]-----[/color][b]→[/b] {Magnetic Beat l E} [color=white]-------[/color]► The user will spin on their air trecks while moving air current whirl around them until they produce a weak electrical and slight magnetic charge that are releases from the air treks in a weak pulsing manner. This skill is simply used so the user can connect/ride on a power-line, metal objects, and other magnetic objects more easily than that of other roads would. However this can be cancelled out by a rider of the Rising or Gaia Road whom release an electrical charge to nullify it.
[color=white]-----[/color][b]→[/b]{Thunder Kick l D} [color=white]-------[/color]► The Rising Road Rider charges electricity through their air trecks, storing it for an impacting kick. The kick, once released will emit the electricity into the opponent hoping to cause shocks to the body. Thus causing temporary numbness for two post wherever the opponent was hit with this trick.
[size=11][b]→iPhone X [/b][/size] [list]► [size=9]Matte black iPhone X w/ protective case & screen protector | R.E.A.D. enabled[/size][/list]
[size=11][b]→Knuckle duster key chain[/b][/size] [list]► [size=9]A key chain that is also a fully functional and very effective set of spiked brass knuckles. Holds the keys to his apartment, his car (glossy black 2018 Mclaren 570S w/red detail & red leather interior), etc.[/size][/list]
[size=11][b]→Thin Steel Wire[/b][/size] [list]► [size=9]For his road tricks.[/size][/list] [/size]
Ya boi raz
Off my 2 AP. total should of be.... oh what steve? He was GF for these tricks. Well looks like I made a mistake. Continue on~ Teddy. Updated
Posted: Sun Mar 24, 2019 2:54 pm
Character's Name: Zane > Omar Character's Rank: C Link to Character's Profile: https://www.gaiaonline.com/guilds/viewtopic.php?page=2&t=25323102#384668736 Link to Last Character Update: No Update Avaliable
[b]Height: [/b]6'0 [b]Weight: [/b] 180 [b]Physical Description: [/b] Athletic core build. Has muscles that aren't overly large like a body builder but more toned and define of that of a MMA Fighter. Has a 4 pack instead of a 6 pack. Defined hair style with Hazel eyes. Appears naturally friendly. Tends to dress more traditional of Egyptian style or urban style. Facial hair has an edge to it.
[b]Personality: [/b] Goal Driven | aloof | Reactionary | chauvinistic | [b]Backstory: [/b] An Immigrant, brought over to Japan thanks to the marriage of his parents which allowed for the permanent residency for him. Most of his life, he committed to staying to himself, not having a very nice social life thanks to the xenophobia of the locals around. Many times growing up, he had to move to different cities based on how escalated the situation would get. This comes from the fact Masud is very reactionary in which he doesn't let many things slide and walks away causing for an escalation of many situations. When he was younger, he gotten into many fights at schools resulting in expulsion of 4. This mainly do to him having a more withdrawn nature, allowing for bullies to more come to him to get a reaction resulting in violence.
[size=11][b]→ Air Treks: The Fates of Cairo[/b][/size] [list]► [size=9] Treks that have a gold shiny paint job to them with black wheels.[/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] Vibrate l D [color=white]-------[/color]► The user creations a vibration beneath their feet, causing the creation of sand in a 5 feet diameter in which the rider is the center. The vibrations are not as well refined or controlled like that of Gaia road, causing the vibrations to only break apart the upper layer of the earth instead of being able to crack or dent it like that of Gaia road riders. This is the rudimentary first step of that of Jade road. While relatively harmless and deemed useless to some, it has surprising usages being able to possibly damage air treks of those who ride over it getting chunks of earth within the treks that couldn’t be broken down further by their wheels. This is a D rank Trick.
[color=white]-----[/color][b]→[/b]Sandstorm l C [color=white]-------[/color]► The follow up trick to vibrate. The Jade user causes the indirect effect of the production of sand and fine gravel that is produced by vibrates and adds the medium of wind to create a swirling gust creating a pseudo-sand storm within a 10 Feet diameter. C Rank Trick. Usage of this requires the use of C rank wear and stamina. While not really damaging, it does give good cover for someone trying to retreat, hide, or defend an objective.
