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Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Fri Feb 23, 2018 9:55 pm
B Rank Profile  
PostPosted: Mon Feb 04, 2019 9:01 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Alpha
Nicknames: A-kun, Al
Race: Human
Age: 20
Birthdate: 03-30
Sex: Male
Sexual Orientation: Straight

Height: 6'1
Weight: 175lbs
Physical Description: Alpha has a nature glare and frown that did him no favors all through his life. His current hair color is black but he is known to switch it up from red and blonde sometimes. Usually always keeping some sort of up due hair style keeping it flashy. His hues crimson, Alpha's eyes were sharp over all. His body muscular in the ways a pro athletic sprinters would be. His taste in clothing is more refined and stylish, with good taste in coats.

Personality: Blunt, audacious and prideful where only a few ways to describe Alpha. He grew up rude with only respect for a few. He's quick to anger and very impatient. He's seemingly cold and generally not a good guy if you asked people. Though he do have a few good traits. He's courageous, bold, authentic, reliable and caring for the people he are closed too.

Backstory: Poor growing up Alpha was always a delinquent growing up. Always fighting in primary school and then all ways fighting through middle school. There wasn't much for him around any corner beside some dudes ready to throw punches. Once in high school he'd continue to fight. To the point where he had no schools he could attend anymore. Kicked from every school in the district he'd be suddenly picked up in a van. [[Error 0x2328-0x2edf Redacted information]]
Country of Birth: Japan.


________________________________________|R|un |I|nformation

Road: Gaia x Death = Emperor's Road (Fusion Road)
Rank: B
Allias:
Shadow: X
AP: 21/40


R.E.A.D[260]
→ Acceleration: [30]
→ Battle Strength: [180]
→ Stamina: [30]+50
→ Jump: [20]
→ Air Time: 100

→ Air Tracks: Kazzatron's 00 (Mech Red edition)
    Fully red high tops with white trims and white bottoms. The wheels were also pure white.

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

-----Seismic Sonar l Rank E
-------► T A beginner Gaia rider begins with a basic vibration awareness technique, branching from the basis of their run with the intention of reading all others. This trick uses the vibrations produced by the inner mechanisms of their air trecks and their own movement in a run to be able to read the physical information and layout of the surrounding area and any specific others in the area. This works with the Rider's ability to feels the way that the seismic waves resonate through and around anything that is connected to the surface they ride upon. The rider focuses on this to get a mental coordination of the terrain they ride upon. This is an E Class trick.

-----Air Stream! l Rank D
-------► The beginning riders of the famed Death Road begin their aggressive journey with a very volatile (but necessary) skill. The natural run of a Death Rider is composed completely of powerful strides. This characteristic is combined with the mechanical effects of insane braking heat released at incredible speed rates. Though the more inexperienced riders are not yet at a point where they can properly propel the heat, they can expel it in a 'nitrous stream'. 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. The layered heat is released in specifically timed strides wherein the user stomps and tilts forward, pressuring and braking with the front wheel for a brief second. Despite the instance of braking in the trecks, the user actually shows no sign of having attempted to stop. Instead the nitrous stream funnels out from behind the trecks, forcing a massive speed increase to reach max in a matter of moments. The release used in the Air Stream trick is a juvenile version of the more powerful, compressed, ones used later on. This trick can only be used every other post. This is a D Rank Trick.

-----Air Cannon l Rank C
-------► More experienced riders of the Death Road have mastered the physical technique required to control their chaotic run. At this point the rider is skilled enough to perform a different type of 'release method'. Specifically, the signature method of the Death Road. Similar to the bloody road's "Zero-Max-Zero" theory, the Air Cannon requires the user first gather breaking heat through their run. The accumulated heat is amassed as a potent aura of vapor (liquified air). In what would appear to be the blink of an eye, the user will snap kick. In said motion the heat is removed from the treck, suspended momentarily, then propelled by a second powerful kick. The resulting beam of heated air has potential to dent sheet metal, completely sear through clothes, and burn flesh if with full and sustained contact. This is a C Class trick.

-----GBFs l Rank C
-------► The 'Ground Breaking Feat' is a slightly more advanced and openly effective technique of the Gaia Road, allowing the user to make use of their new-found vibration control. After successfully learning to read the vibrations they can expend upon their own, turning their trecks into vibration riddled shock absorbers. The engine's build up of vibrations in the skates is transferred to the outside, creating a layer of semi-dense resonation. Despite no physical sign, the user's vibrations can be forcefully sent out from the trecks once making contact with an object or person, effectively expelling all that's been built up. The impact sends out a vibrating force that effects on an internal level, resonating 'through' objects and people. Though the effect appears to be exclusively external, the force spreads through to cause a moderate amount of damage. However, the effects of the 'Ground Breaking Feat' are more effective on inanimate objects, able to dent, crack, or shatter concrete and other hard rock substances. On other riders, the effects only cause moderate damage. This is a C Class trick.

-----Regulus l Rank B
-------► This trick uses the principles of piezoelectricity and vibrations placed directly around the rider (maximum of 7ft radius) to cause an instance of "weakened" or "amplified" gravity. This effect is caused by highly potent vibrations pushed directly onto the ground and effectively producing electricity via physical planetary pressure. The electrical potential created directly on the terra firma, creates an opposing electrical potential naturally produced by the earth, essentially it cancels the electrostatic pressure of the earth produced by gravity thus creating a space where the level of gravity is not entirely abolished by rather weakened or amplified because its electrostatic pressure has been nullified by the same force or amplified by electrostatic pressure of higher potency. In summary, this trick allows for any object(s) to attain artificial lift (levitation) because of weakened gravity or causes the said object(s) to be pressed further onto the ground because of gravitational amplification via piezoelectricity; this effect has the ability to levitate objects of 120 - 150 pounds and also add the same amount of weight upon the said object. This is a B rank trick



---Trick Passes
----- In Step: Reverse Turn Stance l F
-------► 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.

----- 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.

-----Moon Walk l F
-------► 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.



---Custom Tricks

-----»Skip l E
-------► 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.


----- »Quick Shell l D
-------► 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.

----- »Backwards Shell l D
-------► 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.

----- »Break method l C
-------► 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).

-----» Ankle Biter l C
-------►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.

-----» Air Pistol l B
-------► 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 l B
-------► 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.

-----»Seismic Cartographer l C
-------► An expansion of the of Seismic Sonar Trick which uses the exact same principles but extends the vibrations off of objects and into the area around those objects, making the trick extend into the air. This trick can be used instead of Seismic Sonar. Due to the way in which the Gaia road functions, needing an object to be the source of the vibrations it only extends so far in an area around the affected surfaces.
- Effect extends 20 Feet into the air surrounding an Area Effected.

-----»Rumble Shot l C
-------► 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.

-----»Petrifaction Wave l B-S
-------► A trick similar in function to Quake, but less based on destruction and more based on control. The rider will send out a large scale wave of vibrations, from some form of contact with the ground, such as a stomp. This wave of vibrations is not used to break of the ground however, but to still vibrations within the area. The vibrations will travel through other's air treks and into their legs causing a stun or petrifaction effect, holding them in place for a very short moment. The greater effort expended on the trick the farther it reaches.
- Range Starts at 10 Feet around the user and increases by increments of 5 feet per higher rank [ B 10 | A 15 | S 20 ]

-----ȃtoile Filante: Alioth l B
-------► 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

-----»Sovereign's Kick Method l D
-------► Unlike using gaia's vibrations to reinforce and harden a person's body and muscles for defense. The rider uses gaia's vibrations to to relax the person's body, muscles and tendons in the legs. Gentle vibrations pulsing through the rider's frame combined with the death road's kicking style. To create much more nimble kicks that move twice the speed of standard death rider kicks. These kicks carrying concussive force creating a popping sound upon impact, due to the atmosphere being torn upon contact. These kicks can also produce quick air cannons which are molten air 'Shells' fired off in half the time it would take a normal death rider. (Consumes one stamina and two wear per post to keep active.)




________________________________________|I|nventory |I|nformation

→ Latest smart phone with R.E.A.D capability
    It makes calls, it sends texts, it sends d**k pics. What more can you ask for?


→ Wallet
    Holds his money and ID along with government issued ID


→ Standard issued 040x38 Dominator
    Carries two mags of rubber bullets


→ Pack of smokes and lighter
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Mon Feb 04, 2019 9:07 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Ayano Junko
Nicknames: Aya
Age: 26
Birthdate: February 29th
Sex: Female
Sexual Orientation: Heterosexual

Height: 5' 8''
Weight: 142 lbs
Physical Description: Ayano is a rather tall girl with long legs, she has extremely pale skin and dark hair and eyes. She looks very typical as a Japanese woman and tends to wear very trendy and fashionable clothes. Heart shaped baby face and rather skinny she looks pretty unassuming as a young lass.

