Personality: Destiny as a DOGC has two personalities, both of which could be considered the exact opposite from each other. Normally she tends to be quite cold to people, she doesn't often address people and can come off as very offputting. She's very reserved and prefers to remain quite formal with people she knows, getting anywhere past the cold exterior is difficult though if one does they will get to see a warmer girl. Her other personality could be considered to be flaming hot. She is aggressive and will throw down with anyone for the littlest offense. She will throw out insults and beat the s**t outta someone for practically very little good reason. With this personality, she is very wild and does all sorts of crazy things. This often gets mistaken as the belief that all Latino girls are crazy. Backstory: Destiny was born in Mexico to poor parents, who at the first chance they could illegally immigrated to America. She got in to gymnasics at a young age and did that growing up and through school. Her family eventually got them all citizenship and ended up with decent jobs. Destiny didn't make many friends during middle school and got into fights often. Her parents thought she just had a very bad temper and it could flare up sometimes. Feeling like Schools in America were not right for her usual way she acted, they instead sent her to Japan to do high school and college. They felt the more formal structue there would do her some good. She continued gymnastics over in Japan as well and that also led to doing parkour and eventually into riding. Picking up the Sonia road was obvious considering her inclination towards it thanks to gymnastics. She finished high school still contining gymnastics but struggling to make any meaniful breakouts. She got a college scholrship due to grades and her gymnastics. She currently attends collage and works part time as despite her gymnasics scholarship she often needs money for living expenses. Destiny is struggling to figure out who she is and what shes going to do in life.
Country of Birth: Mexico
________________________________________|R|un |I|nformation Road: Glacier Road Rank: C Allias: Senorita Frost Shadow: The White Wolf Race: Descendant of Gravity Children TOTAL AP: 5/5
-----→ 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 increase in maneuverability beyond that of normal human capability.
-----→ 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.
-----→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.
---Trick Passes (You get 3 Free at creation)
-----→ In Step: Reverse Turn Stance l F -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
-----→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.
-----→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.}
► A standard Smart Phone, R.E.A.D enabled, nothing special otherwise.
→Go Pro Camera
► A Go Pro so she can record her Part's wars, parkour and gymnastics from a first person veiw.
→Rosario
► Destiny's Rosario she's had ever since she was born and baptized. She will often kiss it as a prayer for good luck or fiddle around with it when shes thinking.
→Cosmetic Case
► A makeup case she can carry around with her just in case she needs to make adjustments or change her makeup on the fly.
Posted: Fri Mar 01, 2019 10:48 am
PERSONAL DATA ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Full Name: Ono Yamaguchi Nicknames: O Age: 22 Birthdate: Dec 30th Sex: Female Sexual Orientation: F*ck her for the clout, make your dad proud
Appearance:
██ 5'7" & 149 lbs ██ Black hair, reaches hips ██ Green eyes ██ Well-built hourglass
Personality: lol the b*tchiest most ill-tempered narcissistic piece of sh*t Backstory: She's the b*****d child of a Yakuza boss and an actress that got mixed up in the wrong crowd. Her mother died of a drug overdose, or so she was told ever since she can remember. Other children grew up reading fairy tales and chasing one another on the playground; she spent her youth learning the in's and out's of this horrid lifestyle, and it has taught her exceptionally well in stratagem and efficiency. Lots of reckless, self-destructive behavior and scandals.
RUN INFO ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Road: Hurricane x Apollon Rank: C Allias: ?? Shadow: ?? Race: Human TOTAL AP: 16/20
-----→Oh Time! | E -------► The very basic of all Apollon Riders tricks. Fairly simple in process, the Apollon rider generates amass sense of heat. Time' is just the influence of heat, light, and other Flame based riding aspects to produce abnormal effects. In this beginner instance, the user uses a visual phenomenon known as "Total Reflection". Using the heat build from the Flame Road, the user will cause the temperature and humidity of the air about them to heighten, bringing it to the extent that they become invisible temporarily. This, being the same principle under which mirage's and heat hazes work, is a more discreet and less flamboyant way of producing the road's effects. This is an E Class trick.
-----→Giant Swing of Time | D -------► A simple offensive trick designed to make use of centripetal force. The user plants a hand on the ground and swings their feet like a pendulum to strike the opponent's 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
-----→Wind Barrier l C -------► 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 visible 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.
