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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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-X Duo Yiro X-

Devoted Businessman

PostPosted: Mon Sep 12, 2016 3:29 pm
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T R I C K ____ L I B R A R Y
Approved custom tricks, cannon tricks, and trick passes. Basically a Storm Rider's bread and butter.
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The Trick Library is the official listing of tricks used in Air Gear: Wings of Freedom!
Tricks are essential to parts wars and the use of your road since one can not access the "mechanics" of their road without the use of a trick.
Approved custom tricks, as well as tricks from the series, are listed here.
In order to request a trick, please complete and submit a form in the Trick Approval Thread.

This listing includes tricks from the series that are not listed.
Please note that any trick from the series is available for any rider to learn and is listed under "Free Tricks." There are also custom tricks created by members that have been graciously been listed as open for any rider to use.
Custom tricks may be requested to be "private." These tricks can not be learned by anyone and you must receive permission from the owner to use.

You may not exceed a 20 gain in stats via tricks, this also includes passive tricks. Negative buffers do not subtract from the 20 gain. If you have a trick that does -5 Strength and +10 Speed, you are still 10/20 in your buffer gauge.
 
PostPosted: Mon Sep 12, 2016 3:31 pm
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T R I C K ____ P A S S E S
For every trick pass you learn, you get two additional stat points.
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This section is for non-road specific tricks (actual riding) that can be used in any situation or location appropriate to it. These tricks are used to gain an upper hand in battle. For instance... one can use an Upper Soul 23 Roll to gain air in a Hurdle match.
These can be learned by any Storm Rider who puts time aside to visit one of the specified turfs and learn the in's and out's as a rider there. Storm Riders can also learn these tricks from other riders, avoiding the need to go to the specified topic. In this case both riders fill the 200 word count minimum. The majority of your post(s) when learning these forum tricks must pertain to the task at hand, which is learning.
A minimum of 200 words must be posted in that thread in order to learn the Trick Pass (you get to keep that word count). In your update, label your post as "(Location)Trick Pass: [Name of Trick]" and add it to your profile as such. Trick Passes do not take up a Custom Slot in your character profile. They do take up a Trick Slot when performing in character.


► In Step: Reverse Turn Stance
Location:
Rank: F | Stamina: 1
The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.

► Upper Soul 23 Roll
Location:
Rank: F | Stamina: 1
With this technique, even those with little jump can reach the sky. By holding on to a pole of sorts with one hand while running one’s ATs in a vertical grind, the user spins all the way up said pole. This skill is useful for scaling up buildings that are too tall to jump or keeping up with someone who can jump much better than yourself. However, the Upper Soul is not as fast as a jump.

► Roof Gap To Disaster One Foot "Air Line"
Location:
Rank: F | Stamina: 1
A rather dangerous trick, the Air Line involves grinding down a power line, shooting sparks and an electric charge into the air. When used properly, the Air Line has been known to disperse techniques that use illusions to trick the mind.

► Spinning Wallride Overbank 1800
Location:
Rank: F | Stamina: 1
Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.

► Digger Wasp Lock
Location:
Rank: F | Stamina: 1
This technique is for use in tight spaces like a pipe or hallway.
By running their ATs on the wall, the user rapidly spins down the length of the space at the opponent. Ramming into the opponent while continuing the spin, the user grabs the opponent, spinning them rapidly. While the two are spinning, the user bombards the opponent with punches while pushing and pulling them into a complex body lock.

► Air Method to Spin That Grab Moonride
Location:
Rank: F | Stamina: 1
This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers.
The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.

► Super Stride IV Sonic Boom
Location:
Rank: F | Stamina: 1
This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease.
The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.

► Spiral Spin Wallride 999 Sidewinder
Location:
Rank: F | Stamina: 1
This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-ranged combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or entire body.

► Amazing Forward Special
Location:
Rank: F | Stamina: 1 | Passive
This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.

► Moon Walk
Location:
Rank: F | Stamina: 1 | Passive
The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.

► Supersonic Speed Tunneler Supreme Burst Dash
Location:
Rank: E | Stamina: 1 Wear: 10%
This desperation maneuver is used as a last ditch effort for riders in a subway tunnel or near an active railway train. The rider will press their trecks against the pantograph electrically powering the train, sending an overtly powerful surge of electrical energy to overexert the air treck motors. Despite causing wear to the user's trecks the engine output is instantly pushed to the limits, reaching max. The rider is then afforded a sort of pseudo-sonic speed, the air trecks nearly working on their own to drive forward at immense speed rates. The trick is best noticed by the widened streak of sparks and electricity that spreads out behind the user's thrusting run. If used more than once without at least basic AT repair then the air treck motor burns out, wires are short circuited, and burning from too high an electrical discharge causes the wheels to melt. The AT's are essentially forced into the red wear zone upon completion of the run.

► Lazer Dog Hunting Formation: Duel Command Striker
Location:
Rank: D | Stamina: 2 Requires: Two Riders [ Both Must Know ]
This is a team based melee technique made to confuse single riders while pummeling them with melee based strikes. The trick begins with either rider starting in a semi lowered stance, revving their AT's briefly to build up some sort of potential energy. Upon release both users will separate, remaining parallel but moving at an angle so that the target cannot see them both at the same time. From that point the blurring duo begins a duel assault of zig zagging strides, laying into the enemy as a duo of highly chaotic attackers. From the enemy's point of view the riders appear as mere streaks. This is only an optical illusion applied when the enemy attempts to keep track of both riders. Perception is distorted to the slightest extent so that it appears as though the other rider peeking past their blind spot is just a faint sight. Riders below D Rank have trouble keeping up with this method of attack, not yet being used to the patterns an AT rider takes when riding in such a fashion.

