Character's Name: Abel Maxwell Character's Rank: B Link to Character's Profile: X Link to Last Character Update:X Words Roleplayed: 3655/2 = 1827$ Link To Posts: 179 307 266 284 235 728 1107 549 Parts Added: None Parts Removed: None Money Added: 1827$ Money Spent: None Stats Added: None Trick(s) Added: Custom Tricks: True Flame Generation, Firewall Trick(s) Removed: None
[size=11][b]Full Name: [/b] Abel Maxwell / Rhadamanthys [b]Nicknames: [/b] Abby, always open to other nicknames too. [b]Age: [/b] 19 [b]Birthdate: [/b] July 23rd, 20xx [b]Sex: [/b] Male [b]Sexual Orientation: [/b] Bisexual
[b]Height: [/b] 178cm [5'10"] [b]Weight: [/b] 69kg [152lbs] [b]Physical Description: [/b] The picture seems like it's accurate for the most part. He does enjoy snacking, but doesn't have food with him all the time.
[b]Personality: [/b] Abel might seem cold outwardly at first glance, but that doesn't really do his personality justice. He is the kind of guy that can make friends quickly, since he's had to do that his whole life. Abel also warms up quickly to others and enjoys being around people. Abby is easy to get along with and usually does what would be considered good. That's not always the case, as he's definitely not immune to doing bad things could get him into trouble. Abel can be very competitive, but is also a team player when it's needed. [b]Backstory: [/b] [strike]Abel was born in Canada to an American mother and a Canadian father.[/strike] His dad is a professional hockey player and his mom is a homemaker. Since he was a child and up until he graduated high school, he was homeschooled by his mother. His dad was never the best hockey player, but he was good enough to stay in the league. This led to him being traded a lot, which caused his family to move far too many times. Abel has lived in lots of different cities throughout the US and Canada due to this lifestyle. Having to move around all the time, made it difficult to make lifelong friends, knowing that a few months or a year later, he'd need to do it all over again. Despite that, he was still able to make friends by playing hockey and always finding places to ice skate. He never really had much of an interest in following in his father's footsteps, but he still enjoyed skating. It was really the only thing that could make him feel like a normal kid. His introduction into the world of Air Treks was from his time living in the US and watching the Olympics. Seeing that it was pretty similar to other types of skating, Abel was drawn to the idea of the extreme sport. Sure, it might have sounded quite dangerous, but that really had never been a problem. It's not like he hadn't been in a brawl before when playing a sport. Either way, riding Air Treks quickly became what he wanted to do in life. Abel now had a dream in mind and decided to make the move to New York. That seemed like the best place to learn about and use AT's. He wasn't used to living on his own, but he really did want a place to call home.
[b]Country of Birth: [/b] [strike]Canada[/strike] [/size]
[size=11][b]→ Air Tracks: Northern Hellfire[/b][/size] [list]? [size=9]Standard AT's that are well kept. The wheels are black with a thin stripe of red on the side. The top of the AT boot is light blue, to mimic the colour of ice. The light blue gradually fades into a blood red colour, before fading to black at the bottom.[/size][/list] [list]►[size=9]TUs: 5 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9] [b]Flame![/b] | E | STA: 1 | Wear: 2% Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own.
[b]Afterburner[/b] | C | STA: 3 | Wear: 5% After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post.
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] [spoiler][size=9] [b]In Step: Reverse Turn Stance[/b] | F | STA: 1 | Wear: 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.
[b]Air Method to Spin That Grab Moonride[/b] | F | STA: 1 | Wear: 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.
[b]Super Stride IV Sonic Boom[/b] | F | STA: 1 | Wear: 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.
[b]Moon Walk[/b] | Passive | F | STA: 1 | Wear: 1% 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.
[b]Spinning Wallride Overbank 1800[/b] | F | STA: 1 | Wear: 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.
[b]Spiral Spin Wallride 999 Sidewinder[/b] | F | STA: 1 | Wear: 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.
