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Black Fire Lord

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PostPosted: Mon Jul 10, 2017 12:35 pm


Subroad name ► Wither Road

Mechanic ► Works on similar principle of as the Venom road but en-composes the Tuning capability and natural sense of rhythm that comes natural to ring road users. This causes for the production of flawless thorns and movements leaving no trick wasted. The main point of the road is to completely eliminate the rider, debuffing them with different status changes and effects which causes dot to eventually make them succumb. The major offensive capability that comes with this implement of the Ring Road is the sound element that can create several major possibilities through the dissipation of the thorns. The best way to imagine this is like an aggressive support with kill potential, majorly locking down and CCing their enemy in order for team member to take them out or for the rider to wither them down to nothingness, tick by tick.

Main Road ► Ring X Sonia X Smell

Requirements ► A great understanding of the Venom Road and The Ring Road.

Description ► A road developed by Rosaline to effectively become Artemis's Tuner but still use her Venom road. This road greatly symbolizes the relationship she has with her rider. The effects of tiredness, weakness, constant grimaces and blindness of rage equates quite effectively to the effects of her poisons as she constantly seems to put Artemis in one of these debuff states due to her constant pranking and annoying him. Taking the elements of the Venom road, the Ring road opens the gates of the Venom road to add a more passive boosts to the debuffs while at the same time harmonizing the riders movements to be able to produce thorns perfectly with great ease, every single time. The biggest boost to the thorns aside from the Venom Road is the introduction of weakening the opponent as a whole and being able to produce different types of effects instead of just the basic stamina drain. These debufs includes stats loss, wear, stamina, paralysis, deafness and blindness.

Stat Loss: The thorns causes the reduction of stats for the battle through contact with the riders thorns. The stats that are loss depends on how the rider manipulates and laces the thorns. They can effectively choose to affect all 4 stat categories or solidly just one category.

Wear: Rosaline with her Ring road in mind is able to target treks with thorns and specifically damage them at specific points to cause wear damage. . The nitrogen laced thorns leaves traces of liquid nitrogen on the treks, causing the treks to be gunked by the nitrogen. The true potential in this is when major accumulation of the nitrogen is stacked on the treks and/or an opponent uses a trick and or produce high amount of heat around the tricks (I.e moving at high speeds, using heat tricks, etc) which causes a miniscule combustion stacking on more damage and wear to the treks.
Wear Stacking table: This damage occurs when the miniscule combustion happens
One Hit: Base trick level damage, IE thorn was A rank the damage will be A rank wear.
Two Hits: Doubles the wear damage. IE thorn was A rank damage will be double A rank wear.
This continues to triple, quadruple and so on. If the wear would be enough to send the opponents treks beyond 100% the treks will explode from the nitrogen and damage the opponent. The nitrogen stacks will fall off every other post. So if hit one time in a post, and not hit in next post, on your third post you will not have to worry about treks exploding from trick use/ heat ec.

Paralyses: Poison that if hit will spread through the opponent body and make their movements slower based on how many times hit. If the opponent is hit enough they will paralyzed. Each hit makes it harder and harder to move and the opponent will be completely paralyzed at five hits. This lasts for the battle so the effects will only wear off afterwards. Of course, its not actual poison but just the implement of the smell road’s ability to produce certain effects with its aroma

Deafness/ disorientation: Taking advantage of sound manipulation , the thorns when hitting the target produces a sound depending on the way the user whips their legs. A faster, cute whip for a high pitch sound, and a slower, more strength filled whip for a low booming pitch sound. Quite effective depending on the spot hit. These sound productions causes adverse effects, the high pitch having the potential to temporarily deafen a target, taking away their sense of hearing and or disorient them. In truth, the effect it has on the target solely depends on the pitch and the amount of thorns that connect.

