Full Name: Olga [REDACTED] Nicknames: Prefers her alias, or Phan/Fran Age: Super Old, I Swear Birthdate: August 23rd Sex: Female Sexual Orientation: Straight
Height: 4'8" Weight: 75 lbs Physical Description: An average looking child, aside from her platinum blonde hair. She's very lithe and tends to keep to herself when possible. Olga normally fumbles with her glasses and carries around a toolbelt of discarded parts commonly found in the trash and a custom made pair of headphones around her neck.
Personality: Olga acts with as much sarcasm as a child can manage, which is actually a surprising amount. She is very serious and does her best to uphold the legacy what she believes she holds. While acting as stoic and cold as most of the riding world is, Olga can sometimes allow herself to engage in some childish things here and there. When caught doing something meant for a person for her age, Olga will become incredibly defensive. Backstory: A mysterious child from Russia. Not much is known about her backstory but some general pieces can be gathered that haven't been completely scrubbed. She came from a poverty stricken background, before being adopted by an unnamed wealthy individual. Olga was raised in the life of lavish and luxury while also picking up a talent for computers and tampering as evidenced by several police reports. She was spotted in the mainland after a short while, eager to begin her journey.
Country of Birth: Russia
________________________________________|R|un |I|nformation Road: Ring Rank: B Allias: PH4N745M Shadow:Technobable Karma Level: 0
R.E.A.D → [225] → Acceleration:[50] → Battle Strength:[75] → Stamina:[60] → Jump:[40] → Air Time:57.4 sec. → Reaction:55 → Air Reaction:50
→ Air Tracks: Royal Authority
► A pair of white ATs with golden and silver plating to give it that royal look. Probably stolen.
-----→ {Metronome l F-Rank} -------► 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.
-----→{Quick Fix l 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)
-----→{Deconstruction l X-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
-----→ {Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
Full Name: Kai Kantero Nicknames: The Midnight Flame Age: 22 Birthdate: 06/25 Sex: Male Sexual Orientation: Demi-sexual
Height: 6'0 Weight: 165 Physical Description: is a good-looking and slender young man with short, stylish blond hair and green eyes. While looking relatively slim and scrawny, underneath that exterior is well toned muscles. He is not relatively too strong, but he has the athleticism to look sneakily quick and strong.
Personality: Unhappy most of the time, Kai only cares more about the results than how things are done exactly. His emotions are rarely on display besides the negative core ones. He knows the idea of love, but never acts in a sense as he feels his duty is only to himself. He completely does not know nor can fathom the idea of remorse. Sadly this is only a little of a front as when he around his brother, he feels more lost than anything in which could be replacement for remorse. However, he will take down anyone or anything that gets in the way of his goals.He does have happy moments and can smile besides sadistic smiles. But...no one has ever really seen or know how it happens. He generally stays introverted. He will act out of character if it has to do with gaining a certain result for his goal. His mood at times is very schizophrenic almost in a way, but it depends heavily on who he is around. Sometimes he just doesn't feel in the mood to be around certain people or tries his best to get on their bad side. He does have a slight complex in which he thinks he better than anyone and sees most people as an annoyance or nuisance. He primary lives alone and tends handle all business and situations with himself. If actually allowed in his presence for more than necessary, consider yourself lucky as he actually gives a s**t about you.
Backstory: Kai is a well known cosplayer that attends many conventions around the country. He also an ambassador of air treks, conveying to keep the good relations that storm riders have with the country of Japan at this time allowing for more insight approach. Due to this, he is more by the book and doesn't allow for major underhanded tactics when battling. That doesn't mean he won't fight fire with fire though. It is known he is leader of the Knights of Cosplay. Beyond this, not much is known about him and he tends to not talk much of his past.
