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With Storm Riding at its most popular height, A civil war is brewing to combat its Gentrification. 

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konaustin

Wheezing Smoker

3,575 Points
  • Risky Lifestyle 100
  • Brandisher 100
  • Autobiographer 200
PostPosted: Fri Jul 28, 2017 2:06 am
Character's Name: Maya McGrady
Character's Rank: B to A
Link to Character's Profile:
Link to Last Character Update:
Words Roleplayed: 13,208
Link To Posts: Fights against Chitoge and ZJ


Parts Added:

► Wire Bearings Movement Strikers
Effects: -5 Stamina cost for all tricks performed. (Cannot reduce the cost under 1 stamina.)

Utilizing the static made from the user's run, the wire bearings become magnetized to the AT they are built into. This magnetism attacks the metal fibers woven throughout the fabric of the fibers, adding a simple piece of circuitry from the engine to the magnet bearings that allows the user to switch between positive (pushing out) and negative (pulling in) charges at will with a simple change in the pressure point location within their treks. This part allows the rider to focus more on the task at hand then the utilization of wire transfer allowing the user the added benefit of less stamina required per trick preformed that uses wires.

► Sharkskin
Effects: Lowers wear cost for tricks that produce bubbles to 1%
Built from the specs of the Trick em' wheelz 2.0 , Sharkskin is a micro wheel tread that lines the wheels with vertical slits and grooves, as well as razor sharp, miniatures backward facing scales like the skin of a shark that flay flesh and fabric when used against them. The grooves , when revved upon slick surfaces or water tops the miniscule lines cause waves of small bubbles. These bubbles can be focused by the changing of the revving technique to produce pools of water allowing for creation of wet surfaces or mini tidal waves if the rider is strong enough. Costs C rank stamina and wear to make these waves/ pools. These waves actually help to keep the rider passively afloat when on a large enough body of water.
► Aqua Turbines
Effects: Enables rider to ride on water with no stamina cost
A pair of central parts that resemble a hydroelectric turbine. While the overall shape is designed to allow the rider to more easily use the Hydroplane riding style of the Aqua Road, the turbine fan is the essential part. When riding the wheel and fan act in tandem, the center spinning faster than the wheel around it. When riding on water the force of water against the fan causes it to spin at a higher speed, thus forcing the wheel itself to spin as well. This tandem action gives the wheel enough speed to keep the rider on the surface of the water, even while standing still,
Parts Removed:
Money Added: [3163+] 6604 = 9767
Money Spent: [3813-]650
Stats Added:
R.E.A.D → [283]+40= 318
→ Acceleration: [ 96] +2= 98
→ Strength: [ 73] +12=85
→ Stamina: [ 79 ]+10=89
→ Jump: [20]+5=25
→ Air Time: 45= 55
Trick(s) Added:
Black Marlin
Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody
a high speed, aggressive trick wherein the rider kicks at their opponent , aiming to cause minor to severe lacerations. Once contact is made the rider revs their wheels while they are still creating the cut, forming bubbles in the wound that will pop and cause the wound to become deeper and more painful for the victim.
Exploding Fang
a boost to existing fang tricks that increases their damage exponentially. To perform this the rider simultaneously performs the zero-max-zero function of the Bloody road an the water generation of Lather road that forms a fang crowned with bubbles. Upon contact with a target or solid surface, the bubbles at the crown of the fang burst with great force, increasing the damage the fang already does, for example , a base level Bloody Fang with the exploding passive has enough force behind its burst to leave visible gouges in concrete and leave deep cuts in flesh, and even being in the vicinity of an exploding fang's burst leaves riders vulnerable to splash damage that causes a severe stinging sensation on the affected area while leaving numerous small lacerations.

Kraken's Arm-C
Description: Once again generating water with their run, the rider forms a a flexible tendril of water on their wheels which they then use to lash out like a whip with a rapid snap kick. The trick's main focus is to cause a deep stinging laceration , though it can also be used to trip another rider, or cut through wind based tricks, shells, fangs and thorns.

