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Air Gear: Kings of Kanto [U/C]

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With Storm Riding at its most popular height, A civil war is brewing to combat its Gentrification. 

Tags: Air Gear, Roleplay, Semi-literate, Slice of Life, Fandom 

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ccuppajo


OG Gaian

PostPosted: Fri Nov 08, 2019 3:50 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Monte Carlo Marie Delacroix
Nicknames: Monte
Age: 18
Birthdate: 12/06
Sex: Female
Sexual Orientation: Demisexual

Height/Weight: 5 ft 3 in | 133 lbs
Physical Description: Pink hair, greyish blue eyes. Septum piercing and various others otherwise unseen. Athletic build that has been shaped by years of ballet and physical training. Her hips are a new religion.

Personality: Resilient | Patient | Extrovert | Sumptuous | Inquisitive | Dutiful
Backstory: Bouncing from private boarding school to the New National Theatre Ballet School in Japan, Monte has long since lived a life of socialites and social media influencers. Her parents never spent much time with her, opting even at a young age to ship their daughter off elsewhere, of course it was only the very best place to boast to others about their prodigal daughter. Dinner parties, holidays, rarely had she had a moment to herself when not studying for college prep or dancing. Or so they had thought. Caught up in the fast life, she hadn't seen the oncoming car that slammed into the SUV she was in with friends. While only suffering a broken leg, she wouldn't dance again, not as best as she had before. Perhaps that's why she enlisted in the military's ATP program after going through rigorous therapy. She appears to be a regular student at University of Tokyo, though she takes classes, it is a cover.

Country of Birth: Whitechapel, London, UK


________________________________________|R|un |I|nformation

Road: Wing
Sub-Road: Spiral Road
Rank: B
Alias: Dove
Shadow: ??
Race: Human [+50 Jump]
TOTAL AP: 40/350


R.E.A.D[225]
→ Acceleration: [25]
→ Battle Strength: [50]
→ Stamina: [50]
→ Jump: [100] [+50]
→ Air Time: 100


→ Air Treks: ØPHANIM
    Standard D Rank ATs.

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


________________________________________|T|rick |I|nformation


---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 l Rank}
-------► {Description.}


---Trick Passes
----- Amazing Forward Special | F Rank | Passive
-------► This basic ground technique is used for pursuit, done with the intention of aligning and then fitting oneself in the direct path behind a rider ahead. Despite its simplicity, the trick allows users to hone in and aim better with run disrupting maneuvers. Even if the ahead rider turns the user can remain aligned with them as long as they are at a close or mid ranged distance behind.

-----Air Method to Spin That Grab Moonride | F Rank
-------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers.
The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty-degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver, the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.

-----In Step: Reverse Turn Stance | F Rank
-------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.


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

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

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


________________________________________|I|nventory |I|nformation

Motorola Moto G7
    Unlocked and READ enabled.


Womanweisi Softback Backpack
    Carries all the s**t needed to be toted about with her; wallet, laptop, etc etc


Huawei MateBook 13
    Lightweight laptop.


 
PostPosted: Sat Nov 09, 2019 1:44 pm
[Transfering from Miyu to Rosaline]

User Image
________________________________________|C|haracter |I|nformation

Full Name: Rosaline Windsor
Nicknames: Princess, b***h
Age: 15
Birthdate: December 21st
Sex: Female
Sexual Orientation: Bisexual

Height: 5'5/164 cm
Weight: 46 kg/101 lbs
Physical Description: Pictures

Personality: Rosaline believes herself to be above everyone else, she comes off as arrogant though asking her she'd say "I'm not arrogant, I'm right." She enjoys messing with people and is very mischievous. She always is thinking like a strategist, thinking about what her enemy could or would do and different scenarios. She prefers to be a few moves ahead of an opponent just like in chess. She is ambitious and is no sastified even with her high station. She wants the throne of Britain. All around she is a genius who acts like the princess she is and expects people to treat her as such.
Backstory: Born prematurely Rosaline spent some early time in a neonatal unit as a precaution. She was born thirteenth in line to the British throne, she took on the title Her Royal Highness Princess Rosaline of Wessex. Though she has styled her title as Lady Rosaline Windsor occasionally in less formal situations. Since she was born she has been pampered and gotten used to the highest standard of living. Unlike some of her family, it was clear from a young age she was gifted. Her last recorded IQ test placed her above two hundred. She had learned multiple languages by 6 and was already in school. By age 13 she had completed a college degree and was a grandmaster in chess. Being a genius came with a cost. Rosaline had an unknown condition, her body was weak and physical activity was painful. It was not life-threatening but would be a constant problem as she lived her life. She has had to have a personal doctor attend to her weekly to ensure everything was fine. Her doctor suggested AT as a way to help her improve her strength. She was warned that it would be painful and she would be at a disadvantage to other riders. Regardless she decided to take up AT to help alleviate her condition. Around the same time, it was decided by the crown and her parents for her to be sent to Japan as Britians diplomatic ambassador. She was to keep good relations and find out what was going on there. Her parents had always treated Rosaline more as some prodigy to help the family instead of as just a daughter so she was happy to getaway. In her short time in Japan, she already achieved B rank in AT though its been painful she had been making a name for herself. She is using AT to her advantage to get a better insight into Japan and what the hell is going on in their government. She wishes to excel at this job so that she can kickstart her way to the British throne. She has 12 family members she needs out of the line of succession and plans everyday of how to do it.

Country of Birth: England


________________________________________|R|un |I|nformation

Road: Sonia x Ring
Rank: B
Allias: Princess
Shadow: The Queen
Race: Human
TOTAL AP: 90


R.E.A.D[280]
→ Acceleration: [100]
→ Battle Strength: [100]
→ Stamina: [40]+[50]
→ Jump: [40]
→ Air Time: 70

TUNDER R.E.A.D[170]
→ Acceleration: [50]
→ Battle Strength: [80]
→ Stamina: [20]
→ Jump: [20]
→ Air Treks: Checkmate
    A pair of Black and White checkerboard patterned Air treks, resembles a chess board. On each side is the black queen peice design. B rank treks prebuilt with ball rollers.

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- 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.

-----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.

-----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 can 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 can 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.

----- 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 readout. What the tuner does afterward is assessed the necessities in treck wear, performing a quick repair based on 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 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 by every trick is doubled until an out-of-combat tune is performed. (The x2 wear stacks with each Quick Fix applied to the treks)

----- Deconstruction l ?
-------► With their advanced knowledge about 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. This is amended in parts wars as parts wars deconstruction relies on battle read not tuning read. Outside of battle, (say someone trying to stop a fight in their shop or home) it will go based on Tuner Read.
[Example: C Rank Tuners can not destroy S Class Air Trecks. A rank Tuners can not destroy A-Class Air Trecks. Outside of battle, a C rank battle tuner that has S class tuner Read can deconstruct an A rank pair of treks.]




---Trick Passes (You get 3 Free at creation)
----- Spiral Spin Wallride 999 Sidewinder l F
-------► This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-range combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel themself 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.


-----Super Stride IV Sonic Boom l F
-------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers.
The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty-degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, the 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.


-----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 a 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 backward 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.


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

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

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


________________________________________|I|nventory |I|nformation

Black Clutch
    Rosalines expensive top of the line designer clutch. Inside it contains her I.D. and passport. She keeps her cash and credit cards. More importantly, it has a copy of her diplomatic papers.


Galaxy Cell Phone
    The newest Galaxy phone READ enabled.


Sketchpad
    A sketch pad to draw when she feels the need to.


Parasol
    A black parasol in victorian fashion with a blade hidden able to be drawn if needed.


Pain Meds
    Strong pain meds that Rosaline keeps on her at all times. She often has to use them due to her condition and road.


Deck of Cards
    A custom high-quality deck of cards inlaid with silver making them quite valuable. Stops the cards from being bent or damaged as easily and she tends to use the deck for any card games or gambling.
 

Black Fire Lord

Demonic Bachelorette

13,000 Points
  • Wall Street 200
  • Money Never Sleeps 200
  • Tycoon 200

QueenBAD_KittyKat
Vice Captain

Interesting Genius

6,675 Points
  • Married 100
  • Tipsy 100
  • Friendly 100
PostPosted: Sat Nov 09, 2019 8:28 pm
User Image

________________________________________|C|haracter |I|nformation

Full Name: Nala Naito
Nicknames: Lala or Loli or Nae
Age: 21
Birthdate: November 1
Sex: Female
Sexual Orientation: Secretly Bi-sexual

Height: 5'8
Weight: 143 lbs.
Physical Description: Nala is a dark skin with golden hues. She had long brown hair. As far as anything else, please direct you attention to her lovely picture.

