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Noble Negative J3T Captain
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Posted: Fri Feb 23, 2018 9:20 pm
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ T R I C K ____ L I B R A R Y ► Approved custom tricks, cannon tricks, and trick passes. Basically a Storm Rider's bread and butter. ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
The Trick Library is the official listing of tricks used in Air Gear: Wings of Freedom! Tricks are essential to parts wars and the use of your road since one can not access the "mechanics" of their road without the use of a trick. Approved custom tricks, as well as tricks from the series, are listed here. In order to request a trick, please complete and submit a form in the Trick Approval Thread.
This listing includes tricks from the series that are not listed. Please note that any trick from the series is available for any rider to learn and is listed under "Free Tricks." There are also custom tricks created by members that have been graciously been listed as open for any rider to use. Custom tricks may be requested to be "private." These tricks can not be learned by anyone and you must receive permission from the owner to use.
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Posted: Fri Feb 23, 2018 9:21 pm
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ T R I C K ____ P A S S E S ► For every trick pass you learn, you get two additional stat points. ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
This section is for non-road specific tricks (actual riding) that can be used in any situation or location appropriate to it. These tricks are used to gain an upper hand in battle. For instance... one can use an Upper Soul 23 Roll to gain air in a Hurdle match. These can be learned by any Storm Rider and there is no limit to how many a rider can learn. These are seen as the standard tricks everyone should learn.
► In Step: Reverse Turn Stance Location: Rank: F | Stamina: 1 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.
► Upper Soul 23 Roll Location: Rank: F | Stamina: 1 With this technique, even those with little jump can reach the sky. By holding on to a pole of sorts with one hand while running one’s ATs in a vertical grind, the user spins all the way up said pole. This skill is useful for scaling up buildings that are too tall to jump or keeping up with someone who can jump much better than yourself. However, the Upper Soul is not as fast as a jump.
► Roof Gap To Disaster One Foot "Air Line" Location: Rank: F | Stamina: 1 A rather dangerous trick, the Air Line involves grinding down a power line, shooting sparks and an electric charge into the air. When used properly, the Air Line has been known to disperse techniques that use illusions to trick the mind.
► Spinning Wallride Overbank 1800 Location: Rank: F | Stamina: 1 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.
► Digger Wasp Lock Location: Rank: F | Stamina: 1 This technique is for use in tight spaces like a pipe or hallway. By running their ATs on the wall, the user rapidly spins down the length of the space at the opponent. Ramming into the opponent while continuing the spin, the user grabs the opponent, spinning them rapidly. While the two are spinning, the user bombards the opponent with punches while pushing and pulling them into a complex body lock.
► Air Method to Spin That Grab Moonride Location: Rank: F | Stamina: 1 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.
► Super Stride IV Sonic Boom Location: Rank: F | Stamina: 1 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.
► Spiral Spin Wallride 999 Sidewinder Location: Rank: F | Stamina: 1 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.
► Amazing Forward Special Location: Rank: F | 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.
► 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.
► Supersonic Speed Tunneler Supreme Burst Dash Location: Rank: E | Stamina: 1 Wear: 10% This desperation maneuver is used as a last ditch effort for riders in a subway tunnel or near an active railway train. The rider will press their trecks against the pantograph electrically powering the train, sending an overtly powerful surge of electrical energy to overexert the air treck motors. Despite causing wear to the user's trecks the engine output is instantly pushed to the limits, reaching max. The rider is then afforded a sort of pseudo-sonic speed, the air trecks nearly working on their own to drive forward at immense speed rates. The trick is best noticed by the widened streak of sparks and electricity that spreads out behind the user's thrusting run. If used more than once without at least basic AT repair then the air treck motor burns out, wires are short circuited, and burning from too high an electrical discharge causes the wheels to melt. The AT's are essentially forced into the red wear zone upon completion of the run.
► Lazer Dog Hunting Formation: Duel Command Striker Location: Rank: D | Stamina: 2 Requires: Two Riders [ Both Must Know ] This is a team based melee technique made to confuse single riders while pummeling them with melee based strikes. The trick begins with either rider starting in a semi lowered stance, revving their AT's briefly to build up some sort of potential energy. Upon release both users will separate, remaining parallel but moving at an angle so that the target cannot see them both at the same time. From that point the blurring duo begins a duel assault of zig zagging strides, laying into the enemy as a duo of highly chaotic attackers. From the enemy's point of view the riders appear as mere streaks. This is only an optical illusion applied when the enemy attempts to keep track of both riders. Perception is distorted to the slightest extent so that it appears as though the other rider peeking past their blind spot is just a faint sight. Riders below D Rank have trouble keeping up with this method of attack, not yet being used to the patterns an AT rider takes when riding in such a fashion.
► Backward Cross Ridefall Upper Windmill "Twin Cam" Location: Rank: D | Stamina: 2 Requires: Two Riders [ Both Must Know ] This is a team based melee technique made to continuously rally into an enemy rider while securing the safety of their partner at all times. The riders will begin by taking hold of each others hand, tightly gripping. One of the riders will accelerate while the other passively rolls behind at a moderate pace. The first rider proceeds to sling shot the second, using the arm contact between them as a lever to push acceleration quicker than usual. The second rider proceeds to take flight, attacking with an array of wide arcing kicks and bodily slams to deal moderate damage. The first rider performs a turn-to-stop and controls the path of the first, moving their attached limb to guide their partner away from incoming dangers while at the same time moving them to appropriate positions to attack. The riders must synchronize quickly and efficiently, maintaining a sense of 'trust' besides the normal skill one needs to be able to maneuver in such a chaotic way without toppling over each other and losing balance. The riders usually train this by skating hand in hand with another storm rider to get a feel for each others run as a whole.
► Gladius Method Location: Rank: B | Stamina: 1 [ Per Post ] More so a skill or run style, the Gladius Method involves the application of rope/wire/et cetera based weapons within the user's run. The Gladius Method is simply the ability of the user to have a trained sense of control when it comes to handling these types of weapons while riding A-T. Riders using this method will usually tie their wire or rope around their legs at one or more places, leaving the opposite end free to dangle. This run method, like most, is a hands free type. It involves the user taking advantage of their A-T's afforded mobility to attack with whatever type of weapon they keep at the free end of their attached strand. Without this skill the user is likely to harm them self, as they don't have the practiced understanding of their chosen weapons weight and it's reaction to certain gestures at the traveling rate of the rider while on skates. Once trained the user is able to perceive their specific weapons path of motion when riding, taking advantage of such to send out mid to long range melee attacks. The Gladius Method remains active as long as the user has the weapon loose. When active it permanently takes up the first of of the user's four allotted trick performance slots per post. To accommodate for weight the user also pays one stamina per post the Gladius Method is active.
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Noble Negative J3T Captain
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Noble Negative J3T Captain
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Posted: Fri Feb 23, 2018 9:24 pm
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Tricks open to any rider of the specified road to utilize. These tricks take up a custom trick slot in your character's profile. Please add the trick in an update before using it in the role play.
F-Class Tricks ____
►Brave Rank: -- | Stamina: -- | Wear:-- | Road: Rock Description: Riding the Rock road in itself is a great feat by any rider for this road imposes great stress on the body. To overcome this the body has at this point established an efficient adaptation to sustain normal function. With this technique, every time the rider performs another technique which causes loss of stamina, their body begins to automatically adapt and engage in a higher rate of transport of hemoglobin. At this point the body enters a 'safe mode' where it strictly evaluates and regulates its energy output in order to quickly regain homeostasis.
** Upon reaching half their total STM, all tricks have their STM cost reduced by 2 *** Wear is unaffected by this trick **** This trick takes permanent place in the allotted trick slots
► The Piper and The Unicorn Rank: F [ Passive ] | Stamina: 1 | Wear: 2% | Road: Bloody Riding the Bloody Road requires intense leg jerking movements and execution power. Adding to the equation by utilizing the rider's joint flexibility in range alongside the road's trick to guide their leg kicks. The combination allows the Bloody Rider to structure the degree angle of their fangs. Example: Acute to Obtuse
► Magnetic World Rank: F / King | Stamina: 1 - 15 | Wear: 2% - 50% | Road: Rising 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 ]
E-Class Tricks ____
► Magnetic Beat Rank: E | Stamina: 1 | Wear: 2% | Road: Rising 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.
