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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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Noble Negative J3T
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PostPosted: Fri Feb 23, 2018 9:29 pm
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C U S T O M ____ T R I C K ____ A P P R O V A L

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Overview Purchasing Tricks are one of the many things that AP will be used on. Depending on the trick you are purchasing will determine the amount of AP that will be used. Lower end tricks cost less AP than higher ranking tricks. You are able to switch out tricks, returning tricks for AP in order to purchase new tricks. Just be careful as having a bunch of high ranking tricks may seem cool, but it will be costly. The amount of AP per Trick is listed below. These costs also applies to custom tricks, fusion road tricks, and subroad tricks. These prices do not take into account race bonuses and restrictions. If a race restriction causes double the price of ap and the price is 0, the AP amount is 1. For information on trick prices, please visit Here

Process - Use the Form in the code listed below to submit a trick for approval. The moderator(s) in charge will look over your trick and either approve, deny or help you fix the trick in question. Please do not treat this thread as a discussion thread. PM the Mod in question with any concerns or problems.

Requirements - You must have AP points available in order to create a custom trick. All customs cost

Mods - The Mods over this area are Deecee Sama and Xolus

Note - Any trick from the series is made available for all riders, no matter who submits it for approval.

Note - No Passive Trick may directly boost a characters stats/READ

Note -Stat Gains from Tricks are as follows. .
S^:+60
A +50
B:+40
C +30
D:+20
E:+10
F: 0

Note - No trick may work off of a dice system.

.


[u]Character's Name:[/u]
[u]Character's Road:[/u]
[u]Free Trick:[/u] (Yes / No)
[u]AP Points Using/ total AP Points Possess:[/u] (-/-)
[u]Trick Type:[/u] (Offensive, Defensive, Support, Stat Boosting, Acceleration, Method)
[u]Trick Name:[/u]
[u]Description:[/u]
[u]Rank of Trick:[/u] [b]Letter here( F, E, D, C, B, A, S, SS, IA/King)[/b] [If trick is passive, the rank is "---"]
 
PostPosted: Fri Feb 23, 2018 9:30 pm
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A P P R O V A L ____ S T A N D A R D S
Just so we understand how it works.
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►Offensive: An attack type trick. Offensive moves are always active and last for the turn they are used unless such is stated otherwise in their description. Plain and simple, these types of tricks do damage to other riders.

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

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

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

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


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

- - - - - - - - -

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

- - - - - - - - -

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

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

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

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

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

Noble Negative J3T
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Daisuke Kaicho

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PostPosted: Sun Jan 27, 2019 4:28 pm
Character's Name:Alpha
Character's Road: Death
Free Trick: No
AP Points Using/ total AP Points Possess: (1/5)
Trick Type: Method
Trick Name: »Break method
Description: Evolving the death road's natural style the user incorporates breaking shells much like breaking balls used in baseball. Precisely kicking at different parts of the shell the user is able to put a spin on said shell. This method of kicking shells can produce a number of breaking shells like curving, sliding and cutting shells. Shells that follow a unique path line that isn't linear throughout the path taken. This can be applied to all shells. (consumes one stamina and two wear per post to keep active active).
Rank of Trick: C


Character's Road: Death
Free Trick: Yes
AP Points Using/ total AP Points Possess: (2/5)
Trick Type: Offensive
Trick Name: »Quick Shell
Description: Taking a shorter and quicker route to fire off a shell. The user kicks and snaps his ankle forward suspending a small shell only six inches off the ground. Because of how quick this is, the user can reset and kick the shell with the same foot. Firing a shell in a fraction of the time a shell could be formed using the full air cannon method. This shell is smaller and carries a lower destructive force than air cannon. This is a D rank trick.
-Must know Air Cannon
Rank of Trick: D


