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

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Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Thu Feb 07, 2019 2:03 pm
User Image - Blocked by "Display Image" Settings. Click to show.
________________________________________|C|haracter |I|nformation

Full Name: Omar "Masud" Shammas
Nicknames: Masud
Age: 21
Birthdate: April 11th.
Sex: Male
Sexual Orientation: Bisexual

Height: 6'0
Weight: 180
Physical Description: Athletic core build. Has muscles that aren't overly large like a body builder but more toned and define of that of a MMA Fighter. Has a 4 pack instead of a 6 pack. Defined hair style with Hazel eyes. Appears naturally friendly. Tends to dress more traditional of Egyptian style or urban style. Facial hair has an edge to it.

Personality: Goal Driven | aloof | Reactionary | chauvinistic |
Backstory: An Immigrant, brought over to Japan thanks to the marriage of his parents which allowed for the permanent residency for him. Most of his life, he committed to staying to himself, not having a very nice social life thanks to the xenophobia of the locals around. Many times growing up, he had to move to different cities based on how escalated the situation would get. This comes from the fact Masud is very reactionary in which he doesn't let many things slide and walks away causing for an escalation of many situations. When he was younger, he gotten into many fights at schools resulting in expulsion of 4. This mainly do to him having a more withdrawn nature, allowing for bullies to more come to him to get a reaction resulting in violence.

Country of Birth: Cairo, Egypt


________________________________________|R|un |I|nformation

Road: Jade
Rank: C
Allias: N/A
Shadow: Anubis
Race: Human
TOTAL AP: 5/5


R.E.A.D[170]
→ Acceleration: [30]
→ Battle Strength: [100]150]
→ Stamina: [40]
→ Jump: [0]
→ Air Time: 50 [75]


→ Air Treks: The Fates of Cairo
    Treks that have a gold shiny paint job to them with black wheels.

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- Vibrate l D
-------► The user creations a vibration beneath their feet, causing the creation of sand in a 5 feet diameter in which the rider is the center. The vibrations are not as well refined or controlled like that of Gaia road, causing the vibrations to only break apart the upper layer of the earth instead of being able to crack or dent it like that of Gaia road riders. This is the rudimentary first step of that of Jade road. While relatively harmless and deemed useless to some, it has surprising usages being able to possibly damage air treks of those who ride over it getting chunks of earth within the treks that couldn’t be broken down further by their wheels. This is a D rank Trick.

-----Sandstorm l C
-------► The follow up trick to vibrate. The Jade user causes the indirect effect of the production of sand and fine gravel that is produced by vibrates and adds the medium of wind to create a swirling gust creating a pseudo-sand storm within a 10 Feet diameter. C Rank Trick. Usage of this requires the use of C rank wear and stamina. While not really damaging, it does give good cover for someone trying to retreat, hide, or defend an objective.

.


---Trick Passes
----- 𝙼𝚘𝚘𝚗 𝚆𝚊𝚕𝚔 l F
-------► 𝚃𝚑𝚎 "𝙼𝚘𝚘𝚗 𝚆𝚊𝚕𝚔" 𝚜𝚔𝚒𝚕𝚕 𝚒𝚜 𝚊 𝚜𝚞𝚙𝚙𝚕𝚎𝚖𝚎𝚗𝚝𝚊𝚛𝚢 𝚘𝚗𝚎, 𝚋𝚎𝚌𝚘𝚖𝚒𝚗𝚐 𝚞𝚜𝚊𝚋𝚕𝚎 𝚊𝚝 𝚊𝚗𝚢 𝚙𝚘𝚒𝚗𝚝 𝚒𝚗 𝚝𝚒𝚖𝚎 𝚊𝚏𝚝𝚎𝚛 𝚕𝚎𝚊𝚛𝚗𝚒𝚗𝚐. 𝚃𝚑𝚒𝚜 𝙰𝚃 𝚛𝚒𝚍𝚒𝚗𝚐 𝚜𝚔𝚒𝚕𝚕 𝚒𝚜 𝚊𝚗 𝚊𝚍𝚟𝚊𝚗𝚌𝚎𝚖𝚎𝚗𝚝 𝚞𝚙𝚘𝚗 𝚝𝚑𝚎 𝚞𝚜𝚎𝚛'𝚜 𝚛𝚎𝚟𝚎𝚛𝚜𝚎 𝚛𝚒𝚍𝚒𝚗𝚐. 𝚆𝚒𝚝𝚑 𝚝𝚑𝚒𝚜 𝚊𝚋𝚒𝚕𝚒𝚝𝚢, 𝚝𝚑𝚎 𝚛𝚒𝚍𝚎𝚛 𝚌𝚊𝚗 𝚜𝚔𝚒𝚕𝚕𝚏𝚞𝚕𝚕𝚢 𝚛𝚒𝚍𝚎 𝚋𝚊𝚌𝚔𝚠𝚊𝚛𝚍𝚜 𝚠𝚒𝚝𝚑 𝚝𝚑𝚎 𝚜𝚊𝚖𝚎 𝚟𝚎𝚛𝚜𝚊𝚝𝚒𝚕𝚒𝚝𝚢 𝚊𝚜 𝚝𝚑𝚎𝚢 𝚍𝚘 𝚏𝚘𝚛𝚠𝚊𝚛𝚍. 𝚃𝚑𝚎 𝚛𝚒𝚍𝚎𝚛 𝚒𝚜 𝚘𝚗𝚕𝚢 𝚛𝚎𝚚𝚞𝚒𝚛𝚎𝚍 𝚝𝚘 𝚔𝚎𝚎𝚙 𝚝𝚛𝚊𝚌𝚔 𝚘𝚏 𝚝𝚑𝚎𝚒𝚛 𝚛𝚎𝚊𝚛 𝚎𝚟𝚎𝚛𝚢 𝚜𝚘 𝚘𝚏𝚝𝚎𝚗, 𝚖𝚊𝚔𝚒𝚗𝚐 𝚜𝚞𝚛𝚎 𝚝𝚑𝚎𝚢 𝚌𝚊𝚗 𝚝𝚎𝚕𝚕 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎𝚢'𝚛𝚎 𝚐𝚘𝚒𝚗𝚐. 𝚃𝚑𝚎 𝚑𝚒𝚐𝚑𝚎𝚛 𝚛𝚊𝚗𝚔 𝚝𝚑𝚎 𝚛𝚒𝚍𝚎𝚛 𝚒𝚜, 𝚝𝚑𝚎 𝚕𝚎𝚜𝚜 𝚏𝚛𝚎𝚚𝚞𝚎𝚗𝚝 𝚝𝚑𝚒𝚜 𝚐𝚕𝚊𝚗𝚌𝚒𝚗𝚐 𝚋𝚊𝚌𝚔 𝚒𝚜 𝚛𝚎𝚚𝚞𝚒𝚛𝚎𝚍. 𝚁𝚒𝚍𝚎𝚛𝚜 𝚘𝚏 [ 𝙱 𝙲𝚕𝚊𝚜𝚜 ] 𝚊𝚗𝚍 𝚊𝚋𝚘𝚟𝚎 𝚊𝚙𝚙𝚎𝚊𝚛 𝚝𝚘 𝚗𝚘𝚝 𝚎𝚟𝚎𝚗 𝚑𝚊𝚟𝚎 𝚝𝚘 𝚕𝚘𝚘𝚔 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎𝚢'𝚛𝚎 𝚐𝚘𝚒𝚗𝚐 𝚘𝚟𝚎𝚛. 𝚃𝚑𝚎𝚒𝚛 𝚐𝚎𝚗𝚎𝚛𝚊𝚕 𝚜𝚔𝚒𝚕𝚕𝚜 𝚊𝚕𝚕𝚘𝚠 𝚝𝚑𝚎𝚖 𝚝𝚘 𝚛𝚒𝚍𝚎 𝚋𝚊𝚌𝚔𝚠𝚊𝚛𝚍𝚜 𝚠𝚒𝚝𝚑 𝚘𝚙𝚝𝚒𝚖𝚊𝚕 𝚎𝚏𝚏𝚒𝚌𝚒𝚎𝚗𝚌𝚢, 𝚘𝚗𝚕𝚢 𝚗𝚎𝚎𝚍𝚒𝚗𝚐 𝚊 𝚜𝚒𝚗𝚐𝚕𝚎 𝚕𝚘𝚘𝚔 𝚘𝚏 𝚠𝚑𝚊𝚝𝚎𝚟𝚎𝚛 𝚒𝚜 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚋𝚎 𝚋𝚎𝚑𝚒𝚗𝚍 𝚝𝚑𝚎𝚖 𝚝𝚘 𝚔𝚎𝚎𝚙 𝚝𝚛𝚊𝚌𝚔 𝚘𝚏 𝚠𝚑𝚊𝚝'𝚜 𝚐𝚘𝚒𝚗𝚐 𝚘𝚗 𝚘𝚛 𝚌𝚘𝚞𝚕𝚍 𝚑𝚊𝚙𝚙𝚎𝚗. 𝚃𝚑𝚒𝚜 𝚙𝚎𝚛𝚝𝚊𝚒𝚗𝚜 𝚝𝚘 𝚝𝚑𝚒𝚗𝚐𝚜 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚌𝚊𝚛𝚜, 𝚕𝚎𝚍𝚐𝚎𝚜, 𝚘𝚛 𝚘𝚝𝚑𝚎𝚛 𝚘𝚋𝚜𝚝𝚊𝚌𝚕𝚎𝚜 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎 𝚞𝚜𝚎𝚛 𝚌𝚘𝚞𝚕𝚍 𝚜𝚒𝚖𝚙𝚕𝚢 𝚖𝚊𝚗𝚎𝚞𝚟𝚎𝚛 𝚘𝚟𝚎𝚛 𝚝𝚑𝚎𝚖 𝚊𝚜 𝚒𝚏 𝚝𝚘 𝚑𝚊𝚟𝚎 𝚙𝚛𝚎𝚍𝚒𝚌𝚝𝚎𝚍 𝚝𝚑𝚎𝚒𝚛 𝚌𝚘𝚖𝚒𝚗𝚐.