D-Class Tricks ____
► Cyclops Hammer Rank: D | Stamina: 1 | Wear: 2% | Road: [Any] A significantly powerful Sunday punch with enough carrying force behind it to violently shatter dense concrete. In spite of all its devastating strength the punch itself is very slow to build and easily telegraphed; making it figuratively a cannon with a single shot. As such, it should be considered an opening move to lead into a series of attacks and not the intended attack itself. In the right hands however, the Cyclops Hammer, can be a deceptively effective offensive tool. [Requires 150 Strength to use effectively.]
►Feathers Rank: D | Stamina: 2 | Wear: 3% | Road: Wing Description: Feathers, essentially is a tail-booster. Allowing the rider to expand upon the core mechanic of the Wing road, Wings. This is done by continuously creating newer wind that boost the original tailwind ridden on. The tail-boosting phenomenon results in the Rider leaving a trail of feathers behind them. When, in reality, those 'feathers' are just the formation of the newly created wind currents. Rank of Trick: D - May only be preformed in conjunction with Wings - Expands Air Time - Expands Distance Traveled of Trick: B-S
► Wind Surfing Rank: D | Stamina: 2 | Wear: 2% | Road: Wing The user must first break the barrier into low pressure system allowing for smooth riding. Utilizing their perception on the wind currents the user is able to tap into a air stream while combining their tail wind to amplify the speed and distance covered by their jumps. That is the fundamentals to the trick, but the trick itself is to rush full speed using those fundamentals before tossing all momentum gained forward while keeping balance to surf the air. This is a fast moving jump which can cover a vast distance. Requirements: [Jump stat must be highest stat] +10 Speed +Expands Air Time by 1/2 of user's original Air Time [Duration: 1 Post]
► Quick Draw Rank: D / King | Stamina: 2 - 15 | Wear: 2% - 50% | Road: Wing The user of the trick lifts the front of the AT while reeving their back wheel. Having some control of the wind being produced, the user begins to form a small ball of air the size of a marble. Keeping this ball of air between their wheels the user can propel this ball like the bullet from a gun by kicking. Once the ball makes contact the momentum of the ball is pushed through the target causing slight internal damage. The majority of the damage is done to the surface of the body causing bruising and some swelling. The user of this trick must specialize in a form of martial arts that is prominently kicking. The user is only able to produce one bullet at a time. This is meant to be a quick surprise shot to the target. As skill increase the user is able to fire more rapidly. D-Class: 1 Shot Per Use C-Class: 3 Shot Per Use B-Class: 5 Shot Per Use A-Class: 6 Shot Per Use S-Class: 8 Shot Per Use Regalia Active: 10 Shot Per Use
► 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.
► Pounce Rank: D | Stamina: 2 | Wear: 3% | Road: Bloody Created for the sole purpose of chasing enemies both on the ground and in the sky, the Pounce technique consists of a (potentially) enormous aerial boost. This is achieved by gathering acceleration value with the trecks together and maxing torque build before crouching and kicking off with both legs at once. Unlike those acceleration tricks that purely move the user at a quickened pace, the Pounce technique is more geared towards preceding an attack. The name of the trick comes from the appearance of the jump when its applied with the intention of arcing and landing. When used in this fashion the user resembles a predator attacking it's prey. It's acceleration value is equal to that of a straight forward, ground based, speed burst of its level. Instead of being used to get ahead of an enemy, the rider's intentions are to land atop or behind them. When used in tandem with Bloody Roll Soul the user's starting rate of motion speeds up the attack to the point that reacting is nearly impossible without prior defenses set up. - User must know "Bloody Fang" - If chained into with "Bloody Roll Soul 1800°" the effected cannot escape this single attack's duration once contact is made.
► Quick Fang Rank: D | Stamina: 2 | Wear: 2% | Road: Bloody Even with very little training, a rider of this road could use this trick. The user first dashes forward and stops in front of the intended target. The user then shoot a quick kick aimed to thrust directly into the gut of the target. As this kick is launched, the kinetic energy from the quick halting of movement is transferred through the kick into the form of a miniature version of the Bloody Fang. This fang is push out directly from the wheels of the Air Treks and doesn't travel more than five inches before dissipating, making it essential that a direct hit is landed when using this technique. The fang's power is minimal compared to the full-power version of the fang and doesn't have the strength necessary do much damage other than surface damage or minor internal damage if the attack is delivered directly to the stomach area or the sternum. It has no cutting power at all and is purely blunt force. [Must Already Know 'Bloody Fang']
► Lancelot Our Saviour Rank: D | Stamina: 2 | Wear: 2% | Road: Bloody The Bloody Rider delivers extremely short thin condensed fang that extend only by half a foot in correlation to it's delivery. These however are capable of leaving paper cut like marks into flesh and easily severing wood and fabrics. There reach is limited to close range and is a modified revamp of the 'Bloody Roll Soul 1800°' trick. Using skin-made traction to properly execute. This trick often leaves the Bloody Rider opponents with low to severely lacerations.
► Under Suspension! Rank: D | Stamina: 2 | Wear: 2% | Road: Rising & Any Wire User A simple but effective offensive technique that requires the user to ensnare the opponent by wrapping them in wire. Once accomplished the user flips the opponent upside-down and violently slams them into the ground using their own weight against them. The heavier the opponent the more effective this trick is.
► Thunder Kick Rank: D | Stamina: 2 | Wear: 2% | Road: Rising 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.
►Burst Rank: D | Stamina: 2 | Wear: 3% | Road: Over Description: The user merely drags in the air around them stopping tricks that require air flow temporarily for the three second draw in then release a powerful blast from each air trek in the direction the wheels are facing. This forces the rider in that direction for a simplistic five feet, this allows for quick turns in mid air, or a simple jump forward as the user likes. Both air treks contain a single burst per a charge. Can only be used one time per a post for both air treks with a one post cool down between uses, both can't be used in the same direction for a double boost meaning the user can not jump six feet ahead. They get a combined five feet for the single burst, quick turns can only be performed with one AT.
► Wave of Sound Rank: D | Stamina: 2 | Wear: 2% | Road: Ring Through the use of a medium and in combination with their air treks capabilities of manipulating frequency and sound vibrations, the user makes an amplified sound wave. By creating a rapid and constant motion with the medium, the user launches a sound wave a target. Even though sound will envelope the entire area, only the path of the amplified air vibrations will carry the effects of the wave. The basic wave simply causes low scale air disruption- forcing apart tricks of an lesser or equal caliber by utilizing its resonance. Does not cause damage.
► 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.
► Bubble Pop! Rank: D | Stamina: 2 | Wear: 2% | Road: Lather After developing more skill in riding and performing Lather Road tricks. The rider can create larger bubbles than just the basic trick. This particular trick, though, focuses on just the creation of a single bubble with additional bursting power. Used as either a quick attack or a powerful counter. The Lather Rider will quickly slide along a moist surface and change the density and composition of the moisture and the air as they then create a bubble about half of the size of their torso with slightly increased force. When it pops. The eruption it will throw back anyone within a five foot radius of it and launch their opponents an additional five feet away. Minor cuts will come from this pop but it's only superficial wounds and only causes minor bleeding, nothing more.
► Over The Moon Rank: D | Stamina: 2 | Wear: 2% | Road: Death This trick can only be learned after the rider has learned Air Stream! By using the same principal as Air Stream, the rider uses the layered heat that is released at a specifically timed stride. The user gets in two long strides to build up heat in both ATs right before a jump. Using the heat and air collected, the user stomps with both of their feet tilting forward to keep momentum. The user instead of being propelled forward is lifted into the air like a rocket. If not used right it can cause extreme strain to the knees after the first use. This trick is to compensate for the lack of jump power the rider may have.
C-Class Tricks ____
► 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 ]
► Skyfish Rank: C | Stamina: 3 | Wear: 5% | Road: Wing A user of the Wing Road capable of making plain within their 'run' mysterious phenomenon known as the 'Skyfish Apparition', a strange formation of light and dark green creatures that seem to form a path upon one's road, henceforth lighting the user's road for all others to see, or otherwise ride upon themselves. The Skyfish a rather peaceful race only showing themselves to those that ride the pure road of the Wing, if the user of this trick allows it, those he or she see fit are also able to ride upon the road of the 'Wing' or rather, upon the Skyfish themselves. (Those riding with this trick henceforth receive the stat boost/reduction) This mysterious phenomenon currently quite unable to be explained for the most part, the trick utilizes the properties of a 'soft' breeze, meaning that through the use of power or aggression, the Skyfish themselves shall disappear, leaving all those riding upon them virtually roadless. [Speed: +10 | Strength: -5]
► 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. [Ain't momentum a b***h?] – No more than 1 use Per Post
► Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon 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 effectively when used in conjunction with "Oh! Time!"