Blindness: Poison that will blind the opponent. The blindness functions much like a flash bang, initially blinding the opponent fully and then wearing off as each post goes by, making it easier for them to see. Will last last for more posts based on rank of thorn. C rank- 1 posts B rank- 2 posts A rank- 3 posts - S rank- 4 posts. Full sight will return by the last post. And sight gradually improves as the posts go on. So for C rank, after hit, the “poison” will cause a temporary blindness like a flash bang that fades by end of post.

Free road ► No, Rosaline Only

 
PostPosted: Mon Jul 10, 2017 2:57 pm
Black Fire Lord


Subroad name ► Wither Road

Mechanic ► Works on similar principle of as the Venom road but en-composes the Tuning capability and natural sense of rhythm that comes natural to ring road users. This causes for the production of flawless thorns and movements leaving no trick wasted. The main point of the road is to completely eliminate the rider, debuffing them with different status changes and effects which causes dot to eventually make them succumb. The major offensive capability that comes with this implement of the Ring Road is the sound element that can create several major possibilities through the dissipation of the thorns. The best way to imagine this is like an aggressive support with kill potential, majorly locking down and CCing their enemy in order for team member to take them out or for the rider to wither them down to nothingness, tick by tick.

Main Road ► Ring X Sonia X Smell

Requirements ► A great understanding of the Venom Road and The Ring Road.

Description ► A road developed by Rosaline to effectively become Artemis's Tuner but still use her Venom road. This road greatly symbolizes the relationship she has with her rider. The effects of tiredness, weakness, constant grimaces and blindness of rage equates quite effectively to the effects of her poisons as she constantly seems to put Artemis in one of these debuff states due to her constant pranking and annoying him. Taking the elements of the Venom road, the Ring road opens the gates of the Venom road to add a more passive boosts to the debuffs while at the same time harmonizing the riders movements to be able to produce thorns perfectly with great ease, every single time. The biggest boost to the thorns aside from the Venom Road is the introduction of weakening the opponent as a whole and being able to produce different types of effects instead of just the basic stamina drain. These debufs includes stats loss, wear, stamina, paralysis, deafness and blindness.

Stat Loss: The thorns causes the reduction of stats for the battle through contact with the riders thorns. The stats that are loss depends on how the rider manipulates and laces the thorns. They can effectively choose to affect all 4 stat categories or solidly just one category.

Wear: Rosaline with her Ring road in mind is able to target treks with thorns and specifically damage them at specific points to cause wear damage. . The nitrogen laced thorns leaves traces of liquid nitrogen on the treks, causing the treks to be gunked by the nitrogen. The true potential in this is when major accumulation of the nitrogen is stacked on the treks and/or an opponent uses a trick and or produce high amount of heat around the tricks (I.e moving at high speeds, using heat tricks, etc) which causes a miniscule combustion stacking on more damage and wear to the treks.
Wear Stacking table: This damage occurs when the miniscule combustion happens
One Hit: Base trick level damage, IE thorn was A rank the damage will be A rank wear.
Two Hits: Doubles the wear damage. IE thorn was A rank damage will be double A rank wear.
This continues to triple, quadruple and so on. If the wear would be enough to send the opponents treks beyond 100% the treks will explode from the nitrogen and damage the opponent. The nitrogen stacks will fall off every other post. So if hit one time in a post, and not hit in next post, on your third post you will not have to worry about treks exploding from trick use/ heat ec.

Paralyses: Poison that if hit will spread through the opponent body and make their movements slower based on how many times hit. If the opponent is hit enough they will paralyzed. Each hit makes it harder and harder to move and the opponent will be completely paralyzed at five hits. This lasts for the battle so the effects will only wear off afterwards. Of course, its not actual poison but just the implement of the smell road’s ability to produce certain effects with its aroma

Deafness/ disorientation: Taking advantage of sound manipulation , the thorns when hitting the target produces a sound depending on the way the user whips their legs. A faster, cute whip for a high pitch sound, and a slower, more strength filled whip for a low booming pitch sound. Quite effective depending on the spot hit. These sound productions causes adverse effects, the high pitch having the potential to temporarily deafen a target, taking away their sense of hearing and or disorient them. In truth, the effect it has on the target solely depends on the pitch and the amount of thorns that connect.