Country of Birth: Japan but is born from Japan x American
________________________________________|R|un |I|nformation Road: Flame X Lather Fusion Road:Mercury Road
By applying the generation of water vapor from lather to the high thermal production of the flame road's run, the rider intentionally creates a state of increased Humidity. This increased humidity replicates the more sticky sweltering heat that found more in southern climates, in order to overheat one's target. Unlike dry heat, heat with high humidity is harder to release from the body as it doesn't allow for sweat to do its intended purpose. With this increased humidity, one could also instead create an entirely different scene with the production of both fog at more lower thermal temperatures and steam at higher. This creates a new aspect for illusions without the need for apollon road
Rank: B Allias: The Midnight Flame Shadow:Midnight Pheonix Race: Human (Both Perks) TOTAL AP: 2/10
► Standard Air treks from the Kazzo Kollection release of the Reazy one's. Comes equipped with straps instead of tied strings and has black wheels and a black and red pattern all over.
-----→ Flame! l E -------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.
-----→{Engulf! l F/King -------► A powerful after effect that occurs after the use of flames! by a proficient rider of the road. While Flames are the basis of the Flame road, the production of these flames also comes with the production of extreme heat. Along with this production, the visual representation of these Flames creates an illusion causing opponents to believe that the heat is hotter than its true temperature producing a different type of illusion than its counterpart Apollon road. The major benefit of this is the effects it can leave on the rider's opponents within the area. The extreme heat combined with the illusion causes a stamina drain depending on the amount of effort is put into the trick. F: 1 stamina E: For Apollon riders, they are only affected by half the points depending on the rank. The range is at least 5ft (F )and at Max 25 ft. (King)This is an F/King Class trick. This trick can only be used after the usage of Flame and lasts for 2 opponent posts This means that if an opponent stays within the area and does nothing to counteract the trick in 2 posts. They would lose that stamina amount 2 times. So if its a F rank. They would lose a stamina point each turn for a total loss of 2 stamina points after their second post by the trick. The cool down starts on the rider's post after the trick concludes. This means the rider's post after the second time the opponent takes a stamina lost (or would of taken a stamina loss if they evaded or countered) would be post 1 of the cooldown. After the 3rd post, the next rider post, he or she can use this trick again. Can be used in the same post as Flame. 3 post down after use. With the Regalia activated, the stamina lost is doubled for the opponents. This means F rank in which the opponent would lose 1 stamina point per turn would change to 2 stamina point per turn.
-----→Afterburner l C -------►After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.
-----→Bubble Beam l C -------►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. This is a C Class trick.
-----→Bubbly l E -------►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. This is an E Class trick.
-----→Hydroplane l F/S -------►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.
---Trick Passes
-----→ Amazing Forward Special l F -------► This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.
-----→{Moonwalk 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.
-----→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.
---Custom Tricks
-----→ Under Suspension l D -------► A simple but effective offensive technique that requires the user to ensnare the opponent by wrapping them in wire. Once accomplished the user flips the opponent upside-down and violently slams them into the ground using their own weight against them. The heavier the opponent the more effective this trick is.
-----→{Reincarnation l C -------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"
Full Name: Jameson Souseiki Auditoire Nicknames: James Age: 18 Birthdate: ??/?? Sex: Female Sexual Orientation: Heteroflexible
Height: 5'8 Weight: 135 Physical Description: a**. Titties. Jameson is a highway of perfectly crafted curvature that makes her angelic face all the more appealing with a body of sin. Her breasts are ample without being to overwhelming and her a** is out of this world. No curve missed, there are no straight lines on this body. Watch out, a single swivel of her hips could give you whiplash.
Personality: James is real. And hostile. Her passive is aggression and every vulgar word out of her mouth is in sharp contrast to how pretty her face is. Be careful, there are things in this world that can be sharper than a knife, and her tongue is one of those things. Backstory: Biography inaccessible.
