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Posted: Thu Sep 08, 2016 1:17 am
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▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ C U S T O M ____ T R I C K ____ A P P R O V A L ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► Process - Use the Form in the code listed below to submit a trick for approval. The moderator(s) in charge will look over your trick and either approve, deny or help you fix the trick in question. Please do not treat this thread as a discussion thread. PM the Mod in question with any concerns or problems.
► Requirements - You must have a Custom Trick Slot Open in order to create a Custom Trick.
► Note - Any trick from the series is made available for all riders, no matter who submits it for approval.
► Note - No Passive Trick may directly boost a characters stats/READ
► Note - No trick may work off of a dice system.
► Note - All guidelines to the Custom Trick judgement process can be found here.
[u]Character's Name:[/u] [u]Character's Road:[/u] [u]Free Trick:[/u] (Yes / No) [u]Trick Slot:[/u] (--/15) [u]Trick Type:[/u] (Offensive, Defensive, Support, Stat Boosting, Acceleration, Method) [u]Trick Name:[/u] [u]Description:[/u] [u]Rank of Trick:[/u] [b]Letter here( F, E, D, C, B, A, S, King)[/b] [If trick is passive, the rank is "---"]
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Posted: Sat Sep 24, 2016 4:02 pm
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Character's Name: Takui Ellysion Character's Road: Hurricane
Free Trick: Yes (Wing/Hurricane) (Will become trick pass available to most, if not all, roads.) Trick Slot: Doesn't Matter? Trick Type: Acceleration / Support Trick Name: Air Jump Description: A very basic trick used by Wing and Hurricane Road riders. As a rider is able to basically see where the currents of air are they can locate and kick off the current in mid air as though they were kicking off of a ledge giving them a second jump of sorts. This is recommended for riders of the Wing or Hurricane Road that focus on mid air combat. Keeping in mind the rules of acceleration, this trick can only be used once per every two post. Wing and Hurricane Road riders receive double their normal air time when this trick is used, all other roads receive one and a half times their normal air time. Rank of Trick: F-Rank
Free Trick: Yes (Wing/Hurricane) Trick Slot: Doesn't Matter? Trick Type: Acceleration Trick Name: Wind Breaker Method Description: The Rider using this method take a low riding stance. Their body extremely low to the ground to cut back on potential wind resistance and thus increasing how quickly they reach max speed. In addition to the method itself the rider uses a basic level of wind interaction to push wind in front of them to the sides of them. This causes very minimal wind resistance when stance and wind push it away while riding are combined. Keeping in mind the rules of acceleration, this trick can only be used once per every two post. Highly recommended technique for Wing and Hurricane Road riders focused on speed. Wing Break Method gives the user the seemingly stat boost of five acceleration during the post it is used. Rank of Trick: F-Rank
Free Trick: Yes (Flame Road, Death Road, Bloody Road) Trick Slot: Doesn't Matter? Trick Type: Acceleration Trick Name: Relentless Advance Description: A trick used to create a burst of speed extremely quickly, for a short amount of time. Pushing as much pressure onto one leg in mid ride just before going to push themselves forwards as hard as they can with their other foot. This causes the pressure being put onto the ATs to create a quick burst of speed allowing them to usually catch up or get ahead of the competition for a quick second before returning to normal speed. Often used to chase down or dash ahead of the competition, and is a great way to achieve the 0-max-0 method. Keeping in mind the rules of acceleration, this trick can only be used once per every two post. Rank of Trick: F-Rank
Avedis Angelus Alright. We discussed most of this in discord, but I'm putting it on paper. All three of these have been deemed as acceleration tricks and will follow the rules of acceleration. Added in this clause to all tricks: "Keeping in mind the rules of acceleration, this trick can only be used once per every two post."
Air Jump: As discussed, we will possibly turn this into a trick pass. Also added in the stat numbers.
Wind Breaker Method: Tweaked this slightly. Made it a mild illusion. Run with it.
Relentless Advance: Simply added the acceleration clause. This one is good to go.