[b]Reincarnation[/b] | C | STA: 3 | Wear: 5% 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 a 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!" [/size][/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9] [b]True Flame Generation[/b] | Passive | B | STA: 4 | Wear: 8% + 1% Every Post This is the true starting point of a skilled rider of the Flame road. The concept of this trick is to fully utilize and push the riders flame to their absolute limits. By focusing on building up and storing heat energy throughout their run, they can strengthen their flames to more intense levels. The wheels glow with the heat energy as they produce large flames that appear to set ablaze the riders AT's. Wherever the rider lays foot, a trail of fire is left in their wake. This trick is used to increase the amount of flames and the intensity of heat of their other flame road tricks. This extends to normal tricks as well and can leave quite the fiery impression behind. Contact with the riders AT's will cause first degree burns and in rare cases, second degree burns. True Flame Generation is hard on the air trecks and steadily adds to the wear. -Increases Wear by 1% every post the trick is used.
[b]Firewall[/b] | Support | D | STA: 2 | Wear: 3% It's a wall of fire, can't get much more straightforward than that. This trick can be used in a few different ways to give the flame road rider a temporary advantage. The rider aims a kick in any direction and releases built up or stored heat energy, creating a wall of illusionary flames. The wall completely obstructs the view of the rider giving them a brief moment to attack or evade.
[size=11][b]→Multinational Technology Company Brand Cell Phone[/b][/size] [list]►[size=9]READ Enabled, the latest cellphone from a well known multinational corporation.[/size][/list]
[size=11][b]→Small Pocket Knife[/b][/size] [list]►[size=9]Just in case.[/size][/list]
[size=11][b]→Black Messenger Bag[/b][/size] [list]►[size=9]An over the shoulder bag that carries everything he needs when out and about.[/size][/list]
Crush Crush
You get +20 stats for that victory bro, add that in.
Character's Name: Annie Valentine Character's Rank: C => B Link to Character's Profile: Annie Words Roleplayed: 2,540 Link To Posts: 770 302 356 436 502 174
[size=11][b]Full Name: [/b] Abel Maxwell / Rhadamanthys [b]Nicknames: [/b] Abby, always open to other nicknames too. [b]Age: [/b] 19 [b]Birthdate: [/b] July 23rd, 20xx [b]Sex: [/b] Male [b]Sexual Orientation: [/b] Bisexual
[b]Height: [/b] 178cm [5'10"] [b]Weight: [/b] 69kg [152lbs] [b]Physical Description: [/b] The picture seems like it's accurate for the most part. He does enjoy snacking, but doesn't have food with him all the time.
[b]Personality: [/b] Abel might seem cold outwardly at first glance, but that doesn't really do his personality justice. He is the kind of guy that can make friends quickly, since he's had to do that his whole life. Abel also warms up quickly to others and enjoys being around people. Abby is easy to get along with and usually does what would be considered good. That's not always the case, as he's definitely not immune to doing bad things could get him into trouble. Abel can be very competitive, but is also a team player when it's needed. [b]Backstory: [/b] [strike]Abel was born in Canada to an American mother and a Canadian father.[/strike] His dad is a professional hockey player and his mom is a homemaker. Since he was a child and up until he graduated high school, he was homeschooled by his mother. His dad was never the best hockey player, but he was good enough to stay in the league. This led to him being traded a lot, which caused his family to move far too many times. Abel has lived in lots of different cities throughout the US and Canada due to this lifestyle. Having to move around all the time, made it difficult to make lifelong friends, knowing that a few months or a year later, he'd need to do it all over again. Despite that, he was still able to make friends by playing hockey and always finding places to ice skate. He never really had much of an interest in following in his father's footsteps, but he still enjoyed skating. It was really the only thing that could make him feel like a normal kid. His introduction into the world of Air Treks was from his time living in the US and watching the Olympics. Seeing that it was pretty similar to other types of skating, Abel was drawn to the idea of the extreme sport. Sure, it might have sounded quite dangerous, but that really had never been a problem. It's not like he hadn't been in a brawl before when playing a sport. Either way, riding Air Treks quickly became what he wanted to do in life. Abel now had a dream in mind and decided to make the move to New York. That seemed like the best place to learn about and use AT's. He wasn't used to living on his own, but he really did want a place to call home.