Character's Road: Death
Free Trick: Yes
AP Points Using/ total AP Points Possess: (3/5)
Trick Type: Offensive
Trick Name: »Backwards Shell
Description:Much like quick shell the user kicks and snaps his ankle backwards suspending a small shell only six inches to a foot off the ground, behind the user. Because of how quick this is, the user can reset and kick the shell with the same foot. Preforming compact donkey kick. Firing a shell in a fraction of the time a shell could be formed using the full air cannon method. This shell is smaller and carries a lower destructive force than air cannon. This is an D rank trick.
Rank of Trick: D

Character's Road: Death
Free Trick: Yes
AP Points Using/ total AP Points Possess: none
Trick Type: Offensive
Trick Name: »Skip
Description:Using the same method as skipping rocks. The rider propelling themselves across water with their treks. Moving at high speeds the user's wheels pushes against the water surface, causing a small amount of surface tension for the user to step off of. An angle of about 20° is a must between the rider's wheels and the water's surface for optimal skip. Changing directions is possible but the user must not stop their movements for they will sink. This technique can only pulled off by riders of C rank and higher. This is an E rank trick.
Rank of Trick: E


Character's Road: Jade
Free Trick: no
AP Points Using/ total AP Points Possess: (4/5)
Trick Type: Offensive
Trick Name: » Jade touch
Description: Grasping the mechanics of the Jade road. Alpha is able to use vibrations to damage his foes internally. Through contact with an opponent Alpha is able to send vibrations through them. This can cause muscle and tissue damage to the body through hand to hand exchanges. If Jade touch is used on an opponent's head. It can cause sever dizziness and nausea. If prolong contact to the head is made with jade touch it can rattle a person's brain well enough to knock them out.
Rank of Trick: C


Character's Road: Death
Free Trick: no
AP Points Using/ total AP Points Possess: (5/5)
Trick Type: Defensive/ offence
Trick Name: »Jade Redirect
Description: Using vibrations as a medium Alpha is able to redirect physical energy around himself and negate it to the ground or out through a physical attack. Attacks that are aided through jade redirect are much stronger due to the energy being redirected. This can only be used on a signal attack at a time. This vibration redirected cant be used in the air.
Rank of Trick: C

 
PostPosted: Sun Jan 27, 2019 5:35 pm
Daisuke Kaicho
Character's Name:Alpha
Character's Road: Death
Free Trick: No
AP Points Using/ total AP Points Possess: (1/5)
Trick Type: Method
Trick Name: »Break method
Description: Evolving the death road's natural style the user incorporates breaking shells much like breaking balls used in baseball. Precisely kicking at different parts of the shell the user is able to put a spin on said shell. This method of kicking shells can produce a number of breaking shells like curving, sliding and cutting shells. Shells that follow a unique path line that isn't linear throughout the path taken. This can be applied to all shells. (consumes one stamina and two wear per post to keep active active).
Rank of Trick: C


Character's Road: Death
Free Trick: Yes
AP Points Using/ total AP Points Possess: (2/5)
Trick Type: Offensive
Trick Name: »Quick Shell
Description: Taking a shorter and quicker route to fire off a shell. The user kicks and snaps his ankle forward suspending a small shell only six inches off the ground. Because of how quick this is, the user can reset and kick the shell with the same foot. Firing a shell in a fraction of the time a shell could be formed using the full air cannon method. This shell is smaller and carries a lower destructive force than air cannon. This is a D rank trick.
-Must know Air Cannon
Rank of Trick: D


Character's Road: Death
Free Trick: Yes
AP Points Using/ total AP Points Possess: (3/5)
Trick Type: Offensive
Trick Name: »Backwards Shell
Description:Much like quick shell the user kicks and snaps his ankle backwards suspending a small shell only six inches to a foot off the ground, behind the user. Because of how quick this is, the user can reset and kick the shell with the same foot. Preforming compact donkey kick. Firing a shell in a fraction of the time a shell could be formed using the full air cannon method. This shell is smaller and carries a lower destructive force than air cannon. This is an D rank trick.
Rank of Trick: D