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}[/size] [/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] {Trick Name l Rank} [color=white]-------[/color]► {Description.}
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}
[color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}[/size] [/spoiler]
Moon Drop Salvo to Air Raid 360° [aka Air Trigger] [aka Moondrop] Rank: D / King | Stamina: 2 - 15 | Wear: 2% - 50% | Road: Wing & Hurricane As Wing and Hurricane riders skills as a rider advance their tactics become more advanced to utilize the full basic principles of the Wing and Hurricane Road. Two main factors exist in order for this trick to occur but the result remains the same. Dissolving & re-coagulating streams of air the rider will create a compact surface of air created through the differentiating streams and currents that he destroyed. This is known as a Catching a Moon Drop in which he interfaces with the air. While wind weaving is rudimentary for the Hurricane Road given the added pressure from tightly weaving this wind makes this surface unstable yet tractable. It's common for this surface to be kept at or near ground level for when it's triggered, this condensed wind explodes. The generated force is enough to bruise the flesh and possibly but not regularly fracture weaker, smaller bones [Ankles, Wrists, a Rib, Digits, and so one]. Furthermore, this Moon Drop doesn't necessarily have to be in the user's grasp to use [Doesn't have to be holding it] but can use his creation & dissimulation of wind to form it in a controllable range. Commonly kept at ground level due to the fact that when it explodes beneath an opponent's feet the generated force is enough to launch anyone into the air, making them susceptible to an aerial assault as a follow-up tactic to make up for the trick's low damaging output. The trick's range and aerial lift vary among the amount of effort used to perform the trick and are as follows: D Rank ━ Controllable Max Range: 10ft. Aerial Lift: 5ft. C Rank ━ Controllable Max Range: 20ft. Aerial Lift: 15ft. B Rank ━ Controllable Max Range: 30ft. Aerial Lift: 25ft. A Rank ━ Controllable Max Range: 40ft. Aerial Lift: 35ft. S Rank ━ Controllable Max Range: 50ft. Aerial Lift: 45ft.
► Lights Skinfaxi Rank: C / A | Stamina: 3 - 5 | Wear: 5% - 10% | Road: Wing The rider warps the air currents and wind drafts around an area, manipulating them into creating a lens of wind. The lens refracts light to an extent, allowing the user to create optical illusions of themselves, or an object within range. The user cannot make something out of nothing. When the illusion are interfered with they’ll disappear shortly afterward, but leave behind color distortion of some sort of mist. The trick is typically used to psych out an opponent, and make them think something is occurring that isn't actually occurring. Or allow the rider themselves to hide. When a rider on the Wing Road progresses to a higher level such as A Class. They are able to exert additional stamina and wear, in order to make the clones more solid in color. C Rank ━ Controllable Max Range: 15ft. Wispy Clone [ 1 Max] B Rank ━ Controllable Max Range: 25ft. Wispy Clones [ 5 Max ] or Object [ Size of Pickup Truck ] A Rank ━ Controllable Max Range: 30ft. Solid Color Clones [ 15 Max ] or Object [ Size of Small Plane ]
► Woopsie! [ aka Windshearing ] Rank: C | Stamina: 3 | Wear: 5% | Road: Wing A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. – No more than 1 use Per Post
► Rumble Shot Rank: C | Stamina: 3 | Wear: 5% | Road: Gaia The Gaia Rider will first start by gathering vibrations from their engines and start to transmit them as they throws a kick. The kick would be timed so that the vibrations burst forward through the air treks just as the kick connect with the opponent wherever they hit them at. This doesn't have much of a blunt effect, nor does it do heavy battery damage. The vibrations that are transmitted through the body are aimed to hit a certain way so that they disrupt the enemy in some ways. The effects vary depending on where the attack lands. Head: Severe Headache, minor concussion, depth perception knocked off, equilibrium out of balance, medical attention required Chest: Lung spasms for one post, can't breathe correctly Belly: Rumbled intestines, gut pains for three posts, not severe, but difficult to maneuver at full efficiency Arms: Muscle spasms, unable to throw punches or block for two posts Thighs: Muscle spasms, cannot kick or use tricks above C-rank for two posts Calves: Muscle spasms, cannot jump and cannot use tricks above C-rank for two posts
• Wings: Wings is a phenomenon of the Wing Road that hints at the user's wind control abilities. This trick involves the user expanding upon their own run by taking advantage of the wind around them then applying their own for aerial boosting effects. The resulting effect usually gives the impression that the user is flying or gliding through the air when, in reality, they simply caught a tailwind and became a part of it, so to speak. As the user progresses in skill, they eventually learn to perform this technique at will, making it appear as though their run is a smooth flight. This trick can only be used every other post. This is an E Class trick.
Quote:
Teddy approves.