Personality: Aya is a fairly shy girl, not prone to going out into public all too much and more of an introvert when it comes to her personal life. When with others she tends to twiddle her thumbs and attempt to keep quiet unless directly spoken too making it hard for people to interact with her. Keeping to herself she is very action oriented in comparison to a lot of social riders, people who come to her shop are aware of her lack of socialization with the world. Internet life is a bit easier on her when it comes to communicating through texts or other social media, but in person makes her anxious and a bit on the paranoid side. Despite her issues with her mild fear of being outside in the open she does try hard to get past it and live life normally.

Backstory: Born as a pure Japanese girl, she was a single child to her only mother whose late husband died when Ayano was three years old. She has little memories of the man but pictures of him linger on the walls around the house she currently lives in and rents from her mother. Mother put her through school and raised her to be an obedient and appreciative child, never asking or wanting for anything. Disobedience was a no no, it was always yes ma'am and no ma'am for her, anything else would be considered bad. Ayano would go through schooling for various things, instruments, extra summer classes, clubs that would look good for colleges, all the straight oriental stereotype of having to be utterly perfect. Her mother's saying was if she wasn't #1 she was no better then the other kids around her. This caused her to become stressed at a young age, and honestly she ran away from home at sixteen. She didn't really mean to stumble into the world of Air Trek, but she did. Meeting a nice guy who got her away from a small gang of people by scaring them off with talks of 'turf' and the like. She doesn't remember his name and hardly remembers his face through all the tears. Ayano ended up returning home and taking a form of stand against her mother, informing her of what she wished to do. Her mother gave her strict terms of staying in school and having a part time job that paid until she was able to live on her own. Mother moved out and left Ayano the house and told her to act like an adult or she would be treated like a child. Ayano's mother pays for all the bills in the house, but Ayano had to fend for herself on luxuries and basic necessities with her job. She's currently in college for business having finished her fashion designing classes.

Country of Birth: Tokyo, Japan


________________________________________|R|un |I|nformation

Road: Sonia x Gaia = Olympic Road ( fusion )
Rank: B
Allias: June
Shadow: Shandriel
Race: Human
TOTAL AP: 4/35


R.E.A.D[ 230 ]
→ Acceleration: [ 50 ]
→ Battle Strength: [ 50 ] [ +50 ]
→ Stamina: [ 100 ]
→ Jump: [ 50 ]
→ Air Time: 75


→ Air Trecks: Birthright
    A pair of black colored air treks constructed in a manner to resemble fashionable heels. The heels are located by the front nose and back part of the feel. If broken, there are smaller wheels on the sole that can fill the place of the heel. The bottoms of the trek have the letters "O.A." inscribed on them.

    TUs: 20 ACC | 0 STR | 0 STA | 20 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

-----{ Nitro Cushion l Rank F }
-------► This technique is the basis at which the Sonia Rider's begin their strenuous journey. Despite its low level, Nitro Cushion instantly becomes a necessity to those riders of the road. Unlike most other roads, the beginner move involves a breathing technique wherein the user forces decompression in the body through hyperventilation. This causes the already naturally saturated nitrogen in the body to become absorbed immediately. Throughout the user's body (especially in the joints) nitrogen bubbles will form. The stress from said reaction causes immense pain, but the result of natural air collecting allows the body an extensive increase in mobility. This affords an unnaturally high amount of flexibility and increase in maneuverability beyond that of normal human capability.

-----{ Nitro Boosting l Rank D }
-------► The user saturates their bloodstream with nitrogen via hyperventilation and minor stretching which will cause the body to form bubbles within the hip and joints of the user. Using this technique allows for the body to over stretch itself to do more, in essence like being on an Adrenaline rush without the bypassing of barriers.
● Can only be used during Nitro Cushion
● +10 Strength +10 Jump to next two tricks.

----- { Thorn l Rank C }
-------► After building a general tolerance for the stress required for their most basic run, the user can take advantage of their enhanced physical traits to create the Sonia Road's signature 'thorns'. The user will fully incorporate into their movements the reliance on their center of gravity, doing so by rotating up their bodily axis and forcing a bodily acceleration amidst the rotation. In that 'snap' of motion, the user will rupture the sound barrier, creating a sonic boom. The resulting shock waves appear as compressed masses of energy, varying in size and capability by the rider's build and execution. These pressurized shock waves have the ability to tear into the wind, skewering it to the point it is null. Despite not hitting with the intensity of an externally damaging trick, the thorn offers a significant 'quantity over quality' balance that delivers a great deal of damage internally.

-----{ Thorn Whip l Rank C }
-------► After building a general tolerance for the stress required for their most basic run, the user can take advantage of their enhanced physical traits to create the Sonia Road's signature 'thorns'. The user will fully incorporate into their movements the reliance on their center of gravity, doing so by rotating up their bodily axis and forcing a bodily acceleration amidst the rotation. In that 'snap' of motion, the user will rupture the sound barrier, creating a sonic boom. However, the use of a wide kick amidst this execution alters the resulting shock wave's appearance. Instead of appearing separated, the thorns are released as an array of whips on the user's trecks. Still, these pressurized shock waves have the ability to tear into the wind, lacerating it to the point it is nullified. Despite not hitting with the intensity of an externally damaging trick, the thorn offers a significant 'quality over quantity' balance that delivers a great deal of damage internally.

-----{ Surprise Ensnare l Rank B }
-------► A B-class technique using the Sonia Road, where in the rider's speed and timing is vital. This trick can only be performed if the rider is riding over a surface, regardless of whether it is wet or dry, or in angled in any degree. The trick has two parts. It takes one post to set up: during a run, the rider places pressure on her feet and over her movements as she performs various sharp turns and fast maneuvers over the ground or a certain surface. In this point in time, a sonic boom in the form of a thorn whip is produced, seemingly hidden underneath the riders' feet and extending as she runs. In the following post: through the act of a jump, the sonic boom breaks and thorns spray out to the environment like shrapnel that fly as fast as bullets. Because of this, it gives an image that an actual explosion has occurred. The power of the "explosion" is enough to crack, dent or break forms of concrete, and no doubt, the force will be enough to break bones if the opponent is directly hit. Not to mention, being struck by thorny shrapnel will be really painful. The range of this technique is point blank, and the diameter of the explosion on its own is eight feet. Thorny shrapnel spreads easily to about three feet from the circumference of the initial explosion, making the overall reach of this technique seven feet around in a spherical radius.The risk of this trick is that if the rider is unable to perform a jump in the following post, the rider will also be damaged by the trick.

-----{ Toma-Screw l Rank B }
-------► While running or standing still, the rider lunges forward with a kick and swings her lower body ahead in order to initiate this trick. By spinning in a cork-screw manner with her feet leading towards the opponent. The basic concept of this trick is to mimic a drill, but accurately become a tornado like shockwave, which can tear through many defenses. However towards the end of this trick, the rider’s center of gravity shifts so that at least one foot can touch the ground.

-----{ Seismic Sonar l Rank E }
-------► A beginner Gaia rider begins with a basic vibration awareness technique, branching from the basis of their run with the intention of reading all others. This trick uses the vibrations produced by the inner mechanisms of their air trecks and their own movement in a run to be able to read the physical information and layout of the surrounding area and any specific others in the area. This works with the Rider's ability to feels the way that the seismic waves resonate through and around anything that is connected to the surface they ride upon. The rider focuses on this to get a mental coordination of the terrain they ride upon. This is an E Class trick.

-----{ GBF l Rank C }
-------► The 'Ground Breaking Feat' is a slightly more advanced and openly effective technique of the Gaia Road, allowing the user to make use of their new-found vibration control. After successfully learning to read the vibrations they can expend upon their own, turning their trecks into vibration riddled shock absorbers. The engine's build up of vibrations in the skates is transferred to the outside, creating a layer of semi-dense resonation. Despite no physical sign, the user's vibrations can be forcefully sent out from the trecks once making contact with an object or person, effectively expelling all that's been built up. The impact sends out a vibrating force that effects on an internal level, resonating 'through' objects and people. Though the effect appears to be exclusively external, the force spreads through to cause a moderate amount of damage. However, the effects of the 'Ground Breaking Feat' are more effective on inanimate objects, able to dent, crack, or shatter concrete and other hard rock substances. On other riders, the effects only cause moderate damage.

-----{ Rumble Shot l Rank C }
-------► 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.

-----{ Friction Alteration l Rank C }
-------► By making use of the vibrations produced by their ride the Gaia Rider causes the ground in the area to become super still or moving rapidly. Super Still ground causes the ground to in essence become like ice, while super fast moving ground causes an area more in line with a gravel road. Anyone within a set distance of the user is affected by this trick. Still ground means greater acceleration, but less control, making sharp turns or sudden stops much harder. Moving Ground causing a drop in acceleration capabilities, but an overall greater control, allowing one to go from sudden speed to slowed down. While the trick remains active the user can swap between the two freely.
- Still Ground; Increases Acceleration by 10 Points for all those in range.
- Moving Ground; Decreases Acceleration by 10 Points for all those in range.