Country of Birth: France // Japan
________________________________________|R|un |I|nformation Road: Wing Rank: B Allias: -- Shadow: none Race: Human [ +50 Jump ] Adaptability: Coming a long way to reach their peak, humans have taken a different approach to mastering air treks. Just like with builds, some focus more on power. Others are more focused on strength. Some more on their stamina. Either way, this focus comes down to the rider themselves. Humans passively gain the ability to put +50 SP in one stat or +25 into two stats. They work similar to how the others giving a passive boost or reserve. If put into stamina, it works just like the DOGC. If put in anything else, it passively stacks to their regular stats. For example racing a person who has 0 Accel but they have the +@25 boost in accel. They will ride as if they are at 25 accel. However, unlike the other two, once a human's stamina reaches to 1/4th their regular level, the passive boost disappears. If the boost was applied to stamina, it will still kick in once your regular stamina hits 0. TOTAL AP: 18/60
-----→ {Wings l E Rank} -------► Wings is a phenomenon of the Wing Road that hints at the user's wind control abilities. This trick involves the user expanding upon their own run by taking advantage of the wind around them then applying their own for aerial boosting effects. The resulting effect usually gives the impression that the user is flying or gliding through the air when, in reality, they simply caught a tailwind and became a part of it, so to speak. As the user progresses in skill, they eventually learn to perform this technique at will, making it appear as though their run is a smooth flight. This trick can only be used every other post.
-----→{Impact Wind l C Rank} -------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body.
-----→{Trick Name l Rank} -------► {Description.}
---Trick Passes (You get 3 Free at creation)
-----→ {Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
---Custom Tricks
-----→ {Crash Landed:: Clark Kent Appears l D} -------► The user summons a spiral of wind into both hands that when pushed in a direction can push them to max speed for a period of time, as long as their direct motion forward is not interrupted by friction of any sort they can maintain the speed. Sharp turns and the like would deter the speed. Alternatively the user can utilize the spirals of wind to launch someone else instead, accelerating them to max speed for a period of time under the same restrictions.
-----→ {28 Years Later :: Kara Zor-El l C} -------► The User compacts the wind around her into a sphere of spiraling torrents before launching it at her opponent, causing it to explode outward in the direction it is tossed, sending them spiraling. If used in conjunction with Impact Wind the air comprised of Impact Wind is instead used, causing a foe caught up in its blast to be pulled back towards the user upon this trick's activation. During this time the target is considered airborne.
-----→ {Trick Name l Rank} -------► {Description.}
FULL NAME — Fujinato, Okabe NICKNAME — Imperial Viceroy Gashi The Stampede GENDER — Male RACE — Human AGE — Twenty HEIGHT — 6'3" [232 Centimeters] WEIGHT — 93 Kg [213 Lbs] ETHNICITY — Northern Korean + American = Mutt BLOODY TYPE — A+ ALIGNMENT — Extremely Chaotic SEXUALITY — Heterosexual LOVE INTEREST — "A nice pair of legs. " APPEARANCE — Gashi stands in an effeminate light , even in his more masculine stances, which are rarities within themselves, he looks entirely female. Alabaster skin tinged with a single blemish on the right side of his lower jaw. A beauty mark left by his deceased mother which only furthers the excessive amount of comments towards his otherwise beautiful appearance; which conforms even more of his own unrelenting hatred towards himself. Hair is long, down to his waist and body is a myriad of tattoo's from his time in the Yakuza. Both eyes slit and colored a deep bloody red. In some panels, he can be seen leaving the Kanji 魔 right after his own speech, furthering his devilish nature. He was also born a freak, being well endowed sexually far past what should be allowed. MANNERISMS — Extremely Vile- Almost to a strikingly horrid degree, Gashi, on numerous occasions, can be seen and heard spewing venom to whomever crosses his path in the most absurd, yet regaled tone he can muster. This includes and can sometimes pertain to, friends, family, students, school faculty, dogs, cats, flightless birds, most inanimate objects, produce, fruit, most animate objects, mythical beings, non-mythical beings, beings, and even God, if he had the chance. So strong is his salt, that when he was born his mother was diagnosed with Hypernatremia; a condition where an electrolyte imbalance is indicated by a high level of sodium in the blood and can cause various extreme after effects. Artist- Holds a certain flare for drawing his a striking scene to the tee, in an almost eerily creepy exact replica on page. Also used to write receipts for lowly evil doers. Sorta. . Honorable?: Just as it sounds. Gashi is. . well, a walker of a mild line of honor. Sometimes he is, sometimes he'll throw sand in your eye to win. Womanizer: Even with his otherwise crass behavior, Gashi is without a doubt a man who sees no reason to have one woman. He believes that monogamy is a sin and those who follow it are idiots. BIOGRAPHY — C://Intel/Gashi/Biography - ERROR... This root cannot be accessed—
