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Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Thu May 10, 2012 12:22 pm
Takui Ellysion -Avedis Kageryuu- A-Class Rider

User Image


⊹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


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


⊹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.


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.
 
PostPosted: Fri May 11, 2012 9:11 am
Velocity Queen

Brain Charger (Fourth Generation) PROJECT: 0000x3
User Image
Basic Info xxxxxxxxxxxxxxxxxxxx
Username: Aquos Dragoa
Name: Karina Lexi Ellysion
Age: 15
Hair Color: Red
Eye Color: Blue (normally) / Red (BC activated)
Additional Appearance: [X] [X] [X] [X] [X]
Sexuality: Straight
Height: 5'4'
Weight: 110 Lb
Cash: 4250 Ryo
Life's Story: Possibly will come at a later date
Personality: Karina possesses a kind yet stubborn soul. To those she cares about she is usually fun to be around and its normal to find a smile on her face. However she is also sensitive emotionally (even though she does her best to hide this from people it still seeps through from time to time), not only that but she has a hot temper, but she has been working on it so it isn't as bad as before. Fortunately her anger never lasts long, only for a few quick moments and she'll calm down again. She is the type who is quite expressive about her emotions (most of them at least) and the kind of girl who doesn't let people walk all over her either. When provoked she will bear her fangs and retaliate. Karina is also hardworking, believing that if you want something you have to do something to get it and not just wait for it to land on your lap. Her will is strong, it's quite rare for it to break, whenever it does and she manages to pull herself back on her feet she's come out of it a bit stronger then before, after all quitting isn't really something that she practices often and "what doesn't kill you makes you stronger".


Rider Info xxxxxxxxxxxxxxxxxxxx
Road: Tiger Road
Run Style:
Aura: Bastet
Alias: The Earthbound Tigrin / Bastet
Team: Wonderland
Air Treks: Blackout Plus
Speed: 0 // Strength: 0 // Stamina: 20 // Jump: 0
Sukiu's first air trek designed. They seem to be normal air treks, though they are, every piece is coated with a liquid metal, making the air treks extremely durable, while at the same time light. The wheels have small air tanks inside of them, allowing a high wind intake to occur, without the risk of the air treks breaking, and or shorting out at all.


Read Info xxxxxxxxxxxxxxlxxxxxx
READ Level: 337 (372) {432}

Speed: 292 (+5 "Wings") (+60 Regalia)
Strength: 20
Stamina: 25 (+20 TU) (+15 "Persistance") (-10 Regalia)
Jump: 0 (+5 "Wings") (+10 "Gravity Control") (-10 Regalia)

Air Time: 5 (6) s


Trick Info xxxxxxxxxxxxxxxxxxxxx
Road Tricks:
"Wind Breaker": The most basic of the tiger road’s tricks. The user makes use of footwork and a low stance to generate the “Breaker front” of wind in front of them this allows them to gain a short high speed dash. However if the trick is performed in rapid succession (3 times) without the Regalia ,(6 times) with it. Using it all the boosts in one post will cause the users air treks to short out for 2 posts. This is a D-Class Technique.
- This trick can add “+10 speed” Can be used in succession, if limit is surpassed air treks will shut down.

"West Side Tear": The user accelerates further causing the illusion the wind is ripping away around them. Using it as a high speed distraction can leave an after image behind them made from those winds. Using mild wind manipulation it allows them to become a blur for a short burst, this is similar to a flash step though less stamina consuming due wind aiding their run. The wind tears generated by this trick can be gathered into a set of “claws” for the offensive part of the road. This is a C-Class Technique.

"Blitz Tiger Barrage": Using their maximum speed the user barrels toward the target. Tearing the wind in such a way, the tears gathered into their hands are immensely sharp. They use these “Claws” to break apart the wind and disrupt the sight of their movements. Using a breaking point to create sheer offensive force created from only their speed maximum speed versus the enemies’ strength. By using speed in place of strength to deliver damage caused by constant speedy hits that leave after images made from wind tears. The wind that is torn leaves signs where user was before and after it was said and done as if a Tiger tore through the sky. This is an A-Class Technique.

Forum Tricks:
Sable Tiger Moon Walk: A skill not for those faint of heart, the moon walk is the skill to run one’s ATs backwards. This skill was effectively used by the former leader of Team Sable Tigers to keep men entranced by her devastatingly good looks while she raced ahead of them…. Even if you don’t have devastating good looks, this is still a useful skill, and gives you the ability to keep an eye on opponents behind you, or move more effectively in general.

Persistence: 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)

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)

"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)

Custom Tricks:
Bullet Claw: Once Karina has collected and formed her roads 'Tears' into claws around her fingers she can send then at her opponent like a 'bullet' This is done by a giving a quick flick (or another movement that suddenly stops or changes direction) of her finger/hand. Depending on the direction of the 'flick' depends on the 'bullets' direction. The strength behind this move like everything else in her road relies solely on speed.
Iron Reaver: Similar to bullet claws, Karina as she rides collects tears around her fingers forming sharp and hard nail like claws at the tips of her fingers. The unique thing about this trick is the tears continuously swirl around her fingers making them not only sharp at the tip of the claw but around it as well. A melee type attack, Iron Reaver is sharp enough to scratch up concrete and make fairly deep cuts and tears into flesh.
Rank of Trick: B

"Space Breaker": Using the exact same concept that the trick "Wind Breaker" uses Karina creates a "Breaker Front" (done same way as in Wind Breaker) in order to gain higher speed. The "Breaker Front" crated for this trick however is much more complex and requires more knowledge of the road. This trick allows Karina to cut through the wind in such a way it reduces air resistance to nearly 0 giving her speeds that otherwise would be impossible. She moves at such a high speed that it can appear to the untrained eye that she 'teleported' from one point to another (similar to "west side tear"). The only reason one can tell she didn't pop from point A to point B out of no where is due to the after image she leaves behind which looks like what would be a wormhole.
Can't be used more then 3 times (without regalia), 6 (with regalia), if so AT's break down for 3 posts
Similar to a flash step but quicker
Rank of Trick: A