► Backward Cross Ridefall Upper Windmill "Twin Cam"
Location:
Rank: D | Stamina: 2 Requires: Two Riders [ Both Must Know ]
This is a team based melee technique made to continuously rally into an enemy rider while securing the safety of their partner at all times. The riders will begin by taking hold of each others hand, tightly gripping. One of the riders will accelerate while the other passively rolls behind at a moderate pace. The first rider proceeds to sling shot the second, using the arm contact between them as a lever to push acceleration quicker than usual. The second rider proceeds to take flight, attacking with an array of wide arcing kicks and bodily slams to deal moderate damage. The first rider performs a turn-to-stop and controls the path of the first, moving their attached limb to guide their partner away from incoming dangers while at the same time moving them to appropriate positions to attack. The riders must synchronize quickly and efficiently, maintaining a sense of 'trust' besides the normal skill one needs to be able to maneuver in such a chaotic way without toppling over each other and losing balance. The riders usually train this by skating hand in hand with another storm rider to get a feel for each others run as a whole.

► Gladius Method
Location:
Rank: B | Stamina: 1 [ Per Post ]
More so a skill or run style, the Gladius Method involves the application of rope/wire/et cetera based weapons within the user's run. The Gladius Method is simply the ability of the user to have a trained sense of control when it comes to handling these types of weapons while riding A-T. Riders using this method will usually tie their wire or rope around their legs at one or more places, leaving the opposite end free to dangle. This run method, like most, is a hands free type. It involves the user taking advantage of their A-T's afforded mobility to attack with whatever type of weapon they keep at the free end of their attached strand. Without this skill the user is likely to harm them self, as they don't have the practiced understanding of their chosen weapons weight and it's reaction to certain gestures at the traveling rate of the rider while on skates. Once trained the user is able to perceive their specific weapons path of motion when riding, taking advantage of such to send out mid to long range melee attacks. The Gladius Method remains active as long as the user has the weapon loose. When active it permanently takes up the first of of the user's four allotted trick performance slots per post. To accommodate for weight the user also pays one stamina per post the Gladius Method is active.
 

-X Duo Yiro X-

Devoted Businessman


-X Duo Yiro X-

Devoted Businessman

PostPosted: Mon Sep 12, 2016 3:33 pm
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F R E E ____ T R I C K S
F-Class to C-Class
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Tricks open to any rider of the specified road to utilize. These tricks take up a custom trick slot in your character's profile. Please add the trick in an update before using it in the role play.



F-Class Tricks
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► The Piper and The Unicorn
Rank: F [ Passive ] | Stamina: 1 | Wear: 2% | Road: Bloody
Riding the Bloody Road requires intense leg jerking movements and execution power. Adding to the equation by utilizing the rider's joint flexibility in range alongside the road's trick to guide their leg kicks. The combination allows the Bloody Rider to structure the degree angle of their fangs.
Example: Acute to Obtuse

► Magnetic World
Rank: F / King | Stamina: 1 - 15 | Wear: 2% - 50% | Road: Rising
The User revs his ATs until a weak -to- powerful ( depends upon rank ) magnetic current is formed form the air in and around them. Kinji will than releases this magnetic and electrical charge outward up to a radius of twenty [20] feet at the strongest level. This skill is used to repel or push anything that has a magnetic pulse/ charge away from the center ( user ) using same charge ( like magnets ). This applies to people, electrical objects, metals, electronics, and etc. But, the user will have to apply the same charge of the repelling charge upon the intend target for this to fully work. However the flaw of this technique is that the repel is only as strong and far as the stamina put in to it.
[ Magnetic Wold's Radius & Power; By Rank ]
F: Two Feet; Weak [ 1 Stamina :: 2% Wear ]
E: Four Feet; Above Weak [ 1 Stamina :: 2% Wear ]
D: Five Feet; Below Average [ 2 Stamina :: 2% Wear ]
C: Eight Feet; Average [ 3 Stamina :: 5% Wear ]
B: Ten Feet; Above Average [ 4 Stamina :: 8% Wear ]
A: Twelve Feet; Strong [ 5 Stamina :: 10% Wear ]
S: Fifteen Feet; Powerful [ 10 Stamina :: 20% Wear ]
King: Twenty Feet; Dangerous [ 15 Stamina :: 50% Wear ]


E-Class Tricks
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► Magnetic Beat
Rank: E | Stamina: 1 | Wear: 2% | Road: Rising
The user will spin on their air trecks while moving air current whirl around them until they produce a weak electrical and slight magnetic charge that are releases from the air treks in a weak pulsing manner. This skill is simply used so the user can connect/ride on a power-line, metal objects, and other magnetic objects more easily than that of other roads would. However this can be cancelled out by a rider of the Rising or Gaia Road whom release an electrical charge to nullify it.


D-Class Tricks
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► Cyclops Hammer
Rank: D | Stamina: 1 | Wear: 2% | Road: [Any]
A significantly powerful Sunday punch with enough carrying force behind it to violently shatter dense concrete. In spite of all its devastating strength the punch itself is very slow to build and easily telegraphed; making it figuratively a cannon with a single shot. As such, it should be considered an opening move to lead into a series of attacks and not the intended attack itself. In the right hands however, the Cyclops Hammer, can be a deceptively effective offensive tool.
[Requires 150 Strength to use effectively.]

► Wind Surfing
Rank: D | Stamina: 2 | Wear: 2% | Road: Wing
The user must first break the barrier into low pressure system allowing for smooth riding. Utilizing their perception on the wind currents the user is able to tap into a air stream while combining their tail wind to amplify the speed and distance covered by their jumps. That is the fundamentals to the trick, but the trick itself is to rush full speed using those fundamentals before tossing all momentum gained forward while keeping balance to surf the air. This is a fast moving jump which can cover a vast distance.
Requirements: [Jump stat must be highest stat]
+10 Speed
+Expands Air Time by 1/2 of user's original Air Time
[Duration: 1 Post]

► Quick Draw
Rank: D / King | Stamina: 2 - 15 | Wear: 2% - 50% | Road: Wing
The user of the trick lifts the front of the AT while reeving their back wheel. Having some control of the wind being produced, the user begins to form a small ball of air the size of a marble. Keeping this ball of air between their wheels the user can propel this ball like the bullet from a gun by kicking. Once the ball makes contact the momentum of the ball is pushed through the target causing slight internal damage. The majority of the damage is done to the surface of the body causing bruising and some swelling. The user of this trick must specialize in a form of martial arts that is prominently kicking. The user is only able to produce one bullet at a time. This is meant to be a quick surprise shot to the target. As skill increase the user is able to fire more rapidly.
D-Class: 1 Shot Per Use
C-Class: 3 Shot Per Use
B-Class: 5 Shot Per Use
A-Class: 6 Shot Per Use
S-Class: 8 Shot Per Use
Regalia Active: 10 Shot Per Use