-----{ Petrifaction Wave l Rank B - S }
-------► A trick similar in function to Quake, but less based on destruction and more based on control. The rider will send out a large scale wave of vibrations, from some form of contact with the ground, such as a stomp. This wave of vibrations is not used to break of the ground however, but to still vibrations within the area. The vibrations will travel through other's air treks and into their legs causing a stun or petrifaction effect, holding them in place for a very short moment. The greater effort expended on the trick the farther it reaches.
- Range Starts at 10 Feet around the user and increases by increments of 5 feet per higher rank [ B 10 | A 15 | S 20 ]

-----{ Regulus l Rank B }
-------► This trick uses the principles of piezoelectricity and vibrations placed directly around the rider (maximum of 7ft radius) to cause an instance of "weakened" or "amplified" gravity. This effect is caused by highly potent vibrations pushed directly onto the ground and effectively producing electricity via physical planetary pressure. The electrical potential created directly on the terra firma, creates an opposing electrical potential naturally produced by the earth, essentially it cancels the electrostatic pressure of the earth produced by gravity thus creating a space where the level of gravity is not entirely abolished by rather weakened or amplified because its electrostatic pressure has been nullified by the same force or amplified by electrostatic pressure of higher potency. In summary, this trick allows for any object(s) to attain artificial lift (levitation) because of weakened gravity or causes the said object(s) to be pressed further onto the ground because of gravitational amplification via piezoelectricity; this effect has the ability to levitate objects of 120 - 150 pounds and also add the same amount of weight upon the said object. This is a B rank trick

-----{Trick Name l Rank}
-------► {Description.}


---Trick Passes
----- { In Step: Reverse Turn Stance l Rank F }
-------► 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.

-----{ Air Method to Spin That Grab Moonride l Rank F }
-------► 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.

-----{ Moon Walk l Rank F }
-------► 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.


-----{Trick Name l Rank}
-------► {Description.}


---Custom Tricks
----- { Hermes' Life l Rank D }
-------► The user does a quick turn and using the rotation of their hips as the center of power they do what many ballet users are seen to do in many performances of a grand leap. The speed and lift is increased before hand by using vibrations concentrated in the body to relax the muscles to allow them to be more pliable when both jumping and landing decreasing the users risk of injury and allowing them a brief boost in their ability to jump higher.
● +10 Jump for 1 Post

-----{ Iris' Wing l Rank C }
-------► The user creates a dense funnel of vibrations and proceeds to kick it with the intention of creating a thorn. From there the vibrations disperse the shockwave created and breaks it apart into mini-thorns that launch similar to a shotgun spread allowing for multiple 'needles' to spread and hit someone else. This trick is not capable of destroying other tricks ( besides maybe bubbles ).

-----{ Artemis' Dance l Rank A }
-------► The user begins to turn at a slow pace, releasing strong vibrations into the ground around them and loosening their muscles. Then they begin to rotate quickly using their hips as the center point and pull the wind around them with the rotations produced. They continuously produce vibrations throughout the spin which will shake the ground around them whilst creating a pulling force that can drag people into it. The user is continuously releasing a shockwave with the rotation of their hips that shreds the air around them while spinning creating something similar to a tornado that can rip apart anything that gets pulled into it.

-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation

Sketchbook
    A sketchbook full of fashion designs.


iPhone 10
    Newest phone model on the market, R.E.A.D. enabled.


Duffel Bag
    Contains a bunch of black clothing and a pair of red contacts.


TBA
    {Description.}
 
PostPosted: Mon Feb 04, 2019 9:24 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Serin Elsyin
Nicknames: N/A
Age: 19
Birthdate: 4/22
Sex: Male
Sexual Orientation: Heterosexual

Height: 5'10"
Weight: 170 lbs
Physical Description: See Image, outside of the image his body seems to be riddled with scars, and he appears to be well muscled. Clearly hidden by the larger types of clothing he chooses to wear. He does not look like a body builder just like he has muscles.

Personality: Serin has a pretty cynical world view, however he rarely lets it stop him from doing things or having a life. He simply is aware of the world and that typically it is not on anyone's side. He is more or less nice if he feels like being nice....or mean if he feels like being mean, shut off if he feels like it. In general he is just a slew of whatever.
Backstory: Serin grew up in Japan although he is not Japanese. He is pretty okay with it here. He was raised mostly normally, argued with family as normal, is pretty middle class in regards to money. He in fact only recently saved up the money to buy Air Treks, although he is still pretty good at them due to being pretty good at many things but not exactly amazing at everything.

Country of Birth: United States


________________________________________|R|un |I|nformation

Road: None
Rank: C
Alias: None
Shadow: The Knight
Race: Human
TOTAL AP: 4/13


R.E.A.D[230]
→ Acceleration: [0]
→ Battle Strength: [50][+50 Human Boost]
→ Stamina: [180]
→ Jump: [0]
→ Air Time: [50 Seconds]
→ Reaction: [90]
→ Air Reaction: [90]

→ Air Treks: C-Rank Air Treks
    One plain store bought Air Treks, now after having their limiter removed and some parts replaced they are a bit better suited for fighting. Thanks to Minerva. They are black and grey.

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


→ Equipped Part: C-Rank, Wheels of the Blade Singers [Left Back Wheel, Right Front Wheel]
    These are a part, specifically wheel type. Designed as a pair, and intended on being placed in one wheel spot per AT. On average the parts function as normal wheels, however they have a mechanism that is triggered by the lifting of that particular wheel into the air, most often in a diagonal AT position. When the mechanism is activated the wheels unfold into a one and a half foot long blade. When the foot is swung the mechanism is triggered once again and causes the blade to unlock into smaller sections connected by a durable and flexible metal like wire. This turns the blade into a blade-whip sort of weapon that can extend to a max of 3 feet.


→ Air Trek Weapon: C-Rank, Right Battle Arm
    A fairly simple in concept arm made up of AT Technology and what not. The tech slides onto the arm and has no smaller form making it fairly large and hard to carry around aside from wearing it.

    There are 4 disc like wheels on the side of the arm; all 4 on the forearm positioned close together meaning from wrist to elbow. There is also an exhaust like vent on the palm of the arm weapon. When pressure is properly applied from certain movement of the arm, specifically when the arm is flexed bringing the forearm closer to the upper arm, the wheels begin to rapidly spin and creates small air vacuums between the wheels. Which is simply the zero-max-zero mechanic commonly used by bloody and death road riders.

    On it's own this allows the wearer to take, almost head on, many air based tricks by simply flexing the arm and moving to smash the wheel side of them into an oncoming trick. Of course this only really works with tricks one would be able to hit in the first place, often times doing this to an AOE is pointless. Doing so uses wear and stamina as if it were a technique of the rank the arm is. [Simply so that it can be upgraded.]

    Outside of this the arm functions well as normal air treks would, although seems to be more catered to use by bloody and death riders.

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


---Trick Passes
----- Super Stride IV Sonic Boom l F-Rank
-------► 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.

-----Moon Walk l F Rank
-------► 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.


-----Air Method to Spin That Grab Moonride l F Rank
-------► 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.


-----Gladius Method l B Rank
-------► 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.


---Custom Tricks
----- One Wheel Method l F Rank
-------► 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?

-----Double Gladius Method l B Rank
-------► 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 allotted 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.

-----Prisoner's Shackles l B Rank
-------► 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.

-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation

Latest Phone w/ READ Installed
    The most recent edition of phone. He saved quite a while for this. It has the READ system installed on it as well.


Wallet
    Wallet with ID, Debit Card, and various other things you might find in a wallet.


Handcuffs
    Don't ask why, or do...up to you.


Rope
    See Above


Rope Leg Attachments
    Very Simply, Rope attached to leg bands in a way that won't harm the wearer when used for combat.
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Fri Feb 08, 2019 9:19 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Linda Thompson
Nicknames: Lynn
Age: 21
Birthdate: Nov. 8th
Sex: Female
Sexual Orientation: Bisexual
Race: Human
Height: 5'5
Weight: 120lb
Physical Description: Looks to be on the middle range of skinny and thick but more leaned towards the skinnier side, Linda may not look strong but looks can be deceiving she can actually take a lot of hits and perform many strength feats most women of her size can't do. She normally likes to wear clothing that allows her to move freely and to just be comfortable while looking cute at the same time. Shes is pretty fit and can go for a long time before she gets tired; one of her best features is her high stamina and strength being able to ride side by side with even the most athletic people.

Personality: Linda is what some people like to call a "tsundere" in hiding, she acts pretty out going, sometimes shes quiet and to herself. Unless she wants to be heard or someone asks for her opinion she will speak up but there are many times where she will be quiet or be in the background. Some even found shocking that she was right next to them the entire time just because she doesn't speak up. This is a little different around people shes closer to though she can be sassy and a fun one at that. But in most situations even surprising one she tends to just give out a poker face or give a small reaction to it, even though her on the inside is bigger than what shes showing. She normally doesn't get angry quick since she mostly DOES NOT care what people think of her so she won't respect their opinions about her yet alone listen.