Personality: Nala is a classy young lady, but a 12 year old child at heart. She is care free and full of life. Nothing can really make her upset, but if she is made upset, there will be a storm brewing.
Backstory: Nala and her older brother Scarre are children of a federal agent. They are protected by having to ride around in limos with butlers that are trained in combat and military tactics. She is 7 years younger than Scarre and the youngest of the two.

Country of Birth: Japan


________________________________________|R|un |I|nformation

Road: Hurricane
Rank: D
Allias: The quiet storm
Shadow: Rudra (Goddess of the storm)
Race: Human
TOTAL AP: 5/5


R.E.A.D[100]
→ Acceleration: [50]
→ Battle Strength: [20]
→ Stamina: [20]
→ Jump: [10]
→ Air Time: 15 sec.







→ Cloudy Storm
    They are storm grey trecks with blue rhinestones.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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

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

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


---Trick Passes (You get 3 Free at creation)
----- {Trick Name l Rank}
-------► {Description.}

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

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


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

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

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


________________________________________|I|nventory |I|nformation

→Collection of necklaces
    They are ancient Indian necklaces.


→ Latest Samsung Galaxy phone
    R.E.A.D enable


→Limo
    It is a long limo with a mini bar and fridge.



    {Description.}
 
PostPosted: Sun Nov 10, 2019 2:11 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Natsumi Yukihara
Nicknames: Natchi
Age: 23
Birthdate: May 1st
Sex: Female
Sexual Orientation: Straight
Height: 5"6
Weight: 154 lbs
Physical Description: Natsumi is a pretty pink haired woman, with bright green eyes, and a naturally angelic smile. She has one right incisor slightly pointed, which is very hard to tell, unless she makes her trademark wolfish grin. At first impression based on looks alone, Natsumi can be considered dainty. Her personality makes her nowhere near that aspect in truth.
Body wise, she is slender on the arms, with a C sized chest, and curvy hips. Her best feature would be her long, slender legs, that give her derriere a nice, natural shape.
Despite the many tiny battles, and training shes focused on when not on the job, she is a rather quick healer, so far only having one scar on her right shoulder. The only distinguishable mark she has on her person is a beauty mark under the corner of her let eyes, just above her high cheekbones.
Fashion wise, Natsumi is into dresses and jeans. Her taste in footwear outside of her treks consist of flats and boots. She isn't much for plain and simple clothes, her fashions riding more onto the punk rock and lolita styles. She does make an exception to wearing sweaters on colder days. Her work uniform is an anime inspired maid outfit, the skirt of the dress ending just past her knees. She has a pair of standard, plain black air treks that are required to be worn via dress code for work.

Personality: Natsumi is an outgoing, spontaneous girl, who always takes life as an optimism for new discoveries and engagements. Every step she takes can lead to utter chaos for others, or can bring an overly energetic approach in her demeanor. Her manner of speech always ends in a sort of positive kind of tone, the big sister title a good label. Of course, there is more to Natsumi than just the positivity. While positive, this can even show in her temperamental side to her. While entirely sweet as pie, Natsumi also possesses a scary, angry demeanor. This shows when her wolfish grin approaches, or when the heat of a battle fires her spirit up. This can be considered both good and bad in her case, as her competitive side brings out what could be called firecracker mode. In firecracker mode, she becomes unstable, the humor to breaking things and making explosions a must have. In short, she is scary when she's mad.
This does not say much on terms of loyalty and respect. She is the type to give everyone a fair first chance to show what they are like, before deciding an answer. Gossip she hates to a fault, and believes the history of others should remain in the past where they lay. Loyalty and respect are also a two way street for her. If she cannot be given mutual respect or loyalty, she will not give it in return. She herself is a rather loyal person in general.
Nothing gets in the way of her and sweets. There is no such thing as hesitation in her mind set. Her code of life is to "Expect the unexpected," a motto she takes firmly to heart.

Like: anything sweet, cheering, explosions, having good time, air treks, her part time job, fencing, disorganization.
Dislikes: negativity, overly serious people, being tied down by rules, closed spaces, gossip, and complete, 100% perfection.

Backstory: Natsumi has been a fan of air treks and storm riders for as long as she could remember. Growing up, most of her life consisted on appreciating the sport, and hopes of one day on becoming a storm rider herself. Her family, the Yukihara, had wished for her to become a doctor like her 3 older siblings, finding the world of air gear to be a pheasants sport. At most, her parents had instead enrolled her into fencing, believing that would satiate the craze. With her thinking on it back then, they only cared about being in control of their child's lives, instead of allowing them to choose their own fates, a lesson that would clue in at the most important moment of her life. Anything less then an A on grades were considered shameful to the family name, and they expected complete, and utter perfection. They were completely against air treks, and forbade her from having any part of it.
With their customs and rulings, Natsumi was constricted. It was amazing at all how she had been able to hide a pair of ATs she had obtained as a christmas present from her Aunt Aki.
Her aunt Aki was the one responsible for getting her into the sport, and was considered the black sheep of the family, having given up the family name to become a professional storm rider. Watching her aunt on television, showcasing her flame road in spectacular performances, she was who Natsumi aspired to truly be like. Sensing this in her darling niece, her aunt had agreed to teach Natsumi the ways of the storm rider in secret. From air treks, to some techniques, Natsumi would learn at utmost interest, slowly improving. Fencing helped with keeping her body toned and balanced for the sport, proving those lessons were not all in vain. For 10 years they had kept it under wraps, up until four months after Natsumi had turned 17. After her aunt having asked her to join her on a travel for a competition to her parents, the secret had been slipped out from Natsumi herself, when argument had occurred with refusals. Angered and outraged, Natsumi had hit a snapping point, much after receiving a hit by her father. Destroying the room in an outfit of rage with a fencing sword, and with unlocking her smell road, she had been disowned and kicked out that very night. Not all had been in loss by this event. Her aunt had taken her fully into her life as her own daughter, and they had traveled for a year, avoiding the catastrophe of the Americans altogether.

Years passed, and now presently, auntie Aki had retired from the world, after permanently damaging her dominant leg. Helping Natsumi get a place of her own, both aunt and niece have strong bonds. Natsumi currently works as a maid for Air-rail hotel: a fully functional hotel for storm riders only. The place itself comes with four state of the art AT arenas, a perfect place for Natsumi to continue her dreams to become a great storm riding like her aunt had been. This has helped plenty on her becoming the current rank she is today. She does this while continuing to carry her last name, both a blessing to remind her the life she escaped from, and a curse for the family that will one day regret what they have done.

Country of Birth: Tokyo, Japan


________________________________________|R|un |I|nformation

Road: Sweet Pheromone Road (Fusion of Wing+Smell road)
Rank: D
Alias: firecracker, The Cherry bomb
Shadow: TBD
Race: Human
TOTAL AP: 5/5


R.E.A.D[100]
→ Acceleration: [20]
→ Battle Strength: [40]
→ Stamina: [30]
→ Jump: [10]
→ Air Time: 25


→ Air Treks: Sweet Mercy
Dark burgundy air treks with hot pink insoles and wheels. The foot of the treks are black, with a fancy designed guard attached to help protect her feet. The sides have tiny candy decals only along the back heels.

    {D Rank Treks .}

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


________________________________________|T|rick |Information


---Road Tricks

----- Sweat | F rank
-------► This odd technique is unlike most, generally working like a 'Swiss Army Knife' of generic traits. The sweat technique is the basis at which the Smell Rider functions, being their one and only focus when it comes to mechanics. The rider naturally overexerts them self in a run, but not physically, per se. What's really happening is the overactive glands across the user's body secreting sweat from the naturally strenuous run performed by storm riders. The user's body and stamina are toned to take this, but the amount of sweat worked out is way beyond that of the average human being. This sweat actually forms to the point of different appearances; whether it be a thin films to create a glamorous natural 'glisten', buck shots of thick sweat shooting out from their body at every movement, or an excessive bodily haze of vaporized perspiration, the user physically shows their body's exertion. The effects given off by this unique technique vary between: Lubrication to fit into spaces ('buttered up'), stabilizing vibrations (impervious to vibration based tricks not involving physical contact), leaving trail of their secreted sweat to throw off other rider's runs ('oil slick' or 'sweaty haze') or increase their own movement speed and maneuverability, et cetera. The technique's not so obvious weakness involves the secreted sweat's low to moderate level of nitrogen compounds. If struck with real flames, the rider feels the effects as though they had been drenched in oil. This is an F Class trick.