[b]Country of Birth: [/b] [strike]Canada[/strike] [/size]
[size=11][b]→ Air Tracks: Northern Hellfire[/b][/size] [list]? [size=9]Standard AT's that are well kept. The wheels are black with a thin stripe of red on the side. The top of the AT boot is light blue, to mimic the colour of ice. The light blue gradually fades into a blood red colour, before fading to black at the bottom.[/size][/list] [list]►[size=9]TUs: 5 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9] [b]Flame![/b] | E | STA: 1 | Wear: 2% Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own.
[b]Afterburner[/b] | C | STA: 3 | Wear: 5% After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post.
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] [spoiler][size=9] [b]In Step: Reverse Turn Stance[/b] | F | STA: 1 | Wear: 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.
[b]Air Method to Spin That Grab Moonride[/b] | F | STA: 1 | Wear: 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.
[b]Super Stride IV Sonic Boom[/b] | F | STA: 1 | Wear: 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.
[b]Moon Walk[/b] | Passive | F | STA: 1 | Wear: 1% 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.
[b]Spinning Wallride Overbank 1800[/b] | F | STA: 1 | Wear: 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.
[b]Spiral Spin Wallride 999 Sidewinder[/b] | F | STA: 1 | Wear: 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.
[b]Reincarnation[/b] | C | STA: 3 | Wear: 5% 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 a 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!" [/size][/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9] [b]True Flame Generation[/b] | Passive | B | STA: 4 | Wear: 8% + 1% Every Post This is the true starting point of a skilled rider of the Flame road. The concept of this trick is to fully utilize and push the riders flame to their absolute limits. By focusing on building up and storing heat energy throughout their run, they can strengthen their flames to more intense levels. The wheels glow with the heat energy as they produce large flames that appear to set ablaze the riders AT's. Wherever the rider lays foot, a trail of fire is left in their wake. This trick is used to increase the amount of flames and the intensity of heat of their other flame road tricks. This extends to normal tricks as well and can leave quite the fiery impression behind. Contact with the riders AT's will cause first degree burns and in rare cases, second degree burns. True Flame Generation is hard on the air trecks and steadily adds to the wear. -Increases Wear by 1% every post the trick is used.
[b]Firewall[/b] | Support | D | STA: 2 | Wear: 3% It's a wall of fire, can't get much more straightforward than that. This trick can be used in a few different ways to give the flame road rider a temporary advantage. The rider aims a kick in any direction and releases built up or stored heat energy, creating a wall of illusionary flames. The wall completely obstructs the view of the rider giving them a brief moment to attack or evade.
[size=11][b]→Multinational Technology Company Brand Cell Phone[/b][/size] [list]►[size=9]READ Enabled, the latest cellphone from a well known multinational corporation.[/size][/list]
[size=11][b]→Small Pocket Knife[/b][/size] [list]►[size=9]Just in case.[/size][/list]
[size=11][b]→Black Messenger Bag[/b][/size] [list]►[size=9]An over the shoulder bag that carries everything he needs when out and about.[/size][/list]
Crush Crush
You get +20 stats for that victory bro, add that in.
Parts Added: N/A Parts Removed: N/A Money Added: $1,320.5 Money Spent: N/A Stats Added: Using one time stat switching, also +16 from the losses, Time Skip +15 R.E.A.D → [201] → Acceleration: [1] → Strength: [150] → Stamina: [50] → Jump: [0] → Air Time: 75
Road: Using one time road change from Sonia to Rock Road
Trick(s) Added: • Focused Mind:
• Bump Up:
► Pulverizer Rank: C | Stamina: 3 | Wear: 5% | Road: Rock .
► Cyclone Shredder 1080 Rank: C | Stamina: 3 | Wear: 5% | Road: Rock
Character's Name: Ruka Daisetsu Character's Rank: B(Queen) Link to Character's Profile: Ruka Daisetsu Parts Added: Parts Removed: Money Added: Money Spent: Stats Added:15 sp from Time skip
Noble Negative J3T
I filled in the code myself. I am just putting it here so it can be checked.