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

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


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---Custom Tricks
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-------► {Description.}

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


________________________________________|I|nventory |I|nformation

Permenant Residency Papers
    Thanks Mom for the marriage


I-Phone XX
    Second newest generation of I Phone. READ enabled and jail broken


Motorcycle


Wallet with cards and cash in it
    We aint broke over here}
 
PostPosted: Thu Feb 07, 2019 2:07 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Celia McFarlane
Nicknames: If your character has any sort of nickname that you would play out, list it here.
Age: 22
Birthdate: July 5th
Sex: Female
Sexual Orientation: Bisexual but prefers men

Height: 5'7
Weight: 101 lbs
Physical Description: Celia is the type of girl who prefers to stand out, something she does quire naturally. At 5'7 she stands on the higher side for women and her bright blonde hair "shimmers like golden fleece" (her words) but is often kept in a complex bun or chignon to "make it fair for other girls" (also her words). Her physique is that of a gymnast, toned and strong with firm muscles, however she sports a sizable bust that belies this appearance . She enjoys anything flashy or eye catching from her rider's outfit, to her AT and even her day to day clothes sport additional features that make her stand out. That said, she has a strong sense of right and wrong and will eventually stop her fun to help someone in need.

Personality: Celia is, in simplest terms, self assured. Her confidence seems to border on arrogance and yet she manages to avoid stepping over that line by means of the sheer joy she takes in everything she does. Whether it's cooking in her father's restaurant, charging into a fight, or leaping headfirst off a building, Celia is rarely seen without a smile on her face.
Backstory: Little about Celia seems significant until it is revealed she's the child of two former riders, one of them a former contender to be the Fang Queen. Her early life was admittedly strained due to her mother being in a mental institution in lieu of traditional prison for a string of murders she claims were committed during a violent psychological breakdown for which she was unmedicated. During this period she lived with her father and developed a passion for cooking at his side which she poured her heart and soul into, however she developed a significant self image issue due to bullying she endured at school. In addition to being teased about her mother, Celia often had her hair, something she was proud of, pulled, cut and sometimes burned by other children, and often times she went without food as her lunch was stolen.
One of her few friends, eventually her future boyfriend, taught her to ride AT when she was eight, deciding that if she couldn't muster the courage to fight back she could at least run away, and began giving her lessons instead of cooking instruction, and she quickly found joy in this. On her AT she felt free and light as a feather, and for a change she could avoid being bullied. It was during her ride that she came across an egg that had been pushed from a nest by an impostor bird. For a summer project Celia took the egg home and put it in a homemade incubator until it hatched and the little creature inside imprinted on her as its mother. Celia continued to raise the little bird, noting it didn't seem anything like most common birds in the area did, and 11 weeks it grew into a gorgeous golden brown eagle that would not let her out of its sight. One day, after returning from a school holiday, Celia brought the bird to school for a sort of show and tell portion of a project, and afterward took the bird to the rooftop for lunch where several of her more aggressive bullies cornered her and threw her eagle from the roof, still in its cage. Desperate, and fortunately wearing her AT, Celia made a dash and a leap from the school roof and caught the cage to release the bird while still in the air, and while high above the ground she felt exhilaration and freedom. With the raptor free from the cage Celia instinctively rode the wind until she was near some buildings tall enough to ride down.
This moment in her first year of middle school changed her from a shy, bullied introvert, to the headstrong and bright person she's known to be to this day. Any people that aimed to bully her were beaten down with a smile flashing down at them, her mother was released and the two quickly developed a strong bond and Celia, in secret from her mother, developed a persona while riding. She would be the person that everyone would look at. She would become a glorious empress that trailed flame and commanded the skies.

Country of Birth: Born and raised in Japan, but her background is Irish, Swiss, Russian and Japanese.


________________________________________|R|un |I|nformation

Road: Qilin (Flame x Wing)
Rank: C
Race: Human (engineered)
Allias: The Empress
Shadow: Qilin
Karma Level:


R.E.A.D[170]
→ Acceleration: 70
→ Battle Strength: 25
→ Stamina: 50
→ Jump: 25
→ Air Time: 25
→ Reaction: 60
→ Air Reaction: 37.5

→ Air Tracks: Emperor's Glory
    A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough
    to provide maximum protection without adding necessary weight. Ride on two wheels

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


________________________________________|T|rick |I|nformation


---Road Tricks

-----Impact Wind l Rank: C
-------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.


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

----- Afterburner l Rank C
-------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.


---Trick Passes
----- Super Stride IV Sonic Boom l Rank: F | Stamina: 1
-------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease.
The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.


-----Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1
-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.

----- In Step: Reverse Turn Stance l Rank: F | Stamina: 1
-------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.



---Custom Tricks

----- Woopsie! [ aka Windshearing ]
Rank: C | Stamina: 3 | Wear: 5% | Road: Wing
-------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?]
– No more than 1 use Per Post




----- Reincarnation
Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon
-------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"

________________________________________|I|nventory |I|nformation



    Phone- A rose gold smart phone with a durable case in the event she takes a hit or falls. The case also doubles as her wallet where she keeps her debit cards, license and extra cash



    Baton- A telescopic police baton that collapses into the handle but extends to a full 25 inches with a flick of the wrist. Durable though necessarily fatal unless you hit someone in the right place, but is capable of fracturing small to mid sized bones with a solid hit.



    Boudica- A golden eagle Celia raised from hatching that nobody, not even her, is quite sure how it got to Japan. It tends to come and go as it pleases but rarely is it farther than it can hear Celia's whistle. Surprisingly loyal and affectionate.



    {Description.}


Code listed below:





User Image


==== ====
╔══════════════╗
Oº°‘¨Celia McFarlane ¨‘°ºO
╚══════════════╝


R.E.A.D[170]
→ Acceleration: 70
→ Battle Strength: 25
→ Stamina: 50
→ Jump: 25
→ Air Time: 25
→ Reaction: 60
→ Air Reaction: 37.5

→ Air Tracks: Emperor's Glory
    A pair of knee high boots added onto the AT. Though they appear to be heavy and made of gold, they are surprisingly light and tough
    to provide maximum protection without adding necessary weight. Ride on two wheels

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



---Road Tricks

-----Impact Wind l Rank: C
-------► By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.


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

----- Afterburner l Rank C
-------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.


---Trick Passes
----- Super Stride IV Sonic Boom l Rank: F | Stamina: 1
-------► This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease.
The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.


-----Spinning Wallride Overbank 1800 l Rank: F | Stamina: 1
-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.

----- In Step: Reverse Turn Stance l Rank: F | Stamina: 1
-------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.