-----Wings | Rank E
-------► 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 Name l Rank}
-------► {Description.}


---Trick Passes (You get 3 Free at creation)
----- Upper Soul 23 Roll | Rank 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.

-----Moon Walk | 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.

-----► Spiral Spin Wallride 999 Sidewinder | Rank 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.}

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

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


________________________________________|I|nventory |I|nformation

→ Lollipop container
    A colorful box of assortedly customed lollipops Natsumi specially orders. Never steal this unless you got a death wish.


→ RazorDragon Cellphone

    Cellphone


→ Notepad & fuzzy pen
    A pink notepad specifically for writing reminders, her s**t list, contacts, and payment/ Owe list in terms of money and parts. Normally is used for inspired ideas for customed lollipops to try and order.


→Pager
    Strictly for work shifts and reminders.
 

eijiberry

Cute Fairy

13,350 Points
  • Hellraiser 500
  • Signature Look 250
  • Forum Sophomore 300

Klayko
Crew

Blessed Tactician

PostPosted: Sun Nov 10, 2019 3:27 pm
User Image

________________________________________|C|haracter |I|nformation

Full Name: Alexander Dominic “Dom” Santos
Nicknames: Alex (Rarely), Dom Dom, Dom, The Don.
Age: 24
Birthdate: April 7th
Sex: Male
Sexual Orientation: Biromantic Homosexual (He can romance a woman, but the sexual interludes are only with another man).

Height: Six Foot Two || 187.96 cm
Weight: 200 lbs. || 90.718 kb
Physical Description: Dom wears a septum and two earrings. His back has tats that resembles the hide of a crocodile. Freckles on his face, obviously.

Personality: Dominic is an easygoing male until he isn't. He can be friendly, a male deep in thought and then outright aggressive, especially as a hunt goes on in his mind. He is Cocky with Confidence, Charismatic, Energetic, Outgoing and if he finds a good reason to eye you as his prey, you've met his cold, calculating and aggressive side, like prey caught within the waters. From there, he merely likes to submissively wear down his victim before breaking them. His track records for crime will speak for themselves.
Backstory: Pollution, Corruption, Vileness; It all ran rampant in Brazil with faulty systems and criminals running the game. All it took were Treks to make it worse. Well, Alexander stepped up to the task. He solved those matters with the newly created ATP within that country. Now, he was being transferred to Kanto, where he would be able to solve the matter of crime and humanely create a new solution to the ongoing fault human condition of damaging the ecosystem. With a Black Belt in Brasilian Taijutsu, Taekwondo, Capoeira, Koppo and a firm grasp of Technical Luchador Style Wrestling, Alexander is sure to succeed in his tasks.

Country of Birth: Brazil


________________________________________|R|un |I|nformation

Road: Lather || Gaia (Fusion)
Rank: C
Allias: Crocodile King Cipactli
Shadow: Deviljho (Just a cheaper way of saying his Shadow is a large Crocodilian Beast reminiscent of Ancient Crocodiles and old Aztec Myths)
Race: Human
TOTAL AP: 5/5


R.E.A.D[170]
→ Acceleration: [40][+25]
→ Battle Strength: [55][+25]
→ Stamina: [45]
→ Jump: [50]
→ Air Time: 65
]

→ Air Treks: Land Guppy
    {Basic Treks with the color of Mudkip on them. Nothing special.}

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Bubble Pop l D-Rank}
-------
{ Stamina: 2 | Wear: 2%
After developing more skill in riding and performing Lather Road tricks. The rider can create larger bubbles than just the basic trick. This particular trick, though, focuses on just the creation of a single bubble with additional bursting power. Used as either a quick attack or a powerful counter. The Lather Rider will quickly slide along a moist surface and change the density and composition of the moisture and the air as they then create a bubble about half of the size of their torso with slightly increased force. When it pops. The eruption it will throw back anyone within a five foot radius of it and launch their opponents an additional five feet away. Minor cuts will come from this pop but it's only superficial wounds and only causes minor bleeding, nothing more.}

-----Water Strider l C- Rank}
-------► {Stamina: 3 | Wear: 5% | Road: Lather
A Lather Rider's own personal method of riding on liquid surfaces with her road. The Lather road causes vibrations in water using their A.T’s acceleration to change the viscosity of the liquid (commonly water). Akasha’s water strider focuses on her using this method and balancing her body low to the waters surface spreading her weight out on the mass of water like a water strider bug. Knees bent in, and arms stretch out and down towards the water she places focus of movement at the hips knees and ankles to a lesser degree as the arms are used to sway her motions to readily aid in how she’ throws about her weight. The liquids solidified membrane can act as a trampoline at times and allow the rider to jump higher than they normally would off the surface. This can add +10 points to jump when jumping from a liquid surface. And as ever the rider retains full control of their ride on a liquid surface. }

-----{Rumble Shot l C-Rank}
-------► {Stamina: 3 | {Wear: 5% | Road: Gaia
The Gaia Rider will first start by gathering vibrations from their engines and start to transmit them as they throws a kick. The kick would be timed so that the vibrations burst forward through the air treks just as the kick connect with the opponent wherever they hit them at. This doesn't have much of a blunt effect, nor does it do heavy battery damage. The vibrations that are transmitted through the body are aimed to hit a certain way so that they disrupt the enemy in some ways. The effects vary depending on where the attack lands.
Head: Severe Headache, minor concussion, depth perception knocked off, equilibrium out of balance, medical attention required
Chest: Lung spasms for one post, can't breathe correctly
Belly: Rumbled intestines, gut pains for three posts, not severe, but difficult to maneuver at full efficiency
Arms: Muscle spasms, unable to throw punches or block for two posts
Thighs: Muscle spasms, cannot kick or use tricks above C-rank for two posts
Calves: Muscle spasms, cannot jump and cannot use tricks above C-rank for two posts.}


---Trick Passes (You get 3 Free at creation)
----- {Slip N Slide l D-Rank}
-------► Stamina: 2 | Wear: 2% | Road: Lather
{A simple technique on the Lather road that allows the rider to move across a surface with less friction therefore gaining more momentum. Slip n slide works specifically by the rider drawing enough water vapor to condense on their wheels to cause a prolonged slick or water to ride over after jumping into the air and hanging there for at least ten seconds. This gives them enough time quickly draw in a mass of air to condense water vapor from and then as they hit the ground the force of gravity causes their momentum to increase naturally as they slide across the surface (naturally thy longer their hang time the more speed they’ll have due to gravity when meeting ground). This technique can also work to slightly suppress the turbulence of a rough landing and any added push from their elevated position can play into the added speed given by this technique.}

-----{Spiral Spin Wallride 999 Sidewinder l F-Rank}
-------► : { Stamina: 1
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. }

-----{Supersonic Speed Tunneler Supreme Burst Dash l E- Rank}
-------► Stamina: 1 Wear: 10%
{This desperation maneuver is used as a last ditch effort for riders in a subway tunnel or near an active railway train. The rider will press their trecks against the pantograph electrically powering the train, sending an overtly powerful surge of electrical energy to overexert the air treck motors. Despite causing wear to the user's trecks the engine output is instantly pushed to the limits, reaching max. The rider is then afforded a sort of pseudo-sonic speed, the air trecks nearly working on their own to drive forward at immense speed rates. The trick is best noticed by the widened streak of sparks and electricity that spreads out behind the user's thrusting run. If used more than once without at least basic AT repair then the air trek motor burns out, wires are short circuited, and burning from too high an electrical discharge causes the wheels to melt. The AT's are essentially forced into the red wear zone upon completion of the run.}


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

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

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


________________________________________|I|nventory |I|nformation

→Wallet
    {An essential with a chain. Stays on him all the time}


→Jailbroken Cellphone
    ► {With the latest ATP technology, his cellphone cannot be traced, discovered through numerous means and cannot be hacked.}


→Headset
    {He needs them for his good grooving music after all.}



    {Description.}


Code listed below:  
PostPosted: Sun Nov 10, 2019 5:32 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Dannis Haughton
Nicknames: Danni
Age: 27
Birthdate: February 18
Sex: Female, all natural
Sexual Orientation: Heterosexual

Height: Five Foot Seven - 1.7018 meters
Weight: 139 lbs. - 63.0493 kg
Physical Description: Dark Brown Skin, mild brown hair, alluring golden honey brown eyes; She's quite the epitome of Black Magic. Her hairstyles often vary, but portray in full essence African, Native American and Haitian homages. Her clothing apparel often follows the same set unless it's her

Personality: Sass, Shade throwing, Confidence and a bossy swag; Dannis carries herself with authority and doesn't need validation of any sort to tell her that she's simply that b***h. Her career, from music to valiantly serving in the ATP speaks for itself.
Backstory: Dannis's career began with humble beginnings. Her life into the world of treks began with her arrival to Japan at the age of sixteen. Her parents served in the military and often traveled wherever they were needed. That made her an army brat. It was here she picked up into fashion and music, both earning her a shot into the ins and outs of business. Namely with Treks. People wanted to look fly, after all. Nothing illegal ever took place with her proceedings and soon, she was able to elevate that platform into a girl group on World Idol, an international singing contest. While her group didn't win first prize, they came in second and that was enough to win over the heart of a music manager. The group ED3 became a household staple.