Character's Name: Rain Kwon Character's Rank: C Link to Character's Profile: Rain Link to Last Character Update:Last update Words Roleplayed: 11,198 Link To Posts:
Parts Added: Tune up for Air Treks. A pair of special designed A.T's. These A.T's are in prime condition, a pair of ball rollers that emit a wave of heat akin to that of the Apollon regalia. The heat is only a buffer to the Apollon riders road, giving their moves an increased boost in strength when used. All Apollon road tricks are boosted one rank when used with this pair of A.T's. Acc: 10 Str: 10 Stamina: 00 Jump: 00 to Acc: 30 Str: 10 Stamina: 20 Jump: 00 Added Trait: Unbreakable Parts Removed: N/A Money Added: Money Spent: $2000 Stats Added: $5,549 +30 from Parts war wins +15 Time skip
Trick(s) Added: ► 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. Trick(s) Removed:
Add to Inventory. C class Treks x2
QueenBAD_KittyKat
Posted: Sat Jun 03, 2017 11:58 pm
Character's Name: Kuro Kamishiro Character's Rank: C Link to Character's Profile: X Link to Last Character Update: Words Roleplayed: Link To Posts:
Parts Added: Parts Removed: Money Added: Money Spent: Stats Added: +15 time skip R.E.A.D → [185] → Acceleration: [43] → Strength: [50] → Stamina: [50] → Jump: [44] → Air Time: 47 sec. Trick(s) Added: Trick(s) Removed:
Character's Name: Rain Kwon Character's Rank: C Link to Character's Profile: Rain Link to Last Character Update:Last update Words Roleplayed: 11,198 Link To Posts:
Parts Added: Tune up for Air Treks. A pair of special designed A.T's. These A.T's are in prime condition, a pair of ball rollers that emit a wave of heat akin to that of the Apollon regalia. The heat is only a buffer to the Apollon riders road, giving their moves an increased boost in strength when used. All Apollon road tricks are boosted one rank when used with this pair of A.T's. Acc: 10 Str: 10 Stamina: 00 Jump: 00 to Acc: 30 Str: 10 Stamina: 20 Jump: 00 Added Trait: Unbreakable Parts Removed: N/A Money Added: Money Spent: $2000 Stats Added: $5,549 +30 from Parts war wins +15 Time skip
Trick(s) Added: ► 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. Trick(s) Removed:
Parts Added: Ichor's Punishment: TUs: + 15 Stamina, Acceleration and -15 Jump Description: Top of the line Air treks with a costum paint job. The treks as a whole seem to be made perfect as if to be signed perfectly for you. The engine has been overhauled to maximize rotation and output in exchange for removal of the inner springs making jumping to rely heavily on one's power instead of having the usual assistance of the springs and inner workings of the treks.The treks are black colored with Gold writing that says "Banished by God, Fueled by Blood". The wheels of the treks are red, seemingly matching the color of the recipients hair color. The treks seems to come with a sub Regalia attached to it that is already cured and ready for repetitive use. Oddly enough, it seems the treks can't be altered or destroyed.
