QueenBAD_KittyKat
________________________________________|C|haracter |I|nformation
Full Name: Ruka Daisetsu-Torres
Nicknames: Indra (Gravity Child), Rudra (Once they are merged as one)
Age: 38
Birthdate: March 17
Sex: Female
Sexual Orientation: Bi-sexual
Height: 5’5
Weight: ~ 140 lbs. (depends on how much she eats because she can eat)
Physical Description: Refer to picture. If you look at it, Ruka’s eyes are blue with a tent of grey in them. Her dad had two different color eyes. They do turn fully grey during battle.
Personality: Very serious (side note: only outgoing once you get to know her), sarcastic (not in an a-hole way, but will be like duh), loving (will care for anyone, but holds friends and family close to her heart), short tempered (Please don’t think that you’re just going to piss her off and get away with it), and Independent (doesn’t want to live in her fathers’ shade).
Backstory: Ruka is the youngest child of Emma and Zane Daisetsu. She’s new to the world of storm riding just taking interest in it. She doesn’t want to live in her father shadow so she choices a different road. She wishes to be queen one day of her respective road. She’s a dad’s girl though. After bring queen for about 12 or so years, Ruka has settled into a life of being a mother and Pharmacist well. Her children are all grown up, but she has done fooled around and is 3 months pregnant. Bring married to the love of her life, has been wonderful him being a successful soccer star. She has accomplished everything she has ever wanted, but the queen in her is just not ready to rest yet. She trains and mentors, but her fire is just not going out. What is she to do? Nothing right now because of her baby, but her journey may not be over.
Country of Birth: New Orleans, Louisiana, USA
________________________________________|R|un |I|nformation
Road: Rising Road/Daisetsu Pride (RisingXGaia)
Rank: A
Allias:
Shadow: Thunder Strom
R.E.A.D →[504][524]
→ Acceleration: [160][170]
→ Battle Strength: [135] [140] ]
→ Stamina: [120][125]
→ Jump: [89] [89]
→ Air Time: [112][114.5]
→ Reaction: [140] [147.5]
→ Air Reaction: [104.5][107]
→ Air Tracks: Blue Grass
- ► Standard Blue colored air treks. Once belonged to her father, the paint job of em has changed to blue. Still has the black wheels that her dad had years ago. This was given to her by her father because she's a daddy's girl
- ► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
→ Air Tracks: Blue Stick
- ► Constructed in the same lab facility where the designated was made, these top of the line air trecks have been made and used to fit the rider specifically. The treks have been designed based on the riders likes aesthetic wise and have been equipped with the best parts money could buy. From the wheels, to the brakes, to the engine.. Everything has been particularly designed for the run of the rider. The A-T's have a cushioned footwear padding, making anyone who wears them have almost the perfect fit. Upon inspection, one can notice something odd about these A.T's. They are cream of the crop, their insides unable to be broken by that of standard action. This means when the rider uses the full capacity of these A.T's [100% wear] The user can continue for another 15 percent before the A.T's shut down fully. The A.T's do not fall apart like more common found A.T's, they simply stop the user in their tracks. As to fit Ruka Daisetsu, piana wires are added for the amplification of Rising Road tricks. There is an odd red light that sometimes glows from the Treks.
- ► TUs: 10 ACC | 10 STR | 0 STA | 0 JMP
→ Air Tracks: Daisetsu Pride
- ► Duel compulsion engine with overclocking feature. Making your tricks more powerful, and lethal. Transformation core, keeps everything intact and running like a unit. Also grants power to Raging Storm Mode once a trick is learned which I can show you at another time if necessary. The wheels, Zues's chariot, causing the illuminescent and lightning effects. Gives more power to your illusions and colorful lightning. Best part, this aint no visual effects. This lightning can shock the hell out of people and be conducted around areas. Make them MMA moves on treks a little more effective. . Last but not least. I'm sure you see it but probably can't believe it. looks familiar don't it? Rather wanna admit it or not I know you are a daddy's girl and riding part of his road, why not show you are his darling little angel by having a piece of him with you. Pride of Apostolica. Of course, it no regalia. But this saphire gem is nothing to be toyed with. Of course, everything is top of the line and indestructible. Thanks to the cross. (In the words og Hunsi. That is what they are.)