Fast forward a few years after a few Grammy's to the name and a rising surge in the Trek community from groups like ED3 and other groups glamorizing the life, Dannis began to project a solo career, with the same help of the manager who put her on in the first place. She was the star, the vocal blueprint, the one who could sing others in riddles for days. While the others tried to branch out on solo careers, hers took off with the smash hit that is bound to play for decades to come. Then, she got into acting and politics. This began to introduce celebrities getting involved with ATP raids and other crimes against humanity, which took her ventures back to America.

Dannis began to work the paralegal angles. With fame and fortune, she put her mind to coursework that truly mattered; putting an end to crime and looking hella good doing it. Still, a high earning degree didn't matter if she could not put the money where her mouth was at. She got physically involved, training at the best combat schools, namely under her father's tutelage. This gave rise to a new era of music and fans. Danizens, they were called, mindless and willing to slay for their Queen. Her manager was dropped, clearly.

Country of Birth: United States. Baton Rouge, Louisiana.


________________________________________|R|un |I|nformation

Road: Fusion Over - Rising [Temp Road]
Rank: A
Alias: Dark Sky Queen of the Crown
Shadow: Quetzalcoatl (The Sky god serpent)
Race: Human
TOTAL AP: 5/5


R.E.A.D[100]
→ Acceleration: [175][+25]= 200
→ Battle Strength: [145][+25]= 170
→ Stamina: [115]
→ Jump: [164]
→ Air Time: 167


→ Air Treks: Sky Serpent
    For now, just AT's that are rainbow colored with a scale pattern and feathers protruding out near the soles.

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Rising Action Kick l D- Rank}
-------► A beginning rider of the Over Road starts with the basic understanding of the 'Windmill Theory', making use of it in a very simple way. The basic circulation of wind during movement in a run is focused at the ATs, being ventilated before a 'thrusting' release from both ATs at once. This apparent 'boost' to the user is actually an offensive type trick, giving the user a compressed physical impact depending on the amount of wind gathered before the missile-like impact is made. If performed inside of a tailwind, the user can actually change direction to follow any curve or invert at an increased rate. This initially appears to be riding on air but is so brief and short-lived that it's obvious the user has no extended flight time. This is a D Class trick.


-----{Alpha Electromagnetic Illusions l D-Rank}
-------► The beginner Rising Road rider makes use of very simple illusionary type tricks, using their understanding of electromagnetic waves to create visual effects. The user will make use of their air treck's engine and battery in combination, expelling from their body outward a very simple illusion. The Rising Rider's waves affect those in the visual range, making it seem as though they are what they aren't. At the lowest level of usage, a rider can only hold this charade in their position. Only with the introduction of some metallic beacon in their arsenal can they expand upon the range of their beginner trick. This is a D Class trick.


-----{Trick Name l Rank}
-------► Climax Cannon: The Over Road rider has advanced to the point that their understanding of the Windmill Theory and it's execution is to a more malleable degree. In this offensive technique, the user applies the theory to a wide arcing kick of some kind. At the peak of their kick's height, the wind is gathered and compressed in one swoop of the limb, causing a nitrous-like stream of wind to follow the kick's path. This forces the kick to be completed in a linear path from that point on, propelling the limb to follow it's course. At the end of the process, the accumulated wind explodes outwards the direction intended, expanding to form a what would appear to be a massive 'barrel' before the Over rider. This chamber is just a visual effect of displaced air, the actual attack being a fired beam of compressed wind energy. The pressurized cannon explodes with a concussive force upon impact, being enough to shatter wood and dent weak surfaces. This is a C Class trick.


---Trick Passes (You get 3 Free at creation)
----- {Trick Name l Rank}
-------► {Description.}

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

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


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

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

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


________________________________________|I|nventory |I|nformation


    {Description.}



    {Description.}



    {Description.}



    {Description.}


Code listed below:  

Klayko
Crew

Blessed Tactician


Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Sun Nov 10, 2019 8:40 pm
Klayko
Approved for Both. Both get + 5 AP Bonus

eijiberry
Approved for Both. Both get + 5 AP Bonus

QueenBAD_KittyKat
Approved for Both. Both get + 5 AP Bonus

misujage
Approved +5 AP

Ya boi raz
Approved +5 AP

ccuppajo
Approved +5 AP

Black Fire Lord
Approved +5 AP
 
PostPosted: Mon Nov 11, 2019 1:28 pm
[Transfering from Jae]

User Image
________________________________________|C|haracter |I|nformation

Full Name: Chitoge Kobayashi [Caitlyn Ashworth]
Nicknames: Cait
Age: 17
Birthdate: June 7th
Sex: Female
Sexual Orientation: Heterosexual

Height: 164cm / 5'4
Weight: 50kg / 110lbs
Physical Description: Pictures

Personality: Chitoge is a sweet girl who loves sports. She's not the aggressive type but will defend herself if need be. She tries to see the best in everyone but realizes some people are best avoided sometimes. She is different when she is in the middle of a sports match or AT battle. She gets very competitive and is almost like a different person. She suffers from some depression from her mothers death but tries to be cheery for other people.
Backstory: Chitoge was born in Japan. Her parents had an affair while her father was in Japan for business. She spent a few years in Japan while her father was there. Her father had wanted to name her a proper English name. Her mother, however, wanted a Japanese name. So her father secretly sent word to England for a birth certificate to be made for his new daughter. This ended up with her having two birth certificates making her a citizen of England and Japan which was usually impossible because Japan did not allow dual citizenship. This was, of course, illegal but her father easily covered it up using his influence. He had no children with his wife and so when he finally left Japan he took Chitoge with him. Her mother could not argue the point. Chitoge spent the rest of her childhood in England as Caitlyn Ashworth, daughter of a well of businessman and minor noble. It was mostly a title but her father dabbled in politics some. She went to a private all-girls school until high school. She got into sports where she excelled, always almost being a different person when she got into the game. Her relationship with her father and stepmother was strained a bit and when she got a letter from her real mother everything changed. Her mother was sick and wanted to see Chitoge again. An argument happened between her and her father. It ended with Chitoge running off to Japan against her father's wishes. She had all the proper identification as a Japanese citizen so it was hard to stop her or get her back.

Chitoge met her mom for the first time since she was young and lived with her enrolling in a Japanese school. She struggled with the workload and some of the customs but she could speak the language well and was a big hit there. The foreign transfer girl who was good at sports, with blonde hair to boot. She was very popular. She was introduced to AT by some friends and took to it well, taking on the Roman Goddess Bellona's names. This was to signify victory and battle that would come with AT. However, tragedy struck as her mother finally succumbed to her illness. She arranged the funeral and continued to live there and go to school but was forced to ask her father for monthly money. She couldn't work a job while going to school as it was against the rules. Her father is eager for her to come back to England but Chitoge does not want to. Going back to England meant her life was predetermined for her. Arranged marriage, housewife and not being able to live her dream of playing basketball at the pro level. She will be forced to choose soon as she becomes an adult, a choice she really wishes not to make.

Country of Birth: Japan


________________________________________|R|un |I|nformation

Road: Rock
Rank: C
Allias: Bellona
Shadow: ???
Race: Ascendant
TOTAL AP: 20


R.E.A.D[180]
→ Acceleration: [50]
→ Battle Strength: [50]
→ Stamina: [50]
→ Jump: [30]
→ Air Time: 40


→ Air Treks: Domination
    A pair of black and gold AT's, with a basic design. C rank. Refer to profile picture for reference.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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

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

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


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


---Trick Passes (You get 3 Free at creation)
----- 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.