Sub Regalia: Banished Ichor: A sub regalia shaped after the fang regalia, some believed this was created by the inner workings of the devil himself. Similar to the armored claw design, the plating that surrounds the wheels are charcoal black that has red streaks that seep down simulating blood running down a wall. When activated, these red streaks glow, filling as time goes on. It takes 3 posts to fully awake Banished Ichor's true potential and allows for the use of the infinity atmosphere of the Fang Road. However, the IA will have the properties of this sub regalia while negativing the need for extra stamina and wear. If IA is used before its charged (the 3 posts) then extra wear and stamina applies as follows. This part also comes with a repulsive chassis that constantly sends out miniature shock waves underneath the rider, another signal that it is activated. When a fang road trick is used, this chassis activates and turns all fangs that are created to the color black and empowers the fangs. These empowered fangs not only cure deeper, but acts as if they are possessed, acquiring the ability to absorb opponents fangs which also increases the power of the owner's fang. While a useful ability, it comes with a cost. Each fang shot with this sub regalia activated costs extra 5 stamina and adds extra 8 % wear. Parts Removed: None Money Added: $3835 USD Money Spent: $0 Stats Added: 98 [15 from time-skip, 83 from Horde fight] R.E.A.D → [170] → [268] → Acceleration: [40] → [48] → Strength: [100] → [140] → Stamina: [20] → [70] → Jump: [10] → Air Time: [55] → [75] Trick(s) Added: Trick(s) Removed: Timeskip: Age 22 → 23
Character's Name: Rain Kwon Character's Rank: C --> B Link to Character's Profile: Rank me up Link to Last Character Update:Last update Words Roleplayed: 3,770 Link To Posts: 627 567 382 238 284 118 244 392 292 536 145
Parts Added: Parts Removed: Money Added: $1885 Money Spent: Stats Added: 30sp from Countess loss R.E.A.D → [215] → [245] → Acceleration: [130] → [150] → Strength: [20] → Stamina: [55] → [65] → Jump: [10] → Air Time: 15
Trick(s) Added: Trick(s) Removed:
C rank Air treks: Bonus from Countess Fight
Noble Negative J3T
Posted: Mon Jun 26, 2017 3:38 pm
Character's Name: Estelle Character's Rank: C Link to Character's Profile: Here Link to Last Character Update: N/A Words Roleplayed: 3086 Link To Posts:949 1133 1004
Character's Name: Abel Maxwell Character's Rank: B--->A Link to Character's Profile: X Link to Last Character Update:X Words Roleplayed: 11,932/2= 5966$ Link To Posts:
[size=11][b]Full Name: [/b] Abel Maxwell / Rhadamanthys [b]Nicknames: [/b] Abby / Rhaddy, Rhada [b]Age: [/b] 20 [b]Birthdate: [/b] July 23rd, 20xx [b]Sex: [/b] Male [b]Sexual Orientation: [/b] Bisexual
[b]Height: [/b] 178cm [5'10"] [b]Weight: [/b] 71.7kg [158lbs] [b]Physical Description: [/b] The picture seems like it's accurate for the most part. He does enjoy snacking, but doesn't have food with him all the time.
[b]Personality: [/b] Abel might seem cold outwardly at first glance, but that doesn't really do his personality justice. He is the kind of guy that can make friends quickly, since he's had to do that his whole life. Abel also warms up quickly to others and enjoys being around people. Abby is easy to get along with and usually does what would be considered good. That's not always the case, as he's definitely not immune to doing bad things could get him into trouble. Abel can be very competitive, but is also a team player when it's needed. [b]Backstory: [/b] [strike]Abel was born in Canada to an American mother and a Canadian father.[/strike] His dad is a professional hockey player and his mom is a homemaker. Since he was a child and up until he graduated high school, he was homeschooled by his mother. His dad was never the best hockey player, but he was good enough to stay in the league. This led to him being traded a lot, which caused his family to move far too many times. Abel has lived in lots of different cities throughout the US and Canada due to this lifestyle. Having to move around all the time, made it difficult to make lifelong friends, knowing that a few months or a year later, he'd need to do it all over again. Despite that, he was still able to make friends by playing hockey and always finding places to ice skate. He never really had much of an interest in following in his father's footsteps, but he still enjoyed skating. It was really the only thing that could make him feel like a normal kid. His introduction into the world of Air Treks was from his time living in the US and watching the Olympics. Seeing that it was pretty similar to other types of skating, Abel was drawn to the idea of the extreme sport. Sure, it might have sounded quite dangerous, but that really had never been a problem. It's not like he hadn't been in a brawl before when playing a sport. Either way, riding Air Treks quickly became what he wanted to do in life. Abel now had a dream in mind and decided to make the move to New York. That seemed like the best place to learn about and use AT's. He wasn't used to living on his own, but he really did want a place to call home.