Character's Road: Death
Free Trick: Yes
AP Points Using/ total AP Points Possess: none
Trick Type: Offensive
Trick Name: »Skip
Description:Using the same method as skipping rocks. The rider propelling themselves across water with their treks. Moving at high speeds the user's wheels pushes against the water surface, causing a small amount of surface tension for the user to step off of. An angle of about 20° is a must between the rider's wheels and the water's surface for optimal skip. Changing directions is possible but the user must not stop their movements for they will sink. This technique can only pulled off by riders of C rank and higher. This is an E rank trick.
Rank of Trick: E


Character's Road: Jade
Free Trick: no
AP Points Using/ total AP Points Possess: (4/5)
Trick Type: Offensive
Trick Name: » Jade touch
Description: Grasping the mechanics of the Jade road. Alpha is able to use vibrations to damage his foes internally. Through contact with an opponent Alpha is able to send vibrations through them. This can cause muscle and tissue damage to the body through hand to hand exchanges. If Jade touch is used on an opponent's head. It can cause sever dizziness and nausea. If prolong contact to the head is made with jade touch it can rattle a person's brain well enough to knock them out.
Rank of Trick: C


Character's Road: Death
Free Trick: no
AP Points Using/ total AP Points Possess: (5/5)
Trick Type: Defensive/ offence
Trick Name: »Jade Redirect
Description: Using vibrations as a medium Alpha is able to redirect physical energy around himself and negate it to the ground or out through a physical attack. Attacks that are aided through jade redirect are much stronger due to the energy being redirected. This can only be used on a signal attack at a time. This vibration redirected cant be used in the air.
Rank of Trick: C



This was not how I intended *looks to nerf Humans* for now. Yeah let it be. All are Approved.  

Noble Negative J3T
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Cor Contritum

Raider

PostPosted: Sat Feb 02, 2019 4:33 pm
Character's Name: Ritzkuni
Character's Road: Ring
Free Trick: No
AP Points Using/ total AP Points Possess: (1/5)
Trick Type: Defensive
Trick Name: Vibration Nullification
Description: With the ability to hear AT's the user has gained an innate knowledge of how to recognize when certain tricks are being used. The user is able to create vibrations and produce them in a similar fashion to cancel out techniques capable of using them. Only cancels out vibrations that make contact with the user. Doesn't match up to Gaia vibrations ( won't cancel them out ).
Rank of Trick: C


Character's Road: Over
Free Trick: No
AP Points Using/ total AP Points Possess: (0/5)
Trick Type: Supportive
Trick Name: Solid Step
Description: The user is capable of using the basics of their road and very briefly can create a step with their AT's by solidifying the air directly beneath their AT's allowing for a quick leg up or some quick maneuvers. Can only produce a single step per AT.
Rank of Trick: F


Character's Road: Siphon ( over x ring )
Free Trick: No
AP Points Using/ total AP Points Possess: (?/5)
Trick Type: Support
Trick Name: Sound Pressure
Description: The user creates a solidified area around themselves ( dense air ) that becomes harder to breath and uses the air as a medium to create vibrations within the dense air amplifying it's affects. The dense air causes damage to AT's by increasing the wear on them when they manipulate the area around the user ( unless Over Road ) by 5%. The dense air increases in size based on rank of the trick used.

F: 3 Feet
E: 5 Feet
D: 8 Feet
C: 10 Feet
B: 15 Feet
A: 20 Feet
King: 30 Feet
Rank of Trick: F - King Rank

Character's Road: Siphon
Free Trick: No
AP Points Using/ total AP Points Possess: (0/5)
Trick Type: Defensive / Supportive
Trick Name: Vibration Absorption
Description: Using the basis of sound and applying the user's knowledge of their own road they gain the ability to absorb vibrations within the air and disperse them or condense them into attacks.
Rank of Trick: F