► Moon Drop Salvo to Air Raid 360° [aka Air Trigger] [aka Moondrop]
Rank: D / King | Stamina: 2 - 15 | Wear: 2% - 50% | Road: Wing & Hurricane
As Wing and Hurricane riders skills as a rider advance their tactics become more advanced to utilize the full basic principles of the Wing and Hurricane Road. Two main factors exist in order for this trick to occur but the result remains the same. Dissolving & re-coagulating streams of air the rider will create a compact surface of air created through the differentiating streams and currents that he destroyed. This is known as a Catching a Moon Drop in which he interfaces with the air. While wind weaving is rudimentary for the Hurricane Road given the added pressure from tightly weaving this wind makes this surface unstable yet tractable. It's common for this surface to be kept at or near ground level for when it's triggered, this condensed wind explodes. The generated force is enough to bruise the flesh and possibly but not regularly fracture weaker, smaller bones [Ankles, Wrists, a Rib, Digits, and so one]. Furthermore, this Moon Drop doesn't necessarily have to be in the user's grasp to use [Doesn't have to be holding it] but can use his creation & dissimulation of wind to form it in a controllable range. Commonly kept at ground level due to the fact that when it explodes beneath an opponent's feet the generated force is enough to launch anyone into the air, making them susceptible to an aerial assault as a follow-up tactic to make up for the trick's low damaging output. The trick's range and aerial lift vary among the amount of effort used to perform the trick and are as follows:
D Rank ━ Controllable Max Range: 10ft. Aerial Lift: 5ft.
C Rank ━ Controllable Max Range: 20ft. Aerial Lift: 15ft.
B Rank ━ Controllable Max Range: 30ft. Aerial Lift: 25ft.
A Rank ━ Controllable Max Range: 40ft. Aerial Lift: 35ft.
S Rank ━ Controllable Max Range: 50ft. Aerial Lift: 45ft.

► Quick Fang
Rank: D | Stamina: 2 | Wear: 2% | Road: Bloody
Even with very little training, a rider of this road could use this trick. The user first dashes forward and stops in front of the intended target. The user then shoot a quick kick aimed to thrust directly into the gut of the target. As this kick is launched, the kinetic energy from the quick halting of movement is transferred through the kick into the form of a miniature version of the Bloody Fang. This fang is push out directly from the wheels of the Air Treks and doesn't travel more than five inches before dissipating, making it essential that a direct hit is landed when using this technique. The fang's power is minimal compared to the full-power version of the fang and doesn't have the strength necessary do much damage other than surface damage or minor internal damage if the attack is delivered directly to the stomach area or the sternum. It has no cutting power at all and is purely blunt force.
[Must Already Know 'Bloody Fang']

► Lancelot Our Saviour
Rank: D | Stamina: 2 | Wear: 2% | Road: Bloody
The Bloody Rider delivers extremely short thin condensed fang that extend only by half a foot in correlation to it's delivery. These however are capable of leaving paper cut like marks into flesh and easily severing wood and fabrics. There reach is limited to close range and is a modified revamp of the 'Bloody Roll Soul 1800°' trick. Using skin-made traction to properly execute. This trick often leaves the Bloody Rider opponents with low to severely lacerations.

► Under Suspension!
Rank: D | Stamina: 2 | Wear: 2% | Road: Rising & Any Wire User
A simple but effective offensive technique that requires the user to ensnare the opponent by wrapping them in wire. Once accomplished the user flips the opponent upside-down and violently slams them into the ground using their own weight against them. The heavier the opponent the more effective this trick is.

► Thunder Kick
Rank: D | Stamina: 2 | Wear: 2% | Road: Rising
The Rising Road Rider charges electricity through their air trecks, storing it for an impacting kick. The kick, once released will emit the electricity into the opponent hoping to cause shocks to the body. Thus causing temporary numbness for two post wherever the opponent was hit with this trick.

► Wave of Sound
Rank: D | Stamina: 2 | Wear: 2% | Road: Ring
Through the use of a medium and in combination with their air treks capabilities of manipulating frequency and sound vibrations, the user makes an amplified sound wave. By creating a rapid and constant motion with the medium, the user launches a sound wave a target. Even though sound will envelope the entire area, only the path of the amplified air vibrations will carry the effects of the wave. The basic wave simply causes low scale air disruption- forcing apart tricks of an lesser or equal caliber by utilizing its resonance. Does not cause damage.


► Slip N Slide
Rank: D | Stamina: 2 | Wear: 2% | Road: Lather
A simple technique on the Lather road that allows the rider to move across a surface with less friction therefore gaining more momentum. Slip n slide works specifically by the rider drawing enough water vapor to condense on their wheels to cause a prolonged slick or water to ride over after jumping into the air and hanging there for at least ten seconds. This gives them enough time quickly draw in a mass of air to condense water vapor from and then as they hit the ground the force of gravity causes their momentum to increase naturally as they slide across the surface (naturally thy longer their hang time the more speed they’ll have due to gravity when meeting ground). This technique can also work to slightly suppress the turbulence of a rough landing and any added push from their elevated position can play into the added speed given by this technique.

► Bubble Pop!
Rank: D | Stamina: 2 | Wear: 2% | Road: Lather
After developing more skill in riding and performing Lather Road tricks. The rider can create larger bubbles than just the basic trick. This particular trick, though, focuses on just the creation of a single bubble with additional bursting power. Used as either a quick attack or a powerful counter. The Lather Rider will quickly slide along a moist surface and change the density and composition of the moisture and the air as they then create a bubble about half of the size of their torso with slightly increased force. When it pops. The eruption it will throw back anyone within a five foot radius of it and launch their opponents an additional five feet away. Minor cuts will come from this pop but it's only superficial wounds and only causes minor bleeding, nothing more.