► Saucer Crush Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody A unique solution to the Bloody Road's close ranged production weakness. The "Saucer Crush" employs the usage of a high speed rotation about a single point. The user will first place a hand on the ground palm down, using their outstretched arm as the centre of their circle. Afterwards the rider will dash once in a circular path, speeding about their center point while simultaneously lifting one of their legs. The high speed three hundred and sixty degree drift is followed by the production of a Fang spread incredibly thin. This quickly fading fang makes up the entire extended circumference of the rider's nearly in place turn, slicing into the shins, knees, or thighs (dependent on height difference between user and target) of enemies within a five foot radius of the rider. The "Saucer Crush" is meant to remove a majority of the effected rider's mobility by deeply cutting into their lower body. Though less flashy than the normal shower of blood, the resulting 'spray' from impact is still quite apparent.
► Behemoth's Tail Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody The trick employs the usage of a high speed run that is abruptly halted to create deadly results. The rider first builds up inertial energy within their run. Leaning toward the ground, the user will place their palm(s) on the ground. The rider will follow up by swinging their leg out, meanwhile using the other one for control as they allow their body to be swept up in a sharp U-turn. The abrupt one hundred eighty degree spin is swiftly followed by a large, wide, horizontal fang. Continuous uses of the technique will short out the rider's air treks, due to the strain the trick provides, without the use of the Fang regalia. The sheer force of the trick is capable of rending concrete, shredding clothes, and inflicting lacerations. -If the user's speed is 75+, the force of the two AT's creating the one fang make it vibrate violently. Even missing, the attack can distort the wind around an opponent causing them to lose balance/mobility mid-air and cause them to drop back down to earth or can be used to disrupt a wind based attack
► 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.
► Crunch Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody Functioning as a more basic, but just as effective, interpretation of the Bloody Road's shock wave producing capabilities, the Crunch technique produces no obvious fang. While kicking in any manner the user will accelerate their attacking leg's treck and brake once they reach the full extent of their strike. When completing the motion the sound barrier will break, appearing as a distortion in the atmosphere around the user's limb. The force of the created shock wave will expand from the point of impact, affording the user a certain level of pseudo-strength; enough to dent a small area of concrete or cause spider webbed cracks in boulders. Though it feels as though the user attacked with an immense amount of physical force, the effect comes from the small space between the Bloody rider's trecks and the surface/air. Instead of cutting, the user bashes the enemy with a borderline paralytic shock wave. Crunch can also be used to free the Bloody rider from on-level (rank) physical binds, such as those created by magnetism or stilling vibrations. Using the same method the user will create a split second front between their skates and the ground, freeing themselves or, possibly, canceling an allocated force.
► Corkscrew Fang Drill Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody The user will, from a halted position, speed forward to max speed and then suddenly stop. Once the stop hits, then the user will throw their body forward and twist around so that they throw their legs forward towards the intended target. With this motion, they will also begin to spin and constantly transfer the kinetic energy that they have just gathered into a fang that is maintained at a constant rate for up to ten seconds. This fang acts like a drill and does an incredible amount of damage if it hits at a vital point. The fang is not released from the Air Treks while the attack is being used. Instead, this fang takes the shape of the drill and moves the same way. However, someone can only learn this trick if they have at least 15 Jump stat. Also, this can only be used for a certain amount of time, up to ten seconds, based on the amount of Jump that the user has. 15 Jump = 3 seconds 20 Jump = 5 seconds 25 Jump = 7 seconds 30 Jump = 9 seconds 40 Jump = 10 seconds
► Gust Rank: C | Stamina: 3 | Wear: 5% | Road: Over By gathering air the user is able to compress and send it out at an opponent by using the basic's of the Over Road, this is similar to Climax Cannon, bust instead of sending it out as a beam its sent out in wave form as a concussive force.
► True Resistance Rank: C | Stamina: 3 | Wear: 5% | Road: Over With this nifty little trick the rider of the Over Road must be able to suck in and blow out the air around them in its most basic of forms, without the ability to do so to the air the trick is of no use. In order to do this trick the rider must vacuum in the air in behind them using their road and blow it in a steady stream in front them creating a great opposing force in a straight line from where they are standing. In order for this trick to be of use the rider must first learn Moon Walk in order to face his opponent while they are in front of them, this being mainly used in dash, hurdles, or air matches to hinder the opponents speeds. Prerequisite Required: Moon Walk
►Seismic Cartographer Description: An expansion of the of Seismic Sonar Trick which uses the exact same principles but extends the vibrations off of objects and into the area around those objects, making the trick extend into the air. This trick can be used instead of Seismic Sonar. Due to the way in which the Gaia road functions, needing an object to be the source of the vibrations it only extends so far in an area around the affected surfaces. - Effect extends 20 Feet into the air surrounding an Area Effected. Rank of Trick: C
►Friction Alteration Description: By making use of the vibrations produced by their ride the Gaia Rider causes the ground in the area to become super still or moving rapidly. Super Still ground causes the ground to in essence become like ice, while super fast moving ground causes an area more in line with a gravel road. Anyone within a set distance of the user is affected by this trick. Still ground means greater acceleration, but less control, making sharp turns or sudden stops much harder. Moving Ground causing a drop in acceleration capabilities, but an overall greater control, allowing one to go from sudden speed to slowed down. While the trick remains active the user can swap between the two freely. - Still Ground; Increases Acceleration by 10 Points for all those in range. - Moving Ground; Decreases Acceleration by 10 Points for all those in range. Rank of Trick: C
► 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
►THRILL LINK: Rank: C | 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 heart beat 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 i, but the holder is refreshed with new found 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 tuner.
► 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}.
► Pulverizer Rank: C | Stamina: 3 | Wear: 5% | Road: Rock The user focuses their power into one arm, cocking it back and preparing their muscles to deliver a monstrous punch. After gathering their thoughts and focusing their mind only on victory, with the use mind of over matter, they envision their fists as being unbreakable. Exhaling then rushing forward with their AT's, the rider does a complete 360 to combine speed and strength into a primal punch able to rock the content of whatever it meets. If this connects, the target's bones risk being shattered by the raw power behind the punch.
► Cyclone Shredder 1080 Rank: C | Stamina: 3 | Wear: 5% | Road: Rock As the name suggests, it is an 1080 degree spin-powered kick. The sheer power behind the blow is increased by several full circle rotations. The impact is said to be bone shattering if it connects in the right place. Often if it missed it may put a dent on concrete while damaging the user a bit. Because of the pure dizziness that can be attained from grounded circle rotations, only a stronger rider can use the trick to its full potential and remain completely balanced.
► Water Strider Rank: C | Stamina: 3 | Wear: 5% | Road: Lather A Lather Rider's own personal method of riding on liquid surfaces with her road. The Lather road causes vibrations in water using their A.T’s acceleration to change the viscosity of the liquid (commonly water). Akasha’s water strider focuses on her using this method and balancing her body low to the waters surface spreading her weight out on the mass of water like a water strider bug. Knees bent in, and arms stretch out and down towards the water she places focus of movement at the hips knees and ankles to a lesser degree as the arms are used to sway her motions to readily aid in how she’ throws about her weight. The liquids solidified membrane can act as a trampoline at times and allow the rider to jump higher than they normally would off the surface. This can add +10 points to jump when jumping from a liquid surface. And as ever the rider retains full control of their ride on a liquid surface.
► Slipstream Overheat Rank: C | Stamina: 3 | Wear: 5% | Road: Death By riding behind or using another rider as a shield to break the wind. At that chance the rider will use that time to gather speed and heat for another boost of acceleration. Once enough heat is built up around the wheels it is then exerting and gives the rider a generated boost in speed.
► Infinite Tremor Rank: C | Stamina: 3 | Wear: 5% | Road: Pure Jade Road (Subroad) The very basic of Gem Road riding. By creating a tremor in the ground, the Gem rider can connect with other A.T's using the properties of piezoelectricity. This connection allows the Gem rider to resonate with the other A.T's in the area and match them, shutting them down or simply paralyzing the A.T's. This paralyzing affect locks both/all riders in place once they hit the ground/have been on the ground for one post.