Backstory: Born and Raised in San Diego, California with her parents who were pretty normal in their lives. Her mother was a stay at home mom and her father served in the military but ended up opening his own restaurant which is still pretty successful. Her life has been pretty normal she enjoys music and playing pc games and air trek riding. At first her parents were against it because of all the stories of Air Trek riders becoming thugs but she proved that she only did it as a hobby and just liked going to one place to another. All of her years she always followed the rules and never broke any AT laws so she was able to ride normally without any problems, she did some races but only with her friends or friends of friends nothing too serious. After high school she wanted to study abroad to Japan, getting the approval of her parents she ended up going to Japan for study and also wanting to ride there as well since thats where it first originated from, it sounded like fun.

Country of Birth: San Diego, California


________________________________________|R|un |I|nformation

Road: Rock
Rank: B
Allias: The Iron Knight
Shadow: Iron Knight
b]TOTAL AP: 12/15


R.E.A.D[220]
→ Acceleration: [20]+25
→ Battle Strength: [100]
→ Stamina: [90]
→ Jump: [10]+25
→ Air Time: 55 [67.5]
→ Reaction: 55 [67.5] [87.5 TU]
→ Air Reaction: 50 [62.5] [72.5 TU]

→ Air Trecks: Knight
    A black air trek with red twin swords on each side of the trek as the swords are crossed.

    TUs: +20 ACC | 0 STR | +20 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Focused Mind l F}
-------► The first thing the beginning Rock Rider learns is that their run is not completely based on brawn and no brains. The Focused Mind skill is one afforded to the rider at the realization of their connection to the Rock Road. The skill is a very simple enhancement, peaking at the seam of their later physique altering talents. Focused Mind enables the rider to force an increased adrenaline high, keeping it in a controlled state for the duration of their run. Despite it's apparent insignificance, the skill allows the rider to naturally gauge efficiency, maximizing run potential through mental honing alone. This appears as a tunnel vision of some kind, allowing the user to react with a trained sense of awareness.

-----{Falcon Punch l C}
-------► Similar in telegraphic as cyclops hammer, the user dashes forward into a monstrous punch in similar fashion of that of Captain Falcon sending a devastating blow that not only can break bones but also knocks back opponents 15 feet. Blocking this punch runs the risk of fracturing to completely breaking bones. This has no strength requirement but requires the use of a base rock road trick (bump up, for example) before it can be used. Punch has effective range of 5 ft.

-----{Bump Up l C}
-------► At this stage the rider's overall natural athleticism is already considered advanced beyond the average rider. The Bump Up ability affords the user the ability to tap into their stamina reserves for the sake of an actual physique enhancement. By forcing the controlled adrenaline high state the user focuses the placement of blood to the extent that it widens vessels and 'inflates', physically pumping up the body with a temporarily enhanced blood flow. On an internal level the user is being driven to an unnaturally high degree, overworking the body to a point that they can only sustain it due to their honed mental and physical degree. On the outside the user's muscles appear rippled and constricted to an enormous extent compared to their normal appeal. Though this is temporal, the highest Rank of rider is exempt from the bodily stress that makes the technique temporary for less experienced riders. This trick is passive upon activation and depletes stamina for every post it remains active. It does not cause any wear to the user's A.T

-----{Cyclone Shredder 1080 l C}
-------► 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.

-----{Trick Name l Rank}
-------► {Description.}


---Trick Passes

----- {Digger Wasp Lock l F}
-------► 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

-----{Wallride 999 Sidewinder l F}
-------► 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.

-----{Moon Walk l F}
-------► 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.


---Custom Tricks
----- {Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation

→ Headphones
    A pair of Headphones she uses to listen to her music.


→ Celty wallet
    Just a basic black wallet with Celty's helmet on it and the other side the name of the anime on it.


→ Tactical Fighting Gloves
    Although a pacifist she still carries around her fighting gloves when she needs to get into a fight with someone.


→ One Strap backpack
    A black one strap back pack that has a Mandalorian logo on it , keeps her wallet and her headphone case in it. Put other small items in it as well if needed.


Code listed below:  
PostPosted: Fri Feb 08, 2019 9:21 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Free Maxwell
Nicknames:
Age: 17
Birthdate: August 14th
Sex: Male
Race: Descendant of Gravity Child
Sexual Orientation: Bi

Height: 167.6cm [5'6"]
Weight: 59.4kg [131lbs]
Physical Description: X

Personality: Free appears to be apathetic or unemotional most of the time. On the surface that doesn't change often, but he's not incapable of being happy, making (bad) jokes, or the usual normal emotions, it just doesn't show all the time. The only deviation to his usual behaviour is while riding AT's, it's not a huge difference, but he is more susceptible to acting violent or put winning over anything else. Despite all that, he does value friendship and will help others for the sake of that.

Backstory: From the start, Free wasn't going to live the most normal life. He was born in New York and is an only child. His mother is a model by day and a storm rider by night and his father worked for the ATP and passed away when Free was a teenager. Certainly this combination was destined to fail and how they found love in the first place remains a mystery. Perhaps he'd ask his mother one day. Either way, Free learned of her second calling as a storm rider on accident, but decided it was for the best to keep her secret from his father. His parents both rode AT's, but with competing ideals. Even with that knowledge, it seemed to push him further toward becoming a storm rider himself. Free and his mother came to an understanding that she'd teach him all he wanted to know about storm riding, but he'd need to focus on education. Luckily for him, that was a rather easy task, his personality helped him stay focused. Free was a good student, but never applied himself to doing more than what was needed. With his goal of becoming a storm rider in mind and finishing high school, his mother was finally willing to let him go. Despite growing up in New York, Free always had a strong desire to leave the states and be a storm rider on his own terms. What better place to do that than the origin of storm riding, Japan. It was a tough choice for his mother to let him go, but she knew what it was like to be in his position. No matter the case, she is basically funding his storm riding until he can manage on his own.

Country of Birth: America (New York)


________________________________________|R|un |I|nformation

Road: Bloody
Rank: B
Allias: None yet
Shadow: Catastrophe


R.E.A.D[220]
→ Acceleration: [65]
→ Battle Strength: [71]
→ Stamina: [54] [50]
→ Jump: [30]
→ Air Time: 50.5s
→ Reaction: 59.5
→ Air Reaction: 42

→ Air Tracks: Cataclysm
    A standard pair of AT's, the colour of the boot is predominantly black with all the trim vermilion(red) coloured. The wheels are black with a line of the same vermilion colour on the sides.

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

Bloody Roll Soul 1800° | D | STA: 2 | Wear: 3% +2
Despite being the basis trick for the aggressive run of a Bloody Rider, this technique requires quite a bit of work to perform for those just starting out. The rider generally does this technique by 'riding' on another, forcing their treck engine to max torque build. Between generating braking heat, speeding kicks, and skin-made traction, this move causes quite a bit of damage. Moderate to severe to be more precise. The Bloody Roll Soul 1800° may not involve the actual 'meat' of the Bloody Road, but the carnage and acrobatic feats make for quite the flesh tearing start. This fully offensive technique is signified by a thin spiral of blood coiling out from the unlucky victim's body. As well, heated tread marks similar to those found from a peel out are left engraved on the target's body. This is a D Class trick.

Bloody Fang | C | STA: 3 | Wear: 5% +2
The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different directions from there. First and foremost, the user's aggressive run is taken to a level where they hold mastery over the specific "Zero-Max-Zero (0-100-0)" principle. The user will combine both speed and strength to force max acceleration before stunting the 'dash' process required to build such. Following, the user releases the built up braking heat within a powerful kick forward. The inertial energy follows the trend of a single, wide, crescent kick before taking the shape and being shot outwards with the force of an immense shock wave. Being such an immense accumulation of energy, this trick is said to cut the atmosphere upon production. This is a C Class trick.

Leviathan Fang | B | STA: 4 | Wear: 8% +2
The Leviathan Fang is a slightly larger, more refined, adaptation of the Fang. The user performs this Fang in the same manner as the original shock wave technique, the only difference being the quality of the release and resulting build of the shock wave. The Leviathan Fang appears less like a crescent and more like a rod. Despite still curving at it's edges, the Leviathan Fang does not appear as thick as the lower ranked versions and instead appears lengthier. This longer, thinner, variation of the Fang has a slightly wider range and accelerates better. Albeit being performed in the same fashion as the original the Leviathan Fang stands out as a mark of skill in execution only reached when pushed to that point. The greatest asset of the Leviathan Fang is its increased quality, taking great advantage of it's slightly altered shape and lessened depth to define it's improvement upon the normal Fang.

Trick Name | Type | Rank | STA: # | Wear: #%
Description


---Trick Passes
In Step: Reverse Turn Stance | F | STA: 1 | Wear: 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.