ALIAS — Scarlet Devil 魔 RANK — B Class TYPE — Devil ROAD — Bloody Road x Over Road SUB-ROAD — Unknown FUSION-ROAD — 𝐕𝐲𝐬𝐨𝐫 𝐑𝐨𝐚𝐝: Relying on two sole mechanics of both Over and Bloody, the Vysor Road is considered a lockdown among its cousins. By abusing the function of [ WINDMILL THEORY ], a Vysor Road user applies complete control of air to their [ 0 - MAX - 0 ] from Bloody. The combination presents an afforded, unnatural boost, be it through absolute uncompromising force or, the unorthodox creation of [ FANGS ] with free form control. This consistent theft of wind makes it so another riders [ FLIGHT ] is near impossible when within the vicinity of a Vysor rider and the creation / manipulation of wind becomes increasing more difficult the closer they are. Further, now having [ SOLID ] air at their disposal, they're capable of tempering their [ FANGS ], making them harder, stronger, and most of all, solid. These applications are minimal, as the tricks afforded through the creation of said Road mechanics become the Riders bread and butter; Vysor makes itself known as a road meant solely for predators. ABILITY POINTS — [ 16 // 22 ] SHADOW — Scarlet Devil 魔 AIR TREKS — 6Six6魔 [Current TUs: 0 SPD | 0 STR | 0 STA | 0 JMP]
» Bloody Roll Soul 1800°: 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 Rank trick.
» Bloody Fang: The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different direction 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.
» Rising Action Kick: A beginning rider of the Over Road starts with the basic understanding of the 'Windmill Theory', making use of it in a very simple way. The basic circulation of wind during movement in a run is focused at the ATs, being ventilated before a 'thrusting' release from both ATs at once. This apparent 'boost' to the user is actually an offensive type trick, giving the user a compressed physical impact depending on the amount of wind gathered before the missile-like impact is made. If performed inside of a tailwind, the user can actually change direction to follow any curve or invert at an increased rate. This initially appears to be riding on air but is so brief and short-lived that it's obvious the user has no extended flight time. This is a D Class trick.
» Climax Cannon: The Over Road rider has advanced to the point that their understanding of the Windmill Theory and it's execution is to a more malleable degree. In this offensive technique, the user applies the theory to a wide arcing kick of some kind. At the peak of their kick's height, the wind is gathered and compressed in one swoop of the limb, causing a nitrous-like stream of wind to follow the kick's path. This forces the kick to be completed in a linear path from that point on, propelling the limb to follow it's course. At the end of the process, the accumulated wind explodes outwards the direction intended, expanding to form a what would appear to be a massive 'barrel' before the Over rider. This chamber is just a visual effect of displaced air, the actual attack being a fired beam of compressed wind energy. The pressurized cannon explodes with a concussive force upon impact, being enough to shatter wood and dent weak surfaces. This is a C Class trick.
» Levianthan Fang: 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. B Class Trick.
» Trick Description
TRICK PASS
» In Step: Reverse Turn Stance: 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.
» Amazing Forward Special: This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.
» Moon Walk: 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
» Pounce: 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. This is a D Rank trick. - 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.
» Saucer Crush: 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 ten 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. This is a C Class trick.
» ℤ𝕖𝕣𝕠 𝕊𝕜𝕪 𝕄𝕖𝕥𝕙𝕠𝕕: The combination of using both mechanics of the Bloody Road and the Over Road in tandem. Fundamentally it begins with the user suctioning air through the trek from any source directly around them. This being from another rider, the natural air, or otherwise; as long as said air exists. Like a suction, that air will be snatched from wherever it is and rendered in control of the user and then used in combination with a rapid acceleration. Air then re-funnels back through the users [ RUN ], giving them the capability to use that wind as a boost to further their own [ 00 - MAX - 00] and/or, the natural production of said style. This makes for a highly unorthodox creation of [ FANGS ] and, renders any use of wind within the vicinity of the rider, a redirection of their own [ RUN ] and air based tricks are no longer capable as long as this method is being used.
