✖Takui Ellysion✖ -Avedis Kageryuu- ✖A-Class Rider✖
⊹Personal Information⊹
Nickname⊱ Taku, Ku-Kun, Kui, Tai-Kun
Birthdate⊱ ???
Age⊱ 16
Gender⊱ Male
Orientation⊱ Straight
Height⊱ 5'9"
Weight⊱ 145 lbs
Ethnicity⊱ Multiple
Family⊱ Ketuseki Ellysion{Father}, Tatiana Jung-Ellysion{Mother}, Karina Ellysion{Sister}, Ichengo Kigo{Uncle}, Sei & Sai Ellysion{Brothers}, Iaku Kigo{Cousin}, Vanni Rossi{Adoptive Brother}
⊹Rider Information⊹
Road⊱ Hurricane Road
Aura⊱ Hell can Exist in the Sky, as much as it can Exist Underground
Rider Alias⊱ Demon from Above
Team⊱ H.U.S.
Stats
Total: 320 [355]
Speed/Agility: 50 [+5 "Wings"]
Strength/Endurance: 130
Stamina: 30 [+15 "Persistence"]
Jump: 110 [+10 "Gravity Control"], [+5 "Wings"]
Air Time: 120 (127.5) Seconds
Speed/Agility: 50 [+5 "Wings"]
Strength/Endurance: 130
Stamina: 30 [+15 "Persistence"]
Jump: 110 [+10 "Gravity Control"], [+5 "Wings"]
Air Time: 120 (127.5) Seconds
Tricks
~~Basic Road Tricks~~
Overburst: The rider readies their ground, and unleashes out a blast of wind within a 2 meter radius of them, usually stomping a foot to emphasize it. This is merely wind and can't directly hurt the opponent, but can blow objects at a speed great enough to injure them depending on what it is. If the other rider is in the area of the wind, though, they can be blown back a few yards.
Corona Nimbus: The rider constantly pulls and pushes air until they create a self-sustained miniature cyclone. It is relatively small, about the size of an average ladder. The rider gives it a "push" in one direction and it will continue until it is stopped, or broken up. Sending out cyclones is meant either as a frontal attack, or to disrupt an adversary's riding. Though it is a cyclone, it is not terribly destructive or powerful. This is a C Class technique.
Tempest Wall: The rider “pulls together” the air to create a thick, nearly impenetrable wall of hurricane-force winds. Running into it would feel like trying to run through a hurricane itself, so this is powerful enough to leave numerous cuts across the body, but if the opponent's strength is greater then the rider's, they can ride right through it. This is an A Class technique.
~~Forum Tricks~~
Upper Sole 32 Roll: With this technique, even those with little jump can reach the sky. By holding on to a pole of sorts, like a flag pole, with one hand, and 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 to tall to jump or keeping up with someone who can jump much better than you yourself can. However, the Upper Soul is not as fast as a jump.
Spinning Wallride Overbank 1800: Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum and reach the top. This trick is practically essential for Parts Wars such as Hurdle.
(This trick adds +5 to your hurdle number in a Hurdle E-Class Parts War)
Moon Rider: A move in which the rider jumps at full strength and applies power to his rotational axis shifting his center of gravity back allowing the rider to jump farther than normal, or even maneuver in mid-air, allowing for what would normally be a difficult skill.
(This trick adds +10 to your jump stat the turn it is used)
"Gravity Control": The capability of shifting one's centre of gravity in order to extend height and distance of jumps, an important practice when trying to achieve true flight, though Wing Road riders seem to already have an untapped potential to do this.
(This trick adds +10 jump to your character)
Persistance: After being through such a tough battle, and healing up in the hospital, riders gain a new sense of confidence. Nothing will stop them and nothing will turn them away from their goal.
(This special raises your character's stamina by +15)
Roof Gap To Disaster One Foot “Air Line”: A rather dangerous trick, the Air Line involves grinding down a power line, shooting sparks and an electric charge into the air. The Air Line has been shown in the past to have the ability to disperse techniques that use illusions to trick the mind such as some of the Rising Road’s abilities.
(If the user of Air Line has higher endurance than the opponent, they can dispel any illusions currently in effect)
Sleipnir; Cyclone Destiny: This trick works only when attacked by an opponent’s wind based trick. You absorb the wind from the trick and double it then send it back at the opponent in the form of two large cyclones. This can be both a devastating attack but more so a counter.
Impact Wind: The rider will make use of tremendous wind usage. It starts off with them molding the wind, then when taking a heavy stance, cause it erupt violently from their bodies. This wind has enough impact to free them from entrapment of many different types. It is a short range burst that only intensifies as the user's strength increases, however the range does not change, only the power behind it. It may not work if the enemy in question is strong enough to resist their wind. This can also be considered an attack if used directly to smash into the opponent with a weighed wind blast.
[Hurricane: Strength and Jump divided by two, Wing: Stamina and Jump divided by two, Jade: Strength and Stamina divided by two. Vs the Opposing Rider's Strength and Stamina divided by two]
"Wings":A phenomenon which takes an existing tailwind and adds the rider’s own wind to it, thereby greatly heightening the power and capability of wind-based techniques, and also adds to a rider’s effective speed. (This trick adds +5 jump and +5 speed to your character)
Wind Barrier: The rider will make use of a decent level of wind manipulation. Pulling together and swirling the winds into a dense barrier. This barrier will be extremely thick and possess no direct openings. Though further manipulation it can grow in strength comparable to the user of this technique. If the opposing rider can not defeat that level of strength, their offensive trick used against it, is silenced and defended against by the overwhelming force of this display of wind control. This can not be done repeatedly in a row without a Regalia. [Hurricane: Strength and Jump divided by two, Wing: Stamina and Jump divided by two. Jade/Over: Strength and Stamina divided by two. Vs the Opposing Rider's Main Stat and Stamina divided by two]
Asgard's Bitfrost: Using the same principles of Wing Roads Surface Rider by instead causing your Air Treks to send out large amounts of air and allow you to ride across vapor in the air. Things such as clouds are counted as vapor the same can be said about steam, as well as heat updrafts.
Audience of the Over Road: The rider on the Over-Road manipulates the density in the air to create solid defensive walls that can push back their enemies, and in enclosed spaces they are able to use the echoes generated off the walls to amplify their own power many times over. This helps them generate dense blasts of air to hammer their opponents with, while increasing the power and pressurization of their Over-Road Techniques. While surrounded by the audience their walls can now hit multiple targets thanks to the echoes enhancing the size of them.
- This trick can only used in an enclosed space.
- This trick can only be used after the 2nd post of battle.
- During this trick the user gains: +30 Strength and +10 Stamina. Until end of battle
Under Suspension: The rider uses some form of wires or chain to wrap a body part of the opponents and then using basic rules of magnetism flips the opponent so that the opponents body is the opposite of their own. If none rising road completes this move, simply tangles then slams the opposing rider.
i.e. If used while standing straight it can be used to throw the opponent so they end up upside down.