-----In Step: Reverse Turn Stance l F
-------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.

-----Super Stride IV Sonic Boom l F
-------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease.
The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.


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

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

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


________________________________________|I|nventory |I|nformation

Galaxy S ∞
    The latest greatest Galaxy Smartphone, what number you ask? Well, Infinite cause we are never going to stop making these things. Least it's not apple. READ Enabled, perfect for the aspiring Storm Rider. The international plan included with purchase.


Silver Locket
    A silver locket Chitoge always wears, holds a picture of her mother in it. She values it highly and always has it on her.


Red Clutch
    A read Clutch that Chitoge keeps her money I.D.s credit cards ect in. Includes her British I.D. and Japnease I.D.


Runners Tape
    She carries a roll of runners tape just in case she ever needs it for injuries or to keep her wrists ankles stable.


Black Fire Lord
Approved +5 AP
 

Black Fire Lord

Demonic Bachelorette

13,000 Points
  • Wall Street 200
  • Money Never Sleeps 200
  • Tycoon 200

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Mon Nov 11, 2019 8:48 pm
User Image - Blocked by "Display Image" Settings. Click to show.
________________________________________|C|haracter |I|nformation

Full Name: Usien "Prince" Nakumara
Nicknames: Asian Slash; "Prince"
Age: 22
Birthdate: July 23
Sex: Male
Sexual Orientation: Bi-Curious

Height: 6'3
Weight: 180 Lbs
Physical Description: Moderate build. He is toned, and not heavily muscular where it shows. His eyes are golden and his hair tends to always find a way to be way too long in a sense. He is a few shades lighter, possessing a slight tan but not one that would be considered caramel like his father or pale like his mother. His wing span tends to be longer than usual which caused him be forced to play basketball. He has the body of an athlete but the mind of a nerd.

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

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

Country of Birth: Kyoto, Japan


________________________________________|R|un |I|nformation

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


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


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



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

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


________________________________________|T|rick |I|nformation


---Road Tricks

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

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

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


---Trick Passes (You get 3 Free at creation)
----- Spinning Wallride Overbank 1800| F
-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.

-----Air Method to Spin That Grab Moonride| F
-------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.

-----Super Stride IV Sonic Boom| F
-------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease. The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.


---Custom Tricks
----- Blade Symphonies l C}
-------► Once mastering the use of a sound wave, the rider of the Symphonia road has the ability to manipulate the waves to create an array of blades created out of sound. Sawing effects, slicing effects and pinpoint spearing effects all take after a certain sound and blade. Sounds that are released with a boom such as clapping, roaring or drumming {ie: Percussion type sounds} deliver an uncontrollable and large serrated vibration capable of cutting into flesh. Sharp sounds such as the pluck of a chord or a high pitch {ie: String type sounds} produce several waves that are thin and produce a wide shaped "slice" characteristic. Low and balanced tones {ie: Wind type sounds} are easy to control and direct, giving them a small range with a sharp point that deals critical damage.
[Can only manipulate one type of sound per trick use.]

► Equilibrium Sonata
Rank: C | Stamina: 3 | Wear: 5% | Road: Ring - Sub Road: Symphonia
Through the manipulation of a sound produced by the user or a sound evident in the surrounding area, the rider of the Symphonia road will dilute the tune with an eerie tone that causes sound waves and vibrations to flux. The off put disruption of a smooth flowing sound sends a person's balance receptors in their ear into vertigo. Which way is up? Which way is down? Even if you can see the ground, feel the wall next to you- the nerve fibers that give you a sense of orientation are haywire from the wavering sound vibrations. Movement in general is disrupted, causing a rider to stumble if riding fast or begin to fall if flying in the sky.
Duration: One post of discomposure where the target can not perform tricks {including passive tricks being held- meaning your character is so disorientated, passive tricks are dropped}.

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

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


________________________________________|I|nventory |I|nformation

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


Handcuffs
    Ironically, they are for a fashion Statement


Ancient Cross
    Some Heavy a** crosss. His foreplay is weird


Styleo Next Generation
    READ ENABLED AND BETTER THAN IPHONES


Guitar Strings and Wires
    The good kind


Tuning Kit
    The good kind


Various Super Hero Suites.
    Some Even Better than Marvel


Noble Negative J3T
Approve +5 AP
 
PostPosted: Tue Nov 12, 2019 12:32 am
CC Xander with This Baby Below

User Image - Blocked by "Display Image" Settings. Click to show.

________________________________________|C|haracter |I|nformation

Full Name: Artecius "Apollo" Wright
Nicknames: Apollo
Age: 18
Birthdate: 13th of May
Sex: Male
Sexual Orientation: Just going to have to find out

Height: 6'1
Weight: 180 Lbs
Physical Description: Athletic build like a prize fighter. He is in peak physical condition for his age..

Personality:
Bipolar: Artecius has two sides to him. His non battle and his battle side. When he is not in battle, he tends to act opposite of his father, not one to want to get into conflict. He tends to to try stay out of conflict but trouble finds him. In battle, the switch flips and he has total blood lust, looking to go out and destroy his opponent and humiliate them. Even going so far as to injure them if possible.

Knight Syndrome: He acts like a knight when it comes to people he consider friends and family. Putting his life on the line, he do anything to protect them. Unfortunately, do to his bi-polarness, he does have habit of going too far.

Hot Headed: For someone who tends be to themselves, he will not allow himself to be disrespected which causes him to get himself into trouble easily. He isn't afraid to raise the stakes or even start to throw the first punch if necessary. It even got him expelled from school.

Hopeless Romantic: He is good when comes to showing affection to his family but when it comes to others he has a harder time. It kind of like trying to move a big boulder.


Backstory: Along with being unplanned, not only did the parents have Artemis but Apollo was a surprise too. He could of taken his father's name but he ended up taking his mother's after getting expelled out of a school district when he was 10. Often times, he would end up being at different schools than Artemis due to his mean streak that he had. He wasn't out looking for trouble, but it was always when trouble found him he liked to make sure that it doesn't happen again. He actually spent 2 years in Juvie thanks to a fight that occured in middle school. This ended up setting him back school wise. This why now Artemis has graduated, but Apollo is still in school.

Everything else in his life is not really talked about. Want to know about it. Find him. Maybe he will talk about it. Just don't get into a fight with him.

Apollo's Juvie record: SEALED

~Assault and battery with deadly weapon
~ Improper use of air treks
~resisting arrest
~Assault and battery against ATP officer


Country of Birth: [Redacted] Aguni Island (Okinawa District)
________________________________________|R|un |I|nformation

Road: Bloody
Rank: C
Allias: Apollo
Shadow: Serpent of Destruction
Race: Ascendant
TOTAL AP: 0/5


R.E.A.D[190]
→ Acceleration: 65
→ Battle Strength: 75
→ Stamina: 50
→ Jump: [0]
→ Air Time: 32.5s


→ Air Treks: Serpent Jaws
    Regular pair of air treks that are red with black streaks and black wheels. There are pieces slashes in the trecks that gives them a design as if they been clawed by a tiger

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


________________________________________|T|rick |I|nformation


---Road Tricks

-----
-------

-----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.

-----Gladius Method | B 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
.


---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.


________________________________________|I|nventory |I|nformation


Bladed Chains
    Chains that have small size blades that are between each connected chain link..


I-phone.
    Current up to date I Phone READ enabled.


Peace Medallion
    Necklace given to him from his dad. Always wears it everywhere. .


Pock Knife
    Why so Serious?


Noble Negative J3T
Approved +5AP
 

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50

MamaYaroki

PostPosted: Tue Nov 12, 2019 12:33 am
User Image
________________________________________|C|haracter |I|nformation

Full Name:
Given: Aurora Jasmine St. James
Legal Aurora Jasmine Ainsworth
Nicknames:
Jaz (Pop Star name)
Rory (Friends and Family)
AJ (everyone else)
Age:
23
Birthdate:
August 25
Sex:
Female
Sexual Orientation:
Anyone that catches her eye

Height:
5'8
Weight:
140

Physical Description:
Aurora has an athletic albeit voluptuous form with a black spade belly button piercing. She has long azure hair that goes to the back of her knees, and eyes like sapphires. Due to her time as a singer and now as a member of Arturo Family Aurora has a plethora of outfits but only a few she wears regularly.

Arturo Business: A classic black suit, white dress shirt and black tie, finding this look boring she tries not to wear it unless on the job.