---Custom Tricks

----- Woopsie! [ aka Windshearing ]
Rank: C | Stamina: 3 | Wear: 5% | Road: Wing
-------► A simple movement trick to give a near instant change in direction to the user, whether on the ground or in the air. Through simple interfacing with the air the user will throw out their arms out and send a medium sized burst of wind. The burst of wind, when combined with a small quarter spin will allowing for the rider to make very sharp turns with little to no turning time. Using this trick too much however will cause extreme stress on the leg and abdominal muscles resulting in the inability to move your lower body. [Ain't momentum a b***h?]
– No more than 1 use Per Post




----- Reincarnation
Rank: C | Stamina: 3 | Wear: 5% | Road: Flame / Apollon
-------► An inertia driven attack that combines the speed of the Air Treks with the high energy momentum developed from a high speed run to drive devastating kick through the opponent, sending them flying off in the opposite direction. The method in which is performed is very similar to the trick, "Giant Swing of Time," and similar to its predecessor works twice as effectively when used in conjunction with "Oh! Time!"


▆ ▆







"Primo Victoria"...

 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Thu Feb 07, 2019 2:11 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name:
Samantha Yuuki
Nicknames:
Sam, Dr Yuuki, "That b***h in Internal Affairs", Halfa
Age:
24
Birthdate:
1/1
Sex:
Female
Sexual Orientation:
Demisexual

Height:
5"
152.4 cm
Weight:
128 lbs
58.06 Kg
Physical Description:
Samantha is a short dark woman, standing at only about 163 cm. While her youthful appearance is deceptive, her body's physical appearance shows the the years of training in the force. A network of lean muscle, the young African-Japanese has long black hair and piercing golden eyes and an innocent face.

Personality:
Samantha possesses a very convoluted personality. It is impossible to determine exactly what mental illness she suffers from, or even if she suffers from one at all, as her knowledge and training enable her to outsmart the standard tests with minimal effort. Few symptoms are described, though she describes her disbelief that the universe is linear, expecting somehow that time will begin to run backwards. Sam is believed to have antisocial personality disorder, which is the proper medical term for sociopathy; however, while most sociopaths are misanthropic and only superficially charming, Sam is genuinely charming and kind to those whom she likes. A more fitting diagnosis would be narcissistic personality disorder as she sees herself as a superior form of life, fit to decide who is worthy to live or die. She describes the majority of human kind as "poor dullards" and yet thrives on others' admiration.

Sam is one of the most intelligent humans alive, possessing an intellect that cannot accurately be gauged by any test. She is an expert in psychology and is able to frighten, manipulate, and bend others to her will with mere words. She is also able to use her immense presence and commanding but subtle personality to great effect. Her mental abilities are staggering, having created a memory palace (a mnemonic system) that is comparable in size and complexity to the Topkapi Palace. As such, Sam does not forget anything, able to revisit a specific memory whenever she wishes by accessing the items that "furnish" her memory palace.

Backstory:
Samantha Yuuki was born to Lt Col Kelsey Cooper and Takashi Yuuki that met while Kelsey was at the marine base in Japan. Takashi was a simple midnight diner owner and cook that Kelsey frequented. The two started off slow but eventually fell in love and nine months later had Sam. The family was happy until Sam started school, being clearly not full Japanese she was picked on. This added to the fact Sam's mind was far more developed than even some of her teachers caused the young girl almost endless torment by her peers.

This did not go unnoticed, seeing their daughter being harassed and the schools refusing to let her test into a higher grade the Yuuki family moved to the US. Once there Sam flourished, she was a college student by twelve and acquired her doctorate in phycology and a master's in criminal justice by the age of eighteen. The future was looking bright for Sam, until her family went back for her grandfather's funeral. Kelsey and Takashi went out to visit their old restaurant only to find a particularly nasty gang of Stormriders using it as a base. Takashi, who'd build the diner, tried to yell at them only to be knocked way like a ragdoll. Unfortunately when he landed he hit his head, with blood flowing from the wound Kelsey moved in. However the years of motherhood and housework had slowed her reactions and weakened her hits. She soon joined her husband on the ground slowly bleeding out.

Sam to this day remembers the police officer telling her that both Takashi and Kelsey had bled out and died. The officer explained it was in an older part of town so security cameras were a rarity. Now left wirh her grandfather's estate Sam wasn't sure what to do with her life. That image of the cop called to her. Even with her intelligence and skill she had to take the academy at a regular pace. After three years in the force, Sam made it to the internal affairs. She has been using this position to be keep an eye on the police while she has been creating her own AT team.

Country of Birth:
Japan


________________________________________|R|un |I|nformation

Road: Jade
Rank: C
Allias: Loki
Shadow:
Huntress
Race:
Ascendant
TOTAL AP: 5/5


R.E.A.D
→ Acceleration: [30]
→ Battle Strength: [50]
→ Stamina: [40]
→ Jump: [50]
→ Air Time: 50
→ Reaction: 35(Tunnel Vision 18 )
→ Air Reaction: 45(Tunnel Vision 23)

→ Air Tracks: at name
    {Description.}

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


________________________________________|T|rick |I|nformation


---Road Tricks


-----→Infinite Tremor | E Rank
-------► The very basic of Gem Road riding. By creating a tremor in the ground, the Gem rider can connect with other A.T's using the properties of piezoelectricity. This connection allows the Gem rider to resonate with the other A.T's in the area and match them, shutting them down or simply paralyzing the A.T's. This paralyzing affect locks both/all riders in place once they hit the ground/have been on the ground for one post.

-----→Shard Bullets | C Rank
-------►By combining the users control of wing and gaia road abilities, the Jade road rider gains the ability to bring the earth to the sky. By creating a tremor, the gem road rider causes the ground under them to crack and break. Through the use of their wind manipulation, the rider forces pieces of the ground up, ten small shards of earth to be exact. The rider must then follow up with a kick, sending the shards forward. This move has an offensive and defensive property to it, as the user may kick up the shards around them to take oncoming damage. These shards do have a weakness. They cannot hit anything slippery, sliding right off, leaving Smell road riders invulnerable to this move, as well as the shards being forced off slippery surfaces. (Oil spills. Ice. etc.)

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


---Trick Passes

------→ Spinning Wallride Overbank 1800 | F Rank
-------► Stamina: 1
Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.

-----→Spiral Spin Wallride 999 Sidewinder | F Rank
-------► Stamina: 1
This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-ranged combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or entire body.

-----→Moon Walk | F Rank
-------► Stamina: 1 | Passive
The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.


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

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

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


________________________________________|I|nventory |I|nformation


    {Description.}



    {Description.}



    {Description.}



    {Description.}


Code listed below:  
PostPosted: Thu Feb 07, 2019 2:13 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Sayuri Hironaka
Nicknames: Sae, Yuri, Mama
Age: 23
Birthdate: 11-16
Sex: Female
Sexual Orientation: Bi

Height: 6'1"
Weight: 145 lbs
Physical Description: Possessing a fairly tall and athletic body, Sayuri is a very slender girl. This feature of hers brought her many annoyances and troubles since she was young, being coined as "Long Legs" in primary school. In addition, underneath her coat is an ink sleeve earned during her time in Crimson Fang.

Personality: Sayuri acts with very regal sense of pride to her step despite her rust built up from a full half a decade of taking a break from the storm riding world. She's heavily sarcastic and a fierce competitor. The shell she's placed around herself can sometimes give away when speaking about her past or personal life which she absolutely rejects anyone from. Most can probably see her deep seeded familial issues evident as day.
Backstory: One of the unfortunate children to live in poverty, Sayuri was introduced to the criminal life as her father had been mostly absent on the count of his low paying position in the local police force. He would house her but it was up to her to find food for herself. the lack of a proper parental figure made school life slightly difficult as her days were filled with fights and bad marks by her teachers. The young girl did whatever she could to get by at home, pick-pocketing, shoplifting, and much more until she had mastered the craft by the time of high school. It was there when she was in her prime, constantly getting in fights and winning but enjoying the free food and other benefits. Studies were the least of her concerns but she had managed to find a way to graduate. Sayuri left her home soon after and got in with an up and coming group of criminals who were more than willing to take the daughter of a police chief into their ranks. While her team of crime pals easily flaunted their newfound wealth and spent their money, Sayuri only took what was needed and nothing more. She floated across teams, partnerships and more before settling down in the Crimson Fangs, a prevalent gang situated near her home.

Sayuri rose through the ranks and earned the title of a lieutenant, quickly establishing herself as a force to be reckoned with in the gang. Her time in the gang brought in a considerable amount of money, enough to finally get by. On the day she was set to announce her retirement to the leader, a physical altercation took place and ended with a report of a barely clothed Sayuri limping through the streets towards her home. Time passed as Sayuri was stricken to a couch, doing the odd job to get by when rent was due and nothing more. It was only recently within the past year that the woman finally decided to show her face again.