Character's Road: Siphon
Free Trick: No
AP Points Using/ total AP Points Possess: (1/5)
Trick Type: Offensive
Trick Name: Sound Bullet
Description: The user condenses vibrations they have gathered inside their AT's and releases them in a condensed air pocket. It creates a projectile in the shape of a bullet that sounds similar to that of a sonic boom due to the rapid vibration contained within dense air. This projectile sounds similar to that of a plane beginning it's engines. The force behind the technique and the density of the bullet makes it able to pierce others, though the projectile is only the size of a tennis ball. Capable of shattering other tricks of the same rank or lower.
Rank of Trick: C
 
PostPosted: Sat Feb 02, 2019 5:59 pm
Character's Name:Alpha
Character's Road: Death
Free Trick: No
AP Points Using/ total AP Points Possess: (6/15)
Trick Type: Method
Trick Name: »Ankle Biter
Description:
Using the heat of the user's natural run. The user preforms a pivot three sixty turn at high speeds, causing a loaded shell of liquefied air to splash outwards in a ring like fashion. Though the distance is only five feet. Anyone within range is in danger of having their shins and ankles burned (2nd and 3rd degree burns at the worse). This trick can also be used to damage an opponents air treks. As far as warping and melting treks outer material and melting wheels if directly hit (Within reason). (Causes 15% wear on treks that are hit with this attack) This is a C rank trick.
Rank of Trick: C
 

Daisuke Kaicho

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Ichengo Angelus

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PostPosted: Sat Feb 02, 2019 8:09 pm
Character's Name: Serin Elysin
Character's Road: NONE
Free Trick: NOPE [But tbh I will understand if ya make it free]
AP Points Using/ total AP Points Possess: Using: 1
Trick Type: Defensive
Trick Name: Unstruck: Parry
Description: A Very simply trick....that isn't so much of a trick as it is a simple maneuver in which the rider will strike a projectile based trick before it strikes them. This causes a trick to typically disperse before it would normally do such, however the user will still suffer any given damage the trick would cause. That being said certain projectiles can often be hit in ways that cause not so much "less damage" than normal, but instead different types of damage. An example of this being striking a fang at it's edges causing cuts vs striking a fang at it's flat not causing cuts and being more blunt. THIS IS MAD SIMPLE.
Rank of Trick: F  
PostPosted: Mon Feb 04, 2019 7:16 pm
“Cor Contritum”

Vibration Nullification I need a limit. Can’t cancel out all techniques. Maybe C rank and below. Maybe allow even B rank . Add that then will be good.
Solid Step Approved.
Sound Pressure 5% no matter what rank? I think needs be weaker % at lower ranks. Also, does it occur each post or only 1 time.
Vibration Absorption You wouldn’t be able to absorb the vibrations and redispose it. You can suck up the air but singling out the vibrations wouldn’t work. I can’t plausibly think of a way this would be able to work with Over x Ring. ~Denied
Sound Bullet All tricks? Or just specific tricks within reason?


”Daisuke Kaicho”
Premise? Cool. Balance? Nope. Damage to treks is fine. Completely melting the wheels? No, probably after a few constant hits of the move. 15% wear, that has to be decreased down to a lower amount. I’ll settle for 3-5%


”Ichengo Angelus”
This seems… well if you want it sure? But there are many tricks that punching it wouldn’t stop or disperse it so It seem kind of useless for most part but if you want to punch things for the few tricks this does work on. Sure.
 