-----→Soul Snatch l C -------► 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. This is a C rank trick [+10 Speed Using The Trick]
-----→Time Shield | C -------► By this point, the Apollon rider has control of their heat and updrafts that they can create a shield of heated rising updrafts. This shield takes on the image of a large grandfather clock and a set of gears. These updrafts are more physical than 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.
-----→Reincarnation | 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 effective-ly when used in conjunction with "Oh! Time!"
---Trick Passes (You get 3 Free at creation)
-----→Amazing Forward Special l F -------► Stamina: 1 | 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.
-----→Super Stride IV Sonic Boom l F -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by crisscrossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven-foot distance between each strides beginning and endpoint. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→Air Method to Spin That Grab Moonride | F -------► his flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty-degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver, the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backward riding skid to a stop.
Full Name: loading... loading... error: 666-- corrupted file. initiating mandatory shutdown... Nicknames: Jax, J, Half - Breed, the little smurf with resting b***h face syndrome Age: 19 Birthdate: Somewhere in Gemini season. She doesn't know so she picks a random day around that time to celebrate each year. Sex: Female Sexual Orientation: She turns herself on most of the time. Who can blame her though? Height: 5'3" Weight: 138 lbs Physical Description: Jax's form is voluptuous yet athletic, possessing a tight waist and stomach that flares out into a lower body putting even the THICKEST bowl of oatmeal to shame. She's got more curves than a backwood mountain road with tattoos snaking along her back, arms, stomach, and thighs. Every mark from the ink bears meaning, much of it from her time as a Yakuza hitman. She also has a lot of scars; some self inflicted whilst others came from aggressors. Both her nipples are pierced, along with her tongue and size three gauges in her earlobes. Her face bears exotic features with high cheekbones, almond shaped eyes with purple centers, and lush lips. Facial planes hold a startling amount of symmetry save for the beauty mark on her left cheek; just below the eye.
Personality: Exceedingly Narcissistic | Confrontational | Sadistic | Masochistic | Thoughtful | Energetic | Capricious | Mischievous | Petty | Emotional Backstory: Nada. Just ask her momma, she really ain't s**t. Country of Birth: Japan Ethnicity: Saudi Arabian and Japanese
________________________________________|R|un |I|nformation Road: Bloody | Sonia Rank: C Allias: Jax the Ripper, Spring heeled Jax Shadow: Oni Race: Human TOTAL AP: 22/34
► A set of air treks designed to look exactly like designer open toed red bottom high heels with interweaving straps extending past her shin to lower calf. When the user activates them by clicking their heels together twice, two carefully hidden compartments upon each open; and out pop the wheels of her treks. Once activated they behave exactly like ordinary C class air treks in terms of balance and maneuverability. To return them to their fashionable default form, Jax only needs to click her heels twice again.
-----→ {Bloody roll soul 1800 l 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.
-----→{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.
-----→{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 increase in maneuverability beyond that of normal human capability. This is an F Class trick.
-----→{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. This is a C Class technique.
-----→ {Leviathan Fang l C} -------► 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.
-----→ {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. This is a C Class technique.
---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.
-----→{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.
-----→{Super Stride IV Sonic Boom l F} -------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.
-----→ {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.
-----→ {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
-----→ {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.
-----→{Technique name l Rank} -------►
-----→{Behemoth's Tail | 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.
-----→ {Ring Around the Roses l C} -------► 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.
► Taking a page from the joker's handbook, Jax has filled this medium sized water pistol with hydrochloric acid. She finds the threat of long term blindness to be a far more effective deterrent to a would be assaulter than pepper spray.
→Single strap designer handbag
► Carries a variety of things within it. Primarily her wallet with a few different fake identification and credit cards, a small knife, and typically her flask. There's also a set of handcuffs in there. Not the fuzzy kind though, she ain't with that weak s**t.
→Cell phone
► Some snazzy a** superior cutting edge model with R.E.A.D. capabilities and a camera that takes some pretty fire n***s. It's also waterproof because momma deserves nothin' but the best.
→Tiny Spoon Necklace
► She likes to powder her nose. Mind ya business.
→Oni Mask and black beanie
► Can't very well just rob people without a mask. That's how she got picked out of a line up last time... How many blue haired bombshells with purple eyes can be running around Tokyo and robbing people blind at one time, anyways?
→Red bull energy drink
► It gives her wings!..... Aaand curbs her stimulant addiction.