Full Name: Tabitha Kirsteine Nicknames: Tabby Age: 27 Birthdate: April 2nd Sex: Female Sexual Orientation: Bi-sexual
Height: 5"8 Weight: 167lbs Physical Description: Tabitha is a busty and curvy woman with naturally tan skin and possesses a naturally red-orange shade of hair. Her eyes are naturally golden. She is most known for her sporty and loose fitting clothing with corsets, and her distinguishable kitty eared hats. She prefers long leggings and cute flat shoes over heels as her balance is a bit on the klutzy side. Even in her walk she likes to swing her arms and naturally has a happy sashay to her hips.. Her skin is blemish free. Tabitha only possesses one tattoo of a chibi kitten on her forearm.
Personality: Tabitha would be considered bit of an eccentric, who enjoys talking of the sea and sometimes referring to herself in third character. Very happy-go-lucky, her answer to every situation is by cooking up her favorite food, forcing piggyback rides, dousing them in perfume, or referring to using her favorite prized harpoons "Stabby and Jabby." Very fond of cats, Tabitha has a closer bond with felines and lets very few people be unknown to that. Quite the people person, she will talk anybodies ear off, and has a tendency to change subjects to very in particular topics. Since she hasn't been in Japan very long, the tourist mode in her is clear as day.
Backstory: Tabitha was born overseas, and had traveled to Japan to better her skills. With no living relatives, Tabitha had been travelling ever since she was thirteen. Being raised by her Aunt in San Francisco, she had set out after her aunt had been trying to keep her away from the world of Air Treks. The tuner in her runs deep from her mothers side, as her mother had once been a fantastic tuner. She passed away before Tabitha could learn too many skills, so she is green at the trade. Her main reasons for being in Japan include becoming a better tuner, and eating all the fish she could possibly want. A city of seafood... What more could one ask. Currently she runs a small van for business, changing an old ice cream truck. Unfortunately she kept the ice cream jingle as her horn, and has named her business "The Tuner Creamery."
Country of Birth: Rhode Island, United States.
________________________________________|R|un |I|nformation Road: Ring Rank: C Allias: "Crazy Neko" Shadow:
Her shadow can split into 8 miniature versions of itself Race: Human TOTAL AP: 5/5
► these Stylish ATs are kitten themed and have an etched in design of catpaws with tiny decorative pieces at the toe to look like claws.. The laces and high top part of the ATs possess black and white pom poms.
-----→ {Metronome l F} -------► • Metronome: 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:l } -------► • Quick Fix: 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 Trecks 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 trek 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 l C -------► 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 l F} ------- Rank: F | Stamina: 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.
-----→{ ► Moon Walk l F} -------► 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.
-----→{ Air Method to Spin That Grab Moonride l F} -------►► Location: Rank: F | Stamina: 1 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
-----→ {Trick Name l Rank} -------► {Description.}
► Long handled kitty faced computer bag that stores her items into.
→
► 400LDSI NekoLG phone- A custom phone he had made by another when traveling through China. Is compact and shaped like a cat face, flashlight and camera built into the eyes.
→
► Stabby and Jabby the harpoons of horror {PASSIVE} Most of the time these lovely weapons are left in her van. She only uses them on customers who rip her off or when self-defending her small turf of a van.
Posted: Sat Feb 23, 2019 12:41 am
Faceclaim Full View ________________________________________|C|haracter |I|nformation
Full Name: Xander "Rey" Torres Nicknames: Rey Age: 21 Birthdate: September 8th Sex: Male Sexual Orientation: Demi-sexual x Asexual.???? Really Depends
Height: 6'7 Weight: 210 Lbs Physical Description: Athletic build with a basketball like wingspan and hands. He isn't overly jacked, but still retains muscle back from playing football in High School.