Needle: After aquiring knowledge of human pressure points and trained how to attack them Karina devolopped this skill to help her use these points to her advantage. Like any of her other claw tricks Kari first collects 'tears' and forms them around her pointer and middle finger into a very thin yet durable needle like looking thing about two inches long (is nearly the same size and shape as an acupuncture needle). When striking pressure points with this move, the needle will literally sink into the skin (causing little to no damage much like acupunture), by doing this Kari can take the pressure points to other extremes..
This trick attacks the body doing internal damage and/or temperary paralisise and/or numbing
Can also be extremely painful depending on the pressure points attacks and how strong they were attacked
Rank of Trick: A

Wind Scar: This technique is a destructive technique involving destructive wind, and claws. Karina will first stomp onto the ground, quickly, within that second she stomped her body will slide down, her leg kicking forwards while her air treks rev. The wind manipulated becomes the wind directly at the ground, and they become a massive amount of claws, moving forwards rapidly, breaking and destroying the ground from the speed the long claws are moving at, as they rise as they move along, maximum height being six feet, maximum range being about twenty feet. When used the ground below it will have long marks, as if someone scratched through it. This can be used without having the leg touching the ground, but it will only make one of these scars if used like this.
Rank of Trick: A

Infinite Tear - Spacial Fissure: Karina's infinity atmosphere, through the activated regalia, she begins her speed ride. The speed she moves at for now is still able to be seen, though this is only because she's focused on the tears in the air being manipulated. Creating multiple breaking fronts around the battle field, she is destroying the wind resistance in a sense of where she is passing. The Breaking front's destroying of the wind currents around her in a sense, creating the illusory tears in the air. The tears though are complex, they form into blurred versions of Karina's body, and stay present in the battle field, constantly re-creating the breaking front preventing the wind from refilling the area that was passed. In a way she is creating these images, that last on the battlefield. Through this she continues to make them with pure speed around the battle field. Then the real trick comes into play, Karina is able to literally use these as what her brother deemed as "Wind Portals" Mainly because once Karina moves to one of them, she is able to make a direct line of breaking front winds having zero resistance to one of the other images. As long as they are existant on the battle field, the trick will work easily, pretty much allowing her to reach past her maximum speed and "teleport" around the battle field. The trick, is an indirect counter of certain roads, mainly because the images are purely speed made, constant break fronts of destroyed wind, preventing them from being absorbed, or destroyed by conventional means, though it uses up, a lot of stamina in return. King Class Trick.
[Images last for 3 posts]
[Can only be used once per two battles.]

Bastet's Sanctuary: Moving at high speeds in a circle, Karina's movement and acceleration along with the way her roads claws cut the air/wind all contribute to this trick, causing the wind to be "pulled down", consequently pulling down anything that is in the air along with. One could say that this is much like a black hole, anything within the perimeter Karina made is forced down to the ground as if there were some sort of vortex. This trick makes it extremely hard for flight to occur. It was designed to trap both her and her victim in a smaller space. Not only can one not jump over a certain height but they can not pass the perimeter either, including Kari, until the trick is either broken by something or released by Kari herself.
~The AOE of this trick goes has a max of a 20 foot radius
~In order to break the trick the opponent riders best two stats together must break her best two stats
ex: Her opponents Jump + Strength against her opponents speed + Stamina
~Lasts one post for every 5 base stamina
~Can only be used every other battle
Rank of Trick: A

Bastet's Embrace: Her first defensive based trick, Karina collects tears around her body forming a sort of shield/barrier. This shields was based off of her mothers own trick after seeing it in use, not only will this protect the young tiger cub from attacks but will also slice what is coming at her for the shields outside is made up of countless miniature like claws (which are extremely dense/hard) that have the power to cut through most objects. If it doesn't it still manages to make the attack more blunt, basically cushions it a bit.
~Takes one post to form
~Lasts a total of 3 posts
~Can be used once per fight
Rank of Trick: C

Bastet's Gate: Collecting tears in front of her, Karina doesn't form claws but rather a sort of wall. Rushing towards her target she will ram into them causing blunt damage. This trick can also function as a block against weaker attacks.
Rank of Trick: D

Bastet's Tears: After collecting tears, Karina afterwards will make a jerk like movement against the collected tears causing them to shatter creating a countless number of "shards" capable of cutting through cement, in the direction her collected claws were formed. The shards can reach a max distance of 25 feet and as they move forwards they progressively spread out.
~Must at least make one post collecting tears.
If Bastet's Embrace or Bastet's Gate are already activated the trick becomes passive.
Rank of Trick: B

Limber Tigren: Fully aware of her lack of stamina compared to many other riders, Karina Ellysion, has worked into understanding how her body works in such a way she becomes aware of every muscle movement within her body while she is moving. Then moves slightly differently in a way that she is still doing the same movement but with less strain.. By doing so she avoid using unneeded energy in lots of very simple movements allowing her to have a little more stamina at her disposal. However for this to work, Karina must be doing this from the beginning for it is difficult to focus on her movements and change them accordingly in the middle of a fight etc.
-Gives +10 stamina (trick remains active until 10 stamina is used up)
-Must be activated in the beginning of a battle, if it isn't it can't be activated at all.

Neko Punch: Through speed, and wind manipulation, the rider creates a small break front by simply punching, or swinging their arms. This break front, like normal for the Tiger Road creates not only the illusion of space being torn away, but creates a different version of the tiger road's claws. Rather than being on the fingers of the rider, they are on the knuckles of the rider, the claws are dull (have no slicing effect) making the riders punch stronger on impact.