►Shard Bullets Rank: C | Stamina: 3 | Wear: 5% | Road: Pure Jade Road (Subroad) By combining the users control of wing and gaia road abilities, the Jade road rider gains the ability to bring the earth to the sky. By creating a tremor, the gem road rider causes the ground under them to crack and break. Through the use of their wind manipulation, the rider forces pieces of the ground up, ten small shards of earth to be exact. The rider must then follow up with a kick, sending the shards forward. This move has an offensive and defensive property to it, as the user may kick up the shards around them to take oncoming damage. These shards do have a weakness. They cannot hit anything slippery, sliding right off, leaving Smell road riders invulnerable to this move, as well as the shards being forced off slippery surfaces. (Oil spills. Ice. etc.) This is a C Class trick.
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Posted: Fri Feb 23, 2018 9:25 pm
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ F R E E ____ T R I C K S ► B-Class to S-Class ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
B-Class Tricks ____
► Rising Cycle 360 Forward Rank: B | Stamina: 4 | Wear: 8% | Road: Wing After jumping in the air either towards a target in a drop kick sort of fashion or just into the air. The Wing Rider will begin a fast paced corkscrew spinning motion. While doing this the rider pulls the wind into the spinning motion along with them. The wind following the spinning trail and forms a drill like tornado in the direction of which he's moving in with an opening in the back of the small tornado. With the Rider being in the tornado's 'eye'. This allows them some safety, acting as a defense against some attacks. The Wing Rider is also able to stop themselves from spinning in an instant, forcing the trick to stop in order to allow for easy chaining in combo's.
► Trapar Rank: B | Stamina: 4 | Wear: 8% | Road: Wing Through the use of the Skyfish and their consent, the user of this trick is given the ability to manipulate the form of the Skyfish, and as such create a wave of Transparence Light Particles, a type of wind that is created by utilizing the pure and highly concentrated energy of the fish. (Due to them being semi-physical apparitions, they are unharmed by this process) The user him or herself manipulating the wind energy then is capable of either using it to create a burst of wind to increase speed, or in another case, use it to increase one's strength and destructive power via energy transfer. (i.e, transferring the wind energy from the Skyfish into the medium of an attack, be it one's AT, one's fist, or anything else of the like.) The Transparency Light Particles- otherwise known as 'Trapar', once transferred to do one thing or the other disperse into the air as pure wind, giving the space or area a rather clean or non-polluted feeling, truly giving off the feeling that only a Wing Road rider can use this trick. [Speed: +10 or Strength: +10]
► Impact Wind Barrier Rank: B | Stamina: 4 | Wear: 8% | Road: Wing With their knowledge of directing wind and guiding it, the Wing Rider has reached a level of managing the wind to a decree. Like it's parent trick Impact Wind, it is performed through a sudden body movement(ie; forcing ones arms outward). Once this occurs, the Wing Rider takes control of the wind around them, and surrounds themselves with a sphere of wind, using it like a shield. Like it's parent trick the purpose is to give protection, and deflect incoming projectiles. The rider can even take things a step further, and use the wind surrounding them as a offensive move as well. This is done by forcing the wind outwards and away from their body, pushing back projectiles or even an physical attack from an enemy. While this barrier is pretty strong, a fang or a shell could easily dent it. - Can be performed in mid - air - Since this is a close range trick, the push back of wind has an effective distance of 7 feet. - D Rank Wear must be paid every post this barrier stays up.
►Steppin' Up Moisturizer Rank: B | Stamina: 4 | Wear: 8% | Road: Wing (Cygnus) Description: Using the Cygnus Road's ability to differentiate between air densities and manipulate them, the rider manipulates the denser air and moves it to ground level, causing a wet fog to appear on the ground that doesn't go higher then the wheels of normal air treks. The use of any friction / flame tricks becomes nearly impossible while this trick is active ( +3 Wear & +3 Stamina per trick). The fog last for a duration of three [3] posts. Has a [2] post cooldown.
►Opaque Air Jacket Rank: B | Stamina: 4 | Wear: 8% | Road: Wing (Cygnus) Description: Using the principles of the Cygnus Road makes this trick possible. Instead of focusing on a small point, the user focuses on the entire upper body of his/her opponent. Using their ability to manipulate the denser air to their will, the rider pushes all of the denser air molecules around one opponent and freezes the air around them to make a jacket of ice that hinders movement (on ground and in air) as well as hindering the rider's ability to use movement based tricks.The ice melts over a duration of two [2] posts unless the 'wearer' of the jacket spends one [1] whole post destroying the ice. (-5 Jump and -5 Acceleration) (+2 Wear & +2 Stamina for all Movement Tricks.) Has a [2] post cooldown.
►Instant Transmission Rank: B | Stamina: 4 | Wear: 8% | Road: Wing Description: Instant Transmission, like the name implies, appears as a quickly preformed leap and/or skip that allows the rider to go from point A to point B instantaneously. In actually, it's simply interfacing with the wind to a point where it 'guides' the rider to their desired location in rapid succession. The fundamentals of the trick take the core properties of Wind Surfing as well as Windshearing. Combining them into one. Beginning with the basics gained from Wind Surfing the Wing rider will break down the air pressures around their persona into extremely thin strips. Thus allowing for minimal - if any, wind resistance. Next, the Wing rider, will create a slipstream for which they wish to travel. Allowing the wind to 'grab' or 'pull' the rider into the given direction, resulting in a abrupt distortion in the rider's visage. As if the rider merged with the wind itself. Leaving a booming updraft of wind behind. Vanishing instantly from sight and solidifying themselves at the desired location. Being able to preform this instantaneous movement in any direction, on ground or in air. While this version of instant travel is less harsh than it's predecessor, Windshearing, overage of the technique will result in the inability to move one's lower body - making any movement in general very sluggish. - While it allows you to 'appear' in a new location, you are still traveling. Thus, cannot ignore obstacles. (Example: disappearing from within a jail cell and appearing on the opposite side.)
►Aeolic Gun Rank: B | Stamina: 4 | Wear: 8% | Road: Wing Description: Aeolic Gun, in essence, is a powerful blast of concentrated wind. Counterclockwise currents of wind will suddenly spark around the Wing Rider's preferred arm. Forming their hand into a 'gun' shaped position, the Wing Rider will quickly summon a condensed, spherical, compression of wind at their fingertips. When fired, the once spherical bullet of wind will turn into a forceful burst of extremely volatile air. Becoming a large beam that travels through a linear progression in rapid succession. While the counterclockwise current's of wind will coat the outer exterior of the blast. Although the exterior of the beam isn't destructive, the nature of it's current creates a unique gravitational pull. Pulling those within it's vicinity that are weaker than it's force, inwards, into the interior of the beam itself. The actual pressurized beam can cause moderate to severe damage when striking human bodies. While being able to easily dent metal. Should one be stricken by the spiraling winds, the ending result will cause a wave-like phenomenon, whirring onto the opposition. - Debris and environmental surroundings may be drawn into the gravitational pull. Rank of Trick: B
► Flame Conductor Rank: B | Stamina: 4 | Wear: 8% | Road: Flame Using the mechanics of the flame road. Condensed amounts of "Flames" surround the user as if he/she were set ablaze. The Flames acting as protection for all forms of Electric currents. Conduction the charges away from the body, weakening and nullifying said charges. [Lower the rank of tricks accordingly below] B->C || C->E || D->F || E->F || F->Null)
► Slice Method Rank: B [Passive] | Stamina: 4 | Wear: 8% | Road: Bloody More so a skill or temporarily employed run style, the Slice Method is the Bloody Road variation of the generally accessible Gladius Method. The Slice Method is simply the ability of the Bloody Rider to apply their 'slice' mechanic mid-run. Riders using this method perform short ranged dashes at top speed but do not stunt the dashing process in the least. This, in combination with their already volatile riding style, breeds a very basic cutting effect. Without any actual shock wave production the user can give shallow cuts and slices to objects and people. This run method involves the user taking advantage of their A-T's afforded mobility to attack continuously and at top speed, changing paths and evading with little need for braking until they wish to apply the cutting effect; said effect is the result of streaking the A-T's wheels across the intended surface while braking. The momentary lapse in wheel rotation and speed combine to create the flesh slitting cut. The Bloody Rider has potential to deliver several lacerating attacks in tandem, all of which appear to onlookers as streaking limbs. Unlike most run methods this one requires the full body to work efficiently. Acrobatic, agile, movements with near perfect center of balance control dictate how well the rider can move when using this technique. A well rounded rider could even apply this run style for aerial combat, traversing the air in their own bloodthirsty fashion. - The Slice Method remains active as long as the user pays [ 1 Stamina ] and [ 2% ] wear cost per post. When in use it permanently takes up the first of of the user's four allotted trick performance slots per post. - This trick's active dashing trait will cost the user an additional [ 2 Stamina ] and 2% wear cost each time it's used.