- ► Pride of Apostolica:
Vibration Flora [ Tremor Generator ]
Functioning Mechanics: Pride of Apostolica is an attachment to the air treck's front wheel designed to create and transmit vibrations directly into the ground below the user's feet. The device is designed to generate vibrations of an extremely high frequency, powered by and empowering the user's run by transmitting momentum and force of acceleration along with the natural properties of vibration creations in the user and their trecks to generate literal tremors. Following deployment, the Regalia 'blossoms' visibly and becomes the transduction device used to transfer energy to create the tremors. However, due to the modifications and lack of power output given that this isn't the regalia and Husni's modifications, the limited movement issue of previous versions have been resolved. The overall size is going to be a lot smaller, not dominating the top of the treks too much, reducing itself to estimated between half and third of the size of the original creation. The lighter and reduced design also will help eliminate the downside of not being able to move which was always an issue for Zane. So if she needs to move, the gem will roll, acting like a training will on the side and undeploying itself intermediately after movement is detected. While Hardest apostolica is more of a power focused part that flooded the area with high volume of vibrations increasing the danger and potential of the treks gaia moves to the max, Pride of Apostolica focuses more on what the user already has and focuses it more effective way. Not using up any unnecessary energy and letting no vibrations go to waste. The gem when deployed acts as a transduction device all the same as the Regalia, but the vibrations don’t flood throughout the area, instead, the transduction device has a small, but more concentrated diameter, This makes the power of Gaia moves increase not do to extreme power supply being pumped into the methodology of the tricks like the regalia, but because the methodology of the trick is so perfected that all the potential is used in the trick and none of it is wasted. Effects: empowered Gaia tricks: All Gaia tricks wear is reduced by 8% (can't go below 1%) and power is increased making tricks do 2x the effects.
- ► Zue's Chariot: Traction Wheels [ Armored Serration Design ]
description: Serration design wheels that have 3 design patterns that's basically whole, partly opened, fully opened. With this, the rider's wheels illuminate and with each design pattern, the illumination increases going from glowing to full on riding on lightning. This is no cosmetics, touching the wheels someone will get shocked quite violently, it can send currents throughout the surrounding area. These bolts of lightning coming through the wheels acts as a beacon for the user to be able use illusionary tricks that normally require wire and also allows for illusionary tricks to receive a 1 rank boost without any extra cost. All D rank and lower tricks are used with no wear costs or stamina cost.
- ► OverCharged Heart: Duel compulsion Engine
Description:similar to that of the piston engine that is in her father’s treks, but this compulsion core would help more on Ruka’s needs than her father. Her father, during the time, only had to worry about Gaia road while Ruka has Gaia and Rising. This engine does a couple of things. First, it would add more torque and power into Ruka’s run while still complimenting her Rising Road. While rising is more of the more adaptive trick arsenal roads that don’t focus too much in power, Ruka needs something to give her some extra beefed up power especially when it comes to getting the full potential out of the Gaia road for her subroad. The work of this engine possess 10 times the work of an normal air trek, while producing 10 times the work, it doesn’t produce 10 times the stress on the treks. However, the stress from this engine does put a managable strain on the wear of the treks. The overclocking feature is where this engine shines. For 3% increase in wear, the engine’s overclocking by harnessing all the power causes the rider’s tricks to produce an increased output in potential and increasing the rank of all tricks by 1 which inevitable increases their power, range, and potency.
- ► ransformation Core: Raging Storm Mode
Description: The core that puts everything together and lets it work hand it hand. It allows for everything to work, the changing of the color of lightning, the changing of the led screen, the animations. Everything. The most important part is the changing of the modes. This transformation core allows for the Use of Raging Storm Mode (trick needed). Raging storm mode is when the treks work in tandem together and overhaul itself to the point of pure destruction. It is usually wiser to only use this with the regalia connected, but it can be done without. This mode changes everything into a pure lethal opacity, making the lightning permanently purple for its duration. While draining, the user is granted great boosts of power adding upon itself great destructive capability. It is usually signified by the wheels being at pattern 3 and the electricity sparking wildly so bad that it almost engulfing the user. Some say, it's the electrified version of going super saiyan. Either way, this mode should only be used as a last resort. Once fully activated and finished, the treks always will need to be repaired.