Noble Negative J3T
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Daisuke Kaicho

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PostPosted: Mon Feb 04, 2019 7:59 pm
Character's Name:Alpha
Character's Road: Death
Free Trick: No
AP Points Using/ total AP Points Possess: (6/15)
Trick Type: Method
Trick Name: »Ankle Biter
Description:
Using the heat of the user's natural run. The user preforms a pivot three sixty turn at high speeds, causing a loaded shell of liquefied air to splash outwards in a ring like fashion. Though the distance is only five feet. Anyone within range is in danger of having their shins and ankles burned (2nd and 3rd degree burns at the worse). This trick can also be used to damage an opponents air treks. As far as warping and melting treks outer material and some what melting wheels if directly hit (Within reason). (Causes 5% wear on treks that are hit with this attack) This is a C rank trick.
Rank of Trick: C
Daisuke Kaicho
Approved: Math should cost 2 AP. I think
 
PostPosted: Wed Feb 06, 2019 2:46 am
Character's Name:Daisuke
Character's Road:Death Road
Free Trick: Yes
AP Points Using/ total AP Points Possess: (2/15)
Trick Type: Offensive
Trick Name: Sniper Shell
Description: This technique uses the principle of the air canon but applies it to a more offensive way while in the air. Taking the friction during one's run,and continuously gathering it, once launched into the air, the first snap creates the shell below the rider in which the second snap sends the shell for an attack. This shell is either sent straight down below the rider, or the shell can be hit at an angle to attack anything that is within 180 degrees below of the rider (think of the bottom of a circle)
Rank of Trick: B  

iiCrimsonR0se


Cor Contritum

Raider

PostPosted: Thu Feb 07, 2019 8:00 pm
Character's Name: Ritzkuni
Character's Road: Ring
Free Trick: No
AP Points Using/ total AP Points Possess: (1/5)
Trick Type: Defensive
Trick Name: Vibration Nullification
Description: With the ability to hear AT's the user has gained an innate knowledge of how to recognize when certain tricks are being used. The user is able to create vibrations and produce them in a similar fashion to cancel out techniques capable of using them. Only cancels out vibrations that make contact with the user and are C Rank and below. Doesn't match up to Gaia vibrations ( won't cancel them out ).
Rank of Trick: C


Character's Road: Over
Free Trick: No
AP Points Using/ total AP Points Possess: (0/5)
Trick Type: Supportive
Trick Name: Solid Step
Description: The user is capable of using the basics of their road and very briefly can create a step with their AT's by solidifying the air directly beneath their AT's allowing for a quick leg up or some quick maneuvers. Can only produce a single step per AT.
Rank of Trick: F



Character's Road: Siphon ( over x ring )
Free Trick: No
AP Points Using/ total AP Points Possess: (?/5)
Trick Type: Support
Trick Name: Sound Pressure
Description: The user creates a solidified area around themselves ( dense air ) that becomes harder to breath and uses the air as a medium to create vibrations within the dense air amplifying it's affects. The dense air causes damage to AT's by increasing the wear on them when they manipulate the area around the user ( unless Over Road ). The dense air increases in size and effectiveness based on rank of the trick used. It applies 1 time per a trick used in a post. ( I.e. If the user uses 2 tricks it only applies once )

F: 3 Feet - 1%
E: 5 Feet - 3%
D: 8 Feet - 5%
C: 10 Feet - 7%
B: 15 Feet - 9%
A: 20 Feet - 12%
King: 30 Feet - 15%
Rank of Trick: F - King Rank

Character's Road: Siphon
Free Trick: No
AP Points Using/ total AP Points Possess: (1/5)
Trick Type: Offensive
Trick Name: Sound Bullet
Description: The user condenses vibrations they have gathered inside their AT's and releases them in a condensed air pocket. It creates a projectile in the shape of a bullet that sounds similar to that of a sonic boom due to the rapid vibration contained within dense air. This projectile sounds similar to that of a plane beginning it's engines. The force behind the technique and the density of the bullet makes it able to pierce others, though the projectile is only the size of a tennis ball. Capable of shattering other tricks of the same rank or lower within reason ( Can't shatter Fang IA as an example ).
Rank of Trick: C