Country of Birth: Japan


________________________________________|R|un |I|nformation

Road: Lather
Rank: C
Allias: YukiOna
Shadow: Monstrosity
Race: Human


R.E.A.D[170]
→ Acceleration: [50]
→ Battle Strength: [50] [+25]
→ Stamina: [50] [+25]
→ Jump: [20]
→ Air Time: 35 sec
→ Reaction: 50
→ Air Reaction: 35

→ Air Tracks: Killer Queens
    A pair of stylish ATs fashioned to look like high heeled boots. They're custom made for people with rather long legs.

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Hydroplane l F/S-Rank}
-------► A basic technique for the Lather Road coming in prior to bubble creation involving the simple and very starting principle of the road to condensate water vapor or drawn moisture onto the surface they are riding on. Hydroplaning normally would mean a loss of traction but for the Later Road. The vibrations of their A.T wheels via acceleration affects the initial slick of water the riders draw in to become more elastic and act as a bonding agent between them and the surface they are riding over. This suction cupping effect causes them to have over all better control over their movements when traveling at full speed and this can only be helped when they place their hand palm or finger into the liquid to as well assist them in their movements by hugging the ground similar to hydroblading in form. Yet this act takes a brief pause or slowing in the riders actions to build the moisture and slick around their wheels, pressurizing all at once as they hit the height of their run in on thrusting speed causing the desired effect for a few moments on any surface as they advance. The plain of moisture acts as a buffer towards effects resonating trough ground and increases in effective ability as the rider grows allowing them at their highest skill level to find traction freely on any surfaces without a lost in momentum. So long as the Lather Rider meet the required speed and rank.
F: [Req Spd: 10] Turns are slightly tighter but still slightly wide at full speed. [1 Post Duration]
E: [Req Spd: 15] Good traction on horizontal surfaces and even slopes without lost of momentum versing gravity. [1 Post Duration]
D: [Req Spd: 25] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. [1 Post Duration]
C: [Req Spd; 35] Excellent traction on horizontal surface and slopes; Hyrdroblading at full speed is possible. Also has more traction up vertical surfaces. [1 Post Duration]
B: [Req Spd: 50] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is possible. [1 Post Duration]
A: [Req Spd: 65] Excellent traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground or wall. [2 Post Duration]
S: [Req Spd: 80] Incredible traction on horizontal and vertical surfaces and slopes; Moving from the ground to the wall fluidly. Hyrdroblading at full speed is now possible on via ground, wall, and ceiling. Can be sustained briefly in each turn throughout duration [3 Post Duration]

-----{Bubbly~ l E-Rank}
-------► The Lather Road rider begins their aquatic run with a very simple trick. Bubbly requires the user accelerate atop a moisture slicked surface to create their bubbles. The beginner's skill in production only affords them the ability to produce 'miniscule' bubbles in comparison to later times. These miniatures are formed with the intention of popping just as fast as they're accumulated together. This pop is forced in the direction of the rider's choice, creating a thin vapor mist capable of obscuring sight and catching other riders off guard. The misty creation also offers a slight boost, imitating an extremely short lived thrust.

-----{Bubblebeam~ l C-Rank}
-------► By this time the user has learned to correctly form bubbles so that they remain stable. By revving the trecks, gathered moisture slicking the tires can near instantly produce bubbles that grow into abnormally large orbs. The user has the ability to 'detonate' these bubbles at will, braking the trecks to cause an expulsion strong enough to both cut and push away other riders. The main usage of these new bubble wielding skill is in the 'Bubblebeam' technique. The rider amasses bubbles in a continues stream, remaining stationary. Despite being on the somewhat slow side, these bubbles have the potential to completely shred clothing, deliver shallow cut wounds, and slow down the effected rider with a slightly numbing tingle from vibrations caused by resonation. Around A Rank, the user's skill has reached the point where the speed of the bubble production and release is faster than most projectile type attacks


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

-----{Air Method to Spin That Grab Moonride l F-Rank}
-------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers.
The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop. Stamina: 1

-----{Spinning Wallride Overbank 1800 l F-Rank}
-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.


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

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

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


________________________________________|I|nventory |I|nformation

→ Smart Phone
    A run of the mill smartphone that Sae carries around with her wherever it goes. It has e-mail, online paying, social media, and more~


→ Crimson Fang Hat
    A hat worn by high ranking members of the gang. It looks old and worn, with Sayuri's initials scratching in the back.


→ X
    {Description.}


→ X
    {Description.}
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
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  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
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  • Dressed Up 200
PostPosted: Thu Feb 07, 2019 2:14 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Kanna Saegusa
Nicknames: Kay, Little Lady
Age: 24
Birthdate: December 25th
Sex: Female
Sexual Orientation: Bisexual
Theme Song: Memoria
Oath Sign

Height: 5.8ft /176cm
Weight: 143lbs/43kg
Physical Description: Kanna has an athletes body with just the right amount of abs to make her body look good but not too much to make her seem to muscular. Her arms and legs are toned and have muscle but she still maintains a relatively thin appearance. She still has a feminine charm that mixes with the muscles well. She wears a very traditional outfit and above waist height bandages serve as any type of shirt. The mane of red hair billowing out behind her head is actually connected to her Oni face mask. She has two red stripe tattoos beneath both her eyes.

Personality: Kanna used to be an angry short tempered girl who would attack people for the slightest insults. She had no control over her emotions and hated everyone. After meeting her mentor and basically her adoptive father her personality changed. She regained control of her emotions and turned herself around for the better. Since then she's become incredibly patent and quiet. She tends to not say much unless it needs to be said. She still struggles with her past and sometimes finds it hard to keep her anger in check but she does her best.
Backstory:
[Childhood]
Kanna was abandoned as a child, old enough to remember it. Her parents abandoned her on her birthday which also was Christmas. She never learned the reason why they did. She didn't have much of a choice and had to adapt to the streets. There had been police officers and others her tried to get her to come with her so she could be put into the adoption system but she was too scared to go with them and always ran away. Growing up on the streets was hard and there were days she went hungry and others where she lost her food because she was weak. She realized quickly that the only way to survive was to be strong. She began to work out and make herself stronger. She had no equipment and would make do with whatever she could find around town. While she was working out one day an American named Tallet saw her. He invited the young girl to check out his gym. Despite having no money he let her work out and even trained her. She didn't tell him about living on the streets and using his training she began to be able to take what she needed. No longer could she be bullied and if she couldn't find food she could take it from someone weaker. When she saw a pair of AT's she wanted them, instead of just needing them. She beat up the owner and mugged them taking the AT's for herself. She taught herself how to ride and from that day began the legend of the Demon of the East.

[Demon of the East]
Once Kanna learned how to ride she began to not just take what she needed but what she wanted. She felt like she deserved what she wanted and why not. She worked way harder than the people who had nice things. To hide her identity she wore an Oni mask. It wasn't long before she attracted the attention of other riders who wanted to fight her. This was how she was introduced to the world of AT. She became well known in the AT world, not as a great rider but as a savage one. She savagely beat her opponents, breaking bones and sending every single one to the hospital. After beating them she'd rob them of their stuff including their AT's. She ended many other riders careers during her time and everyone began to call her the Demon of the East. She was still in contact with Tallet as she trained in his gym every day. He approached her and offered to pay for her schooling as he had noticed she did not go to school. Initially, she refused but he wouldn't take no for an answer and so she was enrolled in a middle school. She did not fit in with her class and had a hard time learning as she hadn't had an education up to this point. During this time Tallet offered for her to live with him as he knew she had no home but she refused. Though for her paperwork for the school he lied and stated she was living with him and that he was a distant relative taking care of her. Her days of the Demon of the East ended when she got angry at her classmates at school. She lost her temper and beat up her entire class when some of them tried to ambush her. She sent every single one to the hospital and the police were called. She was taken into custody and her only contact called. She never expected Tallet to show up and why should he, she was not his daughter. But he did and took responsibility personally apologizing to every family and paying medical bills. After that, he told her she would have to live with him from now on or she'd end up going down a bad path that led to prison. She did not refuse him amazed by his patience and how much he cared about her.