Posted: Mon Mar 25, 2019 7:28 am
Character's Name: Ono Character's Rank: C Link to Character's Profile: Here Link to Last Character Update:03/03/19 Link to Posts: Dash Start | Finish [Win] Parts Added: N/a Parts Removed: N/a AP Added: N/a AP Spent: 4 Tune Ups Added: Acc: BS: Sta: Jmp: Stats Added: +20 Stamina Trick(s) Added: Oh Time! [Free] Giant Swing of Time Time Shield Reincarnation Trick(s) Removed:
[size=10][b]Full Name:[/b] Ono Yamaguchi [b]Nicknames:[/b] O [b]Age:[/b] 22 [b]Birthdate:[/b] Dec 30th [b]Sex:[/b] Female [b]Sexual Orientation:[/b] F*ck her for the clout, make your dad proud
[b]Appearance: [/b] [list][size=7][color=black]██ [/color][/size] 5'7" & 149 lbs [size=7][color=black]██ [/color][/size] Black hair, reaches hips [size=7][color=black]██ [/color][/size] Green eyes [size=7][color=black]██ [/color][/size] Well-built hourglass[/list] [b]Personality: [/b] lol the b*tchiest most ill-tempered narcissistic piece of sh*t [b]Backstory: [/b] She's the b*****d child of a Yakuza boss and an actress that got mixed up in the wrong crowd. Her mother died of a drug overdose, or so she was told ever since she can remember. Other children grew up reading fairy tales and chasing one another on the playground; she spent her youth learning the in's and out's of this horrid lifestyle, and it has taught her exceptionally well in stratagem and efficiency. Lots of reckless, self-destructive behavior and scandals. [/size]
[size=10][b]→ Air Treks: CRU5H[/b][/size] [list]► [size=9]A pair of C-ranked ATs finished in matte black. [/size][/list] [list]► [size=9]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=10][b][color=Black]TRICK FILE[/color][/b][/size] [color=#252525]▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [/color] [size=10] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b] [b]Oh Time! | E[/b] [color=white]-------[/color]► The very basic of all Apollon Riders tricks. Fairly simple in process, the Apollon rider generates amass sense of heat. Time' is just the influence of heat, light, and other Flame based riding aspects to produce abnormal effects. In this beginner instance, the user uses a visual phenomenon known as "Total Reflection". Using the heat build from the Flame Road, the user will cause the temperature and humidity of the air about them to heighten, bringing it to the extent that they become invisible temporarily. This, being the same principle under which mirage's and heat hazes work, is a more discreet and less flamboyant way of producing the road's effects. This is an E Class trick.
[color=white]-----[/color][b]→[/b] [b]Giant Swing of Time | D[/b] [color=white]-------[/color]► A simple offensive trick designed to make use of centripetal force. The user plants a hand on the ground and swings their feet like a pendulum to strike the opponent's mid-section with a deceptive blow strong enough to knock the wind out of the diaphragm. Originally designed to work in tandem with the trick "Oh! Time!" this trick works twice as effective when both are used together. This is a D rank trick
[color=white]-----[/color][b]→[/b] [b]Wind Barrier l C[/b] [color=white]-------[/color]► At this point in the user's growth, they have gained control of the wind to the extent of effecting it directly and at will. Through very blatant hand gestures, the user will create a highly dense barrier of wind before them. With their arms outstretched and palms opened, air will appear to branch from the fingers to directly connect to the visible air disrupting 'wall'. This characteristic of solidity is the technique's main trait, the user having the ability to completely nullify mid to high powered impact forces. The dense air barrier is created by making the air before the user become completely still and, in turn, keeping the body in place temporarily to hold this compacted 'front' of air as a protective shielding.
[color=white]-----[/color][b]→[/b] [b]Soul Snatch l C[/b] [color=white]-------[/color]► The Rider will take a stance where their body is low to the ground, while riding. This low stance makes them slightly more aerodynamic, and is part one of the trick. While riding like this the rider will take the oncoming currents of wind, and begin breaking them down. Lowering the wind resistance temporarily, and allowing the rider to accelerate faster while riding like this. The breaking of the wind currents first makes a slight booming noise, then becomes a rumble that sounds like a roar. This comes from the air around the newly emptied zone of air rapidly refilling the area with air. When riding like this as well, the air the rider passes by becomes distorted, as if they literally ripped through the air. This is a C rank trick [+10 Speed Using The Trick]
[color=white]-----[/color][b]→[/b] [b]Time Shield | C[/b] [color=white]-------[/color]► By this point, the Apollon rider has control of their heat and updrafts that they can create a shield of heated rising updrafts. This shield takes on the image of a large grandfather clock and a set of gears. These updrafts are more physical than illusion based, able to take high impact damage and slow it down, giving the Apollon rider the chance to block an attack or to escape impending danger. This move is highly effective against projectiles but can "slow" down physical attacks as well. This is a C Class trick.