Costs [ 2 ] Stamina and [ 1% ] Wear PER Post to keep active, as well as taking up [ 1 ] Trick Slot Permanently. Affords the user less strain on the legs to perform the trick [ Fang ] considerably easier, but remaining at the same cost. [ Allows free form FANGS, but stamina cost and wear remain the same.] Tricks that outrank this Method that use wind can null the clause about air use.
» Ring Around The Roses : 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.
» Gigaer Cross Fang: 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 ]: 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.
tab █XXNAME : Monte Carlo Marie Delacroix tab █XXALIAS : Monte tab █XXAGE : 18 tab █XXD.O.B : 12/06 tab █XXBIRTHPLACE : PA, USA tab █XXSEX : Female tab █XXSEXUAL ORIENTATION : Het
tab █XXRACE : Human tab █XXHEIGHT/WEIGHT : 5 ft 3 in | 133 lbs tab █XXHAIR COLOR : Pink tab █XXEYE COLOR : Grey/Blue tab █XXBUILD : athletic build that has been shaped by years of physical training & sports tab █XXDISTINGUISHING FEATURES : septum piercing | heart-shaped nipples (tattoo)
As a military brat raised in Philly, she spent most of her life in private schools until graduating her Junior year of high school. Having been groomed for the military; her life revolved around it. It was no surprise that as soon as she turned eighteen years old, Monte enlisted the military. She underwent eight-weeks of basic training at Lackland AFB in Texas and thereafter was deployed. Currently stationed at Yokota Air Base in Japan as part of the 374th Airlift Wing unit and works for the ATP.
▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃
I N V E N T O R Y
tab █XXMotorola Moto G7 xx Unlocked and READ enabled. tab █XXWomanweisi Softback Backpack xx Carries all the s**t needed to be toted about with her; wallet, laptop, etc etc tab █XXHuawei MateBook 13 xx Lightweight laptop tab █XXAir Force Dog Tags xx Standard issue
tab █XXRANK xx B tab █XXROAD xx Wing tab █XXSUB ROAD xx Spiral Road
The Spiral Road, also known as the Climate Road or the Front Road, is a road derived from the Hurricane's situational paths to create an adverse wind that unionizes with the current climate and bends it to the rider's will. The road is known as Spiral because of it cycling, or spiraling, through different climates. Its most basic elements are present, using air as a catalyst, breaking air currents and weaving them to manipulation via spiraling the streams themselves, when used in conjunction with the current weather they will birth the appropriate Front associated with it. After much training, they can manipulate the air about the rider to form a Warm & Cold Fronts.
The Rider breaks apart the wind and collects the still air that results from it, by collecting this still air it becomes very dense, and thus, more shapely and solid given its prior density due to its low temperature. The upward motion caused by the cool, dense air wedging beneath and hoisting up the warmer air creates a lowered pressure that, when combined with the moisture in the air, create controllable phenomena within a set radius. Harsh winds and thick hazes at standard levels [B-Rank], light, prolonged rain and thunderstorms at more advanced levels via the creation of miniature stratus or nimbostratus clouds [A & S Rank]. By reversing this process, utilizing slower moving, lighter warm air mass, it is lackadaisically lifted and overrun by denser cold air. As it rises and cools, it is then manipulated as it expands to create cloud coverage. Once the rider condenses them enough they can conceive and wield sleet & hail [B-Rank] and heavy snow [A & S Rank].
tab █XXSHADOW xx ?? tab █XXTOTAL AP xx 40/350
tab █XXAIR TREKS xx ØPHANIM
Standard D Rank ATs. ► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
Wings | E Rank Wings is a phenomenon of the Wing Road that hints at the user's wind control abilities. This trick involves the user expanding upon their own run by taking advantage of the wind around them then applying their own for aerial boosting effects. The resulting effect usually gives the impression that the user is flying or gliding through the air when, in reality, they simply caught a tailwind and became a part of it, so to speak. As the user progresses in skill, they eventually learn to perform this technique at will, making it appear as though their run is a smooth flight. This trick can only be used every other post.
Impact Wind | C Rank By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.
Amazing Forward Special | F Rank | Passive This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.
Air Method to Spin That Grab Moonride | 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.
In Step: Reverse Turn Stance | F Rank 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.