Crouching Tiger , Flying Guillotine Leg Drop: The user will speed toward their foe in a crouched down position. Once the user is close enough to his/her foe one will jump into the air with a front flip . If the user had gathered enough speed before jumping they will notice that the wind blades created by the Tiger road will start to circle the user's A-t giving a boost of + 10 STR for the turn this move is used . If landed not only will the user's foes be craved up by the wind blades but the blunt force of the guillotine leg drop has enough force to break bones.
Is the Users Speed + Stamina, are greater than their foes (Strength +
Stamina) by at least +15" then it can break bones. (F rank)

Shifter: Tiger Claw Strike: The rider must have at least minimal logic of the tiger road in order to be able to do this. The rider does a slide with one leg stretched out to the side and the other leg bent in the direction of the other leg. The slide is in fact a spin that tears through the wind the rider passes through. The torn wind takes on the shape of a tiger's claw rising from the ground. The claw follows the direction of the user and can be shot outwards if the rider kicks it with their ATs. The number of claws generated depends on the rank of the rider. The claws will stay visible until they are hit by another trick or opponent's ATs. This is an D Class Technique
D-Class: 1 Claw, C-Class: 2 Claws, B-Class: 3 Claws, A-Class: 4 Claws ,King-Class: 5 Claws

Shifter: Combat Claw: Gaining speed by shifting around the area quickly, as if they were riding just a little above the ground, and not on the ground, creating less friction and becoming a little faster, they alter the wind, giving it the illusion that the wind is tearing. When the Rider's Arm or leg impacts, not their foot or hand, onto something it creates a claw around the arm of leg of the user. This is useful in combat types that use skills such as a hammer arm, consisting of smashing the arm not the hand into a body part. The claws created, if on the arms, are similar to a tonfa, or if on the legs similar to blades connected to a pair of pants.Once the Claws are created they can last depending on speed. 1 post per 15 speed. {15 speed= 1 post, 30 speed = 2 posts, ect}. This is an B Class Technique
- If speed is more than 30, and Strength is less than 30 the claws that are created from impact become sharp, otherwise the claw is dull and can only cause blunt damage.
- C or B-Rank riders are unable to control if the impact they make will form the claw or not, while A or King ranks are able to.
- Normally the rider is only able to have two of these claws created at a time, with a Special A-Class, or King ranked rider they are able to have four created at a time


Special Trait
Unchained Mind: The Human brain works by allocating certain amounts of its processing power to do different things. The Unchained Mind Project was started as a way to see if one could force the focus of the brain on less things, getting a better result for the things it was focused on. It first started as a project used on regular humans but evolved and became a second project to the Brain Charger experiments. By forcing a memory wipe and creating a Tabula Rasa, as is done with the creation of a Brain Charger. the Scientists also performed an emotion and instinct wipe. When brought back online or "Awakened" they left the instincts and emotions out allowing for purely logical thinking. It allows the brain to send commands at a much faster speed than a normal humans giving unparalleled reflexes. Through this there over-cross twinkle eye had evolved into the "Vajra Eye" in which unlocks the metaphorical chain on the brain. Granting access to their full brain instead of just the "10%". This resulted in more of the brain's power going into other processes such as reaction time, reflexes, intellect and comprehension. Essentially this makes them "Mentally and Physically Faster than Man" and able to "Soar the Highest" given that the original Brain Charger project began in order to make up for their counterparts', the Gravity Children, lack of drive to "fly". This maximizes their speed output, essentially making them far more nimble than a regalia. The Unchained Mind project was created to evolve and remove the limits of Air Gear technology, thus canceling any tuning ability that increases their abilities. Thanks to their unlocked minds their are able to move faster and soar higher than a normal human and by extension, Gravity Children their parallel experiment. Once activated these Brain Chargers acquire a "Breakthrough" on two of the four statistical fields. Speed & Jump.


User Image
Miscellaneous Info xxxxxxxxxxxxxx
Belongings:
[Yellow] Tiger Road Regalia : Shiro Tora [+60 Speed/ -10 Stamina/ -10 Jump]
Cell Phone: READ
Reading Glasses
Goggles (specially designed for her eyes)
Pocky and lollipops (most of the time)
Specially designed gloves given to her by a family member. They are light weight but extremely resistant, durable and flexible. The material it is made from is unknown.
Violins (normal and an electric on), sometimes on her

Tiger's Fangs v1.0
Karina's original pair of ATs fixed up with a new hydraulic shock system. The shocks are specially designed to withstand large amounts of force keeping the wheels and axles even safer. The shocks will not interfere with regular riding and will not react to force up to a certain point. They shocks are also good for falling from a high place as they'll absorb a portion of the impact. The shell and wheel housings are designed to take extreme pressure are very durable. The ATs as a whole where also tuned up slightly so that all of the parts work more smoothly and coherently.
The ATs are painted a deep red with a gold design snaking down the sides in the style of an old Chinese temple although there is a place where the gold looks like claws.
Speed: +1 Strength: +1 Stamina: +1 Jump: +1

Cat's Paws: Utilizing the run of Karina she has super thin and supple gauntlets that helps her control the claws she uses better and makes them a bit more durable in battle. Furthermore, they help protect her from the tears in the wind she makes on her own. Being that their power comes from her run, if her run suffers then her power on her gauntlets suffers.