[Kanna the Boxer]
Tallet took Kanna in as his very own daughter, providing for her. She entered high school thanks to Tallet's help with her schooling. He even taught her English. He learned about the time she was the Demon of the East and made her promise never to be like that again. She agreed and in turn, he helped her control her emotions and not let anger control her actions. To do this he got her into boxing seriously as a way to take out her anger. She had a clear talent for it and began to compete. Thanks to Tallet she managed to turn her life around and graduate high school while also doing extremely good in boxing. She got a job so she could repay all the kindness he had shown her. Eventually, Tallet put the ownership of the gym in her hands. He considered her his daughter and as such the gym belonged to her. Together they both managed and ran the place and had done so for the past four years.
Country of Birth: Japan


________________________________________|R|un |I|nformation

Road: Revelation Road [Rock x Smell]
Rank: C
Allias: Formerly [Demon of the East] Currently [The Boxer]
Shadow: A giant Red Oni
Race: Human
TOTAL AP: 5/5


R.E.A.D[170]
→ Acceleration: [20]+[50 Stat Boost]
→ Battle Strength: [80]
→ Stamina: [70]
→ Jump: [0]
→ Air Time: 40
→ Reaction: 70
→ Air Reaction: 35

→ Air Tracks: Boxer Treds
    Venom Elite Boxing Shoes A pair of boxing shoes given to Kanna for her eighteenth birthday. They came installed with Ball Rollers so they could be used in both boxing and AT. The unique AT's which also served as boxing shoes were completely customized and had been quite expensive She treasures these as one of her most valuable possessions.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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

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

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


---Trick Passes
----- Spiral Spin Wallride 999 Sidewinder l F
-------► This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-range combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground-based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or the entire body.

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


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


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

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

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


________________________________________|I|nventory |I|nformation

Flip Phone
    A basic black Flip Phone that doesn't even have R.E.A.D. Kanna can't afford anything else.


Kanabō
    A One handed Kanabo that Kanna uses as a club, is extremely effective at crushing bones and armor. She often used this in her days as the Demon of the East. She still uses it but only if necessary as it can seriously hurt someone.


Oni Mask
    A Mask modeled after an Oni and has a red Plume coming from it. Kanna worse it during her days as the Demon of the East. She still wears it on top of her head though she has not truly put it on in a long time.


Boxers Tape and Bandages
    Boxers tape for her knuckles and extra bandages just in case she needs to replace any shes wearing, or if she needs to bandage a wound.


Code listed below:  
PostPosted: Thu Feb 07, 2019 2:15 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Cassidy Jessica Lockhart
Nicknames: Cassie, Cass
Age: 17
Birthdate: March 23rd
Sex: Female
Sexual Orientation: Bi-sexual.

Height: 5' 8"
Weight: 201 lbs
Physical Description: Cassidy is a quite thicker set young woman with most of her figure going into her large breasts, ample hips, and thighs. However while she does have a bit of baby fat it overlays a healthy ammount of muscle under it in her form from working on a farm all her life. Her eyes are golden and her hair is brown. Cassidy has a very light tan from working in the sun but her skin is healthy and without blemishes.

Personality: Cassidy is a bit rough and tumble but she simple and direct. Normally generous and kind she won't back down from hard work or getting dirty. If she feels wronged she will stand up for herself and say what she needs to say, Cassidy is loyal till the end to her friends as well. She doesn't understand a lot about city life, or super fancy technology but she's getting better at it as she becomes a storm rider. While she is strong because of her upbringing she lacks a bit of a feminine side which leads her to not like super girly things unless she has to which embarasses her. This also puts her at sides with her own figure not thinking of herself as a girl which makes her a bit disconnected to peoples looking at her figure until they make a comment. She hates cow jokes about her but loves the simple things. She isn't too complex wearing what on her mind on her sleeves and enjoying everyday to the fullest. Cassidy won't back down from a rumble if it's important but also understands when it's time to pull out before it becomes worse. Cassidy loves animals, not too picky an eater, but she does have an above average fear of spiders. She perfers living in the moment then worrying about the future or being hung up on the past, going with the flow of what she wants.

Backstory: Cassidy's story isn't as complicated as most storm riders, she was born the middle child to a large family of farmers that have owned their ranch for generations. Her mother worked all the way until she went into labor with her in the fields, and had a home birth. Cassidy was born very healthy and a bit on the chubby side, and she difinetly wouldn't be the last child her parents would have after all there was a big ranch to work. Her family was tightly knit with a sense of duty and hard work. So she lived with her grandparents, parents, several brothers and sisters, aunt, uncle, and cousins. A crowded life but not a bad one just a bit harder to get one on one attention from a specific family member at times.

Growing up Cassidy didn't have much a female lead in her life, since her family was mostly very rough and tumble. Her mother was the closest thing what a girl normally resembled being a house wife but even she wouldn't take things lying down. As such she ended up more like a boy inside having fun wrestling and tumbling with her brothers and sisters instead of putting on dresses and such. Working on the farm a lot she did have her own sense of fun, she'd help her father get ready for the rodeos, and cattle runs. After that she'd help her mom with crops and flowers for prize winning pies. While her own hobbies were horse riding around the farm, galloping from place to place with her horse, and with that done she'd play with the herd and guard dogs until the day started anew.

When she was old enough she'd join in the county fair rodeo and won a few competitions with her family, both junior division and normal division. Her grandmother used to tell her she was the second coming of her ancestor a famous cowgirl bandit who was never caught after her robberies that settled down and started the ranch and farm. However beyond her chores, school, and the competitions Cassidy never really had time for most other things, however she didn't care to much she loved what she was at the time. However something happened that changed her. Something that looked fun to her.

It was her earlier teen years and she was filling out in all the right places, so much so her sisters and brothers would tease her like she was one of the cows. However it was a school day that would change. It was a field trip to the big city for students who had good grades. Cassie wasn't a sloutch so she got to go on the field trip where she'd be shown around the city and museums but that's not all she saw. It was her first peak at storm riding which caught her interest. Sneaking away from the group she watched and ran after the storm riders eventually reaching a tunning shop. Pooling all the money she had she bought her first ATs and tried them on. She fell flat on her a** as few times until the trip ended and she went home.

Having a full taste of storm riding she finished her chores and then practiced her ATs, due to the rough roads and such it did a number on her wheels but she was fine with it and so were her siblings. To Cassidy the AT's were like breaking a seasoned bull so she'd find her own way as she grew up and saved money. Her family was fine with the new "contraptions" as Cassidy always did her work and then played with them, however they saw something Cassidy did not and knew that eventually Cassidy would leave the ranch for her own reasons. What they saw was that while she was getting stronger and used to storm riding the wheels were busting down so they secretly pooled their own money for a gift. it would be a few monthes before the wheels finally gave out and broke. Cassidy was devastated she had found something so fun and abused it, now she had to save even more money. Was what she thought but as her birthday approached one of her siblings stole her broken ATs.

When morning came Cassidy was freaking out trying to find them but her parents said she had no use for those "toys." Cassidy was mad, furious even as it was something she liked and her parents threw them out, or that what was she thought. Her siblings that lived there on a mission from her parents sent the AT's to their older siblings that moved to the big city, her older siblings would take them to a tuning shop and have the at's fixed with wheels more suited for the outdoors before sending them back. Which her parents would only reveal on her birthday so she was mad a few days but the surprise on her face was worth it as she now and ATs that could carry her strength and off road riding.

as time passed it was time for Cassidy to leave the ranch to learn about what she wanted to do. Saying good bye to her family that was on the ranch was hard, her now pregnant mother especially as she didn't want to see her baby go. However Cassidy had to leave and follow a path that might even lead back to the ranch but for now she set off as such her mother left her a lucky horse shoe from her ancestor. Her siblings gave her a harmonic and her "cow horns". She moved to the city to begin a new adventure not knowing what the future would hold. Though her dad seeing how she had "grown" left her one last gift to take, one of the guard dogs to take with her to make sure boys don't touch his "angelic" baby girl. She decided to move to japan to learn there.

Country of Birth: America


________________________________________|R|un |I|nformation

Road: Rock
Rank: C
Allias: Mountain Minotauress
Shadow: Mammoth
Race: Human
TOTAL AP: 5/5


R.E.A.D
→ Acceleration: [30]
→ Battle Strength: [120 (70 + 50)] - perked
→ Stamina: [60]
→ Jump: [10]
→ Air Time: 65b (40n)
→ Reaction: 45
→ Air Reaction: 35

→ Air Tracks: Rodeo Rocker
    Semi-cowboy boot like designed Air treks, having more traction on it's wheels for off road riding. Though still just standardized ATs.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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


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


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


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




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


-----{Moon Walk l Rank F}
-------► The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.


-----{Spinning Wallride Overbank 1800 l Rank F}
-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.


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




---Free Tricks
----- {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


    ► Lucky Horseshoe: An old horseshoe that is said to be from Cassidy's great great grandmother from the old west days. It said it fell off her horse when she was a cow girl bandit when she got away from the sheriff. It's been passed down for generations.



    ► Holstein horn Hair clips: "A joke gift her sisters gave Cassidy a pair of fake cow horn hair clips, as if she didn't get enough cow jokes already. However she grew to like them and they became a prized position and memory for Cassidy of the Fair her sisters won them at. Though she still hates the jokes they give her."