~~Custom Tricks~~
Kaen Special! - König Jäger (King Hunter): This is a special technique of the Kaen clan that was passed down via Jess Kaen. Using a the principles home to both the Hurricane and Wing Road roads, she creates yet another special maneuver. The over road variation works best in a enclosed space or it takes a post to charge up. This technique allows the user quality of wind to surpass that of other roads. Using the wings trick to improve the quality of air, and making use of the wing road principles to read wind patterns and densities via scattering bits of light. This simple allows the user to take in the strongest wind in to fuel their techniques. While doing this their wind based attacks are amplified thanks to the understand and knowledge they gained access to this new gateway of power. Not only does it improve the quality it allows the user to manifest their own flight powered area. During this trick's duration by using their limbs the user can create an intense, max power wind blast of high speed swirling gusts that causes a disruption in the opposing rider's run and knocks them off balance. While this wild wind is going on the user must be at least A-Class to avoid themselves being knocked off their own run. This is an B Class Technique.
-This trick can only be used once per battle.
-Only While in an enclosed space the amount of posts another wing/hurricane/Over trick that has duration lasts an additional 1 post and the charging [Waiting] time for hurricane/Wing/Over road tricks drops by 1 post.
- B Class this trick lasts for 2 posts
A Class this trick lasts for 3 posts
Special A/King Class this trick lasts 6 posts
- After the trick ends the users Strength and Jump drops by 10 for 3 posts.
Overdrive-Nimbus: This is the next step in the evolution of the Swift Sky Trick. The rider is now able to take in a multitude of beneficial information on the wind, and use it to increase the output of their air treks speed and flight abilities. This augmentation becomes possible once they break down the information they can pick up on the wind in the area around them for a short period of time. Thus Making sure only to use the strongest streams of air, and taking the path with least resistance while riding. Generally by molding the air to help give them more flight and wind maneuverability. By manipulating the wind via a principle known only to the Wing and Hurricane roads, they proceed drop their air resistance and can smooth the wind around them, while causing the wind farther from them to work for them giving them a push or to push themselves wind. The third principle behind this trick allows the user to access the wind in the area to enhance their power also is a lot more effective in an enclosed space seemingly lasting much longer. After a while has passed the user would need to renew this effect to continue to make use of it in order to break down efficiently these wind streams at this advanced level. This is an B Class Technique.
-The trick adds for its duration: pick one during the use of the trick. They cannot be the same one. (No: Jump, Jump, Speed, Speed)
+ 15 of (Speed or Jump) and +10 of (Speed, Strength, or Jump). Within an enclosed area: +25 (Speed or Jump) and +15 (Speed, Strength, or Jump.)
-The trick's effects lasts for 3 turns. This tricks effects last for 4 turns, in an enclosed space.
-The trick can only be used 3 Times per battle.
-This trick can only be used after 2 posts have taken place in a battle by both combatants.
Material High! Cirrus: One of the few tricks designed by Jin for use with the Hurricane Road mainly by compressing the air around the user constantly and quickly, the hurricane road rider continues the process until almost a solid cube of air is formed. This trick can act like barrier type defense ability. To attack with it the user creates a high power wind blast to push it, seeing how it can flung at high speeds with enough force to shatter concrete and rock into debris with the force of a tornado within, that keeps itself sustained thus solid. These blocks of compressed tornado level winds are sturdy enough to be stood on by a Wing or Hurricane rider (Since they create their own wind) or even block some attacks similar to the Tempest Wall trick. The user can also create these blocks to create their own obstacle course on a battlefield, which can be used disrupt another riders run or even provide the user with a better run. This is an A Class Technique
- The user can create 1 cube per 10 Jump they possess. (I.E, 10 jump = 1 cube, 20 jump =2 cubes, 30 jump = 3 cubes, etc) total. For Over Road riders use Strength in place of Jump.
- These cubes can stay in place until the user moves them for 1 post per 15 jump the user possess (I.E: 15 Jump =1 post, 30 jump = 2 post, etc)
- The user can only fling a cube per 20 strength/endurance they possess because of the strength of the winds, and weight the compressed air gains. It can be done multiple times but after those cubes break immediately. (I.E 20 strength = able to throw 1 cube, 40 strength = able to throw 2 cubes, 60 strength = able to throw 3 cubes, etc)
-When all the cubes have been broken the users stamina is cut in half. If the user is of Special A-Class or Storm/Wind/Rumble King/Queen they only lose 1/3 (rounded down) of their stamina.
Storm's Sword: The rider uses their manipulation over the wind to compress air into a blade-like form, but the rider needs to use a medium which to form the blade onto. The rider can't use their own limbs, or risk damaging themselves from the compression. They use the object to base the formation of the blade, to turn whatever it is into their own "sword". Like the way that water can be turned to a very fine cutting tool with high pressure output, this air has become exactly like a blade with it's high concentration of compression, it can slice through most things, save for a large percent of metals, yet has the strange phenomenon of only producing cuts on people, as the blade seems to pass right through, no one yet knows why, but many hypothesize that it has something to do with the blood. The blade is extremely dense, but lightweight, and shouldn't be able to break. The length of the sword is proportional to half of the rider's strength in inches. This is an C Class Technique
Swift Sky: The rider takes the information of the wind currents and uses them to drastically increase their speed. By predicting the way that the air will flow, they can take the data and break apart all streams of air before they ride, causing their wind resistance to drop greatly, becoming close to nothing, providing an incredible difference in their abilities. And instead of working against the air, they can make the air work for them, creating their own wind to enhance their run. But as the rider can't focus on breaking apart every stream, every second, they take the information of a few minutes time and use it. Meaning that after a certain amount of time, they would have to renew the effect if they had the focus to. This is an C Class Technique
The trick adds +20 speed to the character while this is in effect.
The trick lasts for 3 turns.
The trick can only be used as many times as the rider has 10 stamina (Ex: 10 stamina = 1 time; 20 stamina = 2 times)
Pheonix Under-birth: While riding at top speed, the rider collects more and more air within his Air Treks. The more air they collect, the more pressurized and denser it becomes. The rider collects it until both of their AT's are almost overflowing with pressurized air. While riding, they stomp on the ground with their AT's to send the ball of pressurized air into the ground. This air disperses beneath him and sends out a massive shock-wave through the ground breaking it down into mere rubble. In order to escape the shock-wave must have at least 30 Strength. This is an C Class Technique
Moon Rider Extension: Altitude Passer: The user takes the basic form of moon rider and by jumping high and controlling their center of gravity to force their body further, for a farther and higher jump. Moon rider extension takes the same property and extends it to a higher degree by, when the rider is flying up into the air they combine their sense of flight (or water in the air as Manta road does) and flows with it, pushing off of it to do a spin and forcing their body to propel to an even greater height. A trick used for those who truly wish to fly, by combining their center of gravity, and making it literally one with the wind current. This is an B Class Technique
- Must know Moon Rider
- Can only be used after moon rider has been, in a chain.
-This trick adds +25 jump on the turn it is used, but replaces the Moon Rider Bonus for the turn
Custom Trick Slots : 09
~~Exclusive to Takui~~
Six King's Moon Step {Rokuogeppo}: This trick isn't so complicated, it is in fact very easy, designed by Takui, only for himself though. He leaps into the air, and then creates a really small barely noticeable ball of compressed wind below his foot. Takui then kicks off, causing the ball of wind to explodes, making a swishing sound through the air from the explosion, and it also seems to show as if there is smoke, but this is just the wind blurring away the color from the area just below the kick. The kick itself isn't the trick, but the explosion from the kick pushed Takui in the direction of the kick. This is a harmless trick, and more specifically is used in order to gain a higher jump or sorts. Much like the wind road's Double Jump, or the Fang Road's Tiger Pounce.