Gifts and Talents:
Flexibility: natural gift, perfected with gymnastic lessons from mother
Martial Arts: Kendo, Taekwondo, Karate and pressure point striking, Learned from father
Speed: Natural gift
Plays the Violin


Character Tracking
Custom Slots: 10
Character Slot: 1/5
CC: Available
Restat: Available
Road Change: Available
Last Update: 03/30/2012 – Link
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Thu May 17, 2012 12:27 am
Script Queen


Personal Data

User Image
:Username: dragaosagrada
:Name: Tatiana Jung
:Nickname:T.J
:Alias: Paper Angel
:Age: 18
:Road: Paper Road
:Aura: Fateful Grace
:Appearance:Eyes:Green or blue (they tend to change sometimes)
Hair:Blonde
:Air Treks: Dawn Angel Scripted Wings AKA Fate and Grace: These are a pair of ATs, tuned by the enhanced "Overload Alchemist" Avedis Malor. The ATs have the design of silvery blue wings on the side, with a white base background. The hind wheels are somewhat hollow, giving them a lesser weight, as well as allowing the Regalia to be inside them, like a paper in a typewriter. There seem to be small spike like metallic pieces on the back off them, made to keep the regalia's long strips balanced.
User Image
:Height: 5'6”
:Weight: 127lbs
:Cash: 0
:Team: n/a
:Bio: Raised in a rich family in Germany Tatiana was an only child, well she wasn't really the only child but she was the only one living. A few years before her parents had her they had also had a son but due complications with pregnancy he was born early and died shortly afterwords. Such an experience was traumatic for her mother so one could easily understand when she gave birth to T.J how happy she was. Due to the fear of losing another child you could say her parents were over protective with just about everything, the fact Tatiana was naturally free spirited and rebellious didn't help them any. Yet Tatiana isn't the type of rebellious person to do something purposely in order to get at her parents she just doesn't like them controlling her life especially when she's at an age where she can make decisions for herself.

When Tatiana was younger her mother put her into gymnastics a sport which she loved practicing. But that wasn't the only thing she did, out in the streets she and her friends skateboarding (something which her parents didn't quite like but eh she didn't care).

At the age of 17 her parents decided to send Tatiana to live with her aunt and uncle in Japan, why? To see if she'd change her ways of free spirited rebellion. Didn't work though. As a matter of fact if they hadn't sent her to Japan she never would have seen AT's nor fallen in love with them. As soon as she got a chance she got some for herself and began to ride.

Persona: Free spirited and rebellious (just not to the extreme). Stubborn when she wants to be but is also kind and caring towards those she holds dear. She can also be playful at times and doesn't mind having fun. Just like everyone else she does get angered and she will easily show when she is...

Other:
-She's German
-Dislikes being called Tatiana (expect by those close to her) and always introduces herself as T.J.
-Still skateboards every so often.
-Enjoys the sensation when doing tricks whither it be from ATing or skateboarding
-Due to years in gymnastics her body is extremely flexible being able to move unlike most peoples. Although when she moved to Japan she stopped training with her old club she still practices it on her own during her free time.
-Knows 5 martial arts at the moment Muay Thai Boxing, Aikido, Savate, Capoeria, and Karate
Quote:
Skill Points 227 (312)

Speed/Agility: 108 (+20 Regalia)
Strength/Endurance: 60 (+5 Regalia) (+15 TU)
Stamina: 40 (+5 TU) (+10 Regalia) (+15 "Persistence)
Jump: 19 (+10 "Gravity Control") (+5 Regalia)

Air Time: 39.5 (57) seconds


Quote:
Tricks Learned:
Air Resistance: The most basic trick that a Paper Road rider knows. As Paper, the rider is able to "bend" the wind through the use of very swift and fluid motions, in a state which it becomes elastic, and very resistant. Air Resistance is a property of "Paper" itself, which allows for it not to rapidly fall due to gravity. In the same sense, the Paper Road rider may use that attribute to conjure a film of wind, resistant to Air, that blocks attacks. The trick may also be used in varying sorts of ways which may become advantageous to the rider, for example, increasing Air Time, or, cushioning a fall.

Papercut: The Paper Road rider gains the ability to create a thin, and clean, film of wind. With a kick or two, the rider is able to send that film of wind flying, inflicting cutting damage to the opponent. Because the film of wind is thin, it is able to slip through projectiles, cutting through it, and continue in its path and directive to slash at the target. This trick is considered to be C-Class.

Yellow Pages: An attack involving the principle of the weight produced by compressing wind, as similar to a weight produced when pressing down tons and tons of paper. A kick can be made twice as strong by compressing the wind underneath the wheels of the Air Treks. On direct contact, the wind is pushed out, and it creates a destructive force that is able to put dents on metal walls, and crush concrete. As it is, it is supposed to be a fast, A-Class Trick.

Wheel Spin Drop: A rather simplistic move, the wheel spin drop is basically just a drop kick performed with still-spinning ATs on the user’s feet. The effect is a devastating kick that not only leaves bruises, but burn marks!

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 center 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)

Persistence: Successfully recover from injury in the hospital after at least 5 posts
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)

Sable Tiger Moon Walk: A skill not for those faint of heart, the moon walk is the skill to run one’s ATs backwards. This skill was effectively used by the former leader of Team Sable Tigers to keep men entranced by her devastatingly good looks while she raced ahead of them…. Even if you don’t have devastating good looks, this is still a useful skill, and gives you the ability to keep an eye on opponents behind you, or move more effectively in general.

Papier Peitsche Hölle (Paper Whip Hell): Bending the air around her T.J manipulates it forming the paper roads typical wind film but with a slight difference this wind film is shaped to be used as a whip. In other words unlike most wind films it stays 'connected' acts like a whip and lasts for a certain period of time. One of the nice things about this wind film whip is its direction of attack can easily be shifted with the slightest of movements capable of catching opponents who aren’t careful off guard. TJ can make 4 whips with a maximum length of 15 feet and width of 3-5 inches with ease, in order to make more requires more energy draining stamina quicker.
This trick can be used during 4 posts, every post after that takes -3 from total stamina.
If any more whips other then 4 are made -2 stamina per whip.


Upper Soul 23 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.

Paper Airplane: Taking the concept of paper airplanes and how they cut through moving at fast speeds TJ makes a slight film of wind around her, which tears the wind, causing less resistance on her body allowing her to move raising her maximum speed for a certain period of time. This is a passive ability.
+30 Speed when activated until end of use
Can be used 3 times in battle and lasts 3 posts per use

Paperblade: T.J. follows a special concept in which she creates multiple films of wind near her hands, and then causes them to slowly shape. The Shape becomes that of a sword from the compression, and the properties of the road the sword of wind films is sharpened like a papercut would be, and the hilt blunt much like yellow pages would be. The Sword can be grasped by T.J. but she has to either wear glove or creates gloves of wind films she makes to hold it.