    ► Harmonica: A harmonica she got from her mother to bring some of the farm with her to the city. She uses it to remind her of home as she plays it."



    ► Tibetan Mastiff named, Bear Bear is an 8 year old monster of a dog given to Cassidy specifically from her dad not wanting his little girl growing up. He is actually larger then most Tibetan mastiff, (the lockhart family says he'll be a really record breaker when fully grown) weighing in at 157 lbs and still growing. He has a thick pure black coat and large mane but around Cassidy turns into a puppy again. He is trained enough to know the difference between Cassidy's guests and intruders but is bred to be a guard dog protecting the family so he doesn't warm up to most immediately. Out of all the dogs on the farm, Bear was specifically hand raised by Cassidy and her father to be her guard dog, however while his strength and power reflect his name. He can be very sweet and gentle so long as his master isn't in any danger.


Noble Negative J3T
A/A be gentle please, i added free trick space for convenience
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Thu Feb 07, 2019 2:16 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Aidoneus Damon
Nicknames: Hotshot, Aidon, Greed
Age: 21
Birthdate: 10/31
Sex: Male
Sexual Orientation: out of your league anyways /:

Height: 6'1"
Weight: 225 lbs.
Physical Description: Built broad and wide with a hard body physique practically hewn from rough granite, Aidon holds a large and imposing figure. His skin is tanned checkerboard of scars new and old; Some covered by the tattoo on the left side of his chest and corresponding arm.

Personality: Cocky | Vulgar | Bold | Sarcastic | Short tempered | Straightforward | Impatient | Impulsive

Backstory: He spent some time as a tot in an abusive and neglectful foster care system that had essentially set him up for failure. Cutting ties and running loose, Aidon became a street rat... and found that even on weeks where food was a scarce commodity, the freedom that came with starvation was well worth an occasional aching belly. Ambition and drive were what saved Aidon from a short life and an unmarked grave; clawing his way out of the mud and into the lap of a comfortable life. Now he simply races on occasion, along with running a few side hustles for spending money.



________________________________________|R|un |I|nformation

Road: Rising
Rank: C
Allias: Greed
Shadow: Hotshot
Race: Ascendant
TOTAL AP: 23/28


R.E.A.D[190]
→ Acceleration: [45]
→ Battle Strength: [75]
→ Stamina: [40]
→ Jump: [30]
→ Air Time: (60 + 30) /2 = 45


→ Air Treks: Project: DEVILMAN
    A pair of C rank trecks with a glossy black finish and red details.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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


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

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


---Trick Passes (You get 3 Free at creation)
----- {Super Stride 4 Sonic Boom l F}
-------
This basic ground technique is used for evasion in a run as well as a manner of striking enemies on either side of the user with ease.
The trick is usually practiced by criss crossing bottles or cans, performing rudiment 'Karaoke' styled feet transitions with the skates at top speed. The result is the ability to zig zag in short bursts to the left and right, able to veer with at least a seven foot distance between each strides beginning and end point. This allows the user to evade incoming projectiles of small size or maneuver to melee attack enemies in rapid succession. Ducking, spinning, and crouching are common variations of movements for this trick. This is a valuable asset to the rider's vocabulary, no doubt.

-----{Moon walk l F}
-------► The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.

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



---Custom Tricks
----- {Blitzkrieg l C}
-------► This trick is used to generate large amounts of electricity just beneath the user's feet. The force of surging energy will generate enough momentum and backdraft to lift them in the air, and can actually be used as a form of flight. This phenomenon that allows for the basis of Aidon's very unique [RUN] is known as electro hydrodynamic propulsion. It occurs when a stream of electricity ionises air and moves the charged ion cloud in a way and direction to transfer momentum to neutral air molecules. By Newton’s third law of motion, action is equal and opposite to reaction, and the user atop their electricity will move in the opposite direction of the ion cloud that it pushes down.

As an additional bonus, the user will reach maximum velocity with zero start up time and move at a far faster rate while propelled by the lightning; maneuvering as an erratic and oftentimes difficult to track blur during their unique form of 'lightning run'. It can be used multiple posts in a row to maintain the effect, though the stamina and wear cost must be paid with each post.

---Custom Tricks

----- { You're a destroyer, Odinson l C - B}
-------► A technique developed by Aidon designed to utilize the vast amounts of electricity gathered during his run. This trick allows him to gather the energy into his air treks before releasing said energy in a beam of electricity mimicking the properties of lightning that he commonly refers to as a 'bolt'. These bolts hold almost all of the properties that real lightning do. When hitting a target, a bolt will blast a target in the opposite direction from which they were hit and leave nasty electrical burns which is to be expected; as well as produce very painful muscle spasms throughout the target's body for [1] post. The spasm effect only occurs at B rank.


---Custom Tricks

----- {Fatal Attraction l D}
-------► By utilizing the user's innate ability to manipulate magnetic forces, this gives them total control over any metallic items that they come into contact with; for so long as they remain in contact with those items. This trick is used primarily to give the rising road user a much more precise form of control over the threads they use for their tricks, allowing them to freely move the threads as they please with little effort. Shortly after contact is broken however (the following post after contact is broken), the user loses all control of the object until they manage to make physical contact once more. In addition, the user may spread control from an item they currently have control over to a different metallic object should the two objects touch. Trick's stamina and wear cost must be repaid with each use, this includes whenever they wish to add a new object to their control.


----- {Spiral Spin Wallride 999 Sidewinder l F}
-------► This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-ranged combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or entire body.

-----{Magnetic World l F - King}
-------► The User revs his ATs until a weak -to- powerful ( depends upon rank ) magnetic current is formed form the air in and around them. Kinji will than releases this magnetic and electrical charge outward up to a radius of twenty [20] feet at the strongest level. This skill is used to repel or push anything that has a magnetic pulse/ charge away from the center ( user ) using same charge ( like magnets ). This applies to people, electrical objects, metals, electronics, and etc. But, the user will have to apply the same charge of the repelling charge upon the intend target for this to fully work. However the flaw of this technique is that the repel is only as strong and far as the stamina put in to it.
[ Magnetic Wold's Radius & Power; By Rank ]
F: Two Feet; Weak [ 1 Stamina :: 2% Wear ]
E: Four Feet; Above Weak [ 1 Stamina :: 2% Wear ]
D: Five Feet; Below Average [ 2 Stamina :: 2% Wear ]
C: Eight Feet; Average [ 3 Stamina :: 5% Wear ]
B: Ten Feet; Above Average [ 4 Stamina :: 8% Wear ]
A: Twelve Feet; Strong [ 5 Stamina :: 10% Wear ]
S: Fifteen Feet; Powerful [ 10 Stamina :: 20% Wear ]
King: Twenty Feet; Dangerous [ 15 Stamina :: 50% Wear ]


----- {Magnetic Beat l E}
-------► The user will spin on their air trecks while moving air current whirl around them until they produce a weak electrical and slight magnetic charge that are releases from the air treks in a weak pulsing manner. This skill is simply used so the user can connect/ride on a power-line, metal objects, and other magnetic objects more easily than that of other roads would. However this can be cancelled out by a rider of the Rising or Gaia Road whom release an electrical charge to nullify it.

-----{Thunder Kick l D}
-------► The Rising Road Rider charges electricity through their air trecks, storing it for an impacting kick. The kick, once released will emit the electricity into the opponent hoping to cause shocks to the body. Thus causing temporary numbness for two post wherever the opponent was hit with this trick.




________________________________________|I|nventory |I|nformation


→iPhone X
    Matte black iPhone X w/ protective case & screen protector | R.E.A.D. enabled


→Knuckle duster key chain
    A key chain that is also a fully functional and very effective set of spiked brass knuckles. Holds the keys to his apartment, his car (glossy black 2018 Mclaren 570S w/red detail & red leather interior), etc.


→Lighter & Smokes
    Self explanatory


→Thin Steel Wire
    For his road tricks.

 
PostPosted: Thu Feb 07, 2019 2:18 pm
[ Message temporarily off-line ]  

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
PostPosted: Thu Feb 07, 2019 3:55 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Millennia Cainhold Berenike
Nicknames: Mil
Age: 26
Birthdate: 12/01
Sex: Female
Sexual Orientation: Omnisexual

Height: 6'8"
Weight: 190 Lbs
Physical Description: Millennia has a tattoo around her left wrist that says "The Stars Will Still Shine Tomorrow." written in old Germanic. It is decorated with what looks like a old rope almost like an eternal bracelet.