Blindness: Poison that will blind the opponent. The blindness functions much like a flash bang, initially blinding the opponent fully and then wearing off as each post goes by, making it easier for them to see. Will last last for more posts based on rank of thorn. C rank- 1 posts B rank- 2 posts A rank- 3 posts - S rank- 4 posts. Full sight will return by the last post. And sight gradually improves as the posts go on. So for C rank, after hit, the “poison” will cause a temporary blindness like a flash bang that fades by end of post.

Free road ► No, Rosaline Only



As we discussed. Watching for Nerfs Just like everyone else. Approved ~Teddy0Chainz  

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asbloodrunscold


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PostPosted: Thu Jul 20, 2017 8:47 pm
Advanced Road name ► Parsia Road

Open Road ► No (Must be taught by Mil)

Mechanic ► Sonia Road Perfected! It is an advanced version of Sonia is every way. Understanding the basic principles of Nitrogen Intake, Hyperventilation, Flexibility, and Mobility in their entirety Mil is able to force the wrest of her body to work in perfect conjunction with these principles to not only make Sonia easier to ride, but to increase its strength.

While the road forsakes the switch-knife function of fusion roads, Parsia road makes up for it by increasing the pure power of Sonia to great levels to make its offensive more viable, but also creates more opportunities for defense, mobility, and creativity.

Parsia road takes the common principles presented within Sonia, upgrading them by also including the concepts of Torque, Friction, Breathing Control, Special Flexion & Extension, Centrifugal force, and most importantly Hyperrotation to create riding methods known as "Dream Stride" & "Nitro Slither" in which the rider never actually has to stop moving to preform any action, with full control over their movements & operates at full capacity, as well as creates more nitrogen bubbles through their body to increase total flexibility Parsia road simultaneously makes the Sonia Road child's play, while bringing an entirely new level to its capabilities as they take full advantage of these concepts to turn themselves into powerful combatants even OFF ATs.

Passive:
Regular Sonia Road tricks can be preformed at 1 rank lower.

Main Road ► Sonia (This replaces it)

Requirements ►
To have some Comprehension of all principles used
To be female (Because of Sonia Road)
[To be taught by Mil]

Description ►

Parsia road is a road created through the total understanding of Sonia, a powerful road on its own made even stronger through a riders understanding and skill. It is a road that takes all the concepts employed by Sonia, bringing them to their logical extremes making it clear in its supremacy and improvement. Forsaking the concept of fusion, thus road prove to operate on logical conclusion, knowledge, and skill. This improvement makes up for Sonia's short-comings. making previous methods easier while bringing a new level of strength & power to it that makes it even deadlier than before.

Parsia's employment of multiple advanced concepts in conjunction allow its rider to hold a level of supremacy over a fight so long as they allow their body & mind to work in perfect unison they will be hard pressed to be overcome by anyone but their express superiors. The is power in the old ways, and Parsia Road seeks to prove that for all to see. Beware when fighting a Parsia user, for they are not to be trifled with.


Free road ► No  
PostPosted: Fri Sep 15, 2017 11:56 pm
Advanced-Fusion Road name ► Bendith Road

Open Road ► No (Must be taught by Mil)

Mechanic ► Benditch is a road that takes the principle of freedom involved with Mil's advanced road & combines it with the strength, force, and clarity of the the Rock Road. In Understanding the basic principles of Nitrogen Intake, Hyperventilation, Flexibility, Vibration, Vector, Waves, Shearing, Velocity, Kinetics, Speed, Circulation, Expansion, Contraction, Mobility, Rotation, Momentum, Direction, Pain, Adrenaline, Mental Acuity, and Force in their entirety. Mil is able to attain total dominance of her body, mind & its movements to work in perfect conjunction with these principles to not only make Sonia easier to ride, but to achieve great feats both in her ATs and off them. Her control makes her hard to pin down, and hard to handle even with the increase in pain.