All your tricks are APPROVED. Pleasure doing business with you. Thank you come again! - Duo
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Posted: Thu Sep 29, 2016 12:41 pm
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Character's Name: Dominic Santos Character's Road: Lather Free Trick: No Trick Slot: (1/15) Trick Type: Support Trick Name: Sticky Spew Description: Staying true to the lather road, this trick produces bubbles, slightly green in texture, that release from the back side of the trecks. Ideal for Dominic to use when ahead of the competition or looking to gain an advantage, these bubbles have the tendency to instantly pop on the ground below, their ability to stay aloft in the air a bit low. The function of these green bubbles is to slick the road and anyone who touches it that is not of the Lather Road will in turn be slicked themselves. When exposed to this thin trace of green translucent bubbles, the wheels become sticky, thus in turn causing the individual to find themselves unable to accelerate past their usual amount for two posts. Because this is a field effect, if they were to run across the exposed area again, they would be under the same effect once more for the same amount of duration. It does not stack. Rank of Trick: F
Free Trick: No Trick Slot: (2/15) Trick Type: Offense Trick Name: Croc's Bubbles Description: Dominic took his own spin to the bubbles. He is able to produce bubbles that don't pop, but instead pressurize to a much harsher level by spinning at high speeds, resembling discs or saucers, a small blade of water resembling a ring around the bubble itself. By accelerating or revving up his treks to perform a spurt stream of water, should he choose so, the bubbles launch out, five at max, which increased based upon his rank. Rank of Trick: C-S
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Posted: Wed Oct 12, 2016 6:14 pm
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Notes: Empyrean Dance of the Phoenix: Totally willing to turn it into individual tricks, [in which case I would likely expand much further on them] as this is essentially the set up for Mercy creating the Phoenix Road [combo of Wing and Flame Roads] And any guidelines for what you might suggest I comment on in the steps would be appreciated. This is my first time so... be gentle~ whee
Step 5 - There weren't any examples here so I just went off of what the Regalia did since those are only example of Regalia/King level stat boosts. this might just become the Regalia ability for the Phoenix King/Queen's Regalia. =3=
Character's Name: Mercy Williams Character's Road: Flame Free Trick: (Yes / No) Trick Slot: (1/15) Trick Type: Active-Offensive/Passive-Method Trick Name: Empyrean Dance of the Phoenix Description: Developed by Mercy Williams the Empyrean Dance of the Phoenix is a combinations of several trick passes which promote Momentum and Spatial Awareness. The Empyrean Dance of the Phoenix is unique in that the user is able to totally control their momentum by learning a series of steps which brings them closer to 'Heaven'. Those who have seen the full might of the Empyrean Dance of the Phoenix liken it to the Wing Road's ability to traverse the world in their ride but with the pure speed of a Flame Road user. D - 1st Step (Self) - The First Step is mastered when one is able to control their personal momentum. With this level the user is able to use their speed as a weapon transfering their momentum to their opponents, however this is highly damaging to not only the user but their treks as well. [1/2 Acceleration as Damage to Opponent and AT, 1/4 Acceleration self-damage] C - 2nd Step (Earth) - The Second Step is mastered when the user is able to master their momentum in regards to the ground, at this level the user is able to seemlessly blend their momentum between two separate moves[can combine the usage of two Tricks and/or trick passes] without losing any Acceleration. B - 3rd Step (Space) - The Third step is mastered when the user is able to use their momentum to ride in a three dimensional space as opposed to just the ground, walls and ceilings, as well as any other surface are just another extension of the user's road now. A - 4th Step (Sky) - The Fourth step is mastered when the user is able to ride the winds themselves, it is here where the line between Flame Road and Wing Road blurs significantly and the Empyrean Dance of the Phoenix truly begins. Rank of Trick: D-B
Character's Name: Mercy Williams Character's Road: Flame Road Free Trick: No Trick Slot: (2/15) Trick Type: Stat Boosting-Method Trick Name: Empyrean Dance of the Phoenix: Fifth Step (Heaven) Description: The user's manipulation of Momentum is beyond World-Class Their perfection of movement is sleek and graceful and even the slightest motions seem to bring out the maximum strength of the user's ride as they dominate the the road between Heaven and Earth in their ride. [[+20] Acceleration [+30]Jump] Rank of Trick: King