► Over The Moon
Rank: D | Stamina: 2 | Wear: 2% | Road: Death
This trick can only be learned after the rider has learned Air Stream! By using the same principal as Air Stream, the rider uses the layered heat that is released at a specifically timed stride. The user gets in two long strides to build up heat in both ATs right before a jump. Using the heat and air collected, the user stomps with both of their feet tilting forward to keep momentum. The user instead of being propelled forward is lifted into the air like a rocket. If not used right it can cause extreme strain to the knees after the first use. This trick is to compensate for the lack of jump power the rider may have.


C-Class Tricks
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► Lights Skinfaxi
Rank: C / A | Stamina: 3 - 5 | Wear: 5% - 10% | Road: Wing
The rider warps the air currents and wind drafts around an area, manipulating them into creating a lens of wind. The lens refracts light to an extent, allowing the user to create optical illusions of themselves, or an object within range. The user cannot make something out of nothing. When the illusion are interfered with they’ll disappear shortly afterward, but leave behind color distortion of some sort of mist. The trick is typically used to psych out an opponent, and make them think something is occurring that isn't actually occurring. Or allow the rider themselves to hide. When a rider on the Wing Road progresses to a higher level such as A Class. They are able to exert additional stamina and wear, in order to make the clones more solid in color.
C Rank ━ Controllable Max Range: 15ft. Wispy Clone [ 1 Max]
B Rank ━ Controllable Max Range: 25ft. Wispy Clones [ 5 Max ] or Object [ Size of Pickup Truck ]
A Rank ━ Controllable Max Range: 30ft. Solid Color Clones [ 15 Max ] or Object [ Size of Small Plane ]

► Skyfish
Rank: C | Stamina: 3 | Wear: 5% | Road: Wing
A user of the Wing Road capable of making plain within their 'run' mysterious phenomenon known as the 'Skyfish Apparition', a strange formation of light and dark green creatures that seem to form a path upon one's road, henceforth lighting the user's road for all others to see, or otherwise ride upon themselves. The Skyfish a rather peaceful race only showing themselves to those that ride the pure road of the Wing, if the user of this trick allows it, those he or she see fit are also able to ride upon the road of the 'Wing' or rather, upon the Skyfish themselves. (Those riding with this trick henceforth receive the stat boost/reduction) This mysterious phenomenon currently quite unable to be explained for the most part, the trick utilizes the properties of a 'soft' breeze, meaning that through the use of power or aggression, the Skyfish themselves shall disappear, leaving all those riding upon them virtually roadless.
[Speed: +10 | Strength: -5]

► Woopsie! [ aka Windshearing ]
Rank: C | Stamina: 3 | Wear: 5% | Road: Wing
A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?]
– No more than 1 use Per Post

► Reincarnation
Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon
An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"

► Saucer Crush
Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody
A unique solution to the Bloody Road's close ranged production weakness. The "Saucer Crush" employs the usage of a high speed rotation about a single point. The user will first place a hand on the ground palm down, using their outstretched arm as the centre of their circle. Afterwards the rider will dash once in a circular path, speeding about their center point while simultaneously lifting one of their legs. The high speed three hundred and sixty degree drift is followed by the production of a Fang spread incredibly thin. This quickly fading fang makes up the entire extended circumference of the rider's nearly in place turn, slicing into the shins, knees, or thighs (dependent on height difference between user and target) of enemies within a five foot radius of the rider. The "Saucer Crush" is meant to remove a majority of the effected rider's mobility by deeply cutting into their lower body. Though less flashy than the normal shower of blood, the resulting 'spray' from impact is still quite apparent.

► Behemoth's Tail
Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody
The trick employs the usage of a high speed run that is abruptly halted to create deadly results. The rider first builds up inertial energy within their run. Leaning toward the ground, the user will place their palm(s) on the ground. The rider will follow up by swinging their leg out, meanwhile using the other one for control as they allow their body to be swept up in a sharp U-turn. The abrupt one hundred eighty degree spin is swiftly followed by a large, wide, horizontal fang. Continuous uses of the technique will short out the rider's air treks, due to the strain the trick provides, without the use of the Fang regalia. The sheer force of the trick is capable of rending concrete, shredding clothes, and inflicting lacerations.
-If the user's speed is 75+, the force of the two AT's creating the one fang make it vibrate violently. Even missing, the attack can distort the wind around an opponent causing them to lose balance/mobility mid-air and cause them to drop back down to earth or can be used to disrupt a wind based attack

► Ring Around The Roses
Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody
Performing a pirouette à la seconde briskly. The user drags the fang into a complete ringlet around them that bursts seconds after it's performance. The attack appears like a small halo of compressed air before spreading outwards in the traditional fashion of a fang's shock wave; losing it's slice ability but maintaining it's force, capable of throwing riders down and bruising. Delivered at a moderate distance from the user. It's proven effective against short to mid ranged techniques and valuable against projectiles or blasts.

► Corkscrew Fang Drill
Rank: C | Stamina: 3 | Wear: 5% | Road: Bloody
The user will, from a halted position, speed forward to max speed and then suddenly stop. Once the stop hits, then the user will throw their body forward and twist around so that they throw their legs forward towards the intended target. With this motion, they will also begin to spin and constantly transfer the kinetic energy that they have just gathered into a fang that is maintained at a constant rate for up to ten seconds. This fang acts like a drill and does an incredible amount of damage if it hits at a vital point. The fang is not released from the Air Treks while the attack is being used. Instead, this fang takes the shape of the drill and moves the same way. However, someone can only learn this trick if they have at least 15 Jump stat. Also, this can only be used for a certain amount of time, up to ten seconds, based on the amount of Jump that the user has.
15 Jump = 3 seconds
20 Jump = 5 seconds
25 Jump = 7 seconds
30 Jump = 9 seconds
40 Jump = 10 seconds

► Gust
Rank: C | Stamina: 3 | Wear: 5% | Road: Over
By gathering air the user is able to compress and send it out at an opponent by using the basic's of the Over Road, this is similar to Climax Cannon, bust instead of sending it out as a beam its sent out in wave form as a concussive force.