→ Knock Knock
- ► Air trek weapon that takes the shape of a metal staff looking similar to the staff Gambit has in X men. This staff has two forms. Long staff form and split form where the staff forms two tonfa like weapons similar to night wing. For the comic book fans. Either way, this weapon has different uses. It can channel rising road techniques through it (if applicable). It can shoot out electric balls (C rank wear) or slashes that shoot out like an Bloody fang when swung. Can also electrify the staff and use it to just knock the s**t out of people while at the same time shocking them. (1% wear per post its electrified). The shocking of this weapon can be fairly lethal as the shocking effects are similar to that of getting struck by lightning bolt. There's a finger print scanner causing it to only be used by its user and the do to the process it was created under, the weapon once reaching 100% wear shuts down. It does not break apart, replicating effects of it being created by the Ring regalia.
________________________________________|T|rick |I|nformation
---Road Tricks
-----→ {Alpha Electromagnetic Illusions. l D}
-------►The beginner Rising Road rider makes use of very simple illusionary type tricks, using their understanding of electromagnetic waves to create visual effects. The user will make use of their air treck's engine and battery in combination, expelling from their body outward a very simple illusion. The Rising Rider's waves affect those in the visual range, making it seem as though they are what they aren't. At the lowest level of usage, a rider can only hold this charade in their position. Only with the introduction of some metallic beacon in their arsenal can they expand upon the range of their beginner trick. This is a D Class trick.
-----→{Lightning Spider Net l C}
-------► With an increase in skill and the introduction of some conductive wiring into their arsenal, the Rising Rider can make use of their new 'tool' to both expand their range of wave transfer and entangle others. This technique involves the user sending forth their wires to ensnare foes, purposely spreading the mass of strands out in a wide, net-like, fashion to catch and restrain before physically (or magnetically) sticking to a surface. As a result, the trick makes the trapped rider appear as though they were caught in a spider's net, unable to move. The user can then generate a low to moderate level electrical pulse through the strands, sending a 'tingle' through the affected to temporarily immobilize them until freed. The technique has the potential to constrict and dig into flesh, possibly lacerating. This is a C Class trick.
-----→{Charge l Multi-rank depending on trick used}
-------► The user chargers the electrical currents and power of their air treks and withholds this current for a variable amount of time. The amount of time determines the specific effect of the user’s choosing. The amount of the charge depends on the amount of stamina and/or time the user puts in. This is a passive rank trick. Can only charge once per post. The usage of a trick, besides the usage of this trick again, will cause the charge to be dispersed. Meaning, if use charge and use electric spidernet, then the charge is gone and the rider will have to use charge in their next post in order use a move that requires charge. Unfortunately, the dispersion does not amplify the trick. So this means electric spidernet would be as strong as any other electric spidernet. Charge Beam: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent in the form of a beam of lightning. This beam of lightning moderately damages those that are shocked and has the potential to paralyze. This is a C rank trick. The production of this trick does not cost stamina as the stamina cost is paid through the use of the trick Charge. Requires use of Charge for C rank amount the post charge beam is used or total of 3 F rank amount of charges. (Using Charge for F rank amount for 3 turns and on the third turn, the same post you can use Charge beam). Zap Canon: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent but the potency of this electric volt is vastly greater than that of charge beam, shocking the opponent for double the damage and causes a paralysis of the nervous system in most cases, leaving the opponent stun for one post. This trick requires the use of Charge for B rank amount the same post that Zap Canon is used or total of 4 F rank amount of charges. Zues’s Rage: Follow Up Trick of Charge. The rider uses the accumulated charge of electricity and fires off a volley of electric beams in a 25 feet diameter cone that ranges 25 feet. This trick effectiveness is amplified if charge is used twice. (once first post, then once again second post and then Zues rage is released as well in the second post) doubling not only the power but the amount of beams from 15 to 30. Being hit with a beam causes paralyzation and causes the opponent to be stunned for 1 post. This effect can stack. Meaning, being hit with multiple beams causes the stun time to increase. However the maximum amount of posts a person can be stunned is 3. Due to the extremity of the trick, no other trick can be used the same post after its activation. This trick requires an A rank amount of Charge or 5 F rank amount of charges.