Fangtooth-A
Description: By constantly revving their wheels at high speed and generating water, the rider forms a rapidly rotating blade of water with devastating cutting power comparable to the Aqua Fang at close range and with more control to the angle as the attacks are delivered with a flurry of kicks much like the slice method. Easily cuts into flesh as well as into concrete and metal.

Rank: A | Stamina: 3 | Wear: 5% | Road: Aqua
Aqua Fang- a fang made with water created by the Lather Road's water creation function. during the run the water is collected on the wheels , pressurized, and fired in the same fashion. This version of the fang however relinquishes the impact/burst effect of the traditional fang for pure cutting power strong enough to slice clean through iron and easily through the dermal layer.
Trick(s) Removed:


Noble Negative J3T
[
 
PostPosted: Mon Jul 31, 2017 11:38 pm
Character's Name: Abel Maxwell
Character's Rank: A
Link to Character's Profile: X
Link to Last Character Update:X
Words Roleplayed: 5644/2= 2822$
Link To Posts:

Parts Added: A-Rank AT's, Sub Regalia: Eternal Hellfire
Parts Removed: None
Money Added: $2822
Money Spent: None
Stats Added: None
Trick(s) Added:
Road Tricks: Bloody Roll Soul 1800°, Bloody Fang, Leviathan Fang, Cage of Fangs
Free Tricks: Saucer Crush, Behemoth's Tail, Corkscrew Fang Drill, Slice Method, Gigaer Cross Fang, Blade Fang
Trick(s) Removed: None
Sub Road Created: Hellfire


[imgright]http://i715.photobucket.com/albums/ww152/Order_of_the_Cross/c1527d24-17ca-47de-b8e6-eb34a9f2fd1e_zpswca0lvva.jpg[/imgright]
[b][size=14]________________________________________|C|haracter |I|nformation[/size][/b]

[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]

[b][size=14]________________________________________|R|un |I|nformation[/size][/b]
[size=11]
[b]Road: [/b] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=25109725#380705953]Hellfire[/url] (Flame x Bloody)
[b]Rank: [/b] A
[b]Allias: [/b] None Yet
[b]Shadow:[/b] [url=http://cdn.akamai.steamstatic.com/steamcommunity/public/images/avatars/f0/f0c50b0b59812548e86cb68295cf3bcbe7837294_full.jpg]Blue Flames[/url]
[b]Karma Level: [/b] Storm Rider [0]
[/size]

[size=11][u][b]R.E.A.D[/b][/u] → [/size][358] (363)
[i][size=11]→ Acceleration:[/size][/i] [size=9][195] (200)[/size]
[i][size=11]→ Strength:[/size][/i] [size=9][73][/size]
[i][size=11]→ Stamina:[/size][/i] [size=9][58][/size]
[i][size=11]→ Jump:[/size][/i] [size=9][32][/size]
[i][size=11]→ Air Time:[/size][/i] [size=9][52.5s][/size]

[size=11][b]→ Air Tracks: Eternal Hellfire[/b][/size]
-[size=9]A-Rank[/size]
-[size=9]A pair of A-Rank Custom AT's fitted with the Eternal Hellfire Sub Regalia. Even so, the colour scheme is pretty simplistic with the boots primary colour being black and all the trim blood red. The wheels are the colour of flames, red. Upon activation of the Sub Regalia, the wheels glow from the heat created by the ignition system.[/size]
-[size=9]Sub Regalia: [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=25011433#380900655]Eternal Hellfire[/url] [ Core ][/size]
-[size=9]Broken Speed Limiter[/size]
-[size=9]TUs: 5 ACC | 0 STR | 0 STA | 0 JMP[/size]

[size=14][b]________________________________________|T|rick |I|nformation[/b][/size]

[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.