Personality: Millennia is an insanely smart woman, but with a rather antisocial personality. She might look rather innocent, but she has a distinct aversion to interpersonal reactions that causes her act rather nasty towards others in hopes that they turn away and stay away. She can be rather nice, but due to her desire not to get to know anyone it'd be rather hard to tell. On a glance she is high and mighty, a know it all, cocky, and so self-assured that she won't listen to anyone. It would almost be like she was apart of some royal family who controlled the world. A goddess in her own mind.

Part of her seems rather devoid of spirit and passion, unable to find a place and hard pressed to keep going. It almost seems like she is prodding along out of a sense of obligation rather than any desire to do so. It like she's walking dead, often staring off at the sky trying to see something that might reignite that fire. People often blame her bad attitude on her lost sense of self and listless heart. She couldn't tell you if it was right, but she wouldn't argue either. Hard to trust, hard to love....its like there is nothing there.

However, another part Millennia is sickeningly sweet and willing to make sacrifices for others. She works to help anyone around her to the best of her ability and even if she has to work in the background she gives it her all. She can be rather cheerful, almost childishly so when she allows herself a moment to stop acting like the weight of the world is on her shoulders. She is inquisitive and vigilant, always studying and learning. She believes that it is good to be the most well connected, and smartest person in the room but only to help others. She isn't really given to fear, having a will power that stands time.

Fairly talented as well she is someone who is always tying to better herself, she just prefers or rather...thinks its best to do it alone.

She's almost like two people living in the same body, one a mask and one real. She has no idea which one is real.

Backstory:
Millennia is a rather unremarkable woman with an unremarkable history. Born to the small town of Bollington to a family of six. Her mother a baker, and her father a reporter who often traveled away to cover news stories. Millennia's older sister was actually her cousin, beloved and spoiled by their grandparents though a wonderful chef on her own. Millennia was the next oldest, and eventually she was followed by two younger siblings...one adopted by their family on a vacation. It was a simple life and one that Mil loved. She never did mind the small town life though and has always been active in her community. Hiking, biking, and even organizing festivals has always been her game and the people loved her for it.

She always excelled in school, but was never much interested in most subjects. She often lacked motivation and her mother worried that if she kept that up she'd eventually shut down all together. That was when Mil's cousin decided to step in and introduce Mil to life in the big cities, using the money that their grandparents gave her to show her life beyond the green hills and solitude. Mil took to it quickly, the dream of doing something big giving her a boost in life she used to excel.

She decided to pursue an honest career in fashion and some photography....though her mother also pushed her pursue a legal career. She spent a lot of her time traveling when time allowed, seeing the world and pushing her mind to its limits to become the perfect version of herself. It was in this journey she made a friend, another girl named Millennia or rather its what she wanted to be called. They met at a nightclub in Korea which Millennia had snuck herself into, both of them on a trip. It took only one glance and a few words for them to become linked. The unloved granddaughter of a noble family the two millennia drifted together to find in each other what the other lacked. Through this other Millennia Mil learned to live, but also learned how cruel the world could be. The stories she told and the things she saw her go through had an effect on the Berenike child.

Years passed and soon enough Millennia had moved away from her family and was well on track with her dreams. However not all things were meant to last and she experienced a rift with her friend, spurred on by her vile grandmother. It was a bad enough split which resulted in Millennia cutting off all ties with her other and growing hateful and distrustful of others. The wound the event created seemed to have turned her into a darker mirror of herself. She cut off contact with others, and seemed determined not to grow close to anyone. She became closed off, and were it not for her will many believed she might give up on everything.

She kept on with her path but she no longer had the joy she once did. She'd have likely given up on all of it were it not due to the unlikely bond she formed....with a rider. A free spirit, this rider kept Mil on her toes and prevented her from simply losing her mind. Mil didn't feel like she had what it took to be a rider, but she always loved watching her friend go at it with a spirit she no longer had.

The rider kept Mil going and eventually she was able to get what she desired, but from that point she was lost. Her friend did try to get her into riding but Mil had always been violently resistant to the idea....and yet she never minded. Mil simply decided to go to work, living a lonely and normal life but her friend never quite gave up on her and on visits would tell of her escapades. She even gifted Mil a pair of Treks though she knew Mil would likely never put them on. The beauty of them caused Mil to wonder more about the world of riding though life gets in the way.

Instead, Mil has still been going through life. Living it and watching the world around her move forward, not sure of her place but determined to figure it out.




Country of Birth: Bollington, Cheshire, England


________________________________________|R|un |I|nformation

Road: N/A
Rank: N/A
Allias: N/A
Shadow: N/A
Race: Human
TOTAL AP: N/A


R.E.A.D[170]
→ Acceleration: [80]
→ Battle Strength: [40] [+50]
→ Stamina: [20]
→ Jump: [30]
→ Air Time: [60]/size]
→ Reaction: [50]
→ Air Reaction: [25]

→ Air Treks: Middling Monarch
    A defunct pair of Air Treks she has but refuses to put on. They are rather bland, normal AT's in the style of skates but decorated with highly intricate floral patterns. The most interesting part about them is they sport what looks like...butterfly wings?

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- N/A
-------► N/A

----- N/A
-------► N/A

----- N/A
-------► N/A


---Trick Passes
----- N/A
-------► N/A

----- N/A
-------► N/A

-----N/A
-------► N/A


---Custom Tricks
----- N/A
-------► N/A

----- N/A
-------► N/A

----- N/A
-------► N/A


________________________________________|I|nventory |I|nformation


Wallet
    Millennia always keeps a genuine leather wallet on her person.


Work Binder
    Millennia carrier a binder full of fashion designs, a portfolio of pictures, and of course legal work though she tends not to reach towards it. The binder is nicely designed and covered in what looks like a sea...and she never seems to be without it. She does also have her business cards in it.


MUNBYN Rugged Handheld Terminal [PDA]
    She mostly uses it to keep track of everything and keep it organized. It might be R.E.A.D enabled but she has no idea what it means.


Nikon D7500
    While she has a more serious set-up at her home, this is the camera she takes around to snap pictures. Its always on her person.


Samsung Galaxy Note 9
    Her phone. She's not much for using it though.
 
PostPosted: Tue Feb 12, 2019 2:19 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Belle Cainhold Berenike
Nicknames: Bell, Berry, Cain (Male, or if anyone prefers), Notus [Pen Name].
Age: 34
Birthdate: The First of December
Sex: Female (Will occasionally pretend to be male)
Sexual Orientation: Omnisexual

Height: 6'11"
Weight: 225 Lbs
Physical Description:
Belle is a rather tall woman with an athletically slender build that borders dances between outrageously feminine and ambiguously male with a bit of work. Proudly sporting assets, but also easily covered and muted.

The type of look that allows her to bounce between a male persona and a female one with ease and leave no one aware. Her looks can be defined as subtly beautiful, quietly handsome, or a mixture of both. A variable body that she works with to her whims.

Belle has a tattoo around her left wrist that says "The Stars Will Still Shine Tomorrow." written in old Germanic. It is decorated with what looks like a old rope almost like an eternal bracelet.

She also bears a large scar on her leg. It covers about 45% of her leg from her tight on down. She prefers to keep it covered due to finding it distasteful.

Personality: A free soul exuding confidence, strength, and lightness. Belle is an insanely smart and talented woman who seems to understand just who she is and what her place in the world is. She stands tall not just in body, but in strength of mind defining her own life as she sees fit. A mind always learning, and a penchant for attaining knowledge always keeps her fresh and ready for something new. She is constantly on her A-game because anything less would be doing herself and others a disservice. Elegant, but with an edge.

She bounces between maternity and a masculinity, taken to the next level in that Belle will sometimes pretend to be a man. Why? She chooses not to explain, but it comes in handy. She is sweet, always wiling to lend a hand to anyone and need and nurture them as necessary while helping them find strength. She's rather casual all things considered, but when its time she can be as serious as anyone else.

Generally she acts much like a rogue, or a businesswoman of some sort. She goes her own way and that to her is the best thing.

Of course, for all of her perceived good points she is dangerously close to being overly cocky and this results in a seeming lack of self preservation skills. She's a talker, and sometimes this propensity can get her into trouble in ways she has trouble getting herself out of. She is far from weak, but when shaken it can be hard to repair the damage so at times she may be overly guarded and protective in order to defend her own ego.

She is also incredibly selfish, and while loyal she has a tendency to use people to get what she wants. She seems to be capable of rationalizing every bad thing she does to her benefit. A streak of idealism and refusal to face the music because of a deep fear. She always has to be in control, always on top...because if she isn't then someone else is.