Hareonca Please split the first move into the set of other moves you have it listed as, fitting their ranks and ability at that rank. As for The fifth step, it doesn't really explain how you get this boost, it just simply states you get a boost. Please explain a bit how. I get planning for King class but...Eh. Pending
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Posted: Wed Oct 12, 2016 9:43 pm
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Gonna wait until S to make the Fifth Step and try and have it be the Regalia itself. =3=
Character's Name: Mercy Williams Character's Road: Flame Road Free Trick: No Trick Slot: (1/15) Trick Type: Offensive Trick Name: Empyrean Dance of the Phoenix: First Step (Self) Description:Developed by Mercy Williams the Empyrean Dance of the Phoenix is a combinations of several trick passes which promote Momentum and Spatial Awareness. The Empyrean Dance of the Phoenix is unique in that the user is able to totally control their momentum by learning a series of steps which brings them closer to 'Heaven'. Those who have seen the full might of the Empyrean Dance of the Phoenix liken it to the Wing Road's ability to traverse the world in their ride but with the pure speed of a Flame Road user. The First Step is mastered when one is able to control their personal momentum. With this level the user is able to use their speed as a weapon transfering their momentum to their opponents, however this is highly damaging to not only the user but their treks as well. [1/2 Acceleration as Damage to Opponent and AT, 1/4 Acceleration self-damage] Rank of Trick: D
Character's Name: Mercy Williams Character's Road: Flame Road Free Trick: No Trick Slot: (2/15) Trick Type: Passive-Method Trick Name: Empyrean Dance of the Phoenix: Second Step (Earth) Description: The Second Step is mastered when the user is able to master their momentum in regards to the ground, at this level the user is able to seemlessly blend their momentum between two separate moves[can combine the usage of two Tricks and/or trick passes] without losing any Acceleration. Rank of Trick: C
Character's Name: Mercy Williams Character's Road: Flame Road Free Trick: No Trick Slot: (3/15) Trick Type: Passive-Method Trick Name: Empyrean Dance of the Phoenix: Third Step (Space) Description: The Third step is mastered when the user is able to use their momentum to ride in a three dimensional space as opposed to just the ground, walls and ceilings, as well as any other surface are just another extension of the user's road now. Rank of Trick: B
Character's Name: Mercy Williams Character's Road: Flame Road Free Trick: No Trick Slot: (4/15) Trick Type: Active-Method Trick Name: Empyrean Dance of the Phoenix: Fourth Step (Sky) Description: The Fourth step is mastered when the user is able to ride the winds themselves, it is here where the line between Flame Road and Wing Road blurs significantly and the Empyrean Dance of the Phoenix truly begins. The secret is in the use of instant starting and Stopping of the ATs to create bursts of wind. By mastering this the user is even able to seemingly run on thin air. Rank of Trick: A
Hareonca I have to deny these tricks because they are sub-road tricks. I guess they can be approved in the future but you have to get to B rank to make a sub-road. You understand the basis of combining knowledge from one road with another to make a new road but I can't let you have these at this rank. I will thought, look at the tricks and pend or deny them right here to give you a bit of edits for the future. Empyrean Dance of the Phoenix: First Step (Self): Pending I see the flame wings you're making. You could just make this riding updrafts. It's actually pretty much just riding updrafts. Also if you ride your updrats to hit someone you'd take the damage as well at the same rank. Bump up the damage you take to 1/2 please. Empyrean Dance of the Phoenix: Second Step (Earth) Denied You're not getting away with using two tricks like that. This would also be passive. What road ability allows you to do this? Are you adding the wind to your run like a tailwind to keep you moving or riding updrafts? I don't know. There is too little here to understand on how you're doing this. You need to explain more. Empyrean Dance of the Phoenix: Third Step (Space): Denied How? Just like the one above you need more. Explain how and with what road abilities you do this with. Empyrean Dance of the Phoenix: Fourth Step (Sky): Pending You're making the first move and combining it with bits of 0-max-0 from the fang road. This is also a fairly simple trick. It needs more to be an A class move. There needs to be more explanation as why it does what it does. As for now it's about D class and a copy of the first move just differently.