► True Resistance
Rank: C | Stamina: 3 | Wear: 5% | Road: Over
With this nifty little trick the rider of the Over Road must be able to suck in and blow out the air around them in its most basic of forms, without the ability to do so to the air the trick is of no use. In order to do this trick the rider must vacuum in the air in behind them using their road and blow it in a steady stream in front them creating a great opposing force in a straight line from where they are standing. In order for this trick to be of use the rider must first learn Moon Walk in order to face his opponent while they are in front of them, this being mainly used in dash, hurdles, or air matches to hinder the opponents speeds.
Prerequisite Required: Moon Walk

► Rumble Shot
Rank: C | Stamina: 3 | Wear: 5% | Road: Gaia
The Gaia Rider will first start by gathering vibrations from their engines and start to transmit them as they throws a kick. The kick would be timed so that the vibrations burst forward through the air treks just as the kick connect with the opponent wherever they hit them at. This doesn't have much of a blunt effect, nor does it do heavy battery damage. The vibrations that are transmitted through the body are aimed to hit a certain way so that they disrupt the enemy in some ways. The effects vary depending on where the attack lands.
Head: Severe Headache, minor concussion, depth perception knocked off, equilibrium out of balance, medical attention required
Chest: Lung spasms for one post, can't breathe correctly
Belly: Rumbled intestines, gut pains for three posts, not severe, but difficult to maneuver at full efficiency
Arms: Muscle spasms, unable to throw punches or block for two posts
Thighs: Muscle spasms, cannot kick or use tricks above C-rank for two posts
Calves: Muscle spasms, cannot jump and cannot use tricks above C-rank for two posts

► Blade Symphonies
Rank: C | Stamina: 3 | Wear: 5% | Road: Ring - Sub Road: Symphonia
Once mastering the use of a sound wave, the rider of the Symphonia road has the ability to manipulate the waves to create an array of blades created out of sound. Sawing effects, slicing effects and pinpoint spearing effects all take after a certain sound and blade. Sounds that are released with a boom such as clapping, roaring or drumming {ie: Percussion type sounds} deliver an uncontrollable and large serrated vibration capable of cutting into flesh. Sharp sounds such as the pluck of a chord or a high pitch {ie: String type sounds} produce several waves that are thin and produce a wide shaped "slice" characteristic. Low and balanced tones {ie: Wind type sounds} are easy to control and direct, giving them a small range with a sharp point that deals critical damage.
[Can only manipulate one type of sound per trick use.]

► Equilibrium Sonata
Rank: C | Stamina: 3 | Wear: 5% | Road: Ring - Sub Road: Symphonia
Through the manipulation of a sound produced by the user or a sound evident in the surrounding area, the rider of the Symphonia road will dilute the tune with an eerie tone that causes sound waves and vibrations to flux. The off put disruption of a smooth flowing sound sends a person's balance receptors in their ear into vertigo. Which way is up? Which way is down? Even if you can see the ground, feel the wall next to you- the nerve fibers that give you a sense of orientation are haywire from the wavering sound vibrations. Movement in general is disrupted, causing a rider to stumble if riding fast or begin to fall if flying in the sky.
Duration: One post of discomposure where the target can not perform tricks {including passive tricks being held- meaning your character is so disorientated, passive tricks are dropped}.

► Pulverizer
Rank: C | Stamina: 3 | Wear: 5% | Road: Rock
The user focuses their power into one arm, cocking it back and preparing their muscles to deliver a monstrous punch. After gathering their thoughts and focusing their mind only on victory, with the use mind of over matter, they envision their fists as being unbreakable. Exhaling then rushing forward with their AT's, the rider does a complete 360 to combine speed and strength into a primal punch able to rock the content of whatever it meets. If this connects, the target's bones risk being shattered by the raw power behind the punch.

► Cyclone Shredder 1080
Rank: C | Stamina: 3 | Wear: 5% | Road: Rock
As the name suggests, it is an 1080 degree spin-powered kick. The sheer power behind the blow is increased by several full circle rotations. The impact is said to be bone shattering if it connects in the right place. Often if it missed it may put a dent on concrete while damaging the user a bit. Because of the pure dizziness that can be attained from grounded circle rotations, only a stronger rider can use the trick to its full potential and remain completely balanced.

► Water Strider
Rank: C | Stamina: 3 | Wear: 5% | Road: Lather
A Lather Rider's own personal method of riding on liquid surfaces with her road. The Lather road causes vibrations in water using their A.T’s acceleration to change the viscosity of the liquid (commonly water). Akasha’s water strider focuses on her using this method and balancing her body low to the waters surface spreading her weight out on the mass of water like a water strider bug. Knees bent in, and arms stretch out and down towards the water she places focus of movement at the hips knees and ankles to a lesser degree as the arms are used to sway her motions to readily aid in how she’ throws about her weight. The liquids solidified membrane can act as a trampoline at times and allow the rider to jump higher than they normally would off the surface. This can add +10 points to jump when jumping from a liquid surface. And as ever the rider retains full control of their ride on a liquid surface.

► Slipstream Overheat
Rank: C | Stamina: 3 | Wear: 5% | Road: Death
By riding behind or using another rider as a shield to break the wind. At that chance the rider will use that time to gather speed and heat for another boost of acceleration. Once enough heat is built up around the wheels it is then exerting and gives the rider a generated boost in speed.
 
PostPosted: Mon Sep 12, 2016 3:35 pm
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F R E E ____ T R I C K S
B-Class to S-Class
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B-Class Tricks
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► Rising Cycle 360 Forward
Rank: B | Stamina: 4 | Wear: 8% | Road: Wing
After jumping in the air either towards a target in a drop kick sort of fashion or just into the air. The Wing Rider will begin a fast paced corkscrew spinning motion. While doing this the rider pulls the wind into the spinning motion along with them. The wind following the spinning trail and forms a drill like tornado in the direction of which he's moving in with an opening in the back of the small tornado. With the Rider being in the tornado's 'eye'. This allows them some safety, acting as a defense against some attacks. The Wing Rider is also able to stop themselves from spinning in an instant, forcing the trick to stop in order to allow for easy chaining in combo's.