► 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..
► Onslaught Fang Rank: B | Stamina: 4 | Wear: 8% | Road: Bloody An attack that embodies the term "big for no reason," the Onslaught Fang appears as a ridged, moderate sized, wave of energy. It's produced in a manner similar to the Leviathan Fang attack but lacks the former tricks definite shape. In fact, it appears like no other traditional saucers or volleys from the road. Just as it appears to be a clumsy disgrace to the road's potential, the slow moving fang does little damage when it does manage to hit an enemy, dealing many lacerations, but none with bleeding potential (less than a papercut). Though it appears useless and anticlimactic compared to what amount of force is required of the user to produce it, the Onslaught Fang shines when faced with barrier type tricks. Working on the principle of forced splitting when faced with higher pressure areas, the Onslaught Fang is purposely made less refined so that it's body easily separates when met with more 'put together' defenses. Only through this is it's full potential reached, several dozen smaller, more jagged, teeth appearing to wrap around the protective front. This tornado of miniature fangs is short lived and lacks the interconnecting traits of the Cage Of Fangs, but still manages to trap the enemy in a dicing counter to their counter. Touching the "split ends" of the Onslaught Fang deals damage reminiscent to that of a Fang focused on the slice characteristic, making for a vast array of shallow cuts. - Bloody Rider must know "Cage Of Fangs."
► Surprise Ensnare Rank: B | Stamina: 4 | Wear: 8% | Road: Sonia Description: A B-class technique using the Sonia Road, where in the rider's speed and timing is vital. This trick can only be performed if the rider is riding over a surface, regardless of whether it is wet or dry, or in angled in any degree. The trick has two parts. It takes one post to set up: during a run, the rider places pressure on her feet and over her movements as she performs various sharp turns and fast maneuvers over the ground or a certain surface. In this point in time, a sonic boom in the form of a thorn whip is produced, seemingly hidden underneath the riders' feet and extending as she runs. In the following post: through the act of a jump, the sonic boom breaks and thorns spray out to the environment like shrapnel that fly as fast as bullets. Because of this, it gives an image that an actual explosion has occurred. The power of the "explosion" is enough to crack, dent or break forms of concrete, and no doubt, the force will be enough to break bones if the opponent is directly hit. Not to mention, being struck by thorny shrapnel will be really painful. The range of this technique is point blank, and the diameter of the explosion on its own is eight feet. Thorny shrapnel spreads easily to about three feet from the circumference of the initial explosion, making the overall reach of this technique seven feet around in a spherical radius.The risk of this trick is that if the rider is unable to perform a jump in the following post, the rider will also be damaged by the trick.
► Toma-Screw Rank: B | Stamina: 4 | Wear: 8% | Road: Sonia Description: While running or standing still, the rider lunges forward with a kick and swings her lower body ahead in order to initiate this trick. By spinning in a cork-screw manner with her feet leading towards the opponent. The basic concept of this trick is to mimic a drill, but accurately become a tornado like shockwave, which can tear through many defenses. However towards the end of this trick, the rider’s center of gravity shifts so that at least one foot can touch the ground. Rank of Trick: B
► Don't Let'up! Rank: B | Stamina: 4 | Wear: 8% | Road: Sonia Description: Despite it's classification as an acceleration trick, the phrase-named technique is not meant for passing or catching up with riders, but cutting them off for an attack. Best initiated when already at close to mid range, "Don't Let'up!" begins with the user lining them self up with their target using the "Amazing Forward Special." They will then dash twice in rapid succession, creating an obtuse angled line with their run path to cut in front of the ahead rider. Following, the user will bend over, rotate their hips in a sharp manner, and force a loss of traction with their A-T's abrupt change in angle. The Sonia rider will drift while using their hips as a balance point, simultaneously 'popping' their rear end towards the enemy as they encircle them at a blurred speed rate. The result of their posture and drifting direction results in not the thorns of a rose, but the pin needles of a cactus. In their rounded descent the rider's break of the atmosphere to produce sonic booms will produce a continuous, wide, Gatling fire of needle-like projectiles. Though simple pricks if felt alone, power in numbers becomes the name of the game; the massive flourishes of needles prove to sting the flesh, pricking pores and administering an overall uneasy feeling to the afflicted. The sensation is similar to that of a high speed acupuncture, needle after needle being driven into the body without pause. The physical shock may even cause the weak bodied to flinch aside from the minimal amount of damage dealt. Though these smaller shock waves lack stopping power, they offer an unexpected disadvantage to those who feel the pressure did little more than irritate their skin for the moment of impact. - Rider must know "Amazing Forward Special." - Rider must know "Thorn." - If effecting a rider with less than [ 50 ] remaining/base stamina, they are unable to use a trick in the post cycle following the assault. This includes automatic deactivation of passives, methods, and lasting active tricks. In exchange, damage is dealt by the barrage is less than that of the base Thorn/Thorn Whip tricks.
► Rotary Method Rank: B | Stamina: 4 | Wear: 8% | Road: Sonia More so a skill or temporarily employed run style, the Rotary Method is the Sonia Road variation of the generally accessible Gladius Method. The Sonia Method is simply the ability of the Sonia Rider to consistently apply their rotation theory of motion consistently mid-run. Riders using this method perform short to mid ranged ranged dashes at top speed while simultaneously changing direction on the fly; this is by use of their hips as a massively unlimited point of pivot. This, in combination with their already agile riding style, breeds an extremely relentless onslaught of blinding kicks. Without any actual shock wave production the user can deliver numerous light attacks that appears to any inexperienced enemy as single motions. This run method involves the user taking advantage of their A-T's afforded mobility to deliver blows without the briefest breaks or intervals. The Sonia Rider has potential to deliver several blinding melee attacks, all of which appear to onlookers as singular strikes with multiple, weaker, attacks worth of damage piled on. Unlike most run methods this one requires the full body to work efficiently. Acrobatic, agile, movements with perfect center of gravity control dictate how well the rider can move when using this technique. A well rounded rider could even apply this run style for aerial combat, possibly defending from omnidirectional melee attacks from several enemies at once. The most notable perk however is it's capability of usage without A-T, making the rider just as deadly a combatant on foot as they are with skates. - The Rotary Method can remain active as long as Nitro Cushion is in use, costing no stamina or wear decrease to the user. When in use it permanently takes up the first of of the user's four allotted trick performance slots per post. This trick's active dashing trait will cost the user an additional [ 2 Stamina ] and 2% wear cost each time it's used. - Consistent use of this method further weighs in on the user's body stress wise. If active while stamina is less than half the rider's full supply they will begin to lose two stamina per post it is active.
►Jet Stamp Rank: B | Stamina: 4 | Wear: 8% | Road: Over
Description: The user charges their AT's and draws in all wind around them whether newly created or a manipulation it cancels out the attack. From there the AT's hold the wind for a mere second before releasing it ( either a stomp, kicking motion or keeping their legs in a locked position ) in a concussive wall below the AT creating a ( sort of moving ) wall that will hit anything in it's path and give the user a jump or possibly platform to move off of for a single instance. This concussive wall if run into does deal damage, it can be generated from either AT at will in whichever way the user wishes. The wall is technically stagnant, but to others it may seem like it's moving about due to the wind flow coming towards them as it breaks down.