[b]Bloody Roll Soul 1800°[/b] | D | STA: 2 | Wear: 3%
Despite being the basis trick for the aggressive run of a Bloody Rider, this technique requires quite a bit of work to perform for those just starting out. The rider generally does this technique by 'riding' on another, forcing their treck engine to max torque build. Between generating braking heat, speeding kicks, and skin-made traction, this move causes quite a bit of damage. Moderate to severe to be more precise. The Bloody Roll Soul 1800° may not involve the actual 'meat' of the Bloody Road, but the carnage and acrobatic feats make for quite the flesh tearing start. This fully offensive technique is signified by a thin spiral of blood coiling out from the unlucky victim's body. As well, heated tread marks similar to those found from a peel out are left engraved on the target's body. This is a D Class trick.

[b]Bloody Fang[/b] | C | STA: 3 | Wear: 5%
The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different directions from there. First and foremost, the user's aggressive run is taken to a level where they hold mastery over the specific "Zero-Max-Zero (0-100-0)" principle. The user will combine both speed and strength to force max acceleration before stunting the 'dash' process required to build such. Following, the user releases the built up braking heat within a powerful kick forward. The inertial energy follows the trend of a single, wide, crescent kick before taking the shape and being shot outwards with the force of an immense shock wave. Being such an immense accumulation of energy, this trick is said to cut the atmosphere upon production. This is a C Class trick.

[b]Leviathan Fang[/b] | B | STA: 4 | Wear: 8%
The Leviathan Fang is a slightly larger, more refined, adaptation of the Fang. The user performs this Fang in the same manner as the original shockwave technique, the only difference being the quality of the release and resulting build of the shockwave. The Leviathan Fang appears less like a crescent and more like a rod. Despite still curving at it's edges, the Leviathan Fang does not appear as thick as the lower ranked versions and instead appears lengthier. This longer, thinner, variation of the Fang has a slightly wider range and accelerates better. Albeit being performed in the same fashion as the original the Leviathan Fang stands out as a mark of skill in execution only reached when pushed to that point. The greatest asset of the Leviathan Fang is its increased quality, taking great advantage of it's slightly altered shape and lessened depth to define it's improvement upon the normal Fang.

[b]Cage of Fangs[/b] | A | STA: 5 | Wear: 10%
After mastery of the Fang itself, the user's style is able to advance to a higher stage. Despite the Bloody Road's constant switch between quantity (how many one can fire), quality (how 'solid' one can produce), and efficiency (how much 'slice' is apparent) as it's major deciding factor in effectiveness this specific technique works much differently. To start, the user will initiate their hard pressed run as necessary. Amidst their riding the user releases thick, stable, fangs that vary in depth of curvature. By shaping this into an awkward 'fence' of some sort, the Bloody Rider can effectively immobilise an enemy without any breaks in their run. Those caught in the cage are susceptible to damage in nearly any attempt to escape, being 'boxed in' from every which way. Given a situation where wind is apparent, the fang technique increases in acceleration and expands to the point of increased damage to those attempting to free themselves. These fangs can also interconnect, chaining together to create temporary barriers lasting far longer than the average fang produced. If placed in a confined enough space most can't tell the fangs are even about them until they move. This is an A Class trick.

[b]Trick Name[/b] | Type | Rank | STA: # | Wear: #%
Description [/size][/spoiler]

[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.[/size][/spoiler]

[size=11][color=white]---[/color][b]Custom/Free 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.

[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!"

[b]Saucer Crush[/b] | C | STA: 3 | Wear: 5%
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.

[b]Behemoth's Tail[/b] | C | STA: 3 | Wear: 5%
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

[b]Corkscrew Fang Drill[/b] | C | STA: 3 | Wear: 5%
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

[b]Slice Method[/b] | Passive | B | STA: 4 | Wear: 8%
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.

[b]Gigaer Cross Fang[/b] | B | STA: 4 | Wear: 8%
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.

[b]Blade Fang[/b] | A | STA: 5 | Wear: 10%
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.