► Trapar
Rank: B | Stamina: 4 | Wear: 8% | Road: Wing
Through the use of the Skyfish and their consent, the user of this trick is given the ability to manipulate the form of the Skyfish, and as such create a wave of Transparence Light Particles, a type of wind that is created by utilizing the pure and highly concentrated energy of the fish. (Due to them being semi-physical apparitions, they are unharmed by this process) The user him or herself manipulating the wind energy then is capable of either using it to create a burst of wind to increase speed, or in another case, use it to increase one's strength and destructive power via energy transfer. (i.e, transferring the wind energy from the Skyfish into the medium of an attack, be it one's AT, one's fist, or anything else of the like.) The Transparency Light Particles- otherwise known as 'Trapar', once transferred to do one thing or the other disperse into the air as pure wind, giving the space or area a rather clean or non-polluted feeling, truly giving off the feeling that only a Wing Road rider can use this trick.
[Speed: +10 or Strength: +10]

► Impact Wind Barrier
Rank: B | Stamina: 4 | Wear: 8% | Road: Wing
With their knowledge of directing wind and guiding it, the Wing Rider has reached a level of managing the wind to a decree. Like it's parent trick Impact Wind, it is performed through a sudden body movement(ie; forcing ones arms outward). Once this occurs, the Wing Rider takes control of the wind around them, and surrounds themselves with a sphere of wind, using it like a shield. Like it's parent trick the purpose is to give protection, and deflect incoming projectiles. The rider can even take things a step further, and use the wind surrounding them as a offensive move as well. This is done by forcing the wind outwards and away from their body, pushing back projectiles or even an physical attack from an enemy. While this barrier is pretty strong, a fang or a shell could easily dent it.
- Can be performed in mid - air
- Since this is a close range trick, the push back of wind has an effective distance of 7 feet.
- D Rank Wear must be paid every post this barrier stays up.

► Flame Conductor
Rank: B | Stamina: 4 | Wear: 8% | Road: Flame
Using the mechanics of the flame road. Condensed amounts of "Flames" surround the user as if he/she were set ablaze. The Flames acting as protection for all forms of Electric currents. Conduction the charges away from the body, weakening and nullifying said charges.
[Lower the rank of tricks accordingly below]
B->C || C->E || D->F || E->F || F->Null)

► Slice Method
Rank: B [Passive] | Stamina: 4 | Wear: 8% | Road: Bloody
More so a skill or temporarily employed run style, the Slice Method is the Bloody Road variation of the generally accessible Gladius Method. The Slice Method is simply the ability of the Bloody Rider to apply their 'slice' mechanic mid-run. Riders using this method perform short ranged dashes at top speed but do not stunt the dashing process in the least. This, in combination with their already volatile riding style, breeds a very basic cutting effect. Without any actual shock wave production the user can give shallow cuts and slices to objects and people. This run method involves the user taking advantage of their A-T's afforded mobility to attack continuously and at top speed, changing paths and evading with little need for braking until they wish to apply the cutting effect; said effect is the result of streaking the A-T's wheels across the intended surface while braking. The momentary lapse in wheel rotation and speed combine to create the flesh slitting cut. The Bloody Rider has potential to deliver several lacerating attacks in tandem, all of which appear to onlookers as streaking limbs. Unlike most run methods this one requires the full body to work efficiently. Acrobatic, agile, movements with near perfect center of balance control dictate how well the rider can move when using this technique. A well rounded rider could even apply this run style for aerial combat, traversing the air in their own bloodthirsty fashion.
- The Slice Method remains active as long as the user pays [ 1 Stamina ] and [ 2% ] wear cost per post. When in use it permanently takes up the first of of the user's four allotted trick performance slots per post.
- This trick's active dashing trait will cost the user an additional [ 2 Stamina ] and 2% wear cost each time it's used.

► Gigaer Cross Fang
Rank: B | Stamina: 4 | Wear: 8% | Road: Bloody
The cross fang begins with the user firing a normal Fang, giving no hint whatsoever to their full intentions. Moments after releasing the first Fang the user will fire a second one using the leg opposite the one they used to fire the first one. The difference between these Fangs is the manner they're fired, one being horizontal and the other vertical. Whichever Fang is fired first will make contact with the second, combining with it to create a singular, crossed, Fang from the two. This increases the acceleration value and overall power of the normally singular technique, greatly increasing its damage potential. The greatest asset of the Cross Fang is it's ability to be formed on a shorter notice distance wise. By firing a Fang preemptively and accelerating it with the second the user is able to make up for the weakness within dashing to a lesser extent than originally required. The decreased dash distance and increased potency truly makes this the most "Evolved" Fang.

► Rotary Method
Rank: B | Stamina: 4 | Wear: 8% | Road: Sonia
More so a skill or temporarily employed run style, the Rotary Method is the Sonia Road variation of the generally accessible Gladius Method. The Sonia Method is simply the ability of the Sonia Rider to consistently apply their rotation theory of motion consistently mid-run. Riders using this method perform short to mid ranged ranged dashes at top speed while simultaneously changing direction on the fly; this is by use of their hips as a massively unlimited point of pivot. This, in combination with their already agile riding style, breeds an extremely relentless onslaught of blinding kicks. Without any actual shock wave production the user can deliver numerous light attacks that appears to any inexperienced enemy as single motions. This run method involves the user taking advantage of their A-T's afforded mobility to deliver blows without the briefest breaks or intervals. The Sonia Rider has potential to deliver several blinding melee attacks, all of which appear to onlookers as singular strikes with multiple, weaker, attacks worth of damage piled on. Unlike most run methods this one requires the full body to work efficiently. Acrobatic, agile, movements with perfect center of gravity control dictate how well the rider can move when using this technique. A well rounded rider could even apply this run style for aerial combat, possibly defending from omnidirectional melee attacks from several enemies at once. The most notable perk however is it's capability of usage without A-T, making the rider just as deadly a combatant on foot as they are with skates.
- The Rotary Method can remain active as long as Nitro Cushion is in use, costing no stamina or wear decrease to the user. When in use it permanently takes up the first of of the user's four allotted trick performance slots per post. This trick's active dashing trait will cost the user an additional [ 2 Stamina ] and 2% wear cost each time it's used.
- Consistent use of this method further weighs in on the user's body stress wise. If active while stamina is less than half the rider's full supply they will begin to lose two stamina per post it is active.