►Full Charge Rank: B | Stamina: 4 | Wear: 8% | Road: Over Description: The user takes any wind around them and manipulates it via drawing it towards the backs of their ATs, compressing it and then releasing it from their wheels while rotating the air creating a 'spiraling' spring effect for the wind allowing for a quick boost forward, can be performed with a single AT. The spiraling wind will blast back anyone else who is behind the user at the time and tends to send them reeling back if they are not balanced. Can only be used once per a post and allows for a brief moment to hit max acceleration
►Mirror Country Rank: B/K | Stamina: 4-20 | Wear: 8%-50% | Road: Over Description: By pulling in air, compressing, and steadily releasing it the user is able to create wind Mirrors through Optical Phase Conjugation. Using the ignition property of the road they constantly take in and exhale this air with a steady flow to keep these mirrors afloat but they cannot use other tricks with their A-Ts. This trick reflects an image off of the water molecules in the air to create an illusion that can hide one's presence from their enemies and strike. The mirrors are easily destroyed by a strong wind technique, undoing the illusion by disturbing the air that forms the mirrors. B Class: 1 Mirror A Class: 2 Mirrors S/King Class: 3 Mirrors
► Get Together! Rank: B | Stamina: 4 | Wear: 8% | Road: Rising Through the manipulation of ambient negatively charged electrical particles in the air and the positive charge of minerals found in the earth, the user generates a powerful electromagnetic field that immediately attracts all metallic objects to the ground. With proper application this Trick can not only magnetize and disarm all wielders of metallic weapons in the area, it may even immobilize Storm Riders themselves by forcing an attraction between their Air Treks and the ground. This paralytic effect only lasts [1] post when used on an individual.
► Entangle Rank: B | Stamina: 4 | Wear: 8% | Road: Rising A non-violent variation of the trick "Lightning Spider Net." Like it's predecessor, Ensnare follows a very basic concept by entrapping the opponent through the use of wire (Magnetic Straps in Onibasu's case) as a restraint. Where the two differ, however, is through the use of electricity. Unlike "Lightning Spider Net," and its use of large amounts of powerful current to fatally electrocute the opponent. Entangle opts for a more pacifistic route, manipulating the opponent's body into a staged paralysis through the use of Alpha Waves to block the electrical synapses from the brain to the muscles by disrupting the cortex -- immobilizing them. This paralytic effect only lasts [1] post when used on an individual.
► Inryoku Rank: B | Stamina: 4 | Wear: 8% | Road: Rising A trick that exploits the Rising Road’s magnetic properties, Inryoku revolves around making ‘living magnets’ out of human beings as well as magnetically charging other inanimate objects. By carefully channeling a brief (but crucial) electric current into the body of the target. The Rising Rider may essentially turn whoever chooses into a walking magnet. This is trick is most-often performed through contact and requires no more than a simple brush of physical contact to take effect - not unlike a static shock. However, considering the potential fatalness of such a powerful electrical shock, it is often necessary for the future-afflicted to be covered in a liquid or iron-rich substance. Once the target has been charged, the Trick gradually begins to take effect. Initially, the afflicted barely has enough magnetism to draw metal particles to him or herself. Shortly after that, small metal objects (like forks and spoons) will begin to cling to the target, with objects with more mass gradually gravitating towards the afflicted as time goes on. [Trick Progression: Every post, Whether from the Rising Rider or their Opponent, The trick advances into a different stage.] 1st Turn: - Only small particles are attracted to the individual. 2nd Turn: - Tiny metal items, like paperclips and rogue zipper handles and nails begin to gather towards the magnetized target. 3rd Turn: - Small objects like forks and knives are attracted to the individual. 4th Turn: - Moderately sized objects like lead pipes, staplers and other objects are attracted to the individual. If multiple individuals are magnetized, they will begin to attract one another. 5th Turn: - Heavier objects, like crowbars, rebars and other solid metal objects are now attracted to the individual. 6th Turn: Larger objects like bicycles and cables are now attracted to individual. Lingering too close to large metal constructs and machines will cause the afflicted to cling to them. 7th Turn: Small automobiles like motorcycles and small cars are now attracted to the individual. 10th Turn: The afflicted is now heavily magnetized and is susceptible to much larger metal menaces.
►Petrifaction Wave Rank: B-S | Stamina: 4-10 | Wear: 8-15% | Road: Gaia Description: A trick similar in function to Quake, but less based on destruction and more based on control. The rider will send out a large scale wave of vibrations, from some form of contact with the ground, such as a stomp. This wave of vibrations is not used to break of the ground however, but to still vibrations within the area. The vibrations will travel through other's air treks and into their legs causing a stun or petrifaction effect, holding them in place for a very short moment. The greater effort expended on the trick the farther it reaches. - Range Starts at 10 Feet around the user and increases by increments of 5 feet per higher rank [ B 10 | A 15 | S 20 ] Rank of Trick: B – S
► Étoile Filante: Alioth Rank: B | Stamina: 4 | Wear: 8% | Road: Gaia This is the ne plus ultra of emblematic tricks in the Gaia road arsenal, a true tour de force. This consists of forming a direct relating characteristic between the very earth and the rider's body; the opportunity to achieve the same imperish ability as the terra firma itself is what this maneuver gives. The rider uses the vibrations of his air treks and directs them to their body, the vibrations begin to harden the entire Epidermis layer of their skin through vibrational and piezoelectric mechanics. The electrical energy stimulates every cell of the epidermis layer while the vibrations harden the outer protective layer consisting of tough, flat cells; the hair of the skin and skull also undergo this hardening process. In the end form, the rider gains a coating of hardened skin with the ability to reduce up to 1/2 or 1/3 of most physical attacks. Note: This biological enhancement lasts 2 GP and requires a 1 GP cooldown
► Air Pistol Rank: B | Stamina: 4 | Wear: 8% | Road: Death By building a massive amount of heat through acceleration of their natural run, the heat will naturally cycle the circumference of the wheel, gathering as a light glowing tint of orange. Releasing the 'Shell' with just one kick instead of the usual two kicks, creates a wave of braking heat. The released wave is less of a cannon, and more of a short ranged single round with a wide set shape. The attack is not as destructive as it's predecessor, but makes up for it with it's accessibility and quick creation time.
► Air Torrent Rank: B | Stamina: 4 | Wear: 8% | Road: Death Following the same process for the base trick Air Stream, a more skilled rider is able to continuously use its abilities at the risk of their own body up to a total of four times. Due to the constant acceleration and braking the body is put through a lot of effort to keep up with the vast speed produced. By continuously accelerating and braking at an increasing rate, the effectiveness of each individual thrust is increased due to the rise in heat from continuous use but at the cost of further wear on the body and ATs.
► Hell Kick Rank: B | Stamina: 4 | Wear: 8% | Road: Death From the start the user will have to run their wheels against the ground, as the speed increases and friction is made the heat vapors created emit from the wheels of the treks. In that same instance the rider jumps in the air while also exerting a stream of hot air from the back of the A-T's. As the air stream is emitted the heat created surrounds the bottom of the attacking trek and on impact disperses immediately burning clothing and skin.
► Hell's Comet Rank: B | Stamina: 4 | Wear: 8% | Road: Death A useful offensive trick it simply implies air and the heated mass ratio of the run made. By making a successful run of five strives, a good amount heat vapor is generated and stored. Within two movements of bending at the knees and jumping the rider will hurl themselves in the air placing their legs together and turning at a rapid rate. Once the user starts to come down a sort of orange(ish), reddish aura appears as like a barrier, but made of heat. This barrier shaped mass formed under the treks can force a(n) opposing force back several feet upon contact. The spinning never stops even after the rider as made contact.
► Shell Shotgun Rank: B | Stamina: 4 | Wear: 8% | Road: Death A different version of the Air Cannon, as the rider builds heat from accelerating. After building enough amassed heat from his run, a red, orange tint will take color in front of both treks. In a moments glance, the rider will snap his leg back. Snapping his first kick he will release the first beam of generated heated air. With that first kick he will commence of full three hundred and sixty degree kick. With a second kick after landing on the trek which shot the first shell he would then snap another kick releasing another beam of generated heat. This given the double barrel shotgun like affinity. On contact this compressed beam of heated air disperses leaving a medium size burn mark.