Benditch road take the intense pain a user will feel for by creating more opportunities for defense, offense, mobility, and creativity. It even forgoes the seemingly elemental nature of most roads which makes it somewhat more difficult to deal with up close, or at a distance. It is a road of dominance to the core, harming ones body to achieve that perfection of physical & mental status. It is a road that requires one to put up with agony to surpass what is human to achieve greatness. A task most are not suited for.

Bendith road takes the common principles presented within Parsia and benefits of rock to create a combination of principles given by Parsia, and those by Rock that emphasize the users ability to mix. The emphasis on the pure principles offered by both bring an entirely new level to its capabilities as they take full advantage of these concepts to turn themselves into powerful combatants even OFF ATs.

Passive:
Regular Sonia Road tricks can be preformed at 1 rank lower.
There is an extra 2 Point Stamina drain every move no matter what thanks to the immense pain.

Main Road ► Sonia (This replaces it)

Combination: ► Parsia x Rock

Requirements ►
To have some Comprehension of all principles used
To be female (Because of Sonia Road)
To be S-Rank
[To be taught by Mil]

Description ►

Bendith is a road created through the total understanding of Sonia & Rock, powerful roads on their own made even stronger through a riders understanding, and brought together as a dangerous weapon. It is a road that takes all the concepts employed by Sonia & Rock, bringing them to their logical extremes making it clear in its supremacy and involvement. Trading pain for great power, this road proves to operate on logical conclusion, knowledge, and skill.

Bendiths employment of multiple advanced concepts in conjunction allow its rider to hold a level of supremacy over a fight so long as they allow their body & mind to work in perfect unison they will be hard pressed to be overcome by anyone but their express superiors. The body is a weapon, and Bendith Road seeks to prove that for all to see. Beware when fighting a user, for they are not to be trifled with even if you've caught them without their wheels.

Free road ► No  


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PostPosted: Sat Mar 03, 2018 2:59 pm


Subroad name ► Darkness Road

Mechanic ► Outside of the basic flame road mechanics employing heat to do many things, the darkness road uses the refracting light mechanic of the flame road in a unique way...to create darkness, or more specifically the absence of light within certain areas. This is done by causing light to refract inwards upon itself, preventing light from certain areas from reaching anyone's eyes and thus creating darkness in the designated area. Due to how this works the darkness is also created for other things that use light to function such as cameras.

Main Road ► Flame

Requirements ►

Description ► The purpose of this subroad is to make the rider unique in a way. Outside of it's mechanic of refeacting light inwards upon itself it follows things that the flame road is already capable of doing. However it is ridden as an outlasting type of road instead of a speed type.

The darkness road is meant to make the rider use the concept of the "All Consuming Flame" but turning it into the "All Consuming Darkness." in conjunction with its unique form of light refracting it creates high heat to cause a burn up effect on things. It also seems to use heat in a way that makes people feel feverish for a time.
Free road ► Hellll Nooooo

 
PostPosted: Fri Mar 16, 2018 9:14 pm


Subroad name ► Shisa Road

Mechanic ► Shisa road takes the wind manipulation from the Hurricane road and adds to it the offensive style of the Bloody road, in doing this the rider develops strong ranged abilities that allow them to jump between a supporting and offensive role.
Through wind manipulation the rider abandons the higher level functions of the Bloody road in favor of the ability to push, pull and compress the air around them to boost their road as needed. The rider shuts down opposing tricks through powerful circular gales, trapping enemies on the ground or in the air with cyclones, and tear them apart with their violent run, or crush them with bursting spheres of compressed air.
The name of the game with the Shisa road is divide and conquer, the rider's goal is almost always to separate opponents from their source of strength, and take them down while they're vulnerable

Main Road ►Hurricane, Bloody is secondary

Requirements ► Starting knowledge of Hurricane, then with Bloody, or from someone who already runs the road.