[b]Trick Name[/b] | Type | Rank | STA: # | Wear: #%
Description [/size][/spoiler]

[b][size=14]________________________________________|I|nventory |I|nformation[/b][/size]

[size=11][b]→Wallet[/b][/size]
[list]►[size=9]$20,616 USD's, ID, Passport, etc.[/size][/list]

[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]


Hero Kesshin
Updated, a couple of things though, if you put the descriptions of your tricks you will run out of characters eventually (happened to me last update) so I suggest you only keep the name, rank, wear, and stm of the trick and but of course store your customs in a private place or guild or w/e or keep the custom trick descriptions. Also here is a new link to your profile because you aren't B rank anymore.
 

Crush Crush

Demonic Businessman

18,000 Points
  • Tycoon 200
  • Citizen 200
  • Signature Look 250

MashaRum

Newbie Bunny

850 Points
  • Little Bunny Foo Foo 100
  • Dressed Up 200
  • Gaian 50
PostPosted: Sat Aug 05, 2017 4:02 pm
Character's Name: Estelle
Character's Rank: C -> B
Link to Character's Profile: Profile
Link to Last Character Update: X
Words Roleplayed: N/A
Link To Posts:

Challenge Against Annie (3 Day Forfeit)

Challenge Against Rosaline (Win Announced in Discord)

Parts Added: X
Parts Removed: N/A
Money Added: N/A
Money Spent: N/A
Stats Added: 30 (15 from winning 2 C ranked wars)
R.E.A.D → [190] -> [220]
→ Acceleration: [50] -> [60]
→ Strength: [50] -> [60]
→ Stamina: [50] -> [60]
→ Jump: [40] -> [40]
→ Air Time: 40
Trick(s) Added: N/A
Trick(s) Removed: N/A
Naryem
Updated
 
PostPosted: Mon Aug 07, 2017 1:09 pm
Character's Name: Nova Valentine
Character's Rank: C
Link to Character's Profile: Nova
Link to Last Character Update:Man it has been forever. Idk.
Words Roleplayed: -
Link To Posts: Just updating for tricks.


Parts Added: -
Parts Removed: -
Money Added: -
Money Spent: -
Stats Added: -
Trick(s) Added: All of them except the spear.
Trick(s) Removed:
Genji Gincosu
Updated, I striked the ones you can't use atm.
 

Genji Gincosu

Divine Phantom


Hero Kesshin

Hilarious Gaian

PostPosted: Tue Aug 08, 2017 1:39 am
Character's Name: Kesshin Gaia
Character's Rank: S
Link to Character's Profile: Kesshin Gaia
Words Roleplayed:
Link To Posts:

Parts Added: S-Rank Treks: Chrono Beryl Conflagration +60TUs
Parts Removed: N/A
Money Added: $
Money Spent: $
Stats Added:
R.E.A.D. ▪▫ 350 [0]
• ACCELERATION ▪▫ +
• STRENGTH ▪▫ +
• STAMINA ▪▫ +
• JUMP ▪▫ +
AIR TIME ▪▫ +
Trick(s) Added: BOOST!!!, Clone Bang, Mirage Dance
Trick(s) Removed:

 
PostPosted: Sat Aug 12, 2017 2:46 pm
Doing this from phone so im sorry if there may be errors
b]Character's Name: karina ellysion
Character's Rank: C
Link to Character's Profile: www.gaiaonline.com/guilds/viewtopic.php?page=3&t=25010693#380677189
Link to Last Character Update: no idea
Trick(s) Added:
Teddy approved them on discord


Trick Name:West Side Tear
Description: By gathering and manipulating wind during high speeds (and/or bursts of acceleration) the user is able to create two types of illusions. The first is a mere consequence of the wind gathering around the user, appearing as if it is ripping away around them, making the rider come off as a blur when in use. The second illusion, and the main purpose of the trick, is the leaving of temporary after images behind the user where the wind was manipulated. This trick therefore can confuse and distract opponents. 
Rank of Trick: C