Personality: Xander is gentle and reserved for a child of his nature and name. He doesn't flaunt around and be seductive like his dad. He tends to be easily caught off guard in most social situations he hasn't been in. He isn't one to openly be friendly with a new person. Backstory: The oldest twin out of the two, Xander spends most of his time writing erotic novels and cutting loose of pure laziness. He doesn't have true ambitions in regards to academics. He knows what he wants to do with his life. Write. He is a star wide receiver for his high school football team and played a little basketball as well due to his height. He found himself naturally good at it, but just hated actually doing the sports. He doesn't party much and he tends to hate being in most situations. He grew up learning the ways of throwing shade. He currently is attending college as his mother told him he would either A. go to college or B get kicked out of the house. He chose to not get kicked out of the house. His family moved to Japan during his early teens to be more involved in the Storm Riding culture. Born to a family of riders, it is actually ironic that he was forced to have to ride. His twin is no better either. Ironically, much as his father pushed him and tried influence him, he ended up taking up his mother's road and a road that entirely different that of his father who was Apollon. He didn't stay on the road though. Following a different path, he turned to Bloody.
Country of Birth: New York, New York. USA ________________________________________|R|un |I|nformation Road: Bloody Rank: C Allias: Rey Shadow:Warrior of Indra Race: Ascendant TOTAL AP: 0/5
-----→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. This is a C Class trick.
-----→Bloody Roll Soul 1800°|D -------► 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.
---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.
-----→Upper Soul 23 Roll l F -------► With this technique, even those with little jump can reach the sky. By holding on to a pole of sorts with one hand while running one’s ATs in a vertical grind, the user spins all the way up said pole. This skill is useful for scaling up buildings that are too tall to jump or keeping up with someone who can jump much better than yourself. However, the Upper Soul is not as fast as a jump.
-----→Amazing Forward Speciall 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.
---Custom Tricks
-----→ Pounce l D -------► 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.
-----→Behemoth 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
-----→Crunch l C -------►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.
|C|haracter |I|nformation Full Name: Seishin Sou Age: 17 Birthdate: May 4th Sex: M Sexual Orientation: Pan Height: 5'10" Weight: 145 lbs Physical Description: LookPhoneBlack hair. Fair skin. No piercings. No tattoos. White teeth. Dark eyes. Personality: Easy going and honest. Always up for a challenge, especially physical challenges. Easily dumbfounded. Not your brightest bulb... Backstory: Lived with his grandparents in the country. Moved to the city for school. Works part-time. Not part of any clubs. No close friends to really speak of, except back home. Country of Birth: Japan
|R|un |I|nformation Road: Hurricane (Jack Knife) Rank: C Allias: TBA Shadow: TBA Race: Human TOTAL AP: 5/5 R.E.A.D → [170] → Acceleration:[20] → Battle Strength:[20] → Stamina:[50] → Jump:[80] → Air Time:50
→ Air Treks: Standard
► Black standard AT's capable of going 60 mph. ► TUs: 0 ACC | 0 STR | 0 STA | 0 JMP
|T|rick |I|nformation ---Road Tricks
-----→ {Wind Barrier l C Rank} -------► • At this point in the user's growth, they have gained control of the wind to the extent of effecting it directly and at will. Through very blatant hand gestures, the user will create a highly dense barrier of wind before them. With their arms outstretched and palms opened, air will appear to branch from the fingers to directly connect to the visibly air disrupting 'wall'. This characteristic of solidity is the technique's main trait, the user having the ability to completely nullify mid to high powered impact forces. The dense air barrier is created by making the air before the user become completely still and, in turn, keeping the body in place temporarily to hold this compacted 'front' of air as a protective shielding. This is a C Class trick.
-----→{ Soul Snatch l C Rank} -------► • The Rider will take a stance where their body is low to the ground, while riding. This low stance makes them slightly more aerodynamic, and is part one of the trick. While riding like this the rider will take the oncoming currents of wind, and begin breaking them down. Lowering the wind resistance temporarily, and allowing the rider to accelerate faster while riding like this. The breaking of the wind currents first makes a slight booming noise, then becomes a rumble that sounds like a roar. This comes from the air around the newly emptied zone of air rapidly refilling the area with air. When riding like this as well, the air the rider passes by becomes distorted, as if they literally ripped through the air. [+10 Speed Using The Trick]
-----→{Trick Name l Rank} -------► {Description.}
---Trick Passes
-----→ {Super Stride IV Sonic Boom l FRank} -------► 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.