Six King's Paper Drawing {Rokuo Kami-E}: A passive skill of sorts, that Takui didn't design, but created. Takui's body is use to training, and doing strenuous activities in extremely high pressure. This is because his father, Ketsueki trained him a lot on the back of planes, or the wings of planes while they flew, because of this during a fight, he is not use to the normal pressure, and normally would have slightly un controllable movements, but he doesn't know this, for he is unintentionally creating this wind. The wind created is in the form of streams, going all through the body, but specially through his joints. This allows for his body to become extremely, and unusually flexible, to the point it seems as if his joints are no longer even there. Not only does this function serve like that, but under conditions in which pressure would limit movements, and speed, it doesn't work like this on him.
This Automatically Activates when entering Parts Wars, Fights, ect.
Will only activate once per two fights.
At A-Rank, this trick, is controllable, and can be switched on and off sort of.
Six King's Shave {Rokuosoru}: Takui using a similar method to the Rokuogeppou trick, creating air pockets that burst into wind. This time though he creates multiple tiny super compressed air pockets around his foot, within a few seconds, the number remains uncounted as he does this, seeing as he simply makes as much until he feels he needs to actually use this move. The trick to this is the kick and the force the air pockets release, for some reason no matter how many tiny air pockets he creates when he kicks it is similar to one hundred bursts of full powered gusts, though they can not push an opponent with these gusts, because they are only lasting for a second. This second though provides what is needed of the gusts, and causes Takui to seem to have teleported to those slower than him, but simply a moving blur to anyone else. This trick is basically a spike in the speed Takui can move at, similar to the flame road's flash step, or the tiger road's west side tear.
~Can only be used when kicking off a surface, not including the wind currents.
Rank of trick: B
Six King's Iron Mass {Rokuotekkai}: Takui, through a difficult wind force manipulation makes his body seem almost as hard as steel, or iron to hit. This is done by the creating of a wind like armor, barely able to be seen around the body. Bending the wind to fit perfectly around his body, then super compressing it over and over again until the armor is nearly unbreakable by normal means. When a physical attack is done, assuming it is hand to hand combat, the opponent will feel as if they are punching steel. This trick limits Takui's movements greatly though, seeing as the armor is all over his body, though if he manages to get in a hit it will feel similar to as if someone was punching, or being punched by a steel ball. The wind armor will lessen wind based tricks effectiveness
Rank of Trick: A
Six King's Storm Leg {Rokuorankyaku}: One of the more complicated, and destructive tricks Takui has created, and one of the last along the lines of the Six Kings Style. This trick seems to be extremely similar to a fang, though it has slight differences in it. Takui revving his air treks pulls the wind around him into his air treks, and super compresses it within his air treks. Then through kicking he releases a large crescent blade of compressed wind. The wind though is different from a fang in a way, not needing that inertial energy to create it, and being purely from a compression factor.
Rank of Trick: C
Six King's Finger Gun {Rokuoshigan}: This is actually an extremely simple trick. Takui swirls the wind around one of his fingers, creating an extremely small pointed cyclone on his finger. The cyclone has the ability to pierce through what seem like un breakable tricks, and is actually sharp enough to put a hole in concrete. Through a slight flicking motion, he is able to fire off the sharpened cyclone as well. Takui actually had referred to a trick he had seen his sister, Karina use when he made this trick.
Rank of Trick: B
Six King's Movement Mastery: This trick is more along the lines of an enhancement trick, giving a boost in the use of the tricks within Takui's Six King's Style. The boost is through a heightened wind power around his body being activated, allowing a difference in the use of certain skills within his Six Kings style, whether it be making them slightly more powerful, or making them slightly more useful in general, this specific trick is based on the movement based tricks within the style.
Kami-E: Takui's body will have a lighter feeling now, even lighter than before, lessening the strain of pressure on his body allowing more freeform movements, allowing him to avoid being completely suction based, or pulling like techniques. {Ex. G Bender would have less of an effect on him}
Soru: The wind power is increased greatly, this time he is allowed to use the wind currents to push off an activate this trick, and not only that, he will seem to teleport to anyone that doesn't have at least 25+ More speed than he does.
This trick, can only be activated when at least two post cycles of the battle has occured.
It'll only last for Five posts
Can only be used once per fight
When it is active, both tricks will be boosted not just one.
Can not be active when one of the other mastery tricks are active.
Rank of Trick: A
Six King's Strength Mastery: This trick is more along the lines of an enhancement trick, giving a boost in the use of the tricks within Takui's Six King's Style. The boost is through a heightened wind power around his body being activated, allowing a difference in the use of certain skills within his Six Kings style, whether it be making them slightly more powerful, or making them slightly more useful in general, this specific trick is based on strengthening of certain tricks
Tekkai: Takui's able to focus the created armor into a singular part of his body, allowing better movements while using it, and able to shield a singular part of his body if need be.
Shigan: Able to create more than one of these cyclones on his fingers, and they are sharp enough to pierce clean through most metals.
This trick, can only be activated when at least two post cycles of the battle has occured.
It'll only last for Five posts
Can only be used once per fight
When it is active, both tricks will be boosted not just one.
Can not be active when one of the other mastery tricks are active.
Rank of Trick: A
Six King's Efficiency Mastery: This trick is more along the lines of an enhancement trick, giving a boost in the use of the tricks within Takui's Six King's Style. The boost is through a heightened wind power around his body being activated, allowing a difference in the use of certain skills within his Six Kings style, whether it be making them slightly more powerful, or making them slightly more useful in general, this specific trick is based on the efficiency of tricks.
Rankyaku: Takui's able to cause the blade of wind to interface with the wind, and bounce off air currents at this point.
Geppou: Takui is able to use his Geppou Trick on wind surfaces now through wind current interfacing, rather than through creation of air pockets. He is able to pick a density of the wind, and kick off it, making the trick more efficient, and quicker than normal.
This trick, can only be activated when at least two post cycles of the battle has occured.
It'll only last for Five posts
Can only be used once per fight
When it is active, both tricks will be boosted not just one.
Can not be active when one of the other mastery tricks are active.
Rank of Trick: A
Six King's Gun {Rokuogan}: The total Mastery of the six king's style, becomes this trick. Takui through a specific wind manipulation is able to create a cyclone of wind, though it is less of a cyclone, and more of a compressed blast of the wind. The wind blast does no outside damage at all, but instead passes through a human's body. The damage it does is totally internal, this occurs because the wind passes through a fleshy like body, the damage isn't obvious but it's damage is based on how the wind passing through the body causes a contraction, and extension of the body it passes through. This can cause internal bruising if it is done in the right spots, and likely would cause someone to cough or spit out blood when it hits, assuming it is in the proper area. The destructive power is displayed when it hits an object such as concrete, showing the clear ability of it to be able to smash through it, and likely able to dent metal.
Rank of Trick: A
Ascent from Madness: This is a trick that is seemingly meant for mid air combat. Takui manages to gather the wind around him, and even steal the wind from his opponent by forming a large sphere of compressed wind around them. The sphere is stable to a point, once the wind is disrupted, such as a body coming in too close to the edge, the sphere creates a gust and pushes the body in the opposite direction they were coming from. This affects any rider that is trapped in the sphere, and it's not a good idea to become trapped if you aren't good in mid air combat. Takui most be in mid air to create this, and he must be in the middle of where he creates it. The spherical radius is 40 feet.
[Sphere only lasts five posts, and can only be used once per battle.]