Origami: Turtle: Taking into account everything she knows about her road Tatiana Jung created this trick for defense purposes. Combining various of the paper road properties she creates a sphere like shield around her (kinda of like a shell) protecting her from most attacks. This shell has a radious of 5 feet, its thickness though varies, it depends on how much effort Tj put into it and how long its be up. The shell though does not have flat surface, but more like a wavy one where each tip of the waves are sharp enough to cut human skin and other materials that aren't too dense.
~Takes one post to fully create (meaning its only in use on 2nd post and during that time she is creating the shield she can't use other paper tricks)
~Lasts 4 turns unless broken by an attack
~She can recharge the shield for it to last longer 1 post charge = 2 posts (during the charge post she cannot use paper tricks)
~The maximum amount of posts this trick can be active is 10 posts

Origami: Slingshot: The concept for this trick is similar to TJ's Origami: Turtle trick but with some major differences. Instead of surrounding herself inside a sphere of wind she surrounds projectile attacks coming at her in this sphere, this is similar to using a net to catch things. The trick isn't left at that though, due to her 'net' being connected by a 'rope' she can send the projectile back at the person who sent it to her by shifting its direction, of course by doing this her wind and movement add onto some of the original projectiles attack. Timing and precession is the key to this attack, one second can throw everything off.

Focused Mind: This is a non-road based trick. The rider uses basic principles from martial arts to help focus their body, as well as their mind to give them a little bit of an edge when it comes to parts wars, and fights. The rider let's their mind slip into a pure state of focus, throwing out current thoughts, other than the task at hand. In letting their body go into concentration, the rider's body automatically begins to conserve energy, and helps let them use the appropriate amount of power in an attack without using as much energy. The downside to this, is that since the rider will only be focused on a certain target, they are open to other attacks around them. And once they are struck with a really devastating attack, they are knocked right out of focus.
-This trick adds +10 Strength
-This trick adds + 15 Stamina
Rules:
-This trick may be used twice per battle.
-Once knocked out of focus, the rider must wait for 5 posts before activating the trick again.
-The rider must know some form of Martial Arts.

Focused Mind Extension: Martial Ecstasy: This was designed by Zenjin, he used this in order to accomplish that which requires near mastery of more than five different martial arts. The mind, by channeling through the martial artist's trick "Focused Mind" becomes so focused, that because of the nervous system directly affected by brain waves and the stimulation of the mind even the body becomes completely focused, pushing the body past the normal limits of regular humans, or so it seems. The brains focus becomes channeled through the whole nervous system, which means that the whole body becomes focused in a way. This causes things to happen within the body as well, such as the body's nerves being stimulated differently than normal, seeming to make the feeling of pain become pleasure, or nothing at all. This feeling allows the body to conserve more energy, since it will feel pleasure, or nothing rather than pain, making the body less reactive on it's own for using stamina, this allows the rider to seem to, instead of using the correct amount of stamina, use less stamina than that.
+15 Strength
+20 Stamina
Rules:
~This is an extension of Focused mind, so not only does the rider need to know focused mind, but it has to be active in order for this to be used.
~This requires a force outside of the rider's focus to hit in order to be knocked out of focus, 5 post must be waited out before activating again.
~If your hit out of focus during this trick, Focus mind can stay active until your hit out of focus once more, if that is done then the rider must wait 7 posts before activating focused mind once more instead of 5.
~Rider must know 5 or more Martial Arts.

Paper x Over: Shattered Storm: Team Trick Developed by Ketsueki as well as Tatiana when they were thinking of things they could do as a pair. Ketsueki came up with the in general idea, and Tatiana assisted in factors of her own road. Tatiana manipulates the wind, creating multiple "sheets" of wind from the wind. Ketsueki though uses a special property behind his road, the ability to change the compression levels even in the slightest. By sending a kick into these sheets of wind, the properties of a normal paper road trick stay present but the slight increase in pressure from the kick of Ketsueki not only changes the properties to a more solid like object that can cut deeper than a normal sheet of wind, but the wind shatters much like glass, as so Ketsueki and Tatiana call this the "Glass Effect." The shards fly in almost a 180 degree angle, and there are MANY shards of this. Not only this but the glass is able to carry on the Over Road's property of absorbing the wind.

Infinite Script: Angels Tale: First one ever to hold the paper road’s regalia its true power is unknown especially its IA. Putting all of the knowledge she knows of her road TJ created her own Infinite Atmosphere. Utilizing her roads ability to create wind films and her regalias power TJ molds a large quantity of winds films into 2 pairs of wings (4 wings), each one of these wings ‘feather’ is in reality a sharp, strong and flexible wind films capable of cutting through the toughest of materials. Flapping these wings Tj while the IA is active gains the ability to fly, all possible thanks to the Paper roads wind Redirection property. It isn’t the IA’s only use though, each ‘feather’ can remove itself from the wing in order to be used for an attack but in order to maintain the wings ability to fly an certain number of ‘feathers’ must always remain on the wing. Like all King class tricks it requires concentration, precision, control and timing, if Tj fails in any one of these she may lose control of the trick causing harm to herself.
-4 wings where each is made up by 250 feathers (1000 total)
-In order to maintain flight must have 300 feathers in the wings (75 feathers in each of the 4 wings that or only 2 wings with 150 feathers each)
-Feathers are 2-5 inches long





Quote:
Items Owned:
Paper Regalia (Grimoire)
Mp3
Cell phone
Skateboard
Air Treks
Guitar ( acoustic and electric)
Bundles of paper: yes bundles of paper. Why? Simple, by using her roads properties she can make such delicate sheets of paper into dangerous weapons. She carries various sizes of sheets and has usually around 250 on her at a time, and in different areas of her body (which can sometimes change depending on what she is wearing)
An opal ring
[  
PostPosted: Tue Dec 17, 2013 10:09 am
User Image
Ketsueki Ellysion -- Special A-Class