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Posted: Fri Nov 25, 2016 2:58 am
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Character's Name: Nova Valentine Character's Road: Over Free Trick: [For the guild. Cannon trick] Trick Slot: [For the guild. Cannon trick] Trick Type: Offensive, Defensive, Trick Name: Wind Absorption Description: The most basic move any over rider can learn. This trick is fairly simple in practice. All the overroad user simply do is suck the wind into their A.T via some sort of part or run and collect the wind among their A.T's. This is The basic circulation of wind during movement in a run is focused at the ATs, being ventilated before a 'thrusting' release from both ATs at once. All an overroad rider must do is simply observe how much wind a trick takes and they can absorb the wind from that move, nullifying it. This is to obviously cancel other tricks of the same rank, requiring the stamina and wear of that move. Rank of Trick: F-S
Free Trick: [For the guild. Cannon trick] Trick Slot: [For the guild. Cannon trick] Trick Type: Offensive - Defensive Trick Name: Mirror World Description: This is a highly advanced Over road trick that requires the usage of two or more Over Road riders. One rider acts as a decoy, being the front man for in-coming attacks, or evasion. The other overroad rider collects wind and shoots it back out in "Mirrors" or large collections of walls that are so clear and thin, they can hide a set of people behind them. This is called optical phase conjugation in which the over road rider simply uses light and wind to trick the eyes. When the mirrors are created, the opposing rider is fooled into thinking that they are fighting one person, or that the other rider has vanished. When the decoy is hit, the hiding rider then comes out for a quick moment, a moment so quick that they are rendered unseen and strike the enemy. This move is meant to act as an "Eye for an eye" move. If the decoy gets hit, the reaction is to automatically attack. The amount of mirrors are ten, covering up to sixty feet. These mirrors are also considered reflective and thus send back any move ranked below. If an over road rider uses this move by themselves, it is simply a defensive move in which they reflect moves back by kicking up walls of wind. The true power is in the amount of over road riders used to make this trick. Rank of Trick: A
Free Trick: No? Trick Slot: 1/10 Trick Type: Offensive Trick Name: Climax Cannon Barrage Description: Expanding upon the usage of Climax cannon, the over-road rider begins their run by gathering a set force of wind. As they prepare their kick, they collect the wind into little orbs, or 'pockets' of wind that follow them along their. These orbs compress and gather into hardened spheres before the over-rider goes about the same process of a climax cannon. The same arch of the leg, the same rising action, etc, except this is now a series of kicks from the same arch as to release consecutive blasts of collected wind. The number of projectile orbs are five, can dent steel and fracture bones if taken head on as this is a more compressed and stronger version of Climax cannon. Rank of Trick: B
Free Trick: No? Trick Slot: 2/10 Trick Type: Offensive Trick Name: Mine Field Description: An offensive part of the Over Road user's run. By constantly absorbing a set of wind and then pushing it back out, the over road rider can create up to 3 orbs of pressured wind. The rider does this through simple absorption such as from another trick, or from simply riding around enough. The orbs are clear, but easy to see upon getting close as the light reflects like a prism or giant bubble. The orbs travel with the rider until kicked somewhere else in which it simply stays in place upon contact. The mines explode into large bursts of pressured air that can sprain bones when hit after two posts. Rank of Trick: C
Free Trick: No? Trick Slot: 1/10 Trick Type: Offensive Trick Name: Blast Zone Description: A more advanced version of mine zone. By adding the riders capability to fight with aerial combat and maneuver, the over road rider is able to absorb air needed to create more mines as well as even use them as they ride through the air. With the usage of gravity added to the riders run, the mines become more damaging. As long as the rider can run along the skies, they can create up to 5 mines in the same way as the rider makes their mines in the mine field trick. The difference between mine field and blast zone is that the over ride simply lets go of the mines previously created, dropping them to the ground. They explode on contact, but the rider can add a spin to their ride, stretching out the range of the orb to thirty feet of distance. The mines are bigger, the size of medicine balls. These explosions can break bones and fill up the area as the orbs explode for a range of 6ft an orb. Rank of Trick: B
Free Trick: No? Trick Slot: 1/10 Trick Type: Offensive Trick Name: Stay- Afloat Description: A way to absorb air and walk on air Rank of Trick: A-
Free Trick: No? Trick Slot: 1/10 Trick Type: Offensive Trick Name: Over Barrier Description: Absorb air and shoot it out Rank of Trick: Letter here( F, E, D, C, B, A, S, King) [If trick is passive, the rank is "---"]
Free Trick: No? Trick Slot: 1/10 Trick Type: Offensive Trick Name: Blast Meteor. Description: Named After Broly. Blasts shots of wind out everywhere. Rank of Trick: Letter here( F, E, D, C, B, A, S, King) [If trick is passive, the rank is "---"]<******** i'll do this . Leave this here for now.