►Hail Rank: B | Stamina: 4 | Wear: 8% | Road: Rock Description: Through incredibly intense mental stimulation, the rider actively taps into the Cervical region. Comprised of cervical nerves from two networks, the cervical and brachial plexuses. These run to the chest, head, neck, shoulders, arms and hands and to the diaphragm. Their fully conscious management of the Cervical region allows the rider to perform actions of those limbs at a greater rate and efficiency. In a instance of battle the rider under the influence of this trick would be able to strike multiple times within the time span of performing that same action only once. ** | 3 strikes | *** All other instances of this being active the rider loses 2 STM & Wear **** Focused Mind must be active Rank of Trick: B ►Phantasm Rank: B | Stamina: 4 | Wear: 8% | Road: Rock Description: By producing a rapid and brief strike in any given location, the Rock road practitioner is able to produce a wave to expand forth from the limb in use; this wave of energy may strike a target from a distance (7 inches). These waves being mach waves which in itself is a pressure wave which travels at the speed of sound caused by a small change of pressure added to a compressible flow, retains enough concussive force to topple over a small sized car. ** If used in conjunction to the technique "Hail", the rider is able to combine multiple mach waves in supersonic flow to thus become a defense piercing shock wave. *** Requires a minimum of 200 Battle Strength
A-Class Tricks ____ .
► Zone Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody In the middle of any given tense situation, stressed or even overly excited mind can trigger an adrenaline rush. The hypothalamus in the brain signals to the adrenal glands that it's time to produce adrenaline and other stress hormones. As a result Lola’s strength / agility / reflexes dramatically increases, she no longer feels pain, and has minor heightened senses. Anyone who isn’t an idiot will notice this sudden burst of energy, if not intensification of breathing and heart rate. In the stat of Zone, Lola’s hues spark with currents of electricity deep within, even as her body may appear to be calm and relaxed. • Stamina must be below 50% • Can be used twice a battle • First use last for 4 post • Second use last for 2 post • +5 Strength & +15 Speed
► Time Mirror Rank: A | Stamina: 5 | Wear: 10% | Road: Apollon With all object starting to Vibrate at their own frequency. One can match and reflex the the vibrations of the Gaia road by rapidly kicking the ground. Trapping the opponent in their own vibrations. A feat that only high ranking riders can preform. [Must be stationary to preform] [One Post Cool Down] [Requires A Base Spd of 75 To Use]
►Ruination [ Pinwheel Fang ] Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody Description: This trick is the first of its kind and works off of parented mechanics to that of the Gigaer Cross Fang and of the Blade Fang. To initiate this trick, the rider will build the Inertial Energy that comes from landing and braking. After doing so, the rider will unleash the first Blade Fang in a vertical assault from one leg; whilst the left either timed or immediately after is unleashed. However, the second is not unleashed in an exact horizontal, but a horizontal angle; granting the appearance of the fangs having wings with its center holding a point in its form. This angled fang that follows up to collect up after the other, unlike the other, rotates when passing; causing the two when collision is met to create the Pinwheel Effect. Upon the rotational process, these two fangs will forcefully pull a current in which coats the two in what seems to be a trail and cover of wind that it is gradually tearing through and unleashing a screech from its travel. This trick is made for the purpose not only to counter, but to also break the very assaults coming up against it and completely ripping them apart by spiraling and capturing them within its travel. The two fangs have a simple method, the first being the guard and staller, as for the second the ambushing bloody beast that the Bloody Road is famed for being. If this trick were to come into contact with the human body it will be capable of multi coverage of gaping lacerations and gashes on top of gaping lacerations and gashes, leaving a bloody mauled waste in its wake. If ever to be brought up against a wind based assault, will result in an increase of this fang's acceleration rate. The size of this fang is a little above that of an actual blade fang with a slim depth which allows for a far travel.
-If the user's speed and strength is 60+, the force of the two AT's creating the two fangs makes it vibrate more violently. Causing the two fangs to not cling to one another, but merge into a much more devastating assault. Leaving this trick to split away and force an incoming projectile weapon or trick to become disrupted and distorted. Have this trick engage an assault that is capable of piercing through it, it will split away and continue its projected form towards the opponent in the form of two blade fangs.
-Bloody Rider must know, Behemoth's Tail, Gigaer Cross Fang, and Blade Fang.
► Shock Absorption: Boiling Blood Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody The Fang Road's greatest, and worse, attempt at a defensive type move! Using the trait of Fangs to "cut the atmosphere," the Bloody Rider will literally dice the air they ride through. This gives the impression they broke the sound barrier with their body, ovally denting a space of air and subsequently riding through it. Though the Boiling Blood trick appears as an acceleration trick, the sprint is merely to produce the pseudo-fang that breaks the atmosphere and affords no boost. It appears as though the user them self moved at a rate to rupture the air when it is indeed just the unshaped Fang's shock wave spreading over them immediately after production. Though the user lacerates their own body, feeling the full brunt of their own Fang attack, the exchange is being able to move through high pressure winds attacks and barriers with ones own body. In essence, the user merges with the fang and shares it's characteristic of "cutting the atmosphere." The rider will come out on the base side of the assault with all momentum retained as though they hadn't even been effected, minus damage taken from their own attack. This unorthodox lunge is an incredibly dangerous double edged sword, the Bloody Rider potentially subduing them self depending on their state prior to use. Even riders strong enough to face the force head on are subjected to their road's bloodshed trait, meaning they cannot use the trick more than twice without going unconscious from blood lost, no matter the stamina capacity. - Can be used a maximum of two times in the same battle sequence. Does not recover usage limitations until medical attention is seeked/the user is out of combat and tended to. - Bloody Rider must know "Blade Fang."
► Dragon's Maw Determination Style Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody Working as an evolved, aerial, interpretation of the Bloody Road's signature short ranged fang attacks (I.E: Saucer Crush) the Dragon's Maw requires the rider to have an uncharacteristically high amount of aerial ability. Amidst any airborne situation, whether it be from a jump or other action, the Bloody Rider will accelerate in place using any retained momentum. While flipping or twisting with their center of gravity as a base of rotational control, the rider will, instead of kicking outward, keep their limbs drawn back for the entirety of their aerial motion. In doing so the fangs' formation will be more curved and have more width than usual. These duel fangs are formed on an incredibly short notice and, contrary to their size, shape, and depth, do not last long or move far past the point of impact. Because of the Bloody Road's usual interpretation as an aerially inefficient road, this move comes as a definite surprise to those trying to catch the rider off guard in the air. This close ranged fang attack has the ability to severely damage whatever it hits, delivering deep gashes and, in the case of landing spot on, characteristically exaggerative blood spurts. It is referred to as the completed Saucer Crush by some, as a full rotation can complete the image of an expanding two fang ring around the Bloody rider for the moments it last. Though it only expands three feet outwards, it's equally sized width/depth makes it's actual range of effect nine feet in total. In the case of this trick, the target is just as likely to bleed out as they are to be done in by damage. - Requires 50 Jump [ Base ] - Bloody Rider must know "Gigaer Cross Fang"
► Blade Fang Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody Being one of the more powerful Fang adaptations, the Blade Fang is revered as the most effective of the entire family of variations. The Blade Fang stands out mostly due to it's shape and immense size in comparison to most all of the lesser Fangs. Unlike the other Fangs, this one appears as a crescent with ribbed protrusions resembling rods jutting all along it's edges and, most prominently, down it's center. As well, the Blade Fang is the largest of the Fangs with a width at least three times that of the original one. It's depth is very low but allows for increased acceleration in travel, making it the most ranged Fang as well. The Blade Fang is a result of the user applying the "Zero-Max-Zero" mechanic to the highest degree, increasing the required dash to a full sprint before the release of this massive, altered, shockwave. The Blade Fang's greatest asset is in it's ability to cut through areas where extreme pressure/barriers are apparent.
► Wind Fang Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody x Wing Following the production of the first user's "Bloody Fang" the second user will proceed to ride atop the inertial beam. As the atmosphere slicing shock wave travels the Wing Rider will use their "Wings" trick to take advantage of the resulting upward drafts of wind. By expending upon the Fang's wind and combining their own with it the user further accelerates the wave. The Fang's constant cutting of the air simultaneously fuels the Wing Rider's connected run. This results in both the Fang and Wing Rider's combined effort being enough to not only greatly damage the target, but blow back wind used in weaker tricks. - Wing Rider must know "Wings." - Bloody Rider must know "Bloody Fang."