⊹Personal Information⊹
Nickname⊱ Ket
Birthdate⊱ April 22nd
Age⊱ 18
Gender⊱ Male
Orientation⊱ Straight
Height⊱ 5'10"
Weight⊱ 155 lbs
Ethnicity⊱ Caucasian 25% Japanese 25% Unknown 50%
Family⊱ Cousins - Ichengo Kigo, Kekaru Sezumaru

⊹Rider Information⊹
Road⊱ Over Road
Aura⊱ Red Iron Mantis
Rider Alias⊱ Iron Mantis
Team⊱ ???
Air Treks⊱ Red Clematis


Stats
Total:229 {+20} *249*

Speed/Agility: 70 {+5 "Wings"} *75*
Strength/Endurance: 120 {} **
Stamina: 30 {} **
Jump: 9 {+5 "Wings", +10 Gravity Control} *15*

Air Time: 64.5 {72} Seconds


Tricks
~~Basic Road Tricks~~

Gust: The rider is able to kick their Air Treks sending a gust of wind that can send the opponent stumbling back. If the rider kicks into an opposing wind, then the wind kicked at the opponent is even stronger.

Climax Cannon: The rider kicks out their Air Treks, while simultaneously revving them in a backwards direction. The pulling of the air by the wheels combined with the pushing of air from the kick creates a pocket of pressure hanging around the AT. When the full length of the user’s leg is thrust out, the pocket has nothing to do except release all of its energy. It fires like a cannon, resembling that of a sonic boom when breaking the sound barrier, and a large blast of air pressure is shot towards the opponent. This doesn’t harm the exterior of the opponent, but the pressure squeezes tight against whatever it hits and can inflict internal pain on an enemy. This is a C Class technique.

Ultimate Counter: The rider is able to draw in the wind behind any Road-based attack. Once the wind is drawn in, the attack is nullified and the user is then able to send out a strong gale which has a power equal to the prior Road-based attack. This is an A Class technique.

~~Forum Tricks~~

"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)

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)

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)

Sable Tiger Moon Walk: A skill not for those faint of heart, the moon walk is the skill to run one’s ATs backwards. This skill was effectively used by the former leader of Team Sable Tigers to keep men entranced by her devastatingly good looks while she raced ahead of them…. Even if you don’t have devastating good looks, this is still a useful skill, and gives you the ability to keep an eye on opponents behind you, or move more effectively in general.

~~Custom Tricks~~

Pulse Barrage: The rider pushes them self off of a wall, or surface, towards the opponent, gaining a forward momentum while revving the AT's as if using Gust or Climax Cannon; the base of this move. Once close enough, the user kicks upwards at opponent(s). If they are hit, a pulse of wind, much like "Gust" but stronger and extremely close ranged, is released from the revving of the AT's, propelling the opponent up. The user then follows that with a barrage of kicks upwards at opponent. Each of these kicks are enforced with small bursts of air because the AT wheels continue revving after the "Pulse". This is a B Class technique.

Catalyst: The rider must first revv their AT wheels backwards, taking in any of the surrounding wind and slowly trapping it within the ATs. Once this is done the user must stomp, hard onto the ground, forcing the wind outwards at about a 20 foot spherical radius. The wind is designed specifically to take a trick, and force it in one direction, towards the outer radius, and causing it to spiral around the spherical radius of wind. The trick basically takes the trick, and forces it to move outwards like the wind is in the 20 foot radius, from inside, or act as a barrier of wind from things coming from outside the spherical radius. The down fall of this trick becomes if the user is proficient in close combat, the speed the wind moves at is not enough to immediately force the trick to the outside, as well as it doesn't block fists, and normal kicks, and the rider must resort to normal combat techniques as well. This is a B-Class technique.

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 a C Class technique.

Stoner Blade: This is a higher level of the "Climax Cannon" and a strength type attack, which requires the user to have at least 20 Stamina and 40 Strength. The user revs their back wheel until enough air comes through the intake to create a high pressure flow of wind. This attack is different from the "Climax Cannon" in the respects that it has more destructive power, plus it takes precision and a large amount of strength to kick hard outward with the pressure buildup, creating a thin "blade" of compressed wind. The user executes a 360 Degree sweeping kick, which (if hits), destroys anything in a 0.5 radius of the user from all sides. It's destructive power is able to cut wood in half, crack ice, and dent metal. This is a B Class technique.

Richter Pulse: The rider pushes them self down from a high area, gaining a downward momentum towards the ground while revving AT's; the base of this move. When the user is coming down and makes contact with the ground, they send a pulse from the AT's into the ground, causing it to shake within a 5-10 meter radius, depending on the height of the drop of momentum. If the user's strength is 60+, then the ground cracks and becomes unstable even for the user to ride on. This can cause riders to fall through if on a bridge, roof, etc. This is a B Class technique

Thor's Hammer: The user must have an AT powered weapon, and follow the Over Road. Using the Climax Cannon, the user kicks a wave of air pressure, and also releases a ball of pressurized air. When the cannon simulates the effects of a sonic boom you slam the pressurized air from the AT' weapon into this ball and create a shock-wave. The AT part will be generating electricity as it is spinning, so when combined with the shock-wave, the user generates an EMP. The EMP can cause damage to the AT's of the opponents if too close. The radius of this attack is 2 ft around the user. Requires 35 Strength. The attack adds 1 inch to every strength you have after 35. This is a B Class technique.

Material High! Cirrus: One of the few tricks designed by Jin strictly for use with the Hurricane Road. 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 ability type 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.
- 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.