Rank of trick: A
Backlash Wave: Takui first creates a large wall of wind while being attacked by a wind, or in the presence of an opposing created wind, or wind being used. The wall of wind at first is more like a wave, that comes crashing down at first, it swallows up the wind in question first, absorbing it into itself, then the wind that crashed down forms a large cyclone which is aimed specifically at the wind of the opponent, meaning that the cyclone would follow until it hit either it's target or something big enough to suffice for that. This is similar of the Cyclone Destiny trick, though this is a larger scale, being more powerful, and at a higher rank of trick. The trick is actually able to make up to three cyclones, though the general power will only change with the wind that it initially absorbs. Meaning, if he creates three cyclones, the power is evenly divided between them all.
Rank of trick: A
Storm Vault - Lust: Takui's final trick, though it is among the weakest he has, Takui uses his wind manipulation in order to form apparently clones. They take his exact shape, and are pretty much faded in color, since the color blurs onto them from the wind projection. They are hyper compressed, wind locked clones, meaning that when they hit, they can cause pain to the muscles, though no real damage, and also the wind lock system in use, prevents them from being absorbed by roads that would normally be capable of doing such. They have no true physical form so Takui is able to actually make them any shape he wishes, and also physically even touching them causes pain to the body in question. Takui can also not move while controlling the clones movements.
[Can Make Five "Clones" And freely control them.]
Rank of trick: A
Storm Vault - Gluttony: Takui's trick, which he came up with on his own, though at the same time based it off of something he had seen done. Takui will create a large mouth from the wind in front of him. The mouth is a beastly mouth though, and not only this it, is extremely large. The "Teeth" of this mouth as hyper compressed, and extremely sharpened wind cyclones. When using this, Takui's wind, literally eats the wind that he is targetting. Though this can be used as a defense mainly, it is also and attack in it's own way. Though, if the teeth don't touch an opponent, the rest of the wind is harmless.
Rank of trick: A
Storm Vault - Greed: Another trick, similar to the Envy trick Takui had created from his Storm Vault. Takui awaits the use of an opponent's trick, and while under normal circumstances, the trick would, or could be absorbed, and turned into Takui's own personal tool, Takui takes this onto a whole new level. He uses the wind, through absorbing it, and then replicating the trick for his own benefit. Some properties of this might not be the same, since he is in-capable of doing certain things, but it's in relatively a tricks that was designed to make opponent's feel hopelessly weak.
[The trick being stolen, may not contain the right properties, for example, if Takui were to use this on Boomer Fang, the water would loose the compression, therefore unable to explode, though being as sharp as a boomer fang is still possible.]
[Uses Five Stamina, per use, and if used over five times, will use up ten stamina per use.]
Rank of trick: A
Storm Vault - Envy: Takui's own design, a trick which is a near complete counter-action of boosting tricks. Takui's own wind, is sent out into a created field which is no longer able to be manipulated through the area of battle. The wind is a counter-active wind, when anyone within the area uses a trick which is capable of boosting their abilities using the wind, or heat the wind field destroys that wind being used in a sense. This is because the wind reacts to the use of something which can boost the physical prowess of the rider using it, meaning it hits the trick on a physical plane, rather than an air based spectrum. The Air will not react to anything, until that moment a boost is attempted to activate. Takui's always manipulating this wind, which is why he is unable to use boosts as well.
[Boosts, that are done by using something the wind can diminish {Water, Heat, Air}, are disabled for the rest of the battle. {Takui Included} Or until the trick is "broken"]
[This doesn't include the "Wings" Boost]
Rank of trick: A
Storm Vault - Sloth: Takui's trick, based off of his father's own "Ragnarok Lock." Following a hyper compression system through the air around him, the air becomes locked into the area around him within a certain radius of him. The air lock with hyper compression eventually causes a wind field to be created around him as long as he continues sustaining the wind field it will stay active, and also will move along with him, though it is better and more efficient if stationary. The wind field is complicated, when an outer human body enters it, the wind causes a reaction which slows down the body the faster they go, the more the wind pushes against them, in a way giving higher wind resistance to a body, the quicker they are moving. This meaning that there is a direct counter against riders based off speed, since once they enter the field, their full speed, or speed in general becomes a downfall. Not only this, but he is capable to producing an over burst while this is activated, to expel a body that is within the wind field, or absorb other wind based tricks that come near it, to extend it's size. Unlike his father, his road allowed for higher range of wind manipulation, therefore, this is capable of being larger than his father's "Ragnarok Lock." Though at the same time, it is relatively weaker.
[Starting Radius is Ten Feet]
[Can Reach a Max of 40 Feet Radius, through absorbing wind tricks preformed near or in it.]
[Rider has to be above C-rank for the radius to extend from wind absorption]
[C - 5 Foot Extension, B - 10 Foot Extension, A - 15 Foot Extension]
Rank of trick: A
Storm Vault - Wrath: A trick of raw wind, almost matched in power with pride, though this is more of an uncontrollable force. The Wind around Takui'll begin to pick up, causing the air to rise, making everything loose in the area begin to flutter around madly. The wind picking up eventually becomes slowly, and slowly compressed through Takui's revving his air treks. The Wind doesn't become fully compressed, only into a light compression. The light compression of the wind flutters around, Takui's body seems not trapped in this wind apparently, though the raging wind and light compression of these gusts flutter around, tearing, and destroying even the ground with the power it produces.
[Radius is approximately 30 Feet]
[Lasts Five Posts]
Rank of trick: A
Storm Vault - Pride: One of Takui's, dangerously strong tricks, which is another he seemed to have taken and made his own from his father's personal arsenal of tricks. He needs to be focused on his wind manipulation for this trick, but in a way, he will begin off in normal combat of sorta. Though when he makes impact upon something, the pressure put on the body creating slight wind is manipulated, forming multiple vacuums of air, which are in fact reversed vacuums, where the impact occured, but closer around the opponent's body than his. The Vacuums react to the pressure being placed on the area, and force the opponent, or himself is applying as well and sends off the vacuums into dangerous high pressure winds into the body. This can cause excruciating pain on the area targeted, and the force of the wind ripples muscles, and is capable, if strong enough to tear them, without tearing the skin.
Rank of trick: A
Overburst: The rider readies their ground, and unleashes out a blast of wind within a 2 meter radius of them, usually stomping a foot to emphasize it. This is merely wind and can't directly hurt the opponent, but can blow objects at a speed great enough to injure them depending on what it is. If the other rider is in the area of the wind, though, they can be blown back a few yards.
Corona Nimbus: The rider constantly pulls and pushes air until they create a self-sustained miniature cyclone. It is relatively small, about the size of an average ladder. The rider gives it a "push" in one direction and it will continue until it is stopped, or broken up. Sending out cyclones is meant either as a frontal attack, or to disrupt an adversary's riding. Though it is a cyclone, it is not terribly destructive or powerful. This is a C Class technique.
Tempest Wall: The rider “pulls together” the air to create a thick, nearly impenetrable wall of hurricane-force winds. Running into it would feel like trying to run through a hurricane itself, so this is powerful enough to leave numerous cuts across the body, but if the opponent's strength is greater then the rider's, they can ride right through it. This is an A Class technique.
~~Forum Tricks~~
Upper Sole 32 Roll: With this technique, even those with little jump can reach the sky. By holding on to a pole of sorts, like a flag pole, with one hand, and 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 to tall to jump or keeping up with someone who can jump much better than you yourself can. However, the Upper Soul is not as fast as a jump.
Spinning Wallride Overbank 1800: Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum and reach the top. This trick is practically essential for Parts Wars such as Hurdle.