-----→{Tesla Coil l A}
-------►With both the highest degree of wire manipulation and electromagnetic wave control, the Rising rider can execute a massive fluctuation of electric energy on the spot. The user will first manipulate their wires to coil about their body, positioning them a distance away to not harm themselves. Afterward, the rider's AT will make contact with the wire and send out a brief, powerful, discharge of very potent electricity. The coil about their body is thrust outwards, electricity forming a moderate sized barrier around them. The wires continuously emit this stream of electricity, lasting a while before dissipating or being recharged with more electricity. This functions as both an offensive and defensive measure, able to send out a pulse of electric energy to both damage and push back others. This is an A Class trick.
-----→{Atmosphere Max l Queen}
-------►With the Regalia's unique array of wired attachments coiled about the wheel spool network lining the AT Armor, the user has been given generation potential far beyond that of the normal AT battery they once relied on. As a result, the user's electrical output ability has been advanced to the point that releases use enough conductive channeling force to be considered excessively lethal. This output potential reaches levels far beyond that of before, extending or enhancing the traits of any Rising Road technique prior to the Regalia's activation. This 'maximum output' lasts for the duration of an entangling technique wherein the user shrouds an enemy and surges with the full extent of their electrical storage. The King also has the option of shrouding a small or moderate sized area to extend the range, decreasing the effect despite a still lethal dosage of paralyzing, incapacitating, shocking is dealt. [ Infinity Atmosphere ]
-------►The beginner Rising Road rider makes use of very simple illusionary type tricks, using their understanding of electromagnetic waves to create visual effects. The user will make use of their air treck's engine and battery in combination, expelling from their body outward a very simple illusion. The Rising Rider's waves affect those in the visual range, making it seem as though they are what they aren't. At the lowest level of usage, a rider can only hold this charade in their position. Only with the introduction of some metallic beacon in their arsenal can they expand upon the range of their beginner trick. This is a D Class trick.
-----→{Lightning Spider Net l C}
-------► With an increase in skill and the introduction of some conductive wiring into their arsenal, the Rising Rider can make use of their new 'tool' to both expand their range of wave transfer and entangle others. This technique involves the user sending forth their wires to ensnare foes, purposely spreading the mass of strands out in a wide, net-like, fashion to catch and restrain before physically (or magnetically) sticking to a surface. As a result, the trick makes the trapped rider appear as though they were caught in a spider's net, unable to move. The user can then generate a low to moderate level electrical pulse through the strands, sending a 'tingle' through the affected to temporarily immobilize them until freed. The technique has the potential to constrict and dig into flesh, possibly lacerating. This is a C Class trick.
