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A P P R O V A L ____ S T A N D A R D S
Just so we understand how it works.
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►Offensive: An attack type trick. Offensive moves are always active and last for the turn they are used unless such is stated otherwise in their description. Plain and simple, these types of tricks do damage to other riders.

►Defense: A defense type trick. Defensive moves are always active and last for the turn they are used unless such is stated otherwise in their description. Plain and simple, these types of tricks buffer or prevent damages/effects from other riders tricks.

►Support: A support type trick. Supportive tricks can be either passive or active, as their effects vary from temporarily enhancing oneself with stats (support tricks are referred to as 'stat boosting' tricks when this is done) to lowering another rider's wear or stamina directly to sensing another rider through road based means ('wind reading' or 'sound association' tricks).

►Stat Boosting: A stat boosting trick. Stat boosting type tricks are always active and last for the duration of the turn they are used. These tricks are only considered their own type because, unlike acceleration type tricks, they can boost a riders other characteristics. A stat boosting trick has the potential to increase a rider's lift rate and aerial mobility (not just lift rate like an acceleration trick would), strength, or increase their ability to reach maximum speed. The differentiation is in the variety. In comparison to an acceleration trick, in terms of speed, the rider has done something that makes their potential to reach their max go up. Their ability to reach maximum acceleration has increased, thus showing a noticeable, steady, gain in rate of motion instead of a burst.

►Acceleration: An acceleration type trick. Acceleration type tricks are always active and last for the duration of the turn they are used. These tricks are only considered their own type because, unlike stat boosting tricks, acceleration types use a road characteristic to specifically speed up, or vertically 'boost', the rider. Acceleration type tricks do not increase a rider's run ability, but brings in an extra characteristic in a manner that forces the riders rate of motion to increase. As a result the rider will, momentarily, appear as though they did the former. Once the burst wears off it is immediately apparent that their run is not so incredible all its own. Acceleration type tricks do not stack in a singular post, just like how stat boosting tricks do not go past a certain limitation no matter the amount of uses on the same turn. Their downfall is the limitation of usage, making it so that the burst is only applicable once every other post in whatever cycle they are in.


Read This! Please! Memorize it!
Necessary Comparative Example (Stat Boosting Type vs Acceleration Type): Two riders with matching R.E.A.D are racing. Both riders are of the same speed rate, but choose to use different boosts. Rider "A" uses a stat boosting trick to increase their speed stat +20. They steadily pass the other rider, appearing faster though they only edited their run in an attempt to reach the shared max speed. Rider "B" uses an acceleration trick to increase their rate of motion, bursting forward and eventually passing Rider "A". Though they did not increase their rate of motion by editing their run, the characteristic of their trick propelled them much faster than any skill could. This puts them ahead of Rider "A" and simultaneously gives the impression they are faster. In the next post cycle Rider "A" continues to use their stat boosting trick while Rider "B" is gradually slowed to their normal rate of travel. Rider "A" is likely to bypass Rider "B," as they must wait for their boost type trick to become available for usage again. In a case where two riders are in the same range as far as overall R.E.A.D goes, this is akin to a 'neck in neck' Dash between either riders. The deciding factor in an occasion like this would either be who rode better or who used their tricks more appropriately.

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►Method: The 'in between' trick. A method type trick is passive by nature, but may have an aligning active ability attached. Method is terminology for when a road's most basic 'mechanics' are used generically. For this reason, method type tricks are not compatible with sub roads. Examples of method type tricks are Gladius Method (the basic handling of attached blades by trained riders), Slice Method (basic cutting and dashing by Bloody Riders), and Rotory Method (basic maneuvering and kicking by Sonia Riders). A trick of this type is for the more experienced rider who understands their road. Though it is a mixture of characteristics from passive and active type tricks, the latter is usually relative to the type of riding skill required of the road.

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►Passive | Support. Method type tricks are always passive at basis.
Description: Lasting for as long as the user lists they are active, passive tricks are those that the user apply to use a consistent characteristic or skill found in their road. Whether it's changing bodily characteristics or unconsciously acting on a trait with no stress attached, these tricks are meant to be the 'one up' that saves the rider or hinders the enemy in some fashion. Method type tricks are put into this category because of their potential for consistency of use.
Support Examples: Bump Up/Path To Nirvana, et cetera
Method Examples: Gladius Method, Slice Method, Rotory Method, et cetera

►Active |
Offensive, Defensive, Supportive, Stat Boosting, and Acceleration.
Description: Mostly lasting for a set period of posts, active tricks are those that the user apply to use their road's characteristics. Whether it's firing projectiles, enhancing melee damage, or putting up a barrier, these tricks are meant to be short lived and useful on command.
Offensive Examples: Fang, Thorn, GBF, et cetera.
Defensive: Time Shield, Wind Barrier, Tesla Coil, et cetera
Support: Seismic Sonar, Metronome, Flame Clone, et cetera.
Stat Boosting: See trick approval thread for examples.
Acceleration: Wings, Air Stream!, Afterburner, et cetera.

►Note To All: Some trick effects are only available to roads with plausible characteristics to create such. You'll find that some roads are not meant to be used for certain things and it will show in custom judgement.

An example would be that Flame Riders, though well versed in multiple areas (defensive, supportive, stat boosting, acceleration), have trouble creating mid and long range offensive attacks. Bloody Riders, while mostly limited to a select few areas (acceleration, offensive, bigger offensive, even bigger offensive, 'holy s**t that's ******** big!' offensive and Huge!) can cover close, mid, long, and extensively long ranges while also effecting wide areas as a result of their bigger attacks. Rising and Gaia riders have the potential to effect other riders bodies to decrease stamina/wear or immobilize them while neither of the former can do the same.

With that being said, picking a road does in fact tell you what type of tricks you will be able to pull off more easily than others. With the addition of sub roads, combination roads, A-T parts/weapons, and et cetera, members are inspired to go beyond their basic limitations and prosper accordingly. The most linear of roads can have their weaknesses covered whilst simultaneously retaining or expending upon their initial strengths. It's all in how you, as RP'ers, choose to live your lives.