-----→{Amazing Forward Special l F Rank} -------► 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 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.
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
|I|nventory |I|nformation → iPhone
► Touch ID enabled with 8 digit code to unlock.
→ Wallet
► Photo ID, Grocery Store Rewards Card, Debit Card, Cash, Photo of Grandparents
Personality: Jae could be called one of the most chill girls in existence. She does not get irritated or mad and she does not throw insults. She can be very nice or just neutral. She holds a lot of stress in and unlike most normal people she refuses to release it in a healthy way. While some might get mad or yell or something to that degree, Jae uses sex to relieve her stress. This has led to her being DTF. She no longer believes in relationships anymore either because with her fame it's been impossible to have one. She also believes in people's freedom to do what they want and lives that belief with her side business. Backstory: Jae was clearly destined to be something great from an early age. Her mother had been a pop star and her father a successful businessman who had sponsored her mothers pop group. Her father taught her from a young age how to run a business and her mother taught her the in and outs of being famous. With those two combined and Jae's capacity for learning it was not unexpected, she burst into the modeling scene. From a young age, she was adored in the hearts of many people in Korea. This only grew as she got older and her career advanced more and more. By the time she finished middle school, she had completed a high school degree, her intelligence shining along with her budding looks. She branched out a little into acting, music but always kept modeling as her main focus. Sponsorships, deals, Jae got it all. She took over Korea and the other Asian countries followed suit. She even became popular in Japan which had a long history of racism against Koreans. With this popularity comes stress though, one thing Jae could not handle properly. She instead turned to pleasures of the body to relieve stress. She also ended up getting into AT mostly because of sponsorships. She found she liked it and ended up getting into tuning and making money off of that as well. She did not just sit on her money either, she invested it saved it, bought businesses and stocks. Her portfolio is quite impressive even more so considering her age. She has recently expanded into AT performance enhancing drugs which she can sell in Japan thanks to the government's very friendly attitude towards everything AT. She is currently living in Japan building up her business and getting involved with AT.
Country of Birth: South Korea
________________________________________|R|un |I|nformation Road: Ring X Sonia Rank: C Allias: Black Rabbit Shadow: Tokki Race: Human TOTAL AP: 1/5
-----→ Nitro Cushion l 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 increases in maneuverability beyond that of normal human capability.
-----→Metronome l 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.
-----→ Thorn l 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.
-----→Quick Fix l C -------► 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)
-----→Thorn Whip l 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.
-----→THRILL LINK l C -------► The Tuner creates a "lifelink" draining stamina from her body while supplementing another rider. The Tuner is easily excitable, especially when being carried by a rider of another road as they perform tricks and feats. Her heartbeat quickens with excitement which blends with the sound of the rider holding her. Like a war drum, the sound of her body beats with an intensity that releases adrenaline a rider never knew they possessed. The trick is both mentally and physically exhausting for The Tuner i, but the holder is refreshed with new found energy to ride! It is the next step towards Link Tuning for a C Rank rider. - Riders have a different road or style from the tuner. - 10 Stamina transfers from tuner to tuner.
---Trick Passes
-----→ 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.
-----→ 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.
-----→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
-----→ {Trick Name l Rank} -------► {Description.}
► Brand new top of the line Smartphone not even on the market yet. Jae got it as a sponsorship deal. It is customized to her liking, pink with her bunny logo on it. R.E.A.D. enabled. Privacy is valued with this phone. It is also able to pick up police radio signals. It also seems to be on its own private cell phone tower.
→Headphones
► A pair of wireless headphone also state of the art and not on the market yet. She also got them from a sponsorship deal. They have some hidden functions and respond to voice commands. They can tune into radio signals and much like her phone police scanners. While on they can also pick up sounds better then a normal human can and send them to Jae's ears directly. Combined with her natural hearing with RIng Road shes able to hear things extremely well, better than most.
→ Stun Gun
► A very unique stun gun Jae's security had designed for her. The gun fires out mini clasps to attach to the target, then releases a strong electrical charge. This allows for multiple uses and one not having to get close. She has used this multiple times on would be attackers. The gun is pink and black and has a keychain attached to the handle. A pink bunny symbol as per usual.