The Pop Princess: A blue Lolita style dress she wears for throw back parties guest appearances or anytime she feels like getting with a fan.

The Tuner: A white tank top, black shorts, Janice, and her tuner gloves. These gloves are more full covering black robotic sleeves that are built so the fingers can change into the built-in tools. The " gloves" offer mild protection thanks to their titanium covering and basic setting of clawed fingers.

The Everyday: (Pic above)

Personality:
Rory is a very outgoing and fun young woman. She is interested in the people around her, but she also very interested in having fun. She has a live it up attitude that can sometimes get her into trouble. Rory is pretty rebellous, and likes anything that goes against the grain. Rory likes to party, be around people, be the center of attention, and be the social controversy that she is. People either love her, or they hate her. She embraces the things that she's scared of the loves to surround herself with friends. She loves to watch cartoons and MMA, her favourite fairy tale is Cinderella.

Rory is a spontaneous, free-spirited young woman. She is a romantic and a dreamer with a rich, poetic imagination. She has no fear of anyone or anything. She'll try anything once, twice if she had a good time. Her motto is: "Don't complain, never explain." And she trusts herself -- always has, always will. She is adventurous, curious, charming, funny, magnetic, proud and completely confident. She's also a smart-a** and very rebellious. To her credit, she can make the best out of any situation, no matter how bad or hopeless it may seem. Rory is a true original, one of a kind, and happy to stay that way. It's not that Rory dances to the beat of a different drummer, she's dancing to an entirely different band

Backstory:
Aurora was born in Los Angeles CA to parents she never knew, this is because before even leaving the hospital she was kidnapped by a couple that couldn't have children. The first few years George and Martha St. James seemed like any other well off couple they owned a thriving machine shop worked the 9-5 business everything was on the up and up on the surface. However kidnapping Aurora was hardly this "all American" couple's first crime. With the Machine/Auto Parts Shop as a cover the couple ran a chop shop for one of the local gangs.

From an early age Aurora was exposed to both the world of a mechanic as well as the criminal world and it's perks, one such perk came when one of those singing shows was taking kids. It didn't take long for the young girl to become a worldwide sensation known as "Jaz", a play on her middle name. Jaz was the world's Pop Princess for an unheard of 7 years, but when she turned 18 Aurora decided it was time to turn in her mic. Unfortunately the money she thought she'd been saving her entire music career was gone with her "parents"; she also found a mountain of debt to the Arturo Family, the gang her parents had worked for. Luckily Paul Arturo saw more use for a former star with a knack for cards and cars than just a body bag paperweight. Moving Aurora to New York she proved to be valuable asset in the underground poker scene, taking over that world in a similar fashion as she had the singing world. AJ was infamous for robbing men of their money and women, taking up ATs in order to escape unsavory characters.

While riding Air Tracks was fun, Aurora found tinkering with them far more fun than those silly battles. After a few fire fights all the F-Rank through D-Rank goons in the world are nothing but a bad joke. However once she finally cracked into C-Rank it was as if a whole new world opened. Now whenever not playing for Paul, AJ is off exploring the next world to conquer, Air Tracks.

TBA (Met Flora Ainsworth, worked for her dated married and currently morning her death)



Country of Birth:
USA


________________________________________|R|un |I|nformation

Road: Ring
Rank: C-Rank
Allias: Queen of Spades
Shadow: A whirlwind of musical notes and playing cards
Race:Ascendant
AP: 5/5


Rider R.E.A.D
→ Acceleration: [20]
→ Strength: [30]
→ Stamina: [100]
→ Jump: 20]
→ Air Time: 25

Tuner R.E.A.D[100]
→ Acceleration: [20]
→ Strength: [30]
→ Stamina: [30]
→ Jump: [20]


→ Air Tracks: Janice
    Thigh high black boot A.T.s made with basic parts.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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

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

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


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

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

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


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

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

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


________________________________________|I|nventory |I|nformation

Custom made Video Phone
    What started as a Bluetooth headset Rory reworked into a full display panel visor that in addition to phone calls it allows her to analyze A.T.s easier by voice command displays of the parts she removes. R.E.A.D. app downloaded


F.A.R.S. Tuner Gloves
    Full Arm Robotic Sleeves while not her best naming it's an accurate name. These black titanium sleeves cover from Rory's shoulder to finger tips and offer her the entire range of tools she needs to tune. While in stand by mode the gloves have razor sharp steel clawed fingers.


A new box of playing cards
    Always need a fresh deck.


A walet
    While she doesn't have cash in it she carries her bank cards.
    Current Balance: $50


(Posting her now but she won't show up for a bit)
Yoruichi Shihoin 13
Approved +5 AP
 
PostPosted: Tue Nov 12, 2019 1:19 am
User Image - Blocked by "Display Image" Settings. Click to show.
Another Look
Last Look
________________________________________|C|haracter |I|nformation

Full Name: Scarre Naito
Nicknames: N/A
Age: 28
Birthdate: December 12th
Sex: Male
Sexual Orientation: Hetero

Height: 6'3
Weight: 200
Physical Description: The pictures there. It's Free Real Estate

Personality: Flirty | Contradictory | Tease | Peace Loving | Demi-sexual
Backstory: Son of a Japanese government official, Scarre doesn't really care about politics and more focuses on modelling. Being a model at young age of 16, he general travels around the country, but due to recent events his Dad has kept him from leaving the country. He doesn't go anywhere without his Butler who also drives his limo. Bianca isn't a storm rider, but she don't need tricks when she can put a bullet in yo a**.

Country of Birth: Japan


________________________________________|R|un |I|nformation

Road: Rising Road
Rank: B
Allias: N/A
Shadow: RipJaw
Race: Descendant of Gravity Child
TOTAL AP: 10/10


R.E.A.D[220]
→ Acceleration: [75]
→ Battle Strength: [125]
→ Stamina: [20][70]
→ Jump: [0]
→ Air Time: 62.5


→ Air Treks: Diplomatic Immunity
    Basic Air treks that's Metallic GOLD

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- Alpha Electromagnetic Illusions
-------► The beginner Rising Road rider makes use of very simple illusionary type tricks, using their understanding of electromagnetic waves to create visual effects. The user will make use of their air treck's engine and battery in combination, expelling from their body outward a very simple illusion. The Rising Rider's waves affect those in the visual range, making it seem as though they are what they aren't. At the lowest level of usage, a rider can only hold this charade in their position. Only with the introduction of some metallic beacon in their arsenal can they expand upon the range of their beginner trick. This is a D Class trick.

-----Lightning Spider Net:
-------► With an increase in skill and the introduction of some conductive wiring into their arsenal, the Rising Rider can make use of their new 'tool' to both expand their range of wave transfer and entangle others. This technique involves the user sending forth their wires to ensnare foes, purposely spreading the mass of strands out in a wide, net-like, fashion to catch and restrain before physically (or magnetically) sticking to a surface. As a result, the trick makes the trapped rider appear as though they were caught in a spider's net, unable to move. The user can then generate a low to moderate level electrical pulse through the strands, sending a 'tingle' through the affected to temporarily immobilize them until freed. The technique has the potential to constrict and dig into flesh, possibly lacerating. This is a C Class trick.

-----Charge:
-------► The user chargers the electrical currents and power of their air treks and withholds this current for a variable amount of time. The amount of time determines the specific effect of the user’s choosing. The amount of the charge depends on the amount of stamina and/or time the user puts in. This is a passive rank trick. Can only charge once per post. The usage of a trick, besides the usage of this trick again, will cause the charge to be dispersed. Meaning, if use charge and use electric spidernet, then the charge is gone and the rider will have to use charge in their next post in order use a move that requires charge. Unfortunately, the dispersion does not amplify the trick. So this means electric spidernet would be as strong as any other electric spidernet. Charge Beam: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent in the form of a beam of lightning. This beam of lightning moderately damages those that are shocked and has the potential to paralyze. This is a C rank trick. The production of this trick does not cost stamina as the stamina cost is paid through the use of the trick Charge. Requires use of Charge for C rank amount the post charge beam is used or total of 3 F rank amount of charges. (Using Charge for F rank amount for 3 turns and on the third turn, the same post you can use Charge beam). Zap Canon: Follow Up Trick of Charge. The user releases the charged up electricity at their opponent but the potency of this electric volt is vastly greater than that of charge beam, shocking the opponent for double the damage and causes a paralysis of the nervous system in most cases, leaving the opponent stun for one post. This trick requires the use of Charge for B rank amount the same post that Zap Canon is used or total of 4 F rank amount of charges. Zues’s Rage: Follow Up Trick of Charge. The rider uses the accumulated charge of electricity and fires off a volley of electric beams in a 25 feet diameter cone that ranges 25 feet. This trick effectiveness is amplified if charge is used twice. (once first post, then once again second post and then Zues rage is released as well in the second post) doubling not only the power but the amount of beams from 15 to 30. Being hit with a beam causes paralyzation and causes the opponent to be stunned for 1 post. This effect can stack. Meaning, being hit with multiple beams causes the stun time to increase. However the maximum amount of posts a person can be stunned is 3. Due to the extremity of the trick, no other trick can be used the same post after its activation. This trick requires an A rank amount of Charge or 5 F rank amount of charges.