~~Exclusive to Ketsueki~~

Hollow Gate - Apocalypse Star: A trick, designed completely by Ketsueki Emil, and only meant to be used by Ketsueki Emil. By trapping air inside the ATs, and then letting the air seep out slowly, and creep up his body Ketsueki becomes covered in a small layer of wind. This layer of wind is unseen due to how close it is to the skin as well as how slow it's moving. The ATs tightly compress the wind after his body becomes surrounded in the layer of it, almost like a direct link from his body to his ATs. This wind layer makes it seem as if, he doesn't need to wear his ATs, for the layer of wind seems to allow for him to use tricks without moving his legs, if need be. This is done, by the tightly compressed layer of wind actually being three layers. The first layer, closest to the skin allowing wind from the ATs to flow upwards, the second layer allowing the air to be compressed like an armor, and the third layer moving the wind downwards.

Because of this tricks Ketsueki seem to use his arms, or his whole body as if his whole body had become an Air Trek. The third layer of wind is constantly pushing wind down into the ATs, allowing the tight compression for the second layer, the third layer is what allows for tricks used by the opposing party to be taken in by the wind, and seemingly deflected, countered, or blocked. Example, a fang sent at Ketsueki can be simply taken in by Ketsueki punching it while this trick is active, the punch would be using ultimate counter while this trick is active. The first layer, which the the constant wind going upwards allows for tricks Ketsueki uses to be sent from a different place, other than his foot, as an example, a gust can be used by Ketsueki swinging his arm.

The third layer of wind is pushing down the trick, which has the effect that it is being absorbed by the ATs, still, while it looks like it has simply been punched and destroyed.

While the first layer of wind using the upwards flowing motion, changes the motions used in a trick on the over road, with one's legs, to a similar motion with the arms, the wind pushing upwards seem to create the same effect as if the user was simply using the normal over road.

- Ketsueki can still take damage from tricks.
- ATs ARE ACTUALLY NEEDED.
- The user must have at least, 30 total stamina to preform.
-The trick lasts 3 posts originally, and then for every 5 stamina after 30 the trick can last an extra post.
-Once this trick's duration is used up, the rider loses half of his current "battle stamina" at the time the trick is done.
-The rider will have also suffered severe cuts from the wind compression when the trick is finished.

Hollow Gate - Armageddon Battalion: Ketsueki constantly traps wind inside his ATs, and rides with this trapped wind inside his ATs. This wind slowly condenses as it is trapped inside the ATs and soon will stop the process of condensing. This wind is the base for the attack, and this attack is an extremely dangerous trick developed specifically for Ketsueki's style of the Over Road. While riding with this condensed trapped wind Ketsueki will only use his legs for attacking. The reason for this is because that is where is ATs are located, as well as the trapped wind. (Unless he is using Chaotic Release.) When he kick an opponent successfully the wind trapped in his AT's rush through the part of the body that was hit, {If hitting the hand, wind rushes all the way through the arm.} The wind creates small air bubbles while it rushed through and then the air bubbles explode, and expand and contract the wind, causing the muscles, as well as anything on the inside of the body to feel as if it were to explode due to the rapid fluctuation of the wind inside the body of the opponent. If this trick were to hit concrete it would shatter from wind pressure, and if it were to hit steel it would dent, and bend it.

Hollow Gate - Ragnarok's Lock: Ketsueki's arsenal of tricks, seemed to lack defense, so this was created to correct what he saw as a "Problem." Ketsueki's ATs revving begin pulling air closer and closer to him, and trapping it in a certain radius of his body. The wind that is trapped acts as a barrier of sorts. The barrier of wind is able to take in wind from other tricks,including defensive tricks, to make it larger, and more powerful. Due to the trapped wind, when a physical body, other than Ketsueki, enters this radius the faster that body moves, the slower the body gets, the reason behind this is because the wind pushes against a fast moving body more than a body that is still or slower making this trick also a defense against riders that are faster than Ketsueki. The name of this trick comes from the slowing down effect of it.

~Effects/Rules~
The Radius of this starts at 5ft, and can go to a max of 20ft.
Add another five feet for each trick this barrier absorbs {Max is 20ft still}
If this trick is chained with the gust trick, rather than a physical body being slower, it is forced out of the radius. {Can only be done twice a battle}
When this trick is used it lasts the duration of the battle.
Being Stationary is optional, the radius of this trick moves as Ket Moves. {It's a little more effective while Stationary.}

Hollow Gate - Cataclysmic Pierce: Ketsueki's designing of his road, the way he attacks head on at times instead of using the normal waiting and counter, because of this he normally would have to deal with defensive tricks of other roads. Ketsueki designed this for those tricks. Trapping air into the ATs Ketsueki will be able to break through the defensive tricks of other roads. The trapped air begins to move slowly up and down Ketsueki's lower body. The movement of the air allows for attacks using Ketsueki's legs to absorb the wind of defensive tricks, much like how Ultimate Counter is able to abosrb attacks. The difference between this is that, this trick doesn't expel the wind in a gale forewards but rather expells it behind the the user, so this trick is also not meant to use the wind to harm the opponent.

Hollow Gate - Catastrophe Jet: This trick was designed by Ketsueki in order to utilize the wind as a way to increase his speed, general speed, not attacking speed. This is done by taking in the wind around the area, anything that is wind can be affected by the absorbing of this wind, whether it be an Area trick, defense trick, or an attack, or even just normal wind. The Wind is then trapped momentarily within the ATs, then following the condensation of the trapped wind, Ketsueki will allow for the wind to shoot out from the back of the ATs, in short pulses of wind, much like a pulse engine which uses wind pulses to propel what is meant to be moved quickly, similar to a jet's engine. Ketsueki's movement speed increases tenfold when using this, he would seem as a blur to those of his speed or faster, while seeming as if he had teleported to those that are slower. The temporary speed given to Ketsueki is almost equivalent to a flash step, and the trick follows a system based on who Ketsueki is battle during a battle he uses this trick in. A-Ranked Trick??

~Rules/Restrictions ~
- Ketsueki's Movement speed becomes equivalent to a flash step.