Character's Road: Siphon
Free Trick: No
AP Points Using/ total AP Points Possess: (0/5)
Trick Type: Defensive / Offensive
Trick Name: Eerie Silence
Description: The user absorbs the air that vibrations are moving through, thus absorbing the medium that the vibrations are moving through the user absorbs the sound vibrations as well. Upon absorbing the air and vibrations the area around the user seems to gain an eerie silence. When the user then releases the air and sound back out it becomes amplified and garbles together as a terrifying scream that can be associated with the sound of "the air dying". It destroys tricks it's rank and lower.
Rank of Trick: B
 
PostPosted: Fri Feb 08, 2019 8:26 pm
Cor Contritum
Approved: Hope you got AP for all of this

iiCrimsonR0se
Approved
 

Noble Negative J3T
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eijiberry

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PostPosted: Fri Feb 08, 2019 9:12 pm
Character's Name: Therese Nightingale
Character's Road: Lather
Free Trick: No
AP Points Using/ total AP Points Possess: (1/15)
Trick Type: Offensive/ Method
Trick Name: Mud bubbles
Description: With the foundation of the lather road, Mud bubble more relies on adding wear and tear to an opponent's AT's. This sort of move relies on dust and dirt particles with the moisture in the air. With enough moisture formed by the At's, the normal bubbles of the lather road become heavier and are closer to the ground. When an opponent runs over these bubbles they will pop and cause the wheels of the At's to take 5% wear and tear damage, to a point the At's will stop moving all together for one post. For the most part it will cause a reducing of speed by the mud gunking up the wheels by the joints. This trick can also be used as a method related trick, as it is also able to influence and increase the strength of any moves under the lather roads arsenal by adding the muddy effect to them. The cost of this trick is 1% wear and 1 stamina point if used as a method. If not, it will take upon the C rank costs.

Rank of Trick: C

eijiberry
We talked over this: Apporved
 
PostPosted: Sat Feb 09, 2019 6:37 pm
Character's Name: Serin Elysin
Character's Road: NONE
Free Trick: Yes [Requires Moon Walk]
AP Points Using/ total AP Points Possess: Using: 1
Trick Type: Passive Method
Trick Name: One Wheel Method
Description: A fairly simple trick of sorts where the user has learned to ride on a single wheel of the two wheel type air treks. This allows the rider to ride on the single front wheel or back wheel of the air treks perfectly normal without hindrances that it might normally cause. They may also ride backwards on these wheels as well. Uses Stamina per post the rider uses it, and does not use wear?
Rank of Trick: F

Free Trick: NOPE [Requires Gladius Method]
AP Points Using/ total AP Points Possess: Using: 2
Trick Type: Passive Method
Trick Name: Double Gladius Method
Description: Much like the Gladius Method, in fact is more like an evolution of the gladius method. Where the Gladius Method's intent is on typically using a single type of extension for their run the Double Gladius Method is a bit more than just that, it allows the use of more than one type of chosen weapon at once. This essentially means where the Gladius method allows you to perceive the path of their chosen weapon the Double Gladius allows them to perceive the path of two weapons at once. Costs however stack on top of each other and works the same as gladius method does. Meaning this takes up 1 of the alloted trick spots per post while active and uses 1 stamina per post. This essentially means while active since you are also using gladius method you are using 2 stamina per post.
Rank of Trick: B

Free Trick: NOPE [Requires Gladius Method]
AP Points Using/ total AP Points Possess: Using: 2
Trick Type: Active Attack...kinda?
Trick Name: Prisoner's Shackles
Description: A rider using the gladius method with something long enough, or while close enough, may use a specific set of twists and turns that cause their chosen weapon to maneuver in a way low to the ground and quickly around the opponent's legs. They then yank their own legs in the direction opposite that of their opponent and cause their weapon to constrict, tighten, and then to fall to the ground from the momentum and being caught off guard.The trick gets it's name from the similarity to shackles due to it being often used on the ankles of the opponent. The weapon will not release unless something makes it release, and due to this it's double edged sword as opponents who are strong enough can take advantage of such.
Rank of Trick: B

Ichengo Angelus
Approved all 3.
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
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