► Get Together!
Rank: B | Stamina: 4 | Wear: 8% | Road: Rising
Through the manipulation of ambient negatively charged electrical particles in the air and the positive charge of minerals found in the earth, the user generates a powerful electromagnetic field that immediately attracts all metallic objects to the ground. With proper application this Trick can not only magnetize and disarm all wielders of metallic weapons in the area, it may even immobilize Storm Riders themselves by forcing an attraction between their Air Treks and the ground. This paralytic effect only lasts [1] post when used on an individual.

► Entangle
Rank: B | Stamina: 4 | Wear: 8% | Road: Rising
A non-violent variation of the trick "Lightning Spider Net." Like it's predecessor, Ensnare follows a very basic concept by entrapping the opponent through the use of wire (Magnetic Straps in Onibasu's case) as a restraint. Where the two differ, however, is through the use of electricity. Unlike "Lightning Spider Net," and its use of large amounts of powerful current to fatally electrocute the opponent. Entangle opts for a more pacifistic route, manipulating the opponent's body into a staged paralysis through the use of Alpha Waves to block the electrical synapses from the brain to the muscles by disrupting the cortex -- immobilizing them. This paralytic effect only lasts [1] post when used on an individual.

► Inryoku
Rank: B | Stamina: 4 | Wear: 8% | Road: Rising
A trick that exploits the Rising Road’s magnetic properties, Inryoku revolves around making ‘living magnets’ out of human beings as well as magnetically charging other inanimate objects. By carefully channeling a brief (but crucial) electric current into the body of the target. The Rising Rider may essentially turn whoever chooses into a walking magnet. This is trick is most-often performed through contact and requires no more than a simple brush of physical contact to take effect - not unlike a static shock. However, considering the potential fatalness of such a powerful electrical shock, it is often necessary for the future-afflicted to be covered in a liquid or iron-rich substance. Once the target has been charged, the Trick gradually begins to take effect. Initially, the afflicted barely has enough magnetism to draw metal particles to him or herself. Shortly after that, small metal objects (like forks and spoons) will begin to cling to the target, with objects with more mass gradually gravitating towards the afflicted as time goes on.
[Trick Progression: Every post, Whether from the Rising Rider or their Opponent, The trick advances into a different stage.]
1st Turn: - Only small particles are attracted to the individual.
2nd Turn: - Tiny metal items, like paperclips and rogue zipper handles and nails begin to gather towards the magnetized target.
3rd Turn: - Small objects like forks and knives are attracted to the individual.
4th Turn: - Moderately sized objects like lead pipes, staplers and other objects are attracted to the individual. If multiple individuals are magnetized, they will begin to attract one another.
5th Turn: - Heavier objects, like crowbars, rebars and other solid metal objects are now attracted to the individual.
6th Turn: Larger objects like bicycles and cables are now attracted to individual. Lingering too close to large metal constructs and machines will cause the afflicted to cling to them.
7th Turn: Small automobiles like motorcycles and small cars are now attracted to the individual.
10th Turn: The afflicted is now heavily magnetized and is susceptible to much larger metal menaces.

► Étoile Filante: Alioth
Rank: B | Stamina: 4 | Wear: 8% | Road: Gaia
This is the ne plus ultra of emblematic tricks in the Gaia road arsenal, a true tour de force. This consists of forming a direct relating characteristic between the very earth and the rider's body; the opportunity to achieve the same imperish ability as the terra firma itself is what this maneuver gives. The rider uses the vibrations of his air treks and directs them to their body, the vibrations begin to harden the entire Epidermis layer of their skin through vibrational and piezoelectric mechanics. The electrical energy stimulates every cell of the epidermis layer while the vibrations harden the outer protective layer consisting of tough, flat cells; the hair of the skin and skull also undergo this hardening process. In the end form, the rider gains a coating of hardened skin with the ability to reduce up to 1/2 or 1/3 of most physical attacks.
Note: This biological enhancement lasts 2 GP and requires a 1 GP cooldown

► Air Pistol
Rank: B | Stamina: 4 | Wear: 8% | Road: Death
By building a massive amount of heat through acceleration of their natural run, the heat will naturally cycle the circumference of the wheel, gathering as a light glowing tint of orange. Releasing the 'Shell' with just one kick instead of the usual two kicks, creates a wave of braking heat. The released wave is less of a cannon, and more of a short ranged single round with a wide set shape. The attack is not as destructive as it's predecessor, but makes up for it with it's accessibility and quick creation time.

► Air Torrent
Rank: B | Stamina: 4 | Wear: 8% | Road: Death
Following the same process for the base trick Air Stream, a more skilled rider is able to continuously use its abilities at the risk of their own body up to a total of four times. Due to the constant acceleration and braking the body is put through a lot of effort to keep up with the vast speed produced. By continuously accelerating and braking at an increasing rate, the effectiveness of each individual thrust is increased due to the rise in heat from continuous use but at the cost of further wear on the body and ATs.

► Hell Kick
Rank: B | Stamina: 4 | Wear: 8% | Road: Death
From the start the user will have to run their wheels against the ground, as the speed increases and friction is made the heat vapors created emit from the wheels of the treks. In that same instance the rider jumps in the air while also exerting a stream of hot air from the back of the A-T's. As the air stream is emitted the heat created surrounds the bottom of the attacking trek and on impact disperses immediately burning clothing and skin.

► Hell's Comet
Rank: B | Stamina: 4 | Wear: 8% | Road: Death
A useful offensive trick it simply implies air and the heated mass ratio of the run made. By making a successful run of five strives, a good amount heat vapor is generated and stored. Within two movements of bending at the knees and jumping the rider will hurl themselves in the air placing their legs together and turning at a rapid rate. Once the user starts to come down a sort of orange(ish), reddish aura appears as like a barrier, but made of heat. This barrier shaped mass formed under the treks can force a(n) opposing force back several feet upon contact. The spinning never stops even after the rider as made contact.

► Shell Shotgun
Rank: B | Stamina: 4 | Wear: 8% | Road: Death
A different version of the Air Cannon, as the rider builds heat from accelerating. After building enough amassed heat from his run, a red, orange tint will take color in front of both treks. In a moments glance, the rider will snap his leg back. Snapping his first kick he will release the first beam of generated heated air. With that first kick he will commence of full three hundred and sixty degree kick. With a second kick after landing on the trek which shot the first shell he would then snap another kick releasing another beam of generated heat. This given the double barrel shotgun like affinity. On contact this compressed beam of heated air disperses leaving a medium size burn mark.