► Grand Fang Firebird Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody x Flame Following the production of the first user's "Bloody Fang" the second user will proceed to project the gathered heat drafts from their run directly onto the Fang. As the atmosphere slicing shock wave travels the Flame Rider's heat drafts feed off of the resulting upward drafts of wind. By feeding upon the Fang's created wind the Flames remain constant. This consistent heat element of the Flame technique simultaneously fuels the Fang with it's similar friction base. This appears as a large, flaming, fang with extremely potent damage potential. As a result of direct impact the target's full frame appears to be 'set aflame' albeit facing no overtly serious burn damage to match the illusionary display. - Flame Rider must know "Flame!" - Bloody Rider must know "Bloody Fang."
► Shocking! Rank: A | Stamina: 5 | Wear: 10% | Road: Rising The rider discharges a powerful surge of electricity through direct contact with an object or individual after building up electrical potential with a run. This trick is a highly potent attack with enough voltage to cause a helicopter to explode. This is an A-Class trick. - Requires the user to have a minimum of 300 READ or else this trick will fail.
►Scion of Fragmented Winds Rank: A/S | Stamina: 5/10 | Wear: 10/20% | Road: Wing Description: This trick is the epitome of a wind user who is one with the wind itself. The user preforms this trick by standing still and crossing his arms out in front of him. Revving the user's treks in place and sending the air streams created by the Wing rider's usual run, the user sends his stream to a nearby team mate to significantly increase their acceleration by splitting the air resistance before them and increasing their jump by increasing the push of the wind underneath they treks when they jump. The more experienced the user, the more support he is able to give to his team. No man is able to aid that which he cannot see. As long as his team mates are within view and are no more then thirty [40] feet away, the wing road rider maintains support. While supporting one person is easy enough, only two [2] team mates can be supported at any given time. The only draw backs to this support trick is that the user must be standing still to maintain total concentration and the user cannot transfer the support once he has selected his intended targets.. B Rank Wear & Stamina must be payed every post cycle the trick remains active. This trick takes up one [1] trick slot as long as it's active. [A-Class]: Basic 2 Man Support (+10 to Jump or Acceleration) [S-Class]: Advanced 2 Man support.(+10 to Jump & Acceleration)(A Rank Wear & Stamina must be paid every post cycle.)
►Ground'em Rank: A | Stamina: 5 | Wear: 10% | Road: Over Description: The user merely stands still or in general stops bodily movement and channels the air around their ATs to be pulled in. Wind can not be manipulated while this is active and takes away any newly created winds and draws them towards the user of this technique. The wind dragged away is compressed within the AT's for as long as the user wishes, this can be then let out in a high compression wave that acts similar to an explosion that moves out from the user in a sphere. Anyone hit by this wind is subjected to a concussive force like running face first into a wall. This can cause serious injury and destruction of property depending heavily on what techniques are being used around the user. Can't take in an IA. Rank of Trick: A
►Legion Rank: A | Stamina: 5 | Wear: 10% | Road: Rock Description: Muscles contain many tiny sensors, known as neuromuscular spindles. They relay to the brain information about muscle muscle length and tension. The motor neurons stimulate the opposite reaction, causing the muscle to contract and shorten, and restoring muscle tension to normal. Through meditation and honed awareness of their muscles, the rider is able to disable movement restricting techniques used against them by using their proactive mind to send signals to the neuromuscular spindles and causing them to action the opposite effect placed on their body. ** Focused Mind must be active *** Paralysis of electrical affinity are unaffected
►Bodhisattva Rank: A | Stamina: 5 | Wear: 10% | Road: Rock Description: Through the mental stimulation of the brain and its intricate neurological connections throughout the body much like 'Focused Mind', the rider is able to actively enhance the five senses of their body, consequently becoming highly sensible to their environment. Air pressure, heat emission, low frequency noise, distinct aromas, subtle movement and such alike, are while in this state, now all captured by the sensory interceptors of the body. While under the effects of this technique, the rider becomes fully integrated to their environment thus making of themselves 'living radars' with great precision from mid range to close range.
***This trick provides 0% wear
► Jade Armor Rank: A | Stamina: 5 | Wear: 10% | Road: Pure Jade Road The most advanced usage of vibration a Jade road rider can accomplish. Instead of forcing the tremors into the ground, the Jade road rider reverts their vibrations upwards, into themselves. This causes the skin to harden, the pours, and even the riders blood. This creates the ultimate armor, an outer layer of vibrations for the Jade Road rider. As the users body is always vibrating, they may walk on the air, the vibrations enough to create a stepping point for the jade rider or use their vibrating body to increase their punches or kicks. This armor has been seen to take explosions head on, and most external threats. Thorns break this armor with ease bubbles due to their nature can still connect and do damage, and lightning still shocks the s**t out of them, and when the armor is broken, the user is left gasping for air due to their body being rapidly broken of their vibrated state. Duration lasts for 5 posts. If broken, requires 1 post cooldown.This is an A Class trick.
S-Class Tricks ____
► 60 Seconds! Rank: S | Stamina: 10 | Wear: 20% | Road: Apollon / Flame An extremely potent offensive maneuver that seemingly mixes the two principles of the Flame Road: Flame and Time, into a complete unison. By merging the near-instantaneous and highly technical use of strikes to an opponent's body from the trick "Time! Stop!" with high levels of heat generated from friction created by the trick "Flame!" the user performs a powerful barrage of short to mid-range blows to demolish the opponent; the heat easily capable of burning through clothes. Despite its use of close quarters combat this trick is considered a mid-ranged assault. The use of Time allows the rider to rapidly close the distance and retreat covered by the opponent's slowed perspective. The attacks themselves leave behind an after-image in the form of traveling streaks of light as this appears to occur almost simultaneously to the naked eye. This can lead an observer to believe the user is actually manipulating some form of energy, though that is not the case. This is an S-Class trick. - Requires 150 Speed - The rider must know "Flame!" or Time! Stop!" -
► Thunder Road: Direct Current Rank: S | Stamina: 10 | Wear: 20% | Road: Rising A large scale reproduction of the thermoelectric effect known as the, Peltier Effect, the presence of heating or cooling at an electrified junction of two different electrical conductors (e.g: two different metals, water and metal, etc). The theory follows the notion that when an electrical current flows between two conductors, heat may either be generated or removed at the junction (the meeting point of the two conductors). Due to the nature of entropy the effect causes heat to move from hot junction to a cold surface. This results in an immediate refrigerant effect from where the heat was dissipated that is strong enough to flash freeze the water molecules in the air into snow. Effectively nullifying the Rising Road's natural enemy, heat, for an extended period of time. This is accomplished by [2] or more Rising Road riders applying a continuous electrical current to a surface with conductors. While this trick is active, all Flame Road and heat based tricks are nullified for [4] posts before the current exhausts itself. This is an S-Class trick. - Requires two or more Rising Road riders. - All participating Rising Road riders must know this trick. - This trick lasts four posts.
► Thunder Road Final Form: Electric Titan "Thunderbolt Snowman" Rank: S | Stamina: 10 | Wear: 20% | Road: Rising The Rising Road's ultimate combination trick. Using the snow created from the trick "Thunder Road: Direct Current" the riders surround themselves with a snowman made of electrified ice particles by continuously supplying a weak magnetizing current to the crystal formations created in snowflakes. The snowman formation itself maintains a wire skeletal structure to allow for complex movement, controlled by the physical bodies of the riders themselves. This trick demands absolute focus and while maintained, no other Rising Road tricks may be used. If one or more of the Rising Road riders is distracted or compromised while this trick is active it will fail. Due to the nature of its conception this trick can only be used after "Thunder Road: Direct Current." The more riders this trick involves the more powerful it becomes proportionately. This is an S-Class trick. - Thunder Road: Direct Current must be active in order to use this trick. - Requires two or more Rising Road riders. - All participating Rising Road riders must know this trick. - All participating Rising Road riders must have access to some form of wires.
► Infinite Quake: Resonating force Rank: IA | Stamina: 20 | Wear: 50% | Road: Pure Jade Road With the vibrating core of the Regalia attached to the rider, there is nothing the Jade rider cannot reach. The regalia sends out a large resonating force of vibrations that resonate with other riders via piezoelectricity. This gives the gaia rider an electric field to link up with the other riders around them. This field, generated by that of piezoelectricity, allows the rider to have a map of the other riders around them and then crush the world around them. The tremors reach a magnitude level of 6, causing destruction to buildings and the ground below. This can be done in the air as well, hardening the air, locking people in place, chocking them and breaking them under the hard force of the hardened air. This is an [ Infinity Atmosphere ]
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Noble Negative J3T Captain
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