-----→{Charge l Multi-rank depending on trick used}
-------► The user chargers the electrical currents and power of their air treks and withholds this current for a variable amount of time. The amount of time determines the specific effect of the user’s choosing. The amount of the charge depends on the amount of stamina and/or time the user puts in. This is a passive rank trick. Can only charge once per post. The usage of a trick, besides the usage of this trick again, will cause the charge to be dispersed. Meaning, if use charge and use electric spidernet, then the charge is gone and the rider will have to use charge in their next post in order use a move that requires charge. Unfortunately, the dispersion does not amplify the trick. So this means electric spidernet would be as strong as any other electric spidernet. Charge Beam: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent in the form of a beam of lightning. This beam of lightning moderately damages those that are shocked and has the potential to paralyze. This is a C rank trick. The production of this trick does not cost stamina as the stamina cost is paid through the use of the trick Charge. Requires use of Charge for C rank amount the post charge beam is used or total of 3 F rank amount of charges. (Using Charge for F rank amount for 3 turns and on the third turn, the same post you can use Charge beam). Zap Canon: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent but the potency of this electric volt is vastly greater than that of charge beam, shocking the opponent for double the damage and causes a paralysis of the nervous system in most cases, leaving the opponent stun for one post. This trick requires the use of Charge for B rank amount the same post that Zap Canon is used or total of 4 F rank amount of charges. Zues’s Rage: Follow Up Trick of Charge. The rider uses the accumulated charge of electricity and fires off a volley of electric beams in a 25 feet diameter cone that ranges 25 feet. This trick effectiveness is amplified if charge is used twice. (once first post, then once again second post and then Zues rage is released as well in the second post) doubling not only the power but the amount of beams from 15 to 30. Being hit with a beam causes paralyzation and causes the opponent to be stunned for 1 post. This effect can stack. Meaning, being hit with multiple beams causes the stun time to increase. However the maximum amount of posts a person can be stunned is 3. Due to the extremity of the trick, no other trick can be used the same post after its activation. This trick requires an A rank amount of Charge or 5 F rank amount of charges.
-----→{Tesla Coil l A}
-------►With both the highest degree of wire manipulation and electromagnetic wave control, the Rising rider can execute a massive fluctuation of electric energy on the spot. The user will first manipulate their wires to coil about their body, positioning them a distance away to not harm themselves. Afterward, the rider's AT will make contact with the wire and send out a brief, powerful, discharge of very potent electricity. The coil about their body is thrust outwards, electricity forming a moderate sized barrier around them. The wires continuously emit this stream of electricity, lasting a while before dissipating or being recharged with more electricity. This functions as both an offensive and defensive measure, able to send out a pulse of electric energy to both damage and push back others. This is an A Class trick.
-----→{Atmosphere Max l Queen}
-------►With the Regalia's unique array of wired attachments coiled about the wheel spool network lining the AT Armor, the user has been given generation potential far beyond that of the normal AT battery they once relied on. As a result, the user's electrical output ability has been advanced to the point that releases use enough conductive channeling force to be considered excessively lethal. This output potential reaches levels far beyond that of before, extending or enhancing the traits of any Rising Road technique prior to the Regalia's activation. This 'maximum output' lasts for the duration of an entangling technique wherein the user shrouds an enemy and surges with the full extent of their electrical storage. The King also has the option of shrouding a small or moderate sized area to extend the range, decreasing the effect despite a still lethal dosage of paralyzing, incapacitating, shocking is dealt. [ Infinity Atmosphere ]
---Trick Passes
-----→ Roof Gap To Disaster One Foot "Air Line" l F
-------► 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.
-----→{Upper Soul 23 Roll l F}
-------► 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.
-----→{Super Stride IV Sonic Boom l F}
-------►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.
-------► 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.
-----→{Upper Soul 23 Roll l F}
-------► 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.
-----→{Super Stride IV Sonic Boom l F}
-------►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.
---Custom Tricks
-----→ Magnetic World l F
-------► 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 Beat l E
-------► The user will spin on their air treks 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.
-----→{Under Suspension! l D}
-------►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 l D}
-------►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.
-----→{ Get Together!l B}
-------►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 l B}
-------►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.
-----→{Shocking! l A}
-------►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.
-------► 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 Beat l E
-------► The user will spin on their air treks 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.
-----→{Under Suspension! l D}
-------►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 l D}
-------►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.
-----→{ Get Together!l B}
-------►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 l B}
-------►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.
-----→{Shocking! l A}
-------►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.
________________________________________|I|nventory |I|nformation
→ Latest Galexy phone
- ► READ Enabled. Always the next gen phone because everytime one comes she begs her daddy to get it for her and exchange it out
→ Locket-Heart shaped silver
- ► Has a picture of Emma holding her when she was a baby
→ Wallet
- ► Her ID, debit card, and all her reward cards
Monetary amount: $4,221.80
→ Blue Beats Head set
- ► A pair of blue colored headset
approved