[b]Country of Birth: [/b] [strike]Canada[/strike] [/size]
[size=11][b]→ Air Tracks: Northern Hellfire[/b][/size] [list]? [size=9]Standard AT's that are well kept. The wheels are black with a thin stripe of red on the side. The top of the AT boot is light blue, to mimic the colour of ice. The light blue gradually fades into a blood red colour, before fading to black at the bottom.[/size][/list] [list]►[size=9]TUs: 5 ACC | 0 STR | 0 STA | 0 JMP[/size][/list]
[size=11] [color=white]---[/color][b]Road Tricks[/b][/size] [spoiler][size=9] [b]Flame![/b] | E | STA: 1 | Wear: 2% Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own.
[b]Afterburner[/b] | C | STA: 3 | Wear: 5% After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post.
[b]Flame Clone[/b] | A | STA: 5 | Wear: 10% One of the final stages of Flame Road evolution. The Flame Clone technique may appear simple to most, but the minute heat draft control used to create apparently tangible images so fine are very much pursued by riders of the friction based road. The technique works by applying previously gathered friction energy to the user's run on a scale large enough to displace heat (similar to the aspect the rider mastered in Afterburner) at the same time manipulating it to a degree that it gives an impression of the user still being where they once were. Unlike other illusions brought about by the Flame Road, the user can actually appear and disappear within these clones, giving the impression that they actually have multiplied themselves. But, in reality, they are only maxing acceleration over and over to be invisible to the naked eye as they perform their run. This trick is an all around type that the most dedicated Flame Rider will find necessary for their naturally advanced arsenal. This is an A Class trick.
[size=11][color=white]---[/color][b]Trick Passes[/b][/size] [spoiler][size=9] [b]In Step: Reverse Turn Stance[/b] | F | STA: 1 | Wear: 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.
[b]Air Method to Spin That Grab Moonride[/b] | F | STA: 1 | Wear: 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.
[b]Super Stride IV Sonic Boom[/b] | F | STA: 1 | Wear: 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.
[b]Moon Walk[/b] | Passive | F | STA: 1 | Wear: 1% 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.
[b]Spinning Wallride Overbank 1800[/b] | F | STA: 1 | Wear: 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.
[b]Spiral Spin Wallride 999 Sidewinder[/b] | F | STA: 1 | Wear: 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.
[b]Reincarnation[/b] | C | STA: 3 | Wear: 5% 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 a 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!" [/size][/spoiler]
[size=11][color=white]---[/color][b]Custom Tricks[/b][/size] [spoiler][size=9] [b]True Flame Generation[/b] | Passive | B | STA: 4 | Wear: 8% + 1% Every Post This is the true starting point of a skilled rider of the Flame road. The concept of this trick is to fully utilize and push the riders flame to their absolute limits. By focusing on building up and storing heat energy throughout their run, they can strengthen their flames to more intense levels. The wheels glow with the heat energy as they produce large flames that appear to set ablaze the riders AT's. Wherever the rider lays foot, a trail of fire is left in their wake. This trick is used to increase the amount of flames and the intensity of heat of their other flame road tricks. This extends to normal tricks as well and can leave quite the fiery impression behind. Contact with the riders AT's will cause first degree burns and in rare cases, second degree burns. True Flame Generation is hard on the air trecks and steadily adds to the wear. -Increases Wear by 1% every post the trick is used.
[b]Firewall[/b] | Support | D | STA: 2 | Wear: 3% It's a wall of fire, can't get much more straightforward than that. This trick can be used in a few different ways to give the flame road rider a temporary advantage. The rider aims a kick in any direction and releases built up or stored heat energy, creating a wall of illusionary flames. The wall completely obstructs the view of the rider giving them a brief moment to attack or evade.
[size=11][b]→Multinational Technology Company Brand Cell Phone[/b][/size] [list]►[size=9]READ Enabled, the latest cellphone from a well known multinational corporation.[/size][/list]
[size=11][b]→Small Pocket Knife[/b][/size] [list]►[size=9]Just in case.[/size][/list]
[size=11][b]→Black Messenger Bag[/b][/size] [list]►[size=9]An over the shoulder bag that carries everything he needs when out and about.[/size][/list]