Trick Name:Bastet's Embrace
Description: Manipulating the winds around her, Karina is able to form a type of shield/barrier around her. The speed at which these winds swirl around her protect her not only from certain attacks as well as slice at anyone that comes too close, like countless miniature claws. 
~ The "claw effect" is effect enough to cut through skin and most cloth. 
Rank of Trick: C 



Trick Name:Limber Tigren
Description: Fully aware of her lack of stamina compared to many other riders, Karina Ellysion, has worked into understanding how her body and winds work in order to reduce the energy spent during her movements. By taking advantage of the winds around her, she is able manipulate them, but only slightly, enough to create as little resistance as possible. It may not seem like much, but when every extra ounce of energy is added up due to resistance it can surprising what one could have done. 
-Gives +15 stamina (trick remains active until 10 stamina is used up) 
-Must be activated in the beginning of a battle, if it isn't it can't be activated at all. 
Rank of Trick: F 

Trick Name: Shifter: Tiger Claw Strike
Description:The rider must have at least minimal logic behind wind manipulation in order to be able to do this. Manipulating wind to gather around their lower torso, the user will then move one or both legs in any sort of kick like motion. Once released, the torn wind takes on the shape of a tiger's claw rising from the ground. The claw(s) follows the direction of the user's kick. 
The number of claws generated depends on the rank of the rider and the power they wish to put behind it. The claws will stay visible until they are either hit by another trick or strike an object until a maximum of 20 feet. 
D-Class: 1 Claw, C-Class: 2 Claws, B-Class: 3 Claws, A-Class: 4 Claws ,King-Class: 5 Claws 
(When more than one claw is fired, they are spread out from one another)
Rank of Trick: D and Up

Trick Name: Shifter: Combat Claw
Description: By focusing wind manipulation around anyone of her members (arms, legs) Karina is able to generate close ranged claws for offense. The speTs at which the wind spins around her limbs gives one the sensation that they are being clawed at. However, this only works in close combat as direct. The winds only a maximum of a foot around the limbs. This trick although mostly offensive, in used wisely can also work defensively by blocking and possibly harming an attacker at the same time. 
- The strength and duration of these claws depends on rank. More experience means stronger and longer lasting as control has improved. 
C rank = 2 posts || B = 4 || A = 6 || S = 8 . 
Rank of Trick: C and Up
www.gaiaonline.com/guilds/viewtopic.php?page=2&t=25011429#380678045  

Aquos Dragoa
Crew


Ikuzke0

PostPosted: Sat Aug 12, 2017 4:32 pm
Character's Name: Alessa Blakemore
Character's Rank: A
Link to Character's Profile: There she is!
Link to Last Character Update: Beep Beep!
Words Roleplayed:
Link To Posts:


Parts Added:
Parts Removed:
Money Added:
Money Spent:
Stats Added:
Trick(s) Added:

Trick Name: Fang Spike
Description: By condensing down a fang, Alessia can shoot it out in a Lance-like fashion. While still relying on the 0-100-0, The Fang Spike can come out faster than a regular fang can, considering that the user only needs to kick their leg out to release it, rather than curve it. Based of Alessia's Strength, the Spike can easily pierce through concrete and dent metal. Regarding a rider, it does a moderate to high amount of damage internally and externally. Being hit by this move feels like a lance stabbing through you.
Rank of Trick: A Rank

Trick Name: Multiple Fangs
Description: Alessia is capable of firing several "solid" Fangs simultaneously without injury.
Rank of Trick: B

Trick Name: Fang Ring
Description: Bursting forward, Alessia does a 360° on one heel, while the other foot stretches outwards, forming a solid ring shaped fang that remains in place for a few moments, a complete flat circle around Alessa. Afterwards, it explodes outwards in multiple small fangs. It is more so used if Alessia is in a tight spot or surrounded, rather than just being offensive.
Rank of Trick: B

Trick(s) Removed:

Character's Name: Nadia Villanueva
Character's Rank: C -> B
Link to Character's Profile: TUNING
Link to Last Character Update: This is the first one!
Words Roleplayed: 5743
Link To Posts: This, this is where all Nadia posts are.
Parts Added:
Parts Removed:
Money Added:
Money Spent: 2871.5 from words, 700 from Two Parts. 450 from Repair and Part install
Stats Added: 60 Stats
170 Tuning Read to 230 Tuning Read
Trick(s) Added:
Trick(s) Removed:  
PostPosted: Mon Sep 04, 2017 3:44 pm
Character's Name: Riley Tafita
Character's Rank: F - C
Link to Character's Profile: x
Link to Last Character Update:
Words Roleplayed: Wasn't active.
Link To Posts:


Parts Added:
Parts Removed:
Money Added:
Money Spent:
Stats Added:
R.E.A.D → 170
→ Acceleration: 50
→ Strength: 40
→ Stamina: 60
→ Jump: 20
→ Air Time: 30
Trick(s) Added: • Hydroplane: A basic technique for the Lather Road coming in prior to bubble creation involving the simple and very starting principle of the road to condensate water vapor or drawn moisture onto the surface they are riding on. Hydroplaning normally would mean a loss of traction but for the Later Road. The vibrations of their A.T wheels via acceleration affects the initial slick of water the riders draw in to become more elastic and act as a bonding agent between them and the surface they are riding over. This suction cupping effect causes them to have over all better control over their movements when traveling at full speed and this can only be helped when they place their hand palm or finger into the liquid to as well assist them in their movements by hugging the ground similar to hydroblading in form. Yet this act takes a brief pause or slowing in the riders actions to build the moisture and slick around their wheels, pressurizing all at once as they hit the height of their run in on thrusting speed causing the desired effect for a few moments on any surface as they advance. The plain of moisture acts as a buffer towards effects resonating trough ground and increases in effective ability as the rider grows allowing them at their highest skill level to find traction freely on any surfaces without a lost in momentum. So long as the Lather Rider meet the required speed and rank.
F: [Req Spd: 10] Turns are slightly tighter but still slightly wide at full speed. [1 Post Duration]
E: [Req Spd: 15] Good traction on horizontal surfaces and even slopes without lost of momentum versing gravity. [1 Post Duration]
D: [Req Spd: 25] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. [1 Post Duration]
C: [Req Spd; 35] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. Also has more traction up vertical surfaces. [1 Post Duration]
B: [Req Spd: 50] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is possible. [1 Post Duration]
A: [Req Spd: 65] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground or wall. [2 Post Duration]
S: [Req Spd: 80] Incredible traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground, wall, and ceiling. Can be sustained briefly in each turn throughout duration [3 Post Duration] This is F/S rank trick.


• Bubbly~: The Lather Road rider begins their aquatic run with a very simple trick. Bubbly requires the user accelerate atop a moisture slicked surface to create their bubbles. The beginner's skill in production only affords them the ability to produce 'miniscule' bubbles in comparison to later times. These miniatures are formed with the intention of popping just as fast as they're accumulated together. This pop is forced in the direction of the rider's choice, creating a thin vapor mist capable of obscuring sight and catching other riders off guard. The misty creation also offers a slight boost, imitating an extremely short lived thrust. This is an E Class trick.

• Bubblebeam~: By this time the user has learned to correctly form bubbles so that they remain stable. By revving the trecks, gathered moisture slicking the tires can near instantly produce bubbles that grow into abnormally large orbs. The user has the ability to 'detonate' these bubbles at will, braking the trecks to cause an expulsion strong enough to both cut and push away other riders. The main usage of these new bubble wielding skill is in the 'Bubblebeam' technique. The rider amasses bubbles in a continues stream, remaining stationary. Despite being on the somewhat slow side, these bubbles have the potential to completely shred clothing, deliver shallow cut wounds, and slow down the effected rider with a slightly numbing tingle from vibrations caused by resonation. Around A Rank, the user's skill has reached the point where the speed of the bubble production and release is faster than most projectile type attacks. This is a C Class trick.