→Gum
► Jae always keeps a pack of pink chewing gum on her.
→Record Book
► Jae keeps a small record book that seems to be empty but requires something special to see the written words on it. One half keeps her records of sales and the other her intimate experiences.
FULL NAME — Orka Mako NICKNAME — Giselle GENDER — Male AGE — 21 [Twenty One] HEIGHT — Six Foot Four [ 6'4"] WEIGHT — 84 Kg [ 192 lbs ] ETHNICITY — Moroccan + Creo BLOODY TYPE — B Positive ALIGNMENT — Neutral SEXUALITY — Heterosexual LOVE INTEREST — " . . . Guess? " APPEARANCE — Giselle stands six feet, four inches, with a mess of strands pallet in black. Hair is long and comes sometimes in a moss roll, that flops from the sides to being slicked back, depending on the persona he takes on. While mild manner most of the time, he wears regular street apparel. Going to and from work. When taking on the persona TiTAN, his garb changes to something more ornate, to further express himself and his racial background. Physically he's an ectomorph, elongated in frame with muscle to match. His muscles shape and compress depending on the activity he performs, so he sometimes look beefier. Skin tone is dark, almost chocolate. Eyes a mild, deep purple with a slight shimmer. He can sometimes be considered, "Pretty", however, his mostly deadpan face kills that description rather quickly. MANNERISMS — Orka is the cold side of the pillow. His calm, relaxed, and thoughtful demeanor pants the picture of a mild mannered, cool guy. He avoids conflict and sees no reason to go further than he needs to, ever, as it isn't his business to do so. Sometimes this coldness can lead people to believe he's indifferent or uncaring. Perhaps he is. This side portrays a volatile, more aggressive other, known as "TiTAN". All the things Orka isn't, TiTAN is. Passionate about his dreams, he wants to fly higher than anyone else and pushes himself to do it. The spark in change between these two personas is as simple as Storm Riding. When Orka Parts Wars, TiTAN takes over. BIOGRAPHY — C://Intel/Orka/Biography - ERROR... This root cannot be accessed— RACE — Human
ALIAS — TiTAN RANK — C TYPE — Featherweight ROAD — Wing x Gaia SUB-ROAD — Unknown FUSION-ROAD — Jupiter ABILITY POINTS — 23 / 30 SHADOW — A beast in the sky. A terror on the ground. AIR TREKS — SKYBOX [Current TUs: 0 SPD | 0 STR | 0 STA | 0 JMP]
» Impact Wind: 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.
» Seismic Sonar: 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: 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.
» Wings:: 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. This is an E Class trick. » Trick Description
TRICK PASS
» Trick Description » 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. » Trick Description
CUSTOM TRICKS
» Trick Description »Moon Drop: As Wing and Hurricane riders skills as a rider advance their tactics become more advanced to utilize the full basic principles of the Wing and Hurricane Road. Two main factors exist in order for this trick to occur but the result remains the same. Dissolving & re-coagulating streams of air the rider will create a compact surface of air created through the differentiating streams and currents that he destroyed. This is known as a Catching a Moon Drop in which he interfaces with the air. While wind weaving is rudimentary for the Hurricane Road given the added pressure from tightly weaving this wind makes this surface unstable yet tractable. It's common for this surface to be kept at or near ground level for when it's triggered, this condensed wind explodes. The generated force is enough to bruise the flesh and possibly but not regularly fracture weaker, smaller bones [Ankles, Wrists, a Rib, Digits, and so one]. Furthermore, this Moon Drop doesn't necessarily have to be in the user's grasp to use [Doesn't have to be holding it] but can use his creation & dissimulation of wind to form it in a controllable range. Commonly kept at ground level due to the fact that when it explodes beneath an opponent's feet the generated force is enough to launch anyone into the air, making them susceptible to an aerial assault as a follow-up tactic to make up for the trick's low damaging output. The trick's range and aerial lift vary among the amount of effort used to perform the trick and are as follows: D Rank ━ Controllable Max Range: 10ft. Aerial Lift: 5ft. C Rank ━ Controllable Max Range: 20ft. Aerial Lift: 15ft. B Rank ━ Controllable Max Range: 30ft. Aerial Lift: 25ft. A Rank ━ Controllable Max Range: 40ft. Aerial Lift: 35ft. S Rank ━ Controllable Max Range: 50ft. Aerial Lift: 45ft.