A-Class Tricks

____ .

► Time Mirror
Rank: A | Stamina: 5 | Wear: 10% | Road: Apollon
With all object starting to Vibrate at their own frequency. One can match and reflex the the vibrations of the Gaia road by rapidly kicking the ground. Trapping the opponent in their own vibrations. A feat that only high ranking riders can preform.
[Must be stationary to preform]
[One Post Cool Down]
[Requires A Base Spd of 75 To Use]

► Blade Fang
Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody
Being one of the more powerful Fang adaptations, the Blade Fang is revered as the most effective of the entire family of variations. The Blade Fang stands out mostly due to it's shape and immense size in comparison to most all of the lesser Fangs. Unlike the other Fangs, this one appears as a crescent with ribbed protrusions resembling rods jutting all along it's edges and, most prominently, down it's center. As well, the Blade Fang is the largest of the Fangs with a width at least three times that of the original one. It's depth is very low but allows for increased acceleration in travel, making it the most ranged Fang as well. The Blade Fang is a result of the user applying the "Zero-Max-Zero" mechanic to the highest degree, increasing the required dash to a full sprint before the release of this massive, altered, shockwave. The Blade Fang's greatest asset is in it's ability to cut through areas where extreme pressure/barriers are apparent.

► Wind Fang
Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody x Wing
Following the production of the first user's "Bloody Fang" the second user will proceed to ride atop the inertial beam. As the atmosphere slicing shock wave travels the Wing Rider will use their "Wings" trick to take advantage of the resulting upward drafts of wind. By expending upon the Fang's wind and combining their own with it the user further accelerates the wave. The Fang's constant cutting of the air simultaneously fuels the Wing Rider's connected run. This results in both the Fang and Wing Rider's combined effort being enough to not only greatly damage the target, but blow back wind used in weaker tricks.
- Wing Rider must know "Wings."
- Bloody Rider must know "Bloody Fang."

► Grand Fang Firebird
Rank: A | Stamina: 5 | Wear: 10% | Road: Bloody x Flame
Following the production of the first user's "Bloody Fang" the second user will proceed to project the gathered heat drafts from their run directly onto the Fang. As the atmosphere slicing shock wave travels the Flame Rider's heat drafts feed off of the resulting upward drafts of wind. By feeding upon the Fang's created wind the Flames remain constant. This consistent heat element of the Flame technique simultaneously fuels the Fang with it's similar friction base. This appears as a large, flaming, fang with extremely potent damage potential. As a result of direct impact the target's full frame appears to be 'set aflame' albeit facing no overtly serious burn damage to match the illusionary display.
- Flame Rider must know "Flame!"
- Bloody Rider must know "Bloody Fang."

► Shocking!
Rank: A | Stamina: 5 | Wear: 10% | Road: Rising
The rider discharges a powerful surge of electricity through direct contact with an object or individual after building up electrical potential with a run. This trick is a highly potent attack with enough voltage to cause a helicopter to explode. This is an A-Class trick.
- Requires the user to have a minimum of 300 READ or else this trick will fail.


S-Class Tricks

____

► 60 Seconds!
Rank: S | Stamina: 10 | Wear: 20% | Road: Apollon / Flame
An extremely potent offensive maneuver that seemingly mixes the two principles of the Flame Road: Flame and Time, into a complete unison. By merging the near-instantaneous and highly technical use of strikes to an opponent's body from the trick "Time! Stop!" with high levels of heat generated from friction created by the trick "Flame!" the user performs a powerful barrage of short to mid-range blows to demolish the opponent; the heat easily capable of burning through clothes. Despite its use of close quarters combat this trick is considered a mid-ranged assault. The use of Time allows the rider to rapidly close the distance and retreat covered by the opponent's slowed perspective. The attacks themselves leave behind an after-image in the form of traveling streaks of light as this appears to occur almost simultaneously to the naked eye. This can lead an observer to believe the user is actually manipulating some form of energy, though that is not the case. This is an S-Class trick.
- Requires 150 Speed
- The rider must know "Flame!" or Time! Stop!"
-

► Thunder Road: Direct Current
Rank: S | Stamina: 10 | Wear: 20% | Road: Rising
A large scale reproduction of the thermoelectric effect known as the, Peltier Effect, the presence of heating or cooling at an electrified junction of two different electrical conductors (e.g: two different metals, water and metal, etc). The theory follows the notion that when an electrical current flows between two conductors, heat may either be generated or removed at the junction (the meeting point of the two conductors). Due to the nature of entropy the effect causes heat to move from hot junction to a cold surface. This results in an immediate refrigerant effect from where the heat was dissipated that is strong enough to flash freeze the water molecules in the air into snow. Effectively nullifying the Rising Road's natural enemy, heat, for an extended period of time. This is accomplished by [2] or more Rising Road riders applying a continuous electrical current to a surface with conductors. While this trick is active, all Flame Road and heat based tricks are nullified for [4] posts before the current exhausts itself. This is an S-Class trick.
- Requires two or more Rising Road riders.
- All participating Rising Road riders must know this trick.
- This trick lasts four posts.

► Thunder Road Final Form: Electric Titan "Thunderbolt Snowman"
Rank: S | Stamina: 10 | Wear: 20% | Road: Rising
The Rising Road's ultimate combination trick. Using the snow created from the trick "Thunder Road: Direct Current" the riders surround themselves with a snowman made of electrified ice particles by continuously supplying a weak magnetizing current to the crystal formations created in snowflakes. The snowman formation itself maintains a wire skeletal structure to allow for complex movement, controlled by the physical bodies of the riders themselves. This trick demands absolute focus and while maintained, no other Rising Road tricks may be used. If one or more of the Rising Road riders is distracted or compromised while this trick is active it will fail. Due to the nature of its conception this trick can only be used after "Thunder Road: Direct Current." The more riders this trick involves the more powerful it becomes proportionately. This is an S-Class trick.
- Thunder Road: Direct Current must be active in order to use this trick.
- Requires two or more Rising Road riders.
- All participating Rising Road riders must know this trick.
- All participating Rising Road riders must have access to some form of wires.
 

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