Spinning Wallride Overbank 1800 | F | STA: 1 | Wear: 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.

Super Stride IV Sonic Boom | F | STA: 1 | Wear: 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 crisscrossing 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.

Trick Name | Type | Rank | STA: # | Wear: #%
Description


---Custom Tricks

The Piper and The Unicorn | Passive | F | STA: 1 | Wear: 1% +2
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

Pounce | D | STA: 2 | Wear: 3% +2
Created for the sole purpose of chasing enemies both on the ground and in the sky, the Pounce technique consists of a (potentially) enormous aerial boost. This is achieved by gathering acceleration value with the trecks together and maxing torque build before crouching and kicking off with both legs at once. Unlike those acceleration tricks that purely move the user at a quickened pace, the Pounce technique is more geared towards preceding an attack. The name of the trick comes from the appearance of the jump when its applied with the intention of arcing and landing. When used in this fashion the user resembles a predator attacking it's prey. It's acceleration value is equal to that of a straight forward, ground based, speed burst of its level. Instead of being used to get ahead of an enemy, the rider's intentions are to land atop or behind them. When used in tandem with Bloody Roll Soul the user's starting rate of motion speeds up the attack to the point that reacting is nearly impossible without prior defenses set up.
- User must know "Bloody Fang"
- If chained into with "Bloody Roll Soul 1800°" the effected cannot escape this single attack's duration once contact is made.

Quick Fang | D | STA: 2 | Wear: 3% +2
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 | D | STA: 2 | Wear: 3% +2
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.

Saucer Crush | C | STA: 3 | Wear: 5% +2
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 | C | STA: 3 | Wear: 5% +2
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 | C | STA: 3 | Wear: 5% +2
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.

Crunch | C | STA: 3 | Wear: 5% +2
Functioning as a more basic, but just as effective, interpretation of the Bloody Road's shock wave producing capabilities, the Crunch technique produces no obvious fang. While kicking in any manner the user will accelerate their attacking leg's treck and brake once they reach the full extent of their strike. When completing the motion the sound barrier will break, appearing as a distortion in the atmosphere around the user's limb. The force of the created shock wave will expand from the point of impact, affording the user a certain level of pseudo-strength; enough to dent a small area of concrete or cause spider webbed cracks in boulders. Though it feels as though the user attacked with an immense amount of physical force, the effect comes from the small space between the Bloody rider's trecks and the surface/air. Instead of cutting, the user bashes the enemy with a borderline paralytic shock wave. Crunch can also be used to free the Bloody rider from on-level (rank) physical binds, such as those created by magnetism or stilling vibrations. Using the same method the user will create a split second front between their skates and the ground, freeing themselves or, possibly, canceling an allocated force.

Corkscrew Fang Drill | C | STA: 3 | Wear: 5% +2
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

Slice Method | Passive | B | STA: 4 | Wear: 8%
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 | B | STA: 4 | Wear: 8% +2
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.

Bloody Comet [ Drag Fang ] | B | STA: 4 | Wear: 8% +2
Initially appearing to be an acceleration trick, the Bloody Rider makes use of a crouching start to fill their road's usual requirement for a dashing build up of energy. When going through the braking and kicking process of fang production the user will, instead of kicking in an arc, perform a straight or side kick. Such creates a large, pointed, fang which, conically, washes over the rider's attacking limb. This potent shock wave is more focused and, albeit lacking any range beyond it's lance-like shape, deals an incredible amount of damage to the area impacted. Unlike those fangs that cause lengthy cuts or multiple lacerations to (respectively) create gashes or draw blood, the Drag Fang has more of a fine pointed, driven-in, effect. Despite appearing as though it's bladed point goes through the effected, the actual effect of the attack is a debilitating amount of shock wave pressure honed into one area. This Fang does little aesthetically, but can paralyze a rider who faces it's full effects head on. Even without full contact the Fang can numb the area struck for a few minutes. The pointed fang appears to be body width but, because of it's cone shape, only has an effective paralytic effect at its point. Otherwise the damage dealt is moderate. It's pointed length, pass the attacking limb, is two feet. The duration is instantaneous, as it's large size evaporates quickly, making it a one shot with quick use value so long as the rider can maintain momentum.
- If struck in the torso or head the user becomes paralyzed for a full post cycle. Any other area struck becomes unusable for the post cycle.

Trick Name | Type | Rank | STA: # | Wear: #%
Description

AP: 16

________________________________________|I|nventory |I|nformation

→ Wallet
    Money, ID, Passport, etc


→ Smartphone
    READ Enabled, the latest smartphone from a well known multinational corporation.


→ Black Messenger Bag
    An over the shoulder bag that carries everything he needs when out and about.


→ ???
    ???
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Fri Feb 08, 2019 9:33 pm
Picture
________________________________________|C|haracter |I|nformation

Full Name: Miyu Yotsuba
Nicknames: Starlight, Angie, Midnight
Age: 22
Birthdate: October 31st
Sex: Female
Sexual Orientation: Shh

Theme Song: Last Suprise
Height: 5.4ft/165cm
Weight: 127lbs/58kg
Physical Description:

Personality: Miyu's actual personality is not often seen as it's always another personality she takes on to suit the situation. She is a notoriously good liar and is able to fit into different personalities as if they were her own without it seeming to be fake. Her actual personality is that of a quiet girl who does not particularly care about much. She enjoys being alone and would prefer the company of inanimate objects to fill her time than other people. She is simply distant from people and clearly can be seen to be uncomfortable around them when not pretending to be something else. She got into A.T. and enjoys it but enjoys doing it alone. Unlike most people, she prefers simply to be another person in personality and enjoys that much more than her normal self. It's also the way she deals with people and in a way can be seen as a personality trait of hers. Her deceptions are often so good they become better then the real thing which is why one can't really tell if she is using a fake personality.
Backstory: Miyu was born into the Yotsuba Family, a prominent Yakuza family in the Kansai region. Normally this would be a cause of celebration however she was the only child to be born under the head of the family. It was determined the mother would be unwise to attempt going through another birth so the family did not have a direct male heir. To top it off Miyu was born with an oddity, two little horns ontop her head. Doctors believed it to be some new type of Cutaneous horn. Considering it benign doctors agreed with the proximity to her head not to remove them. While her father was not happy she was growing into a very pretty girl and even she could easily find a man who'd be suitable. Miyu had another problem though, she didn't like people. She preferred to be alone and her social skills suffered. She'd sit through marriage meetings and not say a word. Her father realizing he'd never be able to even have her married at this point decided to have her trained. Worse case she'd have to lead but she needed to be ready and able to socially interact even if she was faking it. For once Miyu took to something, she liked the training and years past and she was ready. She had been expertly trained in martial arts and some weapons. She learned how to fake being someone else to such perfection she was more real than the real thing itself. Her father needed her to be able to lead but at the moment she had no respect, how could she with her childhood. He decided she must be a yakuza member and do the dirty work herself until she was ready to take his place and lead. The Yotsuba had been gaining power in Japan and had made enemies because of that. Their family had been considered dangerous and other families were worried they were getting too big and wouldn't be able to be stopped.

To curb this some other families agreed on a plan that wouldn't start a war between them all in Japan. They would hire another faction in another country to kidnap the main heir of the Yotsuba. Miyu was kidnapped by another crime family in America. The family there was massive and had considerable influence in American politics. They stood in the good graces of the politicians by keeping most of the nastiest business outside of America and doing favors and helping America as a country. Miyu's father and the whole family and branch families had a meeting to decide upon a course of action. They had to get the heir back. They organized a rescue and eventually got Miyu back. Miyu, however, was in bad shape. The American crime family were supposed to kill her but figured they'd take their time with it. She was pretty and her horns made her an oddity. Unspeakable horrors were done to her in the time she was with that family. She would never be able to have children and it was clear that the experience scarred her. She had finally been interested in people and been showing signs of improvement. Her chances of improving now though were over. She had retreated to her old self and would only speak with other people in fake personalities. Angered the Yotsuba Family wanted revenge. Part of their power was in how so many were able to utilize AT to fight. The American Crime family didn't care about AT. The entire Yotsuba family mobilized and within a year they wiped out every important member and crippled the crime family killing somewhere around three to four thousand members. The Yotsuba family lost thirty members, all strong riders. Miyu's father was one of those who died overusing his treks and his body. The Crime family collapsed and scattered to dust with no chance of ever being brought back. The name Yotsuba instilled fear in all those who knew the truth. The other families in Japan quickly made an alliance with the Yotsuba family and thus began an alliance between the Yakuza Families.