(This trick adds +5 to your hurdle number in a Hurdle E-Class Parts War)
Moon Rider: A move in which the rider jumps at full strength and applies power to his rotational axis shifting his center of gravity back allowing the rider to jump farther than normal, or even maneuver in mid-air, allowing for what would normally be a difficult skill.
(This trick adds +10 to your jump stat the turn it is used)
"Gravity Control": The capability of shifting one's centre of gravity in order to extend height and distance of jumps, an important practice when trying to achieve true flight, though Wing Road riders seem to already have an untapped potential to do this.
(This trick adds +10 jump to your character)
Persistance: After being through such a tough battle, and healing up in the hospital, riders gain a new sense of confidence. Nothing will stop them and nothing will turn them away from their goal.
(This special raises your character's stamina by +15)
Roof Gap To Disaster One Foot “Air Line”: A rather dangerous trick, the Air Line involves grinding down a power line, shooting sparks and an electric charge into the air. The Air Line has been shown in the past to have the ability to disperse techniques that use illusions to trick the mind such as some of the Rising Road’s abilities.
(If the user of Air Line has higher endurance than the opponent, they can dispel any illusions currently in effect)
Sleipnir; Cyclone Destiny: This trick works only when attacked by an opponent’s wind based trick. You absorb the wind from the trick and double it then send it back at the opponent in the form of two large cyclones. This can be both a devastating attack but more so a counter.
Impact Wind: The rider will make use of tremendous wind usage. It starts off with them molding the wind, then when taking a heavy stance, cause it erupt violently from their bodies. This wind has enough impact to free them from entrapment of many different types. It is a short range burst that only intensifies as the user's strength increases, however the range does not change, only the power behind it. It may not work if the enemy in question is strong enough to resist their wind. This can also be considered an attack if used directly to smash into the opponent with a weighed wind blast.
[Hurricane: Strength and Jump divided by two, Wing: Stamina and Jump divided by two, Jade: Strength and Stamina divided by two. Vs the Opposing Rider's Strength and Stamina divided by two]
"Wings":A phenomenon which takes an existing tailwind and adds the rider’s own wind to it, thereby greatly heightening the power and capability of wind-based techniques, and also adds to a rider’s effective speed. (This trick adds +5 jump and +5 speed to your character)
Wind Barrier: The rider will make use of a decent level of wind manipulation. Pulling together and swirling the winds into a dense barrier. This barrier will be extremely thick and possess no direct openings. Though further manipulation it can grow in strength comparable to the user of this technique. If the opposing rider can not defeat that level of strength, their offensive trick used against it, is silenced and defended against by the overwhelming force of this display of wind control. This can not be done repeatedly in a row without a Regalia. [Hurricane: Strength and Jump divided by two, Wing: Stamina and Jump divided by two. Jade/Over: Strength and Stamina divided by two. Vs the Opposing Rider's Main Stat and Stamina divided by two]
Asgard's Bitfrost: Using the same principles of Wing Roads Surface Rider by instead causing your Air Treks to send out large amounts of air and allow you to ride across vapor in the air. Things such as clouds are counted as vapor the same can be said about steam, as well as heat updrafts.
Audience of the Over Road: The rider on the Over-Road manipulates the density in the air to create solid defensive walls that can push back their enemies, and in enclosed spaces they are able to use the echoes generated off the walls to amplify their own power many times over. This helps them generate dense blasts of air to hammer their opponents with, while increasing the power and pressurization of their Over-Road Techniques. While surrounded by the audience their walls can now hit multiple targets thanks to the echoes enhancing the size of them.
- This trick can only used in an enclosed space.
- This trick can only be used after the 2nd post of battle.
- During this trick the user gains: +30 Strength and +10 Stamina. Until end of battle
Under Suspension: The rider uses some form of wires or chain to wrap a body part of the opponents and then using basic rules of magnetism flips the opponent so that the opponents body is the opposite of their own. If none rising road completes this move, simply tangles then slams the opposing rider.
i.e. If used while standing straight it can be used to throw the opponent so they end up upside down.
~~Custom Tricks~~
Kaen Special! - König Jäger (King Hunter): This is a special technique of the Kaen clan that was passed down via Jess Kaen. Using a the principles home to both the Hurricane and Wing Road roads, she creates yet another special maneuver. The over road variation works best in a enclosed space or it takes a post to charge up. This technique allows the user quality of wind to surpass that of other roads. Using the wings trick to improve the quality of air, and making use of the wing road principles to read wind patterns and densities via scattering bits of light. This simple allows the user to take in the strongest wind in to fuel their techniques. While doing this their wind based attacks are amplified thanks to the understand and knowledge they gained access to this new gateway of power. Not only does it improve the quality it allows the user to manifest their own flight powered area. During this trick's duration by using their limbs the user can create an intense, max power wind blast of high speed swirling gusts that causes a disruption in the opposing rider's run and knocks them off balance. While this wild wind is going on the user must be at least A-Class to avoid themselves being knocked off their own run. This is an B Class Technique.
-This trick can only be used once per battle.
-Only While in an enclosed space the amount of posts another wing/hurricane/Over trick that has duration lasts an additional 1 post and the charging [Waiting] time for hurricane/Wing/Over road tricks drops by 1 post.
- B Class this trick lasts for 2 posts
A Class this trick lasts for 3 posts
Special A/King Class this trick lasts 6 posts
- After the trick ends the users Strength and Jump drops by 10 for 3 posts.
Overdrive-Nimbus: This is the next step in the evolution of the Swift Sky Trick. The rider is now able to take in a multitude of beneficial information on the wind, and use it to increase the output of their air treks speed and flight abilities. This augmentation becomes possible once they break down the information they can pick up on the wind in the area around them for a short period of time. Thus Making sure only to use the strongest streams of air, and taking the path with least resistance while riding. Generally by molding the air to help give them more flight and wind maneuverability. By manipulating the wind via a principle known only to the Wing and Hurricane roads, they proceed drop their air resistance and can smooth the wind around them, while causing the wind farther from them to work for them giving them a push or to push themselves wind. The third principle behind this trick allows the user to access the wind in the area to enhance their power also is a lot more effective in an enclosed space seemingly lasting much longer. After a while has passed the user would need to renew this effect to continue to make use of it in order to break down efficiently these wind streams at this advanced level. This is an B Class Technique.
-The trick adds for its duration: pick one during the use of the trick. They cannot be the same one. (No: Jump, Jump, Speed, Speed)
+ 15 of (Speed or Jump) and +10 of (Speed, Strength, or Jump). Within an enclosed area: +25 (Speed or Jump) and +15 (Speed, Strength, or Jump.)
-The trick's effects lasts for 3 turns. This tricks effects last for 4 turns, in an enclosed space.
-The trick can only be used 3 Times per battle.
-This trick can only be used after 2 posts have taken place in a battle by both combatants.
Material High! Cirrus: One of the few tricks designed by Jin for use with the Hurricane Road mainly by compressing the air around the user constantly and quickly, the hurricane road rider continues the process until almost a solid cube of air is formed. This trick can act like barrier type defense ability. To attack with it the user creates a high power wind blast to push it, seeing how it can flung at high speeds with enough force to shatter concrete and rock into debris with the force of a tornado within, that keeps itself sustained thus solid. These blocks of compressed tornado level winds are sturdy enough to be stood on by a Wing or Hurricane rider (Since they create their own wind) or even block some attacks similar to the Tempest Wall trick. The user can also create these blocks to create their own obstacle course on a battlefield, which can be used disrupt another riders run or even provide the user with a better run. This is an A Class Technique
- The user can create 1 cube per 10 Jump they possess. (I.E, 10 jump = 1 cube, 20 jump =2 cubes, 30 jump = 3 cubes, etc) total. For Over Road riders use Strength in place of Jump.