»Lights Skinfaxi: The rider warps the air currents and wind drafts around an area, manipulating them into creating a lens of wind. The lens refracts light to an extent, allowing the user to create optical illusions of themselves, or an object within range. The user cannot make something out of nothing. When the illusion are interfered with they’ll disappear shortly afterward, but leave behind color distortion of some sort of mist. The trick is typically used to psych out an opponent, and make them think something is occurring that isn't actually occurring. Or allow the rider themselves to hide. When a rider on the Wing Road progresses to a higher level such as A Class. They are able to exert additional stamina and wear, in order to make the clones more solid in color. C Rank ━ Controllable Max Range: 15ft. Wispy Clone [ 1 Max] B Rank ━ Controllable Max Range: 25ft. Wispy Clones [ 5 Max ] or Object [ Size of Pickup Truck ] A Rank ━ Controllable Max Range: 30ft. Solid Color Clones [ 15 Max ] or Object [ Size of Small Plane ]
»Rumble Shot: 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. This is a C rank trick. 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 /color]
»𝐆𝐞𝐧𝐞𝐬𝐢𝐬 𝟎𝟎𝟏 [𝐄𝐚𝐫𝐭𝐡 𝐗 𝐇𝐞𝐚𝐯𝐞𝐧]: Using the trick seismic sonar as a basis, this is an advancement. Further spreading the natural vibrations created and using the newfound wind control, the rider sends them into the air. Instead of a pulse the vibrations attach themselves to strands of wind, now able to see in the same degree on the ground, anywhere around them. Range is the same as seismic sonar and this effectively replaces it. D rank Trick.
»𝐆𝐞𝐧𝐞𝐬𝐢𝐬 𝟎𝟎𝟎 [𝐆𝐚𝐛𝐫𝐢𝐞𝐥'𝐬 𝐅𝐥𝐢𝐠𝐡𝐭]: Reversing the polarity of themselves from that of the planet, the rider is capable of literally creating a notion of [ ZERO GRAVITY ]. This works by applying piezoelectricity to the ground, making the directional force of the rider repel themselves upwards / away. Masterful control gives them the ability to outright fly. Actual directional movement is a consistent application from wind control and body motions, keeping the rider steady while giving them full axis. The creation of an aerodynamic shift becomes child's play and the rider is gifted with literal flight, afforded at maximum speed.
[3%] Wear and [2] Stamina must be paid per post to keep active. » Trick Description » Trick Description » Trick Description
FULL NAME — Iwatari, Koga NICKNAME — " Hotshot " GENDER — Male AGE — 18 HEIGHT — Six Feet [ 6'0"] WEIGHT — 67 Kg [ 170 lbs ] ETHNICITY — Pure Japanese BLOODY TYPE — A Positive ALIGNMENT — Good SEXUALITY — Heterosexual LOVE INTEREST — " Well, there's this ONE girl. . but. . " APPEARANCE — Koga is what you'd call a beanpole. He's pasty white, brown hair that he rarely trims, but bright eye'd. While he is somewhat tall, it's only because of a late growth spurt that's made him a little awkward in his own body.
MANNERISMS — Koga was raised to be respectful to everyone he meets. A child who sees good in people no matter what, he tries his hardest to be warm and understanding. However, that isn't to say he doesn't have his own devilish nature. It usually only comes out when he's in some form of competition, which is why he got into storm riding. BIOGRAPHY — C://Intel/Koga/Biography - ERROR... This root cannot be accessed— RACE — Descendant of Gravity Child
» Oh Time!: 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. This is an E Class trick.
» Giant Swing of Time: 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 mid-section 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. This is a D rank trick
» Time Shield: 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 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. This is a C Class trick.
» Flame!: 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.
» Afterburner: 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.