---Trick Passes (You get 3 Free at creation)
----- {Trick Name l Rank}
-------► {Description.}

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

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


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

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

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


________________________________________|I|nventory |I|nformation

Piano Wire
    Under Suspension COMING FOR YO a**


Limo
    Comes with Butler named Bianca. Fully stocked with alcohol and juice.


Government ID
    ID with high security clearance possible for son of a Politician. His dad is part of the current Prime Minister Cabinet.


Wallet and Cell Phone
    Obvious is Obvious

Noble Negative J3T
Approved +5 AP
 

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50

Jubellation

Genius

PostPosted: Tue Nov 12, 2019 7:12 pm
profile layout © little ame night — all rights reserved
User Image
                                        » PERSONAL DATA
                                      ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
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                                            FULL NAMEFrancisco Manuel Jones
                                            NICKNAMEPaco
                                            GENDERMale
                                            AGETwenty [ 20 ]
                                            HEIGHT6'3" [ 190.5 cm ]
                                            WEIGHT185 lbs. [ 84 kg. ]
                                            ETHNICITYAfro Puerto Rican
                                            BLOOD TYPEB+
                                            ALIGNMENTChaotic Evil
                                            SEXUALITYHeterosexual
                                            LOVE INTEREST "Sex, drugs & money."
                                            APPEARANCESee Image
                                            MANNERISMSArrogant.Rash.Reckless.
                                            BIOGRAPHYC://Intel/Nicolas_Marshall/Biography - ERROR... This root cannot be accessed.
                                            PLAYLIST "***** just hit my phone, know I'm down to ride."


                                        » STORM RIDER DATA
                                      ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
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                                            RACEGravity Child Descendant [ Conditioned Body ]
                                            ALIASTricky
                                            RANKC Rank
                                            TYPE Swift
                                            ROADFlame Road
                                            SUB-ROADNone
                                            SHADOWSavior
                                            AIR TREKS [Current TUs: 0 SPD | 0 STR | 0 STA | 0 JMP]
                                              Ifrit's Blaze » A high top sneaker design is the silhouette for this model. The colors red and orange overtake the shoe itself, with black as the base, and red and orange streaks on the sides. Though the shoes are basic they do have some differences between them and original factory made air treks. The shoes are laced with black shoestrings, but the location of the shoe laces are off to the side.
                                            TEAMNone Yet


                                        » STATISTICAL DATA
                                      ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
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                                            R.E.A.D170 [220]
                                            SPEED125
                                            STRENGTH50
                                            STAMINA10 [50]
                                            JUMP00
                                            AIR TIME 00.00 Seconds


                                        » TRICK DATA
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                                            ROAD TRICKS
                                              »Flames!: Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.

                                              »Engulf!: A powerful after effect that occurs after the use of flames! by a proficient rider of the road. While Flames are the basis of the Flame road, the production of these flames also comes with the production of extreme heat. Along with this production, the visual representation of these Flames creates an illusion causing opponents to believe that the heat is hotter than its true temperature producing a different type of illusion than its counterpart Apollon road. The major benefit of this is the effects it can leave on the rider's opponents within the area. The extreme heat combined with the illusion causes a stamina drain depending on the amount of effort is put into the trick. F: 1 stamina E: For Apollon riders, they are only affected by half the points depending on the rank. The range is at least 5ft (F )and at Max 25 ft. (King)This is an F/King Class trick. This trick can only be used after the usage of Flame and lasts for 2 opponent posts This means that if an opponent stays within the area and does nothing to counteract the trick in 2 posts. They would lose that stamina amount 2 times. So if its a F rank. They would lose a stamina point each turn for a total loss of 2 stamina points after their second post by the trick. The cool down starts on the rider's post after the trick concludes. This means the rider's post after the second time the opponent takes a stamina lost (or would of taken a stamina loss if they evaded or countered) would be post 1 of the cooldown. After the 3rd post, the next rider post, he or she can use this trick again. Can be used in the same post as Flame. 3 post down after use. With the Regalia activated, the stamina lost is doubled for the opponents. This means F rank in which the opponent would lose 1 stamina point per turn would change to 2 stamina point per turn.

                                              »Afterburner: 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.

                                              » 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.



                                          TRICK PASS
                                            »None yet: ---

                                            »Super Stride IV Sonic Boom: 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.


                                            »Spiral Spin Wallride 999 Sidewinder : 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.

                                            »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.

                                        CUSTOM TRICKS
                                          »Reincarnation Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon
                                          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!"


                                          »None yet: ---


                                  » EQUIPMENT DATA
                                ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
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                                      RAW Papers
                                        » Pure one-hundred percent hemp.
                                    Noblesse Oblige
                                      » White smart phone. R.E.A.D Enabled. Jail-Broken for untraceable calls, and things of the like.
                                  Lighter
                                    » Self explanatory.
                                Chain Wallet
                                  » Student Visa, Fake I.D, Passport, Debit Card [ 1500 Ryo ]
                              Air Kazzoh Duffel
                                » For the extra s**t.
                            Ifrit's Blaze [Current TUs: 0 SPD | 0 STR | 0 STA | 0 JMP]
                              » Basic a** wheels.


                      » TRACKER
                    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
                    ▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪
                          CHARACTER SLOT1/3
                                AP Total 3 /38
                                ROAD CHANGEUnused
                                CHARACTER CHANGEUnused
                                STAT SWAPUnused
                                Last Update UPDATE GOES HERE


Jubellation
Approved +5 AP
 
PostPosted: Tue Nov 12, 2019 8:00 pm

      User Image

                                                        CHARACTER INFOxxxxxxx

                                                        Full Name: █████████████
                                                        Nicknames: Lucky
                                                        Age: 23
                                                        Birthdate: April 8th
                                                        Sex: Female
                                                        Sexual Orientation: Demisexual

                                                        Height: 5'3"
                                                        Weight: 115 lb (52 kg)
                                                        Physical Description: She's athletic, usually starting her day with working out to stay healthy and well-toned. Pear-shaped physique with black hair and green eyes. Her ears are pierced, as well as two nose-jewels; the left and right nostril. Lucky's usual fashionable attire is kept classy; favorably tailored to her gracile waist and shapely hips.

                                                        Personality: Reliable | Intelligent | Observant | Analytical | Judgemental (to those that she deems cruel)

                                                        Backstory: Her mother died in childbirth and her father is wealthy, wealthier than most in India as he runs a large pharmaceutical company that has branched worldwide. He always emphasized private school and sophistication over all else. Being an only child, everything pretty much falls into Lucky's lap. Currently working abroad, Lucky focuses on engineering and mechanics for a pioneering manufacturer of prosthetics in Japan. Certainly, she knows how to buckle down and get s**t done. She also does work for the ATP, however, it is only on an as-needed basis while not occupied by her husband.
                                                        Country of Birth: ██████████████


                                                        RUN INFOxxxxxxxxxxxxxxxx

                                                        Road: Ring Road
                                                        Sub-Road: Rhapsody Road
                                                            The Rhapsody Road retools the Ring Roads supportive capabilities by overpowering the disharmony of a rider's natural frequency, like a human dowsing rod to create an "echo chamber" effect. Channeled through longitudinal high-frequency compression and rarefaction, by which sound is propagated in an elastic medium (such as air, water, or any other liquid or solid matter), the tuner utilizes sympathetic vibration and applied kinesiology to increase activity of the rider's central nervous system— comparable to psychostimulants— to manipulate monoamine neurotransmission. Generally this heavily in-tuned effusing accelerates healing and provides renewed vigor and vitality to riders, but many feel a sense of euphoria, an adrenaline high from the sudden release of cortisol and adrenaline in the upsurge of energy. Symptoms can include increased strength and performance, rapid heartbeat, dilated pupils and hyper-focus; a climaxed awakening of the rider's abilities and faculties functioning at optimum level.