Miyu's mother took over as the families head and thanks to the reputation of the family managed to in a way become part of the government. In a way, it was more like an alliance but the family would take care of nasty business the government couldn't risk doing itself and in turn, they would run all of the families. Crimes would be overlooked assuming most were of white-collar nature. Passes would be given specifically to the Yotsuba family should they ever require it no questions asked. The family has made use of this deal to eliminate threats to Japans interests and sometimes if needed eliminate internal threats. Miyu never truly recovered and truly became a different person. She simply used different personalities for each situation. She had one for the family, one for school, anything really she had a different personality for it. Her mother knew it was best for her if she worked it out eventually. The best way she figured was for her to make use of her talents. Miyu became one of the assassins used to eliminate targets deemed a threat. She was quite good but everything never goes perfectly all the time. She's gotten away clean most of the time but she's been arrested a few times on suspicion of murder. But the same thing always happens, the family is able to make use of their relationship with the government and simply make the problem go away. Not like there is ever enough proof anyways, which of course frustrates the ATP to no end. She is the target of observation by the ATP trying to get something to stick to her. Though as long as she only ever killed family/government sanctioned targets the ATP would continue to watch unable to touch her. The Yotsuba family has some top tier riders and it's part of their reason for being powerful. Every member is a rider with a road and unique abilities. They don't participate in parts wars though and instead use AT for military purposes. Miyu is currently enrolled in high school as a good cover, as she looks plenty young enough for it.
Country of Birth: Kyoto Japan


________________________________________|R|un |I|nformation

Road: Apollon
Rank: C
Allias: Queen of Night or Midnight Queen
Shadow: Starry Night Sky
Race: Human


R.E.A.D[260]
→ Acceleration: [120]
→ Battle Strength: [90]
→ Stamina: [50]+[50 stat boost]
→ Jump: [0]
→ Air Time: 25
→ Reaction: 110
→ Air Reaction: 50

→ Air Tracks: Starry Night
    Miyu's Air Tracks are a pair of heeled boots that go up a little past her ankle. They are black as night and have Silver dots that look like stars all over it. Her treks take the appearance of a starry night sky.

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

----- Oh Time! l E
-------► The very basic of all Apollon Riders tricks. Fairly simple in process, the Apollon rider generates amass sense of heat. Time' is just the influence of heat, light, and other Flame based riding aspects to produce abnormal effects. In this beginner instance, the user uses a visual phenomenon known as "Total Reflection". Using the heat build from the Flame Road, the user will cause the temperature and humidity of the air about them to heighten, bringing it to the extent that they become invisible temporarily. This, being the same principle under which mirage's and heat hazes work, is a more discreet and less flamboyant way of producing the road's effects.

-----Giant Swing of Time l D
-------► A simple offensive trick designed to make use of centripetal force. The user plants a hand on the ground and swings their feet like a pendulum to strike the opponent's midsection with a deceptive blow strong enough to knock the wind out of the diaphragm. Originally designed to work in tandem with the trick "Oh! Time!" this trick works twice as effective when both are used together.

-----Time Shield l C
-------► By this point, the Apollon rider has control of their heat and updrafts that they can create a shield of heated rising updrafts. This shield takes on the image of a large grandfather clock and a set of gears. These updrafts are more physical than an illusion based, able to take high impact damage and slow it down, giving the Apollon rider the chance to block an attack or to escape impending danger. This move is highly effective against projectiles but can "slow" down physical attacks as well.


---Trick Passes
----- Air Method to Spin That Grab Moonride l F
-------► 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 backward riding skid to a stop.


-----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 crisscrossing 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 endpoint. 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 l F
-------► This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-range 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 the entire body.


---Custom Tricks
----- {Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation

→Smart Phone
    A custom top of the line smartphone that is based on security. It has R.E.A.D. capability and requires a ridiculous amount of authentication to get into. If you aren't Miyu you aren't getting into it. It will even short circuit if someone tries to manually hack it or get information off of it as that's the only way to actually get into it. This phone always has important details of her targets and as such must never be able to ever be hacked. The phone also has a voice command for it to explode if needed.


→ Katana and Sheathe
    As cliche as it sounds, Miyu has her family weapon. Since guns often are to easy to trace, she uses a sword instead. The sword is in perfect condition being well taken care of over the years even with constant use.


→ Black Clutch
    A Black Clutch that holds a multitude of I.D.s of different alias for Miyu. Has cash and cards as well, multiple different cards for different alias. There is also a few calling cards that she will leave if she needs to send a message.


→ Multitude of knives or small bladed weapons.
    Miyu has learned to keep on her person as many knives shuriken, kunai, senbon she can keep. All hidden and carefully placed for access, she does not have an unlimited amount but its more than enough to surprise anyone.
 
PostPosted: Fri Feb 08, 2019 9:41 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Therese Nightingheart
Nicknames: Tarry, Tabby, Reese
Age: 19
Birthdate: August 14th
Sex: Female
Sexual Orientation: Heterosexual

Height: 5"5
Weight: 143lbs
Physical Description: Therese has long silvery white hair that reaches to the middle of her back. With her whitish hair she possesses beautiful light blue eyes and a naturally soft, blemish free complexion.
Her choice of fashion are usually varied in different colors, depending on her mood for that particular day. She much enjoys wearing monochrome shades and boots with everything when she isn't in her air treks. She had a hidden scar on the back of her leg she received from a tripping accident. The cut was cause by a fence. Figure wise she possesses a slim and graceful figure, possessing perky c cups restricted under sports bras when out on a fighting day.

Personality: Therese is a somewhat serious person, who can be playful and bubbly to only those she will trust. Her speech is usually clearcut, more to being on the side lines then to be center of attention. Her callous and sometimes cold exterior makes it difficult at times to understand intentions. Its the unpredictability about herself she enjoys bestowing and keeping her cards hidden. She can either be a friend or an enemy, either decision sometimes left in the dark.

Backstory: Therese is half japanese/ half Canadian. Being raised in the lovely countrysides of Okinawa, Therese lived in a lovely ranch home. Her mother was once a fashion designer who retired when she was 7. Her father is a business owner with specialty on selling books and calendars. In Tokyo the Nightinghearts own such a store known as "Otakuneko."
Therese got into air Techs when she first moved into Kanto, buying three pairs for good measure. The first two were not so successful, but her Mistogan air tecks were specifically built for speed. She is currently a C ranked rider, still in midst of one day creating her own flawless techniques.

Country of Birth: Okinawa, Japan


________________________________________|R|un |I|nformation

Road: Lather
Rank: B
Allias: Bubbly Nightingale
Shadow: Nightingale
Race: Human
TOTAL AP: 12/15


R.E.A.D [220]
→ Acceleration: 90 [TUs: 105]
→ Battle Strength: 45 [TUs: 50]
→ Stamina: 50 [75] [TUs: 95]
→ Jump: 35 [60]
→ Air Time: 40 [40]
→ Reaction: 83 [100]
→ Air Reaction: 68 [78]

→ Air Tracks: Mistogan
    A pair of white and light grey lace designed tri wheeled AT's that possess an elegant appearance. Theres a small apple decal on the heel of the right Air trek.

    TUs: 15 ACC | 5 STR | 20 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Bubbly l E class}
-------► The Lather Road rider begins their aquatic run with a very simple trick. Bubbly requires the user accelerate atop a moisture slicked surface to create their bubbles. The beginner's skill in production only affords them the ability to produce 'miniscule' bubbles in comparison to later times. These miniatures are formed with the intention of popping just as fast as they're accumulated together. This pop is forced in the direction of the rider's choice, creating a thin vapor mist capable of obscuring sight and catching other riders off guard. The misty creation also offers a slight boost, imitating an extremely short lived thrust.

-----{Hydroplane l Rank}
-------► A basic technique for the Lather Road coming in prior to bubble creation involving the simple and very starting principle of the road to condensate water vapor or drawn moisture onto the surface they are riding on. Hydroplaning normally would mean a loss of traction but for the Later Road. The vibrations of their A.T wheels via acceleration affects the initial slick of water the riders draw in to become more elastic and act as a bonding agent between them and the surface they are riding over. This suction cupping effect causes them to have over all better control over their movements when traveling at full speed and this can only be helped when they place their hand palm or finger into the liquid to as well assist them in their movements by hugging the ground similar to hydroblading in form. Yet this act takes a brief pause or slowing in the riders actions to build the moisture and slick around their wheels, pressurizing all at once as they hit the height of their run in on thrusting speed causing the desired effect for a few moments on any surface as they advance. The plain of moisture acts as a buffer towards effects resonating trough ground and increases in effective ability as the rider grows allowing them at their highest skill level to find traction freely on any surfaces without a lost in momentum. So long as the Lather Rider meet the required speed and rank.
F: [Req Spd: 10] Turns are slightly tighter but still slightly wide at full speed. [1 Post Duration]
E: [Req Spd: 15] Good traction on horizontal surfaces and even slopes without lost of momentum versing gravity. [1 Post Duration]
D: [Req Spd: 25] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. [1 Post Duration]
C: [Req Spd; 35] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. Also has more traction up vertical surfaces. [1 Post Duration]
B: [Req Spd: 50] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is possible. [1 Post Duration]
A: [Req Spd: 65] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground or wall. [2 Post Duration]
S: [Req Spd: 80] Incredible traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground, wall, and ceiling. Can be sustained briefly in each turn throughout duration [3 Post Duration] This is F/S rank trick. color=white]-----

{bubblebeam~ l C class Rank}
-------► By this time the user has learned to correctly form bubbles so that they remain stable. By revving the trecks, gathered moisture slicking the tires can near instantly produce bubbles that grow into abnormally large orbs. The user has the ability to 'detonate' these bubbles at will, braking the trecks to cause an expulsion strong enough to both cut and push away other riders. The main usage of these new bubble wielding skill is in the 'Bubblebeam' technique. The rider amasses bubbles in a continues stream, remaining stationary. Despite being on the somewhat slow side, these bubbles have the potential to completely shred clothing, deliver shallow cut wounds, and slow down the effected rider with a slightly numbing tingle from vibrations caused by resonation. Around A Rank, the user's skill has reached the point where the speed of the bubble production and release is faster than most projectile type attacks.