» 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. » Trick Description
CUSTOM TRICKS
» Reincarnation: 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!" » Trick Description » Trick Description
Full Name: Usamimi Nicknames: Usa-Usa Age: 17 Birthdate: June 8th Sex: Female Sexual Orientation: Bi-sexual
Height: 5' 4'' Weight: 212 lbs Physical Description: Usa is a short girl with clear signs of thick leg muscle and very nicely tanned skin. She possess blond hair and red eyes due to very screwed up genes that we will not get into. Tends to wear a leotard and thigh high anything so she looks like a super hero and has clip on bunny ears that are almost always on her person at all times if she can help it.
Personality: .....we'll get there fam.
Backstory: .....its a troll story lets be honest.
Country of Birth: Australia
________________________________________|R|un |I|nformation Road: Buck Wild Road Rank: C Alias: Taguel Shadow:Taguel Race: Descendant of Gravity Children TOTAL AP: 5/5
-----→ { Focused Mind l Rank 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. This is an F Class trick.
-----→{ Falcon Punch l Rank 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 Rank 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
-----→{Trick Name l Rank} -------► {Description.}
---Trick Passes
-----→ { 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.
-----→{ 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.
-----→{ Super Stride IV Sonic Boom l Rank 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.
-----→{Trick Name l Rank} -------► {Description.}
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
_______________A m y Amelia Rhodes :: 17 :: Female :: 5'7" :: 112lbs. :: Cygnus Road :: Breezy :: Descendant of GC Blonde hair with dyed streaks :: Blue Eyes :: Pale Skin Giggly ▪ Bubbly ▪ Gullible ▪ Caring ▪ Loud-mouthed
Rider Rank :: C ____R.E.A.D :: 170 ____S t a t s ▪ ACCELERATION :: 040 ▪ BATTLE STRENGTH :: 050 ▪ STAMINA :: 020 ▪ JUMP :: 060 ▪ AIR TIME :: 055
____R i d e r _ D a t a ▪ ROAD :: Wing Road ▪ ALIAS :: Breezy ▪ SUB-ROAD :: Cygnus Road ▪ FUSION-ROAD :: None ▪ SHADOW :: None Yet ▪ TEAM :: None ▪ AIR TREKS :: Cypher Brand Treks - Model Bs 000▪ Common white, blue and red air treks, with clear wheels. 000000▪ SPD 00 :: STR 00 :: STA 00 :: JMP 00
____T r i c k _ D a t a ▪ ROAD TRICKS __»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 __»Trick Name::Trick Rank:: Trick Description
▪ CUSTOM TRICKS __»Woopsie! [ aka Windshearing ]::C Rank:: A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?] – No more than 1 use Per Post __»Trick Name::Trick Rank:: Trick Description
____I t e m _ D a t a ▪ WALLET :: Money + All Needed IDs ▪ PHONE :: R.E.A.D Enabled ▪ SHOES :: Trusty sneakers ▪ ITEM :: DESCRIPTION
____B o n u s _ D a t a ▪ AP Tracker :: 1 /// 5 ▪ LAST UPDATE :: Nada
Full Name: Usamimi Nicknames: Usa-Usa Age: 17 Birthdate: June 8th Sex: Female Sexual Orientation: Bi-sexual
Height: 5' 4'' Weight: 212 lbs Physical Description: Usa is a short girl with clear signs of thick leg muscle and very nicely tanned skin. She possess blond hair and red eyes due to very screwed up genes that we will not get into. Tends to wear a leotard and thigh high anything so she looks like a super hero and has clip on bunny ears that are almost always on her person at all times if she can help it.
Personality: .....we'll get there fam.
Backstory: .....its a troll story lets be honest.
Country of Birth: Australia
________________________________________|R|un |I|nformation Road: Buck Wild Road Rank: C Alias: Taguel Shadow:Taguel Race: Descendant of Gravity Children TOTAL AP: 5/5
-----→ { Focused Mind l Rank 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. This is an F Class trick.
-----→{ Falcon Punch l Rank 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 Rank 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
-----→{Trick Name l Rank} -------► {Description.}
---Trick Passes
-----→ { 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.
-----→{ 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.
-----→{ Super Stride IV Sonic Boom l Rank 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.
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---Custom Tricks
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