                                                        Rider Rank: C
                                                        Tuner Rank: B
                                                        Allias: Lady Luck
                                                        Shadow: ??
                                                        Race: Human [Adaptability]
                                                        TOTAL AP: 10/47


                                                        RIDER R.E.A.D[170]
                                                        → Acceleration: 50 [+25]
                                                        → Battle Strength: 25
                                                        → Stamina: 95
                                                        → Jump: 0 [+25]
                                                        → Air Time: 25


                                                        TUNER R.E.A.D[245]
                                                        → Acceleration: 50 [+25]
                                                        → Battle Strength: 25
                                                        → Stamina: 160
                                                        → Jump: 10 [+25]
                                                        → Air Time: 30


                                                        → Air Treks: Amṛta
                                                          A completely customized pair of ATs.

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


                                                        → Air Treks: Sae's A-Ts
                                                          A customized pair of thigh-high, boot-like ATs in a pearlized high-gloss finish. They also feature Fearless Wheels: A set of four standard wheels that are designed to remain stable regardless of the condition of the ground being run on. By attaching piezo elements to the materials used to build the wheels, it allows for the following effect: when the wheels are forced to bend one by because of a vibration, the vibration-reduction system and sends electric power to the piezo element in order to bend it in the opposite direction, thus stabilizing it and reducing the effect of vibrations on this wheel type. Allows the Rider to take damage equal to two ranks lower of the opponent's trick in return for taking wear equal to wear caused by the trick, e.g., taking C class damage from an A rank trick and taking A rank wear in exchange.

                                                          TUs: +30 ACC | 0 STR | +30 STA | 0 JMP


                                                        TRICK INFOxxxxxxxxxxxxxxxx

                                                        ---Road Tricks

                                                        ----- 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. This is an F Class trick.

                                                        -----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) This is a C Class trick.

                                                        -----Deconstruction l Varies
                                                        -------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 cannot destroy S Class Air Trecks. A rank Tuners cannot destroy A Class Air Trecks.]


                                                        ---Trick Passes (You get 3 Free at creation)
                                                        ----- {Trick Name l Rank}
                                                        -------► {Description.}

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

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


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

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

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


                                                        INVENTORYxxxxxxxxxxxxxxxx

                                                        → GALAXY NOTE X
                                                          One of the latest smartphones that features a Bluetooth S Pen, R.E.A.D, more internal capacity and RAM than previous models, a massive 4,000 mAh battery, better dual rear cameras with some software intelligence, enhanced audio capability, and new placement of the rear fingerprint scanner. Water resistant, fast wireless charging, a stunning Super AMOLED screen, 1T microSD storage, a 3.5mm headset jack, and more. Used generally for work.

                                                        → MIU CONFIDENTIAL MATELASSÉ LEATHER BAG
                                                          Black sheepskin done in a matelassé motif. 42 cm metal chain shoulder strap with matelassé leather shoulder pad and matching handle. Flap with push-lock clasp. Holds the essentials; wallet (id, passes, etc), personal care products, etc.

                                                        → KEYS
                                                          A set of keys that are hooked to a handy dandy case of Pepper Spray with a quick release key ring.




ccuppajo
Approved +5 Ap
 


ccuppajo


OG Gaian


eijiberry

Cute Fairy

13,350 Points
  • Hellraiser 500
  • Signature Look 250
  • Forum Sophomore 300
PostPosted: Tue Nov 12, 2019 8:55 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Narcissus Julian Lysander
Nicknames: Narky
Age: 21
Birthdate: December 25th
Sex: Male
Sexual Orientation: torn between straight and bisexual
Height: 6"4
Weight: 191lbs
Physical Description:
Narky is a tall, lean, and well toned individual, with strikingly long hair held into a braid. His eyes are a deep forest green, and contains a naturally charming smile. Narky keeps a set of goggles upon his head at all times, up to a point he forgets they are there.
The color scheme of his choice of attire range from orange to green. While he does own some casual shirts and jeans, he more chooses to wear a mechanics outfit, with a utility belt always around his waist, and a white muscle shirt inside the suit. He loves to wear combat boots and running shoes. The only scar he has is one on his forehead, an injury caused back in the orphanage by a kid throwing a rock at him.
Personality: Narky is an enigma. He suffers greatly from short term memory loss, and an acute case of long term memory loss, that tends to mesh with the short term to a point his head is fully in the clouds. In this state of mind, his thoughts waver to old habits of fairy tale and folktale discoveries, mainly elves and fairies, and discovering them. He has a tendency on blaming pixies and poltergeists for his problems and accidents.
It is a surprise he is able to remember his name, and much more, a bigger surprise in remembering all his skills in the sport. When his condition isn't kicking in, Narky is a sweet and calming individual. Anger is a rare thing for him to possess, though anxiety and backlash from his mentality does tend to happen. At most times, while conversing, he is increasingly shy, and he can easily be underestimated by his actions. An underdog whose personality concept changes into sheer focus in the middle of a fight or match.

Backstory: Narky was a man who had grown up with misfortune, which had turned into discovery and luck. Born in the continent known as the land down under, he was raised in an orphanage at a young age, after losing his parents during an AT competition gone wrong. Before their deaths, he had been induced to many fairy tales and folktales, becoming a wild believer in the folklore arts. The main point of it was to help him with his mental conditions, as in passing of age, the condition was getting worse. Little had they known the fairy tales would have caused a different effect as time had went on. With his condition, and state of mind, he was bullied and tormented by the other children, most of all the boys.

When he had turned 12, a family had finally taken him in as one of their own, those who would seemingly be kind enough to deal and manage with his condition. It was then had he taken his own steps back into the world of AT's, a discovery of the sport being a temporary cure over his problems. The family responsible for adopting him were from a long line of tuners. When it would seem tuning was a weakness, they had tried him into the sport itself, which had proved much better results. They had showed him the basics until he was 19. It was then the family had heard about a specialist hospital in Japan. In hopes to cure him, or improve his condition somehow, Narky had been sent overseas to start a life of his own. With money to get him started and a helpful aide of the family in Japan for his arrival, the next few years had been a cakewalk.
Currently, he works 2 jobs. One for a library, and another for a small time tuning company. There he currently goes and fetches the parts needed for the clients orders, and in charge of cleaning parts. He is still in his prime of one day finding a real ethereal creature, while


Country of Birth: Sydney, Australia


________________________________________|R|un |I|nformation

Road: Fairy road {Fusion of Flame | Wing }
Rank: D
Alias: The space cadet, Fairy boy
Shadow: Will O' Wisperia
Race: human {Adaptability}
Perks: Engineered
TOTAL AP: 5/5


R.E.A.D[100]
→ Acceleration: 50[0]
→ Battle Strength:10 [0]
→ Stamina: 20[0]
→ Jump: 20[0]
→ Air Time: (Str + Jmp) /2= 15


→ Air Treks: Fairy's wrath
-AT's fashioned into combat boots, with flame decals at the back heels. At the top of the boots are a decal of Navi, the fairy from the Legend of Zelda,

    {D Rank Treks .}

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- Wings | Rank E
-------► 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.

-----{Flame!!l Rank E}
-------► Being the first hint at the Flame Road's run style, the initial technique is none other than the illusionary achievement of creating false flames. Beginner riders of the Flame Road first learn to transfer the heat energy accumulated in their run to that of updrafts, creating waves of heat to give the impression of literal fire being produced wherever the user laid foot. This not only fools other riders and gives off the impression of literal fire, but increases the effects of most Flame based tricks by acting as a catalyst for which heat based tricks to hold better effects. Eventually, Flame Road riders get to a point there they may produce these drafts and ride upon them, giving an impression of flight or riding on flames they blazed on their own. This is an E Class trick.

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


---Trick Passes (You get 3 Free at creation)
----- {In Step: Reverse Turn Stance|Rank F
-------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.

-----{Air Method to Spin That Grab Moonride l Rank F}
-------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers.
The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.

-----{Amazing Forward Special l Rank 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
----- {Trick Name l Rank}
-------► {Description.}

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

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


________________________________________|I|nventory |I|nformation

Notebook
    A handy dandy notebook he hangs onto with important notes


LG89Fairy
    Custo Cellphone


A bag of nuts and bolts
    Random bag he forgets to hand in to his assisting job. Always comes in handy.... For fairy stuff.


Goggles
    His favorite headpiece in the world


eijiberry
Approved +5 AP
 
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