---Trick Passes (You get 3 Free at creation)
-----
► Spinning Wallride Overbank 1800 l F-------► 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.

► 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.

-----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

-----Air Method to Spin That Grab Moonride l F
-------► {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. }


---Custom Tricks
----- {Slip N Slide l Rank D}
-------
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.
-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation


    19 DelilahZell Kokia (Cellphone)



    white long strapped purse that hold all her things



    A pouch of candy



    Small kit for simple AT repairs
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Fri Feb 15, 2019 8:04 pm
User Image - Blocked by "Display Image" Settings. Click to show.
________________________________________|C|haracter |I|nformation

Full Name: Usien "Prince" Nakumara
Nicknames: Asian Slash; "Prince"
Age: 20
Birthdate: July 23
Sex: Male
Sexual Orientation: Bi-Curious

Height: 6'0
Weight: 180 Lbs
Physical Description: Moderate build. He is toned, and not heavily muscular where it shows. His eyes are golden and his hair tends to always find a way to be way too long in a sense. He is a few shades lighter, possessing a slight tan but not one that would be considered caramel like his father or pale like his mother. His wing span tends to be longer than usual which caused him be forced to play basketball. He has the body of an athlete but the mind of a nerd.

Personality: He is gentle and nice, but tends to always try to find the easiest and fastest way to get things done. He is heavily intrigued by things of unique natures or enigma in principle such as devices, treks, and roads. He is willing to help anyone who asks for help. When it comes to common interactions, he isn't the best when speaking with people, tending more on the shy side which he gets from his step Dad who was similar in nature except around his mother. He tends to easily get bossed around by women, willing do the work but complaining about it constantly. He is very secretive about his talents when it comes to his musical arts, but is very prideful of his creations. He has a backbone and will bark, but don't expect something as mighty as a roar.

Backstory: Prince was born into a house of storm riders. Both his parents rode, with his mother's side husband being a tuner. Watching him, he would end up having a love for creating things and would end up spending time more with him than his own paternal dad. Trapped in the lab for many days on end, he would become a boy genius, working on things at a young age and even building his first pair of treks at the age of 6. To nurture his love, his godmother would end up having him work as an assistant in her shop, allowing for him more and more practice making creations at home and as a part time job (illegally). He would end up continue this passion even during his teenage years. While growing up, he met a girl who was rich economically that rarely was around her parents. She would bully him (not really) and was more overbearing than the average kid. This would cause him to want to dye his hair to match her pink .He didn't dye it fully, but he ended up dying the tips of his hair pink which would end up being a tradition he would do while growing up. One day, they would end up leaving. She would end up moving away and they lost contact due to her not having a cellphone. Now, as a young man, he is a part time waiter by day and a tuner by night, trying to push the boundaries of what he could make. Your probably may have seen him as well.

Country of Birth: Kyoto, Japan


________________________________________|R|un |I|nformation

Road: Ring
Sub Road: Symphonia Road
Rank: B
Allias: The Artist with the musical wind
Shadow: Devlish Player
Race: Descendant of Gravity Child
TOTAL AP: 11/45


BATTLE R.E.A.D[260]
→ Acceleration: [40]
→ Battle Strength: [105]
→ Stamina: [55][+50]
→ Jump: [60]
→ Air Time: 82.5


TUNER R.E.A.D[275]
→ Acceleration: [70] [T.S 35]
→ Battle Strength: [55][T.S.28]
→ Stamina: [65][T.S.33]
→ Jump: [85][T.S 42.5]



→ Air Trecks[C Rank]: Appetite for Destruction
    Regular pair of air treks that has splitting image to that of the black panther suit.

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

----- Metranome | F
-------► The unique riders of the Ring Road begin their journey with the realization of a very basic, but extremely innate, 'talent'. The link tuner has a natural affinity for 'time', having the degree of attention to such details that they are in tune to perfection in keeping time. Despite its simplicity, having "correct timing" is the basis of a Tuner who both examines and aligns with their sense of rhythm. This talent extends into an ability to recognize familiar riders by the sound of their A-T. This trait works best when the tuner has personally worked on the skates. This is an F Class trick.

----- Quick Fix| C Rank
-------► With the introduction of tool usage in the tuner's inventory, they can take advantage of their natural talents to a more advanced level than any time prior. Though tuners are not judged by the speed of their work, but by the quality, they also may find themselves in dire need of the former. For that reason, the user may implement 'makeshift repair' tactics, performing their tool based run with increased efficiency as a result. With the usage of a tool similar in appearance to a stenographer's typewriter, the tuner can get a physical read of the Air Treck's current state, allowing them to mentally diagram and optimize necessities in repair based on a number system read out. What the tuner does afterward is assessed the necessities in treck wear, performing a quick repair based off of the diagnosis. If incorrect hold of the necessary materials, the tuner can go so far as to fully reassemble what would've appeared to have been an unusable pair of skates. However, the repair does not account for a full maintenance check up and will show quicker wear than usual if left unattended. A quick fix can only be used on treks in the yellow or red "zone", and from that point on, the amount of wear caused from every trick is doubled until an out-of-combat tune is performed. (The x2 wear stacks with each Quick Fix applied to the treks) This is a C Class trick.

-----Deconstruction | C Rank
-------► With their advanced knowledge pertaining to the functions and customizations of Air Trecks, a tuner has the apprehension to break apart Air Treck Technology with only a passing moment. If the target is within arm's reach, the tuner can quickly dismantle the advanced piece of technology beyond immediate repair (Quick Fix). The speed in which the process can be completed is dependent on the skill of the tuner and how heavily customized the Air Treck Technology is. Unfortunately, anything created by Axis can only be destroyed by Axis, regardless of the tuner's rank and other capabilities.
- You can not deconstruct Air Treck equipment of a higher or equal rank that you're capable of creating.
[Example: C Rank Tuners can not destroy S Class Air Trecks. A rank Tuners can not destroy A Class Air Trecks.]


---Trick Passes (You get 3 Free at creation)
----- Spinning Wallride Overbank 1800| F
-------► 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.

-----Air Method to Spin That Grab Moonride| F
-------► 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| 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
----- Blade Symphonies l C}
-------► 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}.

-----{Trick Name l C}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation

Les Paul Guitar
    Les Paul Epiphone Electrical guitar that he uses for gigs


Handcuffs
    Ironically, they are for a fashion Statement


Beats by Dre 30th Generation
    Exactly as it states. Thank You Dre


Styleo Next Generation
    READ ENABLED AND BETTER THAN IPHONES


Guitar Strings and Wires
    The good kind


Tuning Kit
    The good kind


Various Super Hero Suites.
    Some Even Better than Marvel
 
PostPosted: Sun Feb 17, 2019 3:24 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Daisuke Higurashi
Nicknames: Dai
Race Descendent of Gravity Children
Age: 17
Birthdate: April 1st
Sex: Male
Sexual Orientation: Homosexual

Height: 5'9
Weight: 150

Physical Description: Daisuke has a lean build and his hair is dyed s light purple with a small clip holding his bangs. He usually can be seen with his school uniform with a green tie. His rider outfit is a long sleeve black and purple striped shirt with black pants and a red scarf.
Personality: Daisuke is a very upbeat and playful person. He does have a flirtatious side. He is a bit sadistic in terms of combat as he enjoys seeing his road leave a lasting impression on their body. He still retains his playful demeanor even in the heat of battle. He does enjoy facing tough opponents. He pretty much likes to di what he wants whenever he wants and usually can be seen causing trouble. He has a bit of a twisted side whenever he is in a tough battle he prefers combat type batttles.
Backstory: Daisuke lived a pretty average life although when he became a teenager his parents was promoted to a different position which meant them moving overseas while he was still in school they sent money for the things he needed however with this freedom.he started turning into a delinquent. He bought his first pair of air treks and practiced late at night often he started getting the hang of the city scape and became more adept. He then learned of his road and for practiced. He then discovered his road. He started practicing the effects of it on storm riders. He ended up running into Abraham who ended up damaging him with his road he was offered a chance to join the bloody jade alliance which he accepted and works with them faithfully. His current goal is to become the death road king and attain the regalia.
Country of Birth: Where your Character hails from.