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Posted: Mon Nov 28, 2016 3:11 pm
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Posted: Sun Jan 15, 2017 9:08 am
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Posted: Tue Mar 14, 2017 2:18 pm
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Character's Name: Kesshin Gaia Character's Road: Flame Free Trick: No Trick Slot: (--/15) Trick Type: Offensive Trick Name: Flame Atmoshphere Description: In order to truly push ones flame to the limit, they must always be considered running, burning hot. By constantly adding friction, spinning ones wheels and moving forward, the flame rider is able to push their tricks to the upmost highest skill and power. By drawing upon ones own flames, the flame rider can push their own flame one rank higher in exchange for the pressure it takes to keep their A.T's at a constant pressure rate. - F-Class Tricks: Increase Air Trek Wear by 2% - E-Class Tricks: Increase Air Trek Wear by 3% - D-Class Tricks: Increase Air Trek Wear by 4% - C-Class Tricks: Increase Air Trek Wear by 10% - B-Class Tricks: Increase Air Trek Wear by 16% - A-Class Tricks: Increase Air Trek Wear by 20% - S-Class Tricks: Increase Air Trek Wear by 40% - All tricks of any rank from F-S are considered a rank higher. While S ranked moves would be considered able to clash with I.A's, that does not make them the same as I.A's and are fault to lose in a clash. Rank of Trick: A Ranked Passive
Free Trick: No Trick Slot: (--/15) Trick Type: Offensive - Defensive - Support Trick Name: Mirage Description: A more advanced version of the Flame! trick, the flame rider collects mass amounts of heat and friction during their run. The flame rider stores the heat they generate, spreading it outwards in a field around them. This collection of heated updrafts hides the flame rider just like their time counter-parts but doesn't trick the brain like the "Over-Rev" theory, more so just hides the rider or riders in the same area as the flame rider. The set range of this move is 30ft but can be extended to 50 for more stamina. This move can be done by standing in place, but while moving. If done while moving, everyone has to keep up with the rider in order for to be considered "hidden" as well. Rank of Trick: B-A
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Noble Negative J3T Captain
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Posted: Tue Mar 28, 2017 9:36 am
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Hero Kesshin Character's Name: Kesshin Gaia Character's Road: Flame Free Trick: No Trick Slot: (--/15) Trick Type: Offensive Trick Name: Flame Atmoshphere Description: In order to truly push ones flame to the limit, they must always be considered running, burning hot. By constantly adding friction, spinning ones wheels and moving forward, the flame rider is able to push their tricks to the upmost highest skill and power. By drawing upon ones own flames, the flame rider can push their own flame one rank higher in exchange for the pressure it takes to keep their A.T's at a constant pressure rate. - F-Class Tricks: Increase Air Trek Wear by 2% - E-Class Tricks: Increase Air Trek Wear by 3% - D-Class Tricks: Increase Air Trek Wear by 4% - C-Class Tricks: Increase Air Trek Wear by 10% - B-Class Tricks: Increase Air Trek Wear by 16% - A-Class Tricks: Increase Air Trek Wear by 20% - S-Class Tricks: Increase Air Trek Wear by 40% - All tricks of any rank from F-S are considered a rank higher. While S ranked moves would be considered able to clash with I.A's, that does not make them the same as I.A's and are fault to lose in a clash. Rank of Trick: A Ranked Passive
Free Trick: No Trick Slot: (--/15) Trick Type: Offensive - Defensive - Support Trick Name: Mirage Description: A more advanced version of the Flame! trick, the flame rider collects mass amounts of heat and friction during their run. The flame rider stores the heat they generate, spreading it outwards in a field around them. This collection of heated updrafts hides the flame rider just like their time counter-parts but doesn't trick the brain like the "Over-Rev" theory, more so just hides the rider or riders in the same area as the flame rider. The set range of this move is 30ft but can be extended to 50 for more stamina. This move can be done by standing in place, but while moving. If done while moving, everyone has to keep up with the rider in order for to be considered "hidden" as well. Rank of Trick: B-A
APPROVED
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Noble Negative J3T Captain
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Posted: Wed Apr 05, 2017 10:18 am
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