- These cubes can stay in place until the user moves them for 1 post per 15 jump the user possess (I.E: 15 Jump =1 post, 30 jump = 2 post, etc)
- The user can only fling a cube per 20 strength/endurance they possess because of the strength of the winds, and weight the compressed air gains. It can be done multiple times but after those cubes break immediately. (I.E 20 strength = able to throw 1 cube, 40 strength = able to throw 2 cubes, 60 strength = able to throw 3 cubes, etc)
-When all the cubes have been broken the users stamina is cut in half. If the user is of Special A-Class or Storm/Wind/Rumble King/Queen they only lose 1/3 (rounded down) of their stamina.
Storm's Sword: The rider uses their manipulation over the wind to compress air into a blade-like form, but the rider needs to use a medium which to form the blade onto. The rider can't use their own limbs, or risk damaging themselves from the compression. They use the object to base the formation of the blade, to turn whatever it is into their own "sword". Like the way that water can be turned to a very fine cutting tool with high pressure output, this air has become exactly like a blade with it's high concentration of compression, it can slice through most things, save for a large percent of metals, yet has the strange phenomenon of only producing cuts on people, as the blade seems to pass right through, no one yet knows why, but many hypothesize that it has something to do with the blood. The blade is extremely dense, but lightweight, and shouldn't be able to break. The length of the sword is proportional to half of the rider's strength in inches. This is an C Class Technique
Swift Sky: The rider takes the information of the wind currents and uses them to drastically increase their speed. By predicting the way that the air will flow, they can take the data and break apart all streams of air before they ride, causing their wind resistance to drop greatly, becoming close to nothing, providing an incredible difference in their abilities. And instead of working against the air, they can make the air work for them, creating their own wind to enhance their run. But as the rider can't focus on breaking apart every stream, every second, they take the information of a few minutes time and use it. Meaning that after a certain amount of time, they would have to renew the effect if they had the focus to. This is an C Class Technique
The trick adds +20 speed to the character while this is in effect.
The trick lasts for 3 turns.
The trick can only be used as many times as the rider has 10 stamina (Ex: 10 stamina = 1 time; 20 stamina = 2 times)
Pheonix Under-birth: While riding at top speed, the rider collects more and more air within his Air Treks. The more air they collect, the more pressurized and denser it becomes. The rider collects it until both of their AT's are almost overflowing with pressurized air. While riding, they stomp on the ground with their AT's to send the ball of pressurized air into the ground. This air disperses beneath him and sends out a massive shock-wave through the ground breaking it down into mere rubble. In order to escape the shock-wave must have at least 30 Strength. This is an C Class Technique
Moon Rider Extension: Altitude Passer: The user takes the basic form of moon rider and by jumping high and controlling their center of gravity to force their body further, for a farther and higher jump. Moon rider extension takes the same property and extends it to a higher degree by, when the rider is flying up into the air they combine their sense of flight (or water in the air as Manta road does) and flows with it, pushing off of it to do a spin and forcing their body to propel to an even greater height. A trick used for those who truly wish to fly, by combining their center of gravity, and making it literally one with the wind current. This is an B Class Technique
- Must know Moon Rider
- Can only be used after moon rider has been, in a chain.
-This trick adds +25 jump on the turn it is used, but replaces the Moon Rider Bonus for the turn
Custom Trick Slots : 09
~~Exclusive to Takui~~
Six King's Moon Step {Rokuogeppo}: This trick isn't so complicated, it is in fact very easy, designed by Takui, only for himself though. He leaps into the air, and then creates a really small barely noticeable ball of compressed wind below his foot. Takui then kicks off, causing the ball of wind to explodes, making a swishing sound through the air from the explosion, and it also seems to show as if there is smoke, but this is just the wind blurring away the color from the area just below the kick. The kick itself isn't the trick, but the explosion from the kick pushed Takui in the direction of the kick. This is a harmless trick, and more specifically is used in order to gain a higher jump or sorts. Much like the wind road's Double Jump, or the Fang Road's Tiger Pounce.
Six King's Paper Drawing {Rokuo Kami-E}: A passive skill of sorts, that Takui didn't design, but created. Takui's body is use to training, and doing strenuous activities in extremely high pressure. This is because his father, Ketsueki trained him a lot on the back of planes, or the wings of planes while they flew, because of this during a fight, he is not use to the normal pressure, and normally would have slightly un controllable movements, but he doesn't know this, for he is unintentionally creating this wind. The wind created is in the form of streams, going all through the body, but specially through his joints. This allows for his body to become extremely, and unusually flexible, to the point it seems as if his joints are no longer even there. Not only does this function serve like that, but under conditions in which pressure would limit movements, and speed, it doesn't work like this on him.
This Automatically Activates when entering Parts Wars, Fights, ect.
Will only activate once per two fights.
At A-Rank, this trick, is controllable, and can be switched on and off sort of.
Six King's Shave {Rokuosoru}: Takui using a similar method to the Rokuogeppou trick, creating air pockets that burst into wind. This time though he creates multiple tiny super compressed air pockets around his foot, within a few seconds, the number remains uncounted as he does this, seeing as he simply makes as much until he feels he needs to actually use this move. The trick to this is the kick and the force the air pockets release, for some reason no matter how many tiny air pockets he creates when he kicks it is similar to one hundred bursts of full powered gusts, though they can not push an opponent with these gusts, because they are only lasting for a second. This second though provides what is needed of the gusts, and causes Takui to seem to have teleported to those slower than him, but simply a moving blur to anyone else. This trick is basically a spike in the speed Takui can move at, similar to the flame road's flash step, or the tiger road's west side tear.
~Can only be used when kicking off a surface, not including the wind currents.
Rank of trick: B
Six King's Iron Mass {Rokuotekkai}: Takui, through a difficult wind force manipulation makes his body seem almost as hard as steel, or iron to hit. This is done by the creating of a wind like armor, barely able to be seen around the body. Bending the wind to fit perfectly around his body, then super compressing it over and over again until the armor is nearly unbreakable by normal means. When a physical attack is done, assuming it is hand to hand combat, the opponent will feel as if they are punching steel. This trick limits Takui's movements greatly though, seeing as the armor is all over his body, though if he manages to get in a hit it will feel similar to as if someone was punching, or being punched by a steel ball. The wind armor will lessen wind based tricks effectiveness
Rank of Trick: A
Six King's Storm Leg {Rokuorankyaku}: One of the more complicated, and destructive tricks Takui has created, and one of the last along the lines of the Six Kings Style. This trick seems to be extremely similar to a fang, though it has slight differences in it. Takui revving his air treks pulls the wind around him into his air treks, and super compresses it within his air treks. Then through kicking he releases a large crescent blade of compressed wind. The wind though is different from a fang in a way, not needing that inertial energy to create it, and being purely from a compression factor.
Rank of Trick: C
Six King's Finger Gun {Rokuoshigan}: This is actually an extremely simple trick. Takui swirls the wind around one of his fingers, creating an extremely small pointed cyclone on his finger. The cyclone has the ability to pierce through what seem like un breakable tricks, and is actually sharp enough to put a hole in concrete. Through a slight flicking motion, he is able to fire off the sharpened cyclone as well. Takui actually had referred to a trick he had seen his sister, Karina use when he made this trick.