[color=white]-----[/color][b]→[/b] [b]Reincarnation | C[/b] [color=white]-------[/color]► An inertia driven attack that combines the speed of the Air Treks with the high energy-momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effective-ly when used in conjunction with "Oh! Time!" [/size] [/spoiler]
[size=10][color=white]---[/color][b]Trick Passes[/b][/size] (You get 3 Free at creation) [spoiler][size=10][color=white]-----[/color][b]→[/b] [b]Amazing Forward Special l F[/b] [color=white]-------[/color]► Stamina: 1 | Passive This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind. [/size]
[size=10][color=white]-----[/color][b]→[/b] [b]Super Stride IV Sonic Boom l F[/b] [color=white]-------[/color]► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by crisscrossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven-foot distance between each strides beginning and endpoint. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt. [/size]
[size=10][color=white]-----[/color][b]→[/b] [b]Air Method to Spin That Grab Moonride | F[/b] [color=white]-------[/color]► his flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty-degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver, the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backward riding skid to a stop. [/size] [/spoiler]
[size=10][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9][color=white]-----[/color][b]→[/b]{Trick Name l Rank} [color=white]-------[/color]► {Description.}[/size] [/spoiler]
RICO (aka the Takashi 69 Special) - 30 AP Manslaughter - 30 AP Assault - 30 AP Resisting Arrest (5 AP x50) - 250 AP Miscellaneous (attempted kidnapping) - 5 AP
Parts Added: n/a Parts Removed: n/a AP Added: 345 AP AP Spent: 280 AP (converting to SP = 40 SP) & 30 AP (sub-road) Tune Ups Added: n/a Stats Added: +125 (+25 Stamina, +50 Str, +50 Jump) Trick(s) Added: Wind Impact (Free) Sub-Road: Spiral Road (30 AP) Trick(s) Removed:
[list] [list][imgleft]https://i.imgur.com/o4Q1q4z.png[/imgleft][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][align=right][align=left][list][list][size=5][color=white]...[/color][/size] [size=2.2][color=white]...[/color][/size] [size=7][color=white]xx[/color][/size][b][size=15][color=#6d6d6d]STORM RIDER[/color][/size][/b] [size=7][color=white]xxxxxxxxxxxxxxx[/color][/size][size=10][color=#a49ebd]@The_Count[/color][/size] [list][size=8]▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃[/size][/list][list][list][list][size=11]I N T R O D U C T I O N[/size]
[size=10][color=white]tab[/color] █[color=white]XX[/color][b]NAME[/b] : Monte Carlo Marie Delacroix [color=white]tab[/color] █[color=white]XX[/color][b]ALIAS[/b] : Monte [color=white]tab[/color] █[color=white]XX[/color][b]AGE[/b] : 18 [color=white]tab[/color] █[color=white]XX[/color][b]D.O.B[/b] : 12/06 [color=white]tab[/color] █[color=white]XX[/color][b]BIRTHPLACE[/b] : PA, USA [color=white]tab[/color] █[color=white]XX[/color][b]SEX[/b] : Female [color=white]tab[/color] █[color=white]XX[/color][b]SEXUAL ORIENTATION[/b] : Het
[color=white]tab[/color] █[color=white]XX[/color][b]RACE[/b] : Human [color=white]tab[/color] █[color=white]XX[/color][b]HEIGHT/WEIGHT[/b] : 5 ft 3 in | 133 lbs [color=white]tab[/color] █[color=white]XX[/color][b]HAIR COLOR[/b] : Pink [color=white]tab[/color] █[color=white]XX[/color][b]EYE COLOR[/b] : Grey/Blue [color=white]tab[/color] █[color=white]XX[/color][b]BUILD[/b] : athletic build that has been shaped by years of physical training & sports [color=white]tab[/color] █[color=white]XX[/color][b]DISTINGUISHING FEATURES[/b] : septum piercing | heart-shaped nipples (tattoo) [/size][/list][/list][/list][list] [size=8]▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃[/size][/list][list][list][list][size=11]R E V I E W[/size]
[size=10][b]OVERVIEW[/b] [imgright]http://via.placeholder.com/60x10/ffffff/ffffff[/imgright][align=right][align=left]As a military brat raised in Philly, she spent most of her life in private schools until graduating her Junior year of high school. Having been groomed for the military; her life revolved around it. It was no surprise that as soon as she turned eighteen years old, Monte enlisted the military. She underwent eight-weeks of basic training at Lackland AFB in Texas and thereafter was deployed. Currently stationed at Yokota Air Base in Japan as part of the 374th Airlift Wing unit and works for the ATP.[/size][/list][/list][/list][list] [size=8]▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃[/size][/list][list][list][list][size=11]I N V E N T O R Y[/size]