Description ► Developed by Maya McGrady, Shisa Road was developed by her primarily to bring balance to her own road which was initially focused solely on causing damage and destruction. The addition of Hurricane road to her main, Bloody (while forsaking Lather), bringing in the element of not just wind but also flow, both in the rider's movement and in their control wind after focusing more on the Hurricane road.
Overall the road is designed to be versatile, with the various mechanics always working in unison and creating the intense run, both audibly from the roar created by rushing winds and the AT motors, and visually from the road's distinctive riding style.

Once they learn the functions of the various roads, the riders of this road have access to large scale tricks focused on causing damage, defense, and controlling the battlefield for their advantage by breaking down or "eating" an enemy's road and tricks, and using it to fuel their own, with more skilled riders learning to compress air for intense destructive attacks, boost their own speed and ride style with bursts of directed air, and even create localized weather anomalies including tornadoes and even rain through changes in pressure and temperature drafts to bring other riders to a slower pace.

Free road ► No

 

konaustin

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PostPosted: Sat Mar 17, 2018 2:51 pm
konaustin


Subroad name ► Shisa Road

Mechanic ► Shisa road takes the violent nature of the Bloody road and rounds it out with Hurricane, becoming less focused on just causing damage and making it more well rounded but no less intense with the manipulation of wind.
The road is a strong balance of the three roads , often using the traits of the others to bolster the effects of one aspect of the other. For example the use of Hurricane mechanics with Bloody Road to create large scale ranged or radial tricks with intense winds, and changing the nature of their tricks from ones that shred, ones that explode, or even ones that create vacuums.
This is not to say that the road solely relies on the power of the AT tricks. The ride style itself is just as intense as it relies on the rider making every motion flow. To a Shisa rider, no movement should be wasted, each trick and motion flowing into one another with pivots, rolls and tucks, incorporating every limb into the run as needed to continue the momentum and speed.

The end result is a road with both intense offense, defense abilities along with area control tricks.
Main Road ► Bloody and Hurricane

Requirements ► Starting knowledge of Bloody or Hurricane and training with the other, or from someone who already runs this road.

Description ► Developed by Maya McGrady, Shisa Road was developed by her primarily to bring balance to her own road which was initially focused solely on causing damage and destruction. The addition of Hurricane road to her main, Bloody (while forsaking Lather), bringing in the element of not just wind but also flow, both in the rider's movement and in their control wind.
Overall the road is designed to be versatile, with the various mechanics always working in unison and creating the intense run, both audibly from the roar created by rushing winds and the AT motors, and visually from the road's distinctive riding style.

Once they learn the functions of the various roads, the riders of this road have access to large scale tricks focused on causing damage, defense, and controlling the battlefield for their advantage by breaking down or "eating" an enemy's road and tricks, and using it to fuel their own, with more skilled riders learning to compress air for intense destructive attacks, boost their own speed and ride style with bursts of directed air, and even create localized weather anomalies including tornadoes and even rain through changes in pressure and temperature drafts to bring other riders to a slower pace.

Free road ► No



Pending: What's the mechanic of this. I see you trying to do 3 different things with this. However, that's not going to fly. So, are you trying make vacuum fangs and such? Or more add more versatility to the fangs that's fine. As far as controlling wind. you not doing no impact wind or pile tornados. Now like a pile tornado made out of a cage of fangs that comes together like special beam cannon or something . maybe. However, with the hurricane road with your fangs. you cold break certain tricks sure but causing rain and such isn't going to fly. the old generation stuff not working here. TLDR: pick a specific mechanic/ thing you want this road to do. You not being ikki with fangs. Look at abel's hell road for inspiration/ help with what I looking for. (his road has flames and fang) ~Teddy  
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