Rank of Trick: B
Six King's Movement Mastery: This trick is more along the lines of an enhancement trick, giving a boost in the use of the tricks within Takui's Six King's Style. The boost is through a heightened wind power around his body being activated, allowing a difference in the use of certain skills within his Six Kings style, whether it be making them slightly more powerful, or making them slightly more useful in general, this specific trick is based on the movement based tricks within the style.
Kami-E: Takui's body will have a lighter feeling now, even lighter than before, lessening the strain of pressure on his body allowing more freeform movements, allowing him to avoid being completely suction based, or pulling like techniques. {Ex. G Bender would have less of an effect on him}
Soru: The wind power is increased greatly, this time he is allowed to use the wind currents to push off an activate this trick, and not only that, he will seem to teleport to anyone that doesn't have at least 25+ More speed than he does.
This trick, can only be activated when at least two post cycles of the battle has occured.
It'll only last for Five posts
Can only be used once per fight
When it is active, both tricks will be boosted not just one.
Can not be active when one of the other mastery tricks are active.
Rank of Trick: A
Six King's Strength Mastery: This trick is more along the lines of an enhancement trick, giving a boost in the use of the tricks within Takui's Six King's Style. The boost is through a heightened wind power around his body being activated, allowing a difference in the use of certain skills within his Six Kings style, whether it be making them slightly more powerful, or making them slightly more useful in general, this specific trick is based on strengthening of certain tricks
Tekkai: Takui's able to focus the created armor into a singular part of his body, allowing better movements while using it, and able to shield a singular part of his body if need be.
Shigan: Able to create more than one of these cyclones on his fingers, and they are sharp enough to pierce clean through most metals.
This trick, can only be activated when at least two post cycles of the battle has occured.
It'll only last for Five posts
Can only be used once per fight
When it is active, both tricks will be boosted not just one.
Can not be active when one of the other mastery tricks are active.
Rank of Trick: A
Six King's Efficiency Mastery: This trick is more along the lines of an enhancement trick, giving a boost in the use of the tricks within Takui's Six King's Style. The boost is through a heightened wind power around his body being activated, allowing a difference in the use of certain skills within his Six Kings style, whether it be making them slightly more powerful, or making them slightly more useful in general, this specific trick is based on the efficiency of tricks.
Rankyaku: Takui's able to cause the blade of wind to interface with the wind, and bounce off air currents at this point.
Geppou: Takui is able to use his Geppou Trick on wind surfaces now through wind current interfacing, rather than through creation of air pockets. He is able to pick a density of the wind, and kick off it, making the trick more efficient, and quicker than normal.
This trick, can only be activated when at least two post cycles of the battle has occured.
It'll only last for Five posts
Can only be used once per fight
When it is active, both tricks will be boosted not just one.
Can not be active when one of the other mastery tricks are active.
Rank of Trick: A
Six King's Gun {Rokuogan}: The total Mastery of the six king's style, becomes this trick. Takui through a specific wind manipulation is able to create a cyclone of wind, though it is less of a cyclone, and more of a compressed blast of the wind. The wind blast does no outside damage at all, but instead passes through a human's body. The damage it does is totally internal, this occurs because the wind passes through a fleshy like body, the damage isn't obvious but it's damage is based on how the wind passing through the body causes a contraction, and extension of the body it passes through. This can cause internal bruising if it is done in the right spots, and likely would cause someone to cough or spit out blood when it hits, assuming it is in the proper area. The destructive power is displayed when it hits an object such as concrete, showing the clear ability of it to be able to smash through it, and likely able to dent metal.
Rank of Trick: A
Ascent from Madness: This is a trick that is seemingly meant for mid air combat. Takui manages to gather the wind around him, and even steal the wind from his opponent by forming a large sphere of compressed wind around them. The sphere is stable to a point, once the wind is disrupted, such as a body coming in too close to the edge, the sphere creates a gust and pushes the body in the opposite direction they were coming from. This affects any rider that is trapped in the sphere, and it's not a good idea to become trapped if you aren't good in mid air combat. Takui most be in mid air to create this, and he must be in the middle of where he creates it. The spherical radius is 40 feet.
[Sphere only lasts five posts, and can only be used once per battle.]
Rank of trick: A
Backlash Wave: Takui first creates a large wall of wind while being attacked by a wind, or in the presence of an opposing created wind, or wind being used. The wall of wind at first is more like a wave, that comes crashing down at first, it swallows up the wind in question first, absorbing it into itself, then the wind that crashed down forms a large cyclone which is aimed specifically at the wind of the opponent, meaning that the cyclone would follow until it hit either it's target or something big enough to suffice for that. This is similar of the Cyclone Destiny trick, though this is a larger scale, being more powerful, and at a higher rank of trick. The trick is actually able to make up to three cyclones, though the general power will only change with the wind that it initially absorbs. Meaning, if he creates three cyclones, the power is evenly divided between them all.
Rank of trick: A
Storm Vault - Lust: Takui's final trick, though it is among the weakest he has, Takui uses his wind manipulation in order to form apparently clones. They take his exact shape, and are pretty much faded in color, since the color blurs onto them from the wind projection. They are hyper compressed, wind locked clones, meaning that when they hit, they can cause pain to the muscles, though no real damage, and also the wind lock system in use, prevents them from being absorbed by roads that would normally be capable of doing such. They have no true physical form so Takui is able to actually make them any shape he wishes, and also physically even touching them causes pain to the body in question. Takui can also not move while controlling the clones movements.
[Can Make Five "Clones" And freely control them.]
Rank of trick: A
Storm Vault - Gluttony: Takui's trick, which he came up with on his own, though at the same time based it off of something he had seen done. Takui will create a large mouth from the wind in front of him. The mouth is a beastly mouth though, and not only this it, is extremely large. The "Teeth" of this mouth as hyper compressed, and extremely sharpened wind cyclones. When using this, Takui's wind, literally eats the wind that he is targetting. Though this can be used as a defense mainly, it is also and attack in it's own way. Though, if the teeth don't touch an opponent, the rest of the wind is harmless.
Rank of trick: A
Storm Vault - Greed: Another trick, similar to the Envy trick Takui had created from his Storm Vault. Takui awaits the use of an opponent's trick, and while under normal circumstances, the trick would, or could be absorbed, and turned into Takui's own personal tool, Takui takes this onto a whole new level. He uses the wind, through absorbing it, and then replicating the trick for his own benefit. Some properties of this might not be the same, since he is in-capable of doing certain things, but it's in relatively a tricks that was designed to make opponent's feel hopelessly weak.
[The trick being stolen, may not contain the right properties, for example, if Takui were to use this on Boomer Fang, the water would loose the compression, therefore unable to explode, though being as sharp as a boomer fang is still possible.]
[Uses Five Stamina, per use, and if used over five times, will use up ten stamina per use.]
Rank of trick: A
Storm Vault - Envy: Takui's own design, a trick which is a near complete counter-action of boosting tricks. Takui's own wind, is sent out into a created field which is no longer able to be manipulated through the area of battle. The wind is a counter-active wind, when anyone within the area uses a trick which is capable of boosting their abilities using the wind, or heat the wind field destroys that wind being used in a sense. This is because the wind reacts to the use of something which can boost the physical prowess of the rider using it, meaning it hits the trick on a physical plane, rather than an air based spectrum. The Air will not react to anything, until that moment a boost is attempted to activate. Takui's always manipulating this wind, which is why he is unable to use boosts as well.