________________________________________|R|un I|nformation

Road: Death Road
Rank: B
Allias: The Midnight Reaper
Shadow:Soul Slayer
A.P: 7/23


R.E.A.D[240]
→ Acceleration: [50][T.U.][+20]
→ Battle Strength: [100][T.U.][+10]
→ Stamina: [50][50][T.U][+20]
→ Jump: [40]
→ Air Time: 50
→ Reaction: 75
→ Air Reaction: 70

→ Air Tracks: Hells Hooves
    A pair of blue Pumas which converts to treks it has ball rolera. The treks gather heat at a faster rate which aids in gathering the heat for his tricks .

    TUs: 20 ACC | 10 STR | 20 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks

----- Air Stream! Rank D
-------► The beginning riders of the famed Death Road begin their aggressive journey with a very volatile (but necessary) skill. The natural run of a Death Rider is composed completely of powerful strides. This characteristic is combined with the mechanical effects of insane braking heat released at incredible speed rates. Though the more inexperienced riders are not yet at a point where they can properly propel the heat, they can expel it in a 'nitrous stream'. 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. The layered heat is released in specifically timed strides wherein the user stomps and tilts forward, pressuring and braking with the front wheel for a brief second. Despite the instance of braking in the trecks, the user actually shows no sign of having attempted to stop. Instead the nitrous stream funnels out from behind the trecks, forcing a massive speed increase to reach max in a matter of moments. The release used in the Air Stream trick is a juvenile version of the more powerful, compressed, ones used later on. This trick can only be used every other post. This is a D Rank Trick

-----Air cannon
-------► More experienced riders of the Death Road have mastered the physical technique required to control their chaotic run. At this point the rider is skilled enough to perform a different type of 'release method'. Specifically, the signature method of the Death Road. Similar to the bloody road's "Zero-Max-Zero" theory, the Air Cannon requires the user first gather breaking heat through their run. The accumulated heat is amassed as a potent aura of vapor (liquified air). In what would appear to be the blink of an eye, the user will snap kick. In said motion the heat is removed from the treck, suspended momentarily, then propelled by a second powerful kick. The resulting beam of heated air has potential to dent sheet metal, completely sear through clothes, and burn flesh if with full and sustained contact. This is a C Class trick.





---Trick Passes
----- Super Stride IV Sonic Boom | 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.



-----Air Method to Spin That Grab Moonride l F
-------►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.

----- Spiral Spin Wallride 999 Sidewinder l F
-------►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


---Custom Tricks
-----Hells Comet
-------► 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.

-----Air Pistol l B}
-------► 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.

-----Shell Shotgunl B}
-------►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

-----Torrent l l B}
-------►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.

-----Shell Sniperl l B}
-------►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)

________________________________________|I|nventory |I|nformation


Cell Phone
    Can make and receive call. It also has a R.E.A.D app.


Head Phones
    Daisuke always has his pair. of silver headphones with him


Wallet
    It is a normal wallet which Carrie’s his money and I.D card.



    {Description.}
 

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Tue Feb 19, 2019 9:22 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Abraham Briarwood
Nicknames: Abe
Age: 32
Birthdate: April 12th
Sex: Male
Sexual Orientation: Heterosexual

Height: 6'4" (193.04 cm)
Weight: 184 lbs. (83.461 kg)
Physical Description: Abraham is a distinguished man that likes to wear suits that are a bit loose on his body for easier movements when he is riding. His hair is black and goes down to the back of his neck, though it is a bit unkept. Nobody knows if it's because of his age or simply there from dye (and he'll keep it like that). He is usually seen either wearing dress shoes or his ATs. When he feels really fancy, however, he throw on a small cloak that hooks on to his right shoulder and gives off some puffy fur.

Personality: Abraham is a gentleman above all else. He is the opposite of what you would expect a rider of the Bloody Road to be. He is kind, gentle to others, and loves to talk with someone once topics that interest him are brought up. He enjoys have a cup of wine and loves to read. He is quite hard to anger, but once it is done the beast within is unleashed. It is even harder to annoy him, as he goes straight to anger, but it is possible. He will simply wish for death on the one annoying him, though will not act on it unless it goes past annoyance and straight to pissing him off.

Backstory: Abraham was born to a family of moderate wealth in Northern Europe. While not exactly rich his family didn't have to worry about money and lived quite comfortably. As such, Abraham was raised as any other person would be. School, friends, family, and whatever else could fill up his time. The same routine for years and years until he graduated High School. Once he did, the young man set his eyes on America. He would go to the new country for College. He wanted to study to become an Engineer. Once there, however, he heard about the boom of ATs in Japan and areas around it. He just had to see it. He dropped his studies and would immediately go to Japan as fast as he could. Once there, his world was shattered and his mind astounded. ATs were amazing to him. Using the money he had saved up over the years, Abraham decided to live there, learn the language, and above all else learn to become a proper Storm Rider. Once he could Ride at a normal level he felt like everything in the world was right. He now rides for his own benefits and to simply relax, though he aims to go higher.

Country of Birth: Denmark


________________________________________|R|un |I|nformation

Road: Bloody Road
Rank: B
Allias: The Gentleman of Death
Shadow: Cerberus
Race: Human
TOTAL AP: 17/20


R.E.A.D[220]+50
→ Acceleration: [60]
→ Battle Strength: [105]
→ Stamina: [45]
→ Jump: [60]
→ Air Time: [82.5]


→ Air Tracks: N/A
    {Description.}

    TUs: 0 ACC | 0 STR | 0 STA | 0 JMP


________________________________________|T|rick |I|nformation


---Road Tricks



-----{ Bloody Roll Soul 1800°l RD}
-------► {Despite being the basis trick for the aggressive run of a Bloody Rider, this technique requires quite a bit of work to perform for those just starting out. The rider generally does this technique by 'riding' on another, forcing their treck engine to max torque build. Between generating braking heat, speeding kicks, and skin-made traction, this move causes quite a bit of damage. Moderate to severe to be more precise. The Bloody Roll Soul 1800° may not involve the actual 'meat' of the Bloody Road, but the carnage and acrobatic feats make for quite the flesh tearing start. This fully offensive technique is signified by a thin spiral of blood coiling out from the unlucky victim's body. As well, heated tread marks similar to those found from a peel out are left engraved on the target's body.}

-----{Bloody Fang l C}
-------► {The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different directions from there. First and foremost, the user's aggressive run is taken to a level where they hold mastery over the specific "Zero-Max-Zero (0-100-0)" principle. The user will combine both speed and strength to force max acceleration before stunting the 'dash' process required to build such. Following, the user releases the built up braking heat within a powerful kick forward. The inertial energy follows the trend of a single, wide, crescent kick before taking the shape and being shot outwards with the force of an immense shock wave. Being such an immense accumulation of energy, this trick is said to cut the atmosphere upon production.}

----- {Levianthan Fang l B}
-------► {The Leviathan Fang is a slightly larger, more refined, adaptation of the Fang. The user performs this Fang in the same manner as the original shockwave technique, the only difference being the quality of the release and resulting build of the shockwave. The Leviathan Fang appears less like a crescent and more like a rod. Despite still curving at it's edges, the Leviathan Fang does not appear as thick as the lower ranked versions and instead appears lengthier. This longer, thinner, variation of the Fang has a slightly wider range and accelerates better. Albeit being performed in the same fashion as the original the Leviathan Fang stands out as a mark of skill in execution only reached when pushed to that point. The greatest asset of the Leviathan Fang is its increased quality, taking great advantage of it's slightly altered shape and lessened depth to define it's improvement upon the normal Fang.}


-----{l}
-------► {}

-----{l}
-------► {}

-----{l}
-------► {}

-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


---Trick Passes (You get 3 Free at creation)
----- {In Step: Reverse Turn Stance l F}
-------► {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.}

-----{Moon Walk l F}
-------► {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.}

-----{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.}

-----{Digger Wasp Lock l F}
-------► {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.}


-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}

-----{Trick Name l Rank}
-------► {Description.}


---Custom Tricks
----- {The Piper and The Unicorn l F}
-------► {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}

-----{Saucer Crush l C}
-------► {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.}

-----{Corkscrew Fang Drill l C}
-------► {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}

-----{Behemoth's Tail l C}
-------► {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.}

-----{Saucer Crush l C}
-------► {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.}

-----{Corkscrew Fang Drill l C}
-------► {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


-----{Trick Name l Rank}
-------► {Description.}


________________________________________|I|nventory |I|nformation

Cell Phone
    {The most up to date cellular device.}


Wallet
    {Abraham's wallet which is filled with his ID, a few dollars, and a picture of his parents.}


Watch
    {A normal watch with a blue shade for the metal.}



    {Description.}
 
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[The Archives] Recycling Bin

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