[size=10][color=white]tab[/color] █[color=white]XX[/color][b]Motorola Moto G7 [/b][color=white]xx[/color] Unlocked and READ enabled. [color=white]tab[/color] █[color=white]XX[/color][b]Womanweisi Softback Backpack [/b][color=white]xx[/color] Carries all the s**t needed to be toted about with her; wallet, laptop, etc etc [color=white]tab[/color] █[color=white]XX[/color][b]Huawei MateBook 13 [/b][color=white]xx[/color] Lightweight laptop [color=white]tab[/color] █[color=white]XX[/color][b]Air Force Dog Tags [/b][color=white]xx[/color] Standard issue[/size][/list][/list][/list][list] [size=8]▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃[/size][/list][list][list][list][size=11]A B I L I T Y[/size]
[size=10][color=white]tab[/color] █[color=white]XX[/color][b]RANK [/b][color=white]xx[/color] B [color=white]tab[/color] █[color=white]XX[/color][b]ROAD [/b][color=white]xx[/color] Wing [color=white]tab[/color] █[color=white]XX[/color][b]SUB ROAD [/b][color=white]xx[/color] Spiral Road [list]The Spiral Road, also known as the Climate Road or the Front Road, is a road derived from the Hurricane's situational paths to create an adverse wind that unionizes with the current climate and bends it to the rider's will. The road is known as Spiral because of it cycling, or spiraling, through different climates. Its most basic elements are present, using air as a catalyst, breaking air currents and weaving them to manipulation via spiraling the streams themselves, when used in conjunction with the current weather they will birth the appropriate Front associated with it. After much training, they can manipulate the air about the rider to form a Warm & Cold Fronts.
The Rider breaks apart the wind and collects the still air that results from it, by collecting this still air it becomes very dense, and thus, more shapely and solid given its prior density due to its low temperature. The upward motion caused by the cool, dense air wedging beneath and hoisting up the warmer air creates a lowered pressure that, when combined with the moisture in the air, create controllable phenomena within a set radius. Harsh winds and thick hazes at standard levels [B-Rank], light, prolonged rain and thunderstorms at more advanced levels via the creation of miniature stratus or nimbostratus clouds [A & S Rank]. By reversing this process, utilizing slower moving, lighter warm air mass, it is lackadaisically lifted and overrun by denser cold air. As it rises and cools, it is then manipulated as it expands to create cloud coverage. Once the rider condenses them enough they can conceive and wield sleet & hail [B-Rank] and heavy snow [A & S Rank].[/list] [color=white]tab[/color] █[color=white]XX[/color][b]SHADOW [/b][color=white]xx[/color] ?? [color=white]tab[/color] █[color=white]XX[/color][b]TOTAL AP [/b][color=white]xx[/color] 40/350
[color=white]tab[/color] █[color=white]XX[/color][b]AIR TREKS [/b][color=white]xx[/color] ØPHANIM [list][list]Standard D Rank ATs. ► [b]TUs: 0 ACC | 0 STR | 0 STA | 0 JMP[/b][/size] [/list][/list][/list][list][size=8]▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃[/size][/list][list][list][list][size=11]T R I C K S[/size]
[size=10][color=white]tab[/color] █[color=white]XX[/color][b]ROAD TRICKS[/b][/size] [strike][color=white]xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx[/color][/strike] [spoiler][list][list][size=10][b]Wings | E Rank [/b] Wings is a phenomenon of the Wing Road that hints at the user's wind control abilities. This trick involves the user expanding upon their own run by taking advantage of the wind around them then applying their own for aerial boosting effects. The resulting effect usually gives the impression that the user is flying or gliding through the air when, in reality, they simply caught a tailwind and became a part of it, so to speak. As the user progresses in skill, they eventually learn to perform this technique at will, making it appear as though their run is a smooth flight. This trick can only be used every other post.[/size][/list][/list] [list][list][size=10][b]Impact Wind | C Rank[/b] By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick. [/size][/list][/list][/spoiler]
[size=10][color=white]tab[/color] █[color=white]XX[/color][b]TRICK PASSES[/b][/size] [strike][color=white]xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx[/color][/strike] [spoiler][list][list][size=10][b]Amazing Forward Special | F Rank | Passive[/b] This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind. [/size][/list][/list] [list][list][size=10][b]Air Method to Spin That Grab Moonride | F Rank[/b] This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty-degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver, the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.[/size] [/list][/list] [list][list][size=10][b]In Step: Reverse Turn Stance | F Rank[/b] The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability. [/size][/list][/list][/spoiler]