[Boosts, that are done by using something the wind can diminish {Water, Heat, Air}, are disabled for the rest of the battle. {Takui Included} Or until the trick is "broken"]
[This doesn't include the "Wings" Boost]
Rank of trick: A
Storm Vault - Sloth: Takui's trick, based off of his father's own "Ragnarok Lock." Following a hyper compression system through the air around him, the air becomes locked into the area around him within a certain radius of him. The air lock with hyper compression eventually causes a wind field to be created around him as long as he continues sustaining the wind field it will stay active, and also will move along with him, though it is better and more efficient if stationary. The wind field is complicated, when an outer human body enters it, the wind causes a reaction which slows down the body the faster they go, the more the wind pushes against them, in a way giving higher wind resistance to a body, the quicker they are moving. This meaning that there is a direct counter against riders based off speed, since once they enter the field, their full speed, or speed in general becomes a downfall. Not only this, but he is capable to producing an over burst while this is activated, to expel a body that is within the wind field, or absorb other wind based tricks that come near it, to extend it's size. Unlike his father, his road allowed for higher range of wind manipulation, therefore, this is capable of being larger than his father's "Ragnarok Lock." Though at the same time, it is relatively weaker.
[Starting Radius is Ten Feet]
[Can Reach a Max of 40 Feet Radius, through absorbing wind tricks preformed near or in it.]
[Rider has to be above C-rank for the radius to extend from wind absorption]
[C - 5 Foot Extension, B - 10 Foot Extension, A - 15 Foot Extension]
Rank of trick: A
Storm Vault - Wrath: A trick of raw wind, almost matched in power with pride, though this is more of an uncontrollable force. The Wind around Takui'll begin to pick up, causing the air to rise, making everything loose in the area begin to flutter around madly. The wind picking up eventually becomes slowly, and slowly compressed through Takui's revving his air treks. The Wind doesn't become fully compressed, only into a light compression. The light compression of the wind flutters around, Takui's body seems not trapped in this wind apparently, though the raging wind and light compression of these gusts flutter around, tearing, and destroying even the ground with the power it produces.
[Radius is approximately 30 Feet]
[Lasts Five Posts]
Rank of trick: A
Storm Vault - Pride: One of Takui's, dangerously strong tricks, which is another he seemed to have taken and made his own from his father's personal arsenal of tricks. He needs to be focused on his wind manipulation for this trick, but in a way, he will begin off in normal combat of sorta. Though when he makes impact upon something, the pressure put on the body creating slight wind is manipulated, forming multiple vacuums of air, which are in fact reversed vacuums, where the impact occured, but closer around the opponent's body than his. The Vacuums react to the pressure being placed on the area, and force the opponent, or himself is applying as well and sends off the vacuums into dangerous high pressure winds into the body. This can cause excruciating pain on the area targeted, and the force of the wind ripples muscles, and is capable, if strong enough to tear them, without tearing the skin.
Rank of trick: A
⊹Biographical/Other Information⊹
Money⊱ 5750 Ryo
Theme⊱ Wind of You
Personality⊱ Takui became less nervous around physical contact based situations, and possible ones. He is less fighty now, and a little lazy in fact, barely doing anything anymore. He is still calm in most every situation, and is a little accident prone like before as well.
Skills⊱ He was taught not only multiple forms of martial arts by his father, as well as gymnastics by his mother, he learned how to use a sword from his father, and his grandfather as well. He is a traceur, much like his father as well.
Biography⊱
No Longer Registered
⊱Items⊰
Pisilion: A Katana that has been passed down through his family. Ketsueki has altered it in multiple ways, such as the blade is now reversed on the hilt, as well as there is Air Trek technology embedded in and through the blade. Takui's gotten the blade re-sharpened seeing as he felt he could deal with that.
Epsilon: A second family Katana, given to him by his father Ketsueki. Altered similarly to Pisilion's alteration of it's blade and what not.
Cell Phone, Wave Hack System Installed.
One Of his Brother's Cameras.
Hell System Headset - Model 1: Hell system Headset is what looks like a normal head set. It includes headphones, a small microphone attached to the headphones that can be moved up and down by will, as well as what seem to be special shade sunglasses attached, that can be moved at will as well. The Headset is actually high end technology, a READ system installed within the shades of them, as well as a tracking system activated through the READ system. The headset uses a Satellite connection to broadcast storm rider battles occurring officially, or being recorded, even by a phone. It also functions to allow him to call through the use of the headset as if it were a phone, and by switching a button on the headset can block sound other than from the headset.
Glove with his Symbol on it. {See "H.U.S" Team Thread}
H.U.S Emblem/Stickers
Chain Attachments, with rubber around the cuffs attached to the body to prevent possible shock. {Arms and Legs.}
~Air Trek List~
Demon Tail
Speed: 25 // Strength: 0 // Stamina: 15 // Jump: 0
Regalia Equipped: N/A
A pair of air treks, designed by Satomi Lacole. The original set of air treks were combined with a different set, but after the air treks began malfunctioning from so much stuff going on they were split into two by his cousin, and added a little more things. The air treks follow a sort of enhancing speed method, by reducing the friction which is created from the revving of the wheels with a special agent, that doesn't seem to wear off. There also more efficient in shorting out, making the air treks last longer against things like the risk of parts rusting, and what not. They seem to have a small tail like arrow coming from the back of the air treks, which is extremely sharp and able to cut easily.
Regalia Equipped: N/A
A pair of air treks, designed by Satomi Lacole. The original set of air treks were combined with a different set, but after the air treks began malfunctioning from so much stuff going on they were split into two by his cousin, and added a little more things. The air treks follow a sort of enhancing speed method, by reducing the friction which is created from the revving of the wheels with a special agent, that doesn't seem to wear off. There also more efficient in shorting out, making the air treks last longer against things like the risk of parts rusting, and what not. They seem to have a small tail like arrow coming from the back of the air treks, which is extremely sharp and able to cut easily.
Demon's Wings
Speed: 0 // Strength: 15 // Stamina: 0 // Jump: 15
Regalia Equipped: N/A
This set of air treks, is the brother set of the Demon Tail, Air treks. They had been designed by Satomi Lacole, and then upon the risk of breaking, they were split and changed a little by his cousin. This half, has a few systems inside of it, an air release generator system, which allows them to bring in air easier, allowing easier wind manipulation, and then release it just as greatly. They also seem to be made up of a durable type of alloy, that gives them more durability to the power behind a hit, or even giving Takui's kick higher strength. They also seem to have tiny metal wings on the sides, which lead around up to the top. The wings all form one large blade which means Takui's kicking can cause cuts and what not.
Regalia Equipped: N/A
This set of air treks, is the brother set of the Demon Tail, Air treks. They had been designed by Satomi Lacole, and then upon the risk of breaking, they were split and changed a little by his cousin. This half, has a few systems inside of it, an air release generator system, which allows them to bring in air easier, allowing easier wind manipulation, and then release it just as greatly. They also seem to be made up of a durable type of alloy, that gives them more durability to the power behind a hit, or even giving Takui's kick higher strength. They also seem to have tiny metal wings on the sides, which lead around up to the top. The wings all form one large blade which means Takui's kicking can cause cuts and what not.