Trick(s) Removed:

Quote:

 

Cor Contritum

Raider


Crush Crush

Demonic Businessman

18,000 Points
  • Tycoon 200
  • Citizen 200
  • Signature Look 250
PostPosted: Tue Oct 03, 2017 11:24 pm
Character's Name: Abel Maxwell
Character's Rank: A
Link to Character's Profile: X
Link to Last Character Update: X
Words Roleplayed: 7,539/2= 3,769$
Link To Posts:

Parts Added: None
Parts Removed: None
Money Added: 3,769$
Money Spent: None
Stats Added: +15sp (Royal Rumble Cube) and +5sp (Cube battle against C-rank rider)
READ [358-->378]
Acceleration: [195-->204]
Strength: [73-->81]
Stamina: [58-->60]
Jump: [32-->33]
Air Time: 56.5s
Trick(s) Added: None
Trick(s) Removed: None

[imgright]http://i715.photobucket.com/albums/ww152/Order_of_the_Cross/c1527d24-17ca-47de-b8e6-eb34a9f2fd1e_zpswca0lvva.jpg[/imgright]
[b][size=14]________________________________________|C|haracter |I|nformation[/size][/b]

[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]

[b][size=14]________________________________________|R|un |I|nformation[/size][/b]
[size=11]
[b]Road: [/b] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=25109725#380705953]Hellfire[/url] (Flame x Bloody)
[b]Rank: [/b] A
[b]Allias: [/b] None Yet
[b]Shadow:[/b] [url=http://cdn.akamai.steamstatic.com/steamcommunity/public/images/avatars/f0/f0c50b0b59812548e86cb68295cf3bcbe7837294_full.jpg]Blue Flames[/url]
[b]Karma Level: [/b] Storm Rider [0]
[/size]

[size=11][u][b]R.E.A.D[/b][/u] → [/size][378] (383)
[i][size=11]→ Acceleration:[/size][/i] [size=9][204] (209)[/size]
[i][size=11]→ Strength:[/size][/i] [size=9][81][/size]
[i][size=11]→ Stamina:[/size][/i] [size=9][60][/size]
[i][size=11]→ Jump:[/size][/i] [size=9][33][/size]
[i][size=11]→ Air Time:[/size][/i] [size=9][56.5s][/size]

[size=11][b]→ Air Tracks: Eternal Hellfire[/b][/size]
-[size=9]A-Rank[/size]
-[size=9]A pair of A-Rank Custom AT's fitted with the Eternal Hellfire Sub Regalia. Even so, the colour scheme is pretty simplistic with the boots primary colour being black and all the trim blood red. The wheels are the colour of flames, red. Upon activation of the Sub Regalia, the wheels glow from the heat created by the ignition system.[/size]
-[size=9]Sub Regalia: [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=25011433#380900655]Eternal Hellfire[/url] [ Core ][/size]
-[size=9]Broken Speed Limiter[/size]
-[size=9]TUs: 5 ACC | 0 STR | 0 STA | 0 JMP[/size]

[size=14][b]________________________________________|T|rick |I|nformation[/b][/size]

[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.

[b]Bloody Roll Soul 1800°[/b] | D | STA: 2 | Wear: 3%
Despite being the basis trick for the aggressive run of a Bloody Rider, this technique requires quite a bit of work to perform for those just starting out. The rider generally does this technique by 'riding' on another, forcing their treck engine to max torque build. Between generating braking heat, speeding kicks, and skin-made traction, this move causes quite a bit of damage. Moderate to severe to be more precise. The Bloody Roll Soul 1800° may not involve the actual 'meat' of the Bloody Road, but the carnage and acrobatic feats make for quite the flesh tearing start. This fully offensive technique is signified by a thin spiral of blood coiling out from the unlucky victim's body. As well, heated tread marks similar to those found from a peel out are left engraved on the target's body. This is a D Class trick.