- Can only be used after 3 posts passed {Time it takes for enough wind to go through the battle field.}

- When fighting a rider that produces more wind than usual {Wing, Hurricane, ect}, it takes 2 posts before able to be used.

- If fighting a King of one of those roads it takes only 1 post before use.

- Depending on environment, or tricks used, Ketsueki can seem to teleport to those faster to him, not just appear as a blur. {Ex, If a trick such as King Hunter is active speed will be significantly faster.}

Contract of Phantoms - Over: Using the Over Road, in a way to push rather than pull Ketsueki developed this style of fighting. Rather than taking someone's wind, and using it for his own, he is able to purely push it away. The winds around his body become super compressed, though not in a way most would see it. Though it looks like normal it is far from this. The Wind around his body becomes a bunch of tiny vacuums from the compression of the wind. This is then, rather than a vacuum pulling in like normal, pushes away from itself, like a reverse suction vacuum rather than a normal one. While they are still the tiny vacuums have little effect on the wind, but when force it put on, such as a kick or a punch while the tiny vacuums are present around the body they will force past the wind, and in a way separate it from the pushes of the reverse suction vacuum. When striking the force of the reverse suction vacuum is powered by the physical force as well, and striking a body can cause internal damage such as ruptured muscles. The force from strikes is also able to shatter concrete and dent metal. The price of using this trick, is that while in use, because of the tiny vacuums surrounding the body, normal Over Road tricks that involve pulling wind towards the body, or into the Air Trek can not be used.

Paper x Over: Shattered Storm: Team Trick Developed by Ketsueki as well as Tatiana when they were thinking of things they could do as a pair. Ketsueki came up with the in general idea, and Tatiana assisted in factors of her own road. Tatiana manipulates the wind, creating multiple "sheets" of wind from the wind. Ketsueki though uses a special property behind his road, the ability to change the compression levels even in the slightest. By sending a kick into these sheets of wind, the properties of a normal paper road trick stay present but the slight increase in pressure from the kick of Ketsueki not only changes the properties to a more solid like object that can cut deeper than a normal sheet of wind, but the wind shatters much like glass, as so Ketsueki and Tatiana call this the "Glass Effect." The shards fly in almost a 180 degree angle, and there are MANY shards of this. Not only this but the glass is able to carry on the Over Road's property of absorbing the wind.


⊱Regalia in Possession⊰
Mirage Regalia: Trickster [Speed:+20/Stamina:+20]
Toxic Regalia: Kouheki Ohm [+60 Speed/-15 Strength/+10 Stamina/-15 Jump]

⊹Biographical/Other Information⊹
Money⊱ 250 Ryo
Theme⊱ ViViD -- Across The Border
Personality⊱ Ketsueki's personality is ever changing, but his most dominant, is a free spirited, yet serious personality that he keeps constantly. Meaning that he jokes around yes, but when needed he will become serious.
Skills⊱ He is a Master of Weapons, Knows more than ten styles of martial arts, and is a traceur, which is a person that practices parkour, as well as a tactical genius.
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.
Chains: His Chains are wrapped around his arms, acting as armor of sorts.
Cell Phone: READ - ATP Database
 

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100

Ichengo Angelus

Man-Hungry Kitten

10,575 Points
  • The Wolf Within 100
  • Elysium's Gatekeeper 100
  • Battle: Rogue 100
PostPosted: Mon Sep 19, 2016 4:42 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Takui Ellysion
Nicknames: Taku
Age: 22
Birthdate: ???
Sex: Male
Sexual Orientation: Heterosexual

Height: 6'4"
Weight: 198 lbs
Physical Description: Just see image

Personality: Takui is a pretty laid back person. He has been as of rather recently after meeting someone. He typically disregards things that have little to do with him. He enjoys joking around with people and also is generally nice. He is way more often than not fully willing to assist someone if it comes down to it.
Backstory: Takui comes from a storm rider family, beginning in Japan as the first son and oldest child of Ketsueki and Tatiana. He had begun training to be a storm rider rather early in his life. He was among the best, although he did not intend to become a king of a road, he was heavily content with his situation of just riding with his team.

However eventually a series of incidents happened. Starting from him getting sick, and being unable to interact much with his team without risking them getting sick, and eventually turning into a rather hard shock to his well being as a friend and team member of his practically rejected his help. With this incident occurring followed by something else he had become aware of quickly he left Japan. He in fact was not storm riding the whole time as air treks simply brought up pretty bad memories.

While in New York he didn't exactly make friends, he was in a pretty deep state of depression. His will to ride broken as he just lived a new yorkian life. after a year of living in New York he had gotten word that Karina had been nigh-fatally injured. That was when he stopped feeling sorry for himself and got his own life back on track. Still unable to wear air treks, he was soon enough relieved that Karina was alive, however in a state much like his own for a much worse reason than his own. After another two years, he got a call from his dad, telling him his sister was coming to America to live with him. It was around this time he figured that it was a good idea to begin riding again. However he did not intend on doing such until his sister got to America.

Country of Birth: Japan


________________________________________|R|un |I|nformation

Road: Hurricane Road
Rank: F-Rank
Allias: N/A
Shadow: An Angel behind bones
Karma Level: 0


R.E.A.D[20]
→ Acceleration: [2]
→ Strength: [3]
→ Stamina: [5]
→ Jump: [10]

→ Air Trecks: Angel's wilted wings.
    Takui's air treks are very simply designed as to look like he skeletal head of a fox.

    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
----- {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

Headset
    Custom made "Hell's Headset" A Headphone and microphone combination wireless headset he uses to speak to two of his friends connected to the Hell's Wireless Communication system...a system of communication for his old team. It's basically a radio.


Chain Cuffs and Anklets
    A set of cuffs and anklets that are made with velcro, fabric and rubber. There is a metal plate on each of them, and chains attached to the metal plates. Each chain is about four feet long.


Wallet ($50)
    Contains his ID, and all essentials.


Cellphone
    Normal smart phone with a READ installed.
 
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