[b]Bloody Fang[/b] | C | STA: 3 | Wear: 5%
The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different directions from there. First and foremost, the user's aggressive run is taken to a level where they hold mastery over the specific "Zero-Max-Zero (0-100-0)" principle. The user will combine both speed and strength to force max acceleration before stunting the 'dash' process required to build such. Following, the user releases the built up braking heat within a powerful kick forward. The inertial energy follows the trend of a single, wide, crescent kick before taking the shape and being shot outwards with the force of an immense shock wave. Being such an immense accumulation of energy, this trick is said to cut the atmosphere upon production. This is a C Class trick.

[b]Leviathan Fang[/b] | B | STA: 4 | Wear: 8%
The Leviathan Fang is a slightly larger, more refined, adaptation of the Fang. The user performs this Fang in the same manner as the original shockwave technique, the only difference being the quality of the release and resulting build of the shockwave. The Leviathan Fang appears less like a crescent and more like a rod. Despite still curving at it's edges, the Leviathan Fang does not appear as thick as the lower ranked versions and instead appears lengthier. This longer, thinner, variation of the Fang has a slightly wider range and accelerates better. Albeit being performed in the same fashion as the original the Leviathan Fang stands out as a mark of skill in execution only reached when pushed to that point. The greatest asset of the Leviathan Fang is its increased quality, taking great advantage of it's slightly altered shape and lessened depth to define it's improvement upon the normal Fang.

[b]Cage of Fangs[/b] | A | STA: 5 | Wear: 10%
After mastery of the Fang itself, the user's style is able to advance to a higher stage. Despite the Bloody Road's constant switch between quantity (how many one can fire), quality (how 'solid' one can produce), and efficiency (how much 'slice' is apparent) as it's major deciding factor in effectiveness this specific technique works much differently. To start, the user will initiate their hard pressed run as necessary. Amidst their riding the user releases thick, stable, fangs that vary in depth of curvature. By shaping this into an awkward 'fence' of some sort, the Bloody Rider can effectively immobilise an enemy without any breaks in their run. Those caught in the cage are susceptible to damage in nearly any attempt to escape, being 'boxed in' from every which way. Given a situation where wind is apparent, the fang technique increases in acceleration and expands to the point of increased damage to those attempting to free themselves. These fangs can also interconnect, chaining together to create temporary barriers lasting far longer than the average fang produced. If placed in a confined enough space most can't tell the fangs are even about them until they move. This is an A Class trick.

[b]Trick Name[/b] | Type | Rank | STA: # | Wear: #%
Description [/size][/spoiler]

[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%

[b]Air Method to Spin That Grab Moonride[/b] | F | STA: 1 | Wear: 1%

[b]Super Stride IV Sonic Boom[/b] | F | STA: 1 | Wear: 1%

[b]Moon Walk[/b] | Passive | F | STA: 1 | Wear: 1%

[b]Spinning Wallride Overbank 1800[/b] | F | STA: 1 | Wear: 1%

[b]Spiral Spin Wallride 999 Sidewinder[/b] | F | STA: 1 | Wear: 1%
[/size][/spoiler]

[size=11][color=white]---[/color][b]Custom/Free 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.

[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!"

[b]Saucer Crush[/b] | C | STA: 3 | Wear: 5%
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.

[b]Behemoth's Tail[/b] | C | STA: 3 | Wear: 5%
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

[b]Corkscrew Fang Drill[/b] | C | STA: 3 | Wear: 5%
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

[b]Slice Method[/b] | Passive | B | STA: 4 | Wear: 8%
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.

[b]Gigaer Cross Fang[/b] | B | STA: 4 | Wear: 8%
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.

[b]Blade Fang[/b] | A | STA: 5 | Wear: 10%
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.

[b]Trick Name[/b] | Type | Rank | STA: # | Wear: #%
Description [/size][/spoiler]

[b][size=14]________________________________________|I|nventory |I|nformation[/b][/size]

[size=11][b]→Wallet[/b][/size]
[list]►[size=9]$20,616 USD's, ID, Passport, etc.[/size][/list]

[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]


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