She has lost some passion, but seems to be trying to get it back.

She lives according to her whims. Nothing more and nothing less.

Backstory:
Born to a charming little home in Bollington, her life has actually been fairly normal. She was the second oldest in a family of six, distant cousins to a royal family but separated for an obvious reason. Her mother a baker dedicated to the well being of her community, and her father an electrician who always did things by hand. She had a good foundation, especially her older brother who looked after his younger siblings with a fervor when the parents were busy. They were a community family, one that never really remained behind closed doors and were always involved and ready to go.

Belle herself learned early that she had to be herself when dealing with others, and learned confidence from the older ones. She helped in community organization, festivals, club activities, and other things that often kept her busy along with school. Her mother pushed her hard to become the best she could be, and her father acted as reinforcement. It was her brother that tied it all together though with a gentler approach and a willingness to put aside his own time to see them through.
Study, train, play, train, study and all sorts of things. It was a peaceful life filled with love and care that drove Belle. She wanted to be strong, to be the rock others could lean on and determination became her game. A young girl with endless ambition like her parents wanted.

Once it was time to leave the nest she took off, pursuing a career in journalism and legality. Why? Because it meant she could travel and of course help those in need. To help her along this journey was one of her distant cousins known as Millennia, a girl who was so much like Belle but exemplified the dark side of this path she tread.
It was in her that Belle found her first rival and in that rivalry a life that was honestly far more wild than she had ever bargained for. That wasn't to say it wasn't fun, but in trying to keep up with perfection Belle would learn that the world was far more dangerous and aggressive than perhaps even she was ready for. She pressed on, but in seeing truth she knew something needed to be done because in the end her cousin never did escape her bondage. She refuse to be kept. Shackled.

Years pass and she achieves her goals and her first order? Expose corruption in her own cousins family and business so that she might free her. It was the first, and biggest mistake she ever made. The family was far more ruthless than she could have ever imagined and in chasing that darkness she destroyed her own cousin, and far more.
It was the headline that got her foot in the door and respect, but she never could say whether it was really worth it. She lost control of something she thought she understood and it hurt people she cared for and so she fled England at the urging of her immediate family who feared for her safety and of course, because she needed to. Her brother especially urged her to see the world and figure out how she'd conduct herself...because it was going to be a wild ride.

He was right, but wherever she went she could not resist the call. She exposed gangs, mobsters, corrupt politicians, police, and other things that made her many enemies. She fought in court for people that needed her aid, and gained allies and enemies there too. She became known as someone dedicated to her ways, steadfast against even threats to her life....and willing to stand up. She made sure to train herself. Guns, boxing, and just generally skills that would allow her to get involved in the seedy underbelly of the world and survive.
She would tell you that often her life was a bit like a cheesy movie though how much is truth and how much is exaggeration she has often left up to the imagination. It was mostly though this that she got introduced to the world of Storm Riding, and fell in love with that freedom. Introduced by an old friend she got her own pair.
However she did not last long as a rider herself. She used riding as a way to experience a freedom she could never on the ground and help with her work. She met many, made friends and enemies as normal unaware that riding would lead her into a clash that would not only leave a wound, but change her to her core.

The detail are often unclear, but early in her riding career she came into contact with a mysterious rider. It is said that this other rider was her cousin, and that she was seeking revenge, but often she'll say it was a misunderstanding. It ended up with her chasing an old legacy. She and this rider had stuck around through much, but in the end when it came down to the wire she was forced to fight this other rider. She lost. She nearly lost her life, but it resulted in her losing the ability to ride again...and perhaps something more.
It was over, her life as a rider. From that day forth she kept herself on the ground, but often reported on storm riding and did a bit less to chase the dangerous stories.

Since then she's merely been living, still going her own way but now trying to find something. To figure something out and cast out whatever has been holding her down.



Country of Birth: Bollington, Cheshire, England


________________________________________|R|un |I|nformation

Road: Flame
Rank: C
Allias: Truthseeker
Shadow: A giant butterfly seemingly made of flame and bearing many ghostly eyes within the smoke rising from its intensity.
Race: Human
TOTAL AP: 5/5


R.E.A.D[170 (220)]
→ Acceleration: [80]
→ Battle Strength: [40 (90)] [+50 Human Boost]
→ Stamina: [20]
→ Jump: [30]
→ Air Time: [35]
→ Reaction: [50]
→ Air Reaction: [25]

→ Air Treks: Middling Monarchs
    A defunct pair of Air Treks she has but cannot make use of. They are rather bland, normal AT's in the style of skates but decorated with highly intricate floral patterns. The most interesting part about them is they sport what looks like...butterfly wings?

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- N/A
-------► N/A

----- N/A
-------► N/A

----- N/A
-------► N/A


---Trick Passes
----- N/A
-------► N/A

----- N/A
-------► N/A

-----N/A
-------► N/A


---Custom Tricks
----- N/A
-------► N/A

----- N/A
-------► N/A

----- N/A
-------► N/A


________________________________________|I|nventory |I|nformation

Wallet
    Millennia always keeps a genuine leather wallet on her person.


Work Binder
    Millennia carrier a binder full of stories, contacts, a portfolio of pictures, and of course legal work though she tends not to reach towards it. The binder is nicely designed and covered in what looks like a sea...and she never seems to be without it. She does also have her business cards in it.


MUNBYN Rugged Handheld Terminal [PDA]
    She mostly uses it to keep track of everything and keep it organized. It might be R.E.A.D enabled but she has no idea what it means.


Nikon D7500
    While she has a more serious set-up at her home, this is the camera she takes around to snap pictures. Its always on her person.


Samsung Galaxy Note 9
    Her phone. Its got a personalized case with a picture of her family on it, though she does swap it out with a strong black case when the occasion calls. She uses it for a lot of private work as well so its highly modified for secrecy when the time calls.

    Laptop
      She keeps this on her person as well along with her binder in a black bag. She will often write her reports using this or just fool around if she so chooses.
 

QueenBAD_KittyKat
Vice Captain

Interesting Genius

6,675 Points
  • Married 100
  • Tipsy 100
  • Friendly 100

QueenBAD_KittyKat
Vice Captain

Interesting Genius

6,675 Points
  • Married 100
  • Tipsy 100
  • Friendly 100
PostPosted: Tue Feb 12, 2019 2:20 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name:
Lucilia Morningstar
Nicknames:
Luc, Luci, Lady Lucifer (Stage Name)
Age:
18
Birthdate:
5/6
Sex:
Female
Sexual Orientation:
Bisexual

Height:
199 cm
6'6½"
Weight:
89.8113 Kg
198 lbs
Physical Description:

Personality:
Lucilia is an extremely laid-back woman, preferring to take her time as she and her band travel around the world. Lucilia is a compassionate woman who is largely seen with respect from her other band mates. She typically avoids taking action that will result in violence, and is even able to waver the resolve of prominent figures, such as biker gangs and military officials to join in with her fun. However, despite her outward simplicity, Lucilia bears a rather complex moral code. Her aversion to conflict has lead her to believe that if personal opinions conflict, no matter how close the individuals may be, it is better to part.

It is indicative that Lucilia prefers others to see her as someone who cares little about her own wellbeing, preferring to laugh off even dire situations as opposed to taking direct conflict. Her carefree nature ends however when those in her band or under her protection are threatened. The Fallen Angels are almost always seen as the typical rockers, partying and drinking alcoholic beverages whenever they make an appearance, as the band's favorite pastimes are attending and hosting parties and banquets.

Even as a Stormrider, Lucilia is a pacifist by nature who does not actively seek to cause chaos and disorder. She is also against the idea of needless violence, even if honor is involved, and will only step up for a fight when a friend is in danger. She admires those who have courage, as she says it's a dying breed of people. She enjoys teasing people. Despite being calm and brave most of the time, Lucilia sometimes reacts in ways that are not always fitting in what others expect from her, a trait noted by a firmer band mate as having "always annoyed her". These include panicking when minor things go wrongor shrugging off people's angry disposition towards her to greet them in a friendly manner.
Backstory:
Lucilia Morningstar was born to Vincent Morningstar and Napuaonalani Keopuhiwa Jones in New York city. While her mother was just a Stormrider from Hawai'i her father was a powerful CEO. He came from old money but thanks to his savy business sense, brilliant mind, and a few tricking a few unsavoury individuals the Morningstar name became huge. Unfortunately with fame and fortune from such methods come enemies. Vincent and his family were attacked multiple times forcing an infant Lucilia and her mother to go into hiding. Thus the young Luci grew up never knowing the life of luxury as many would assume from an heiress to a multi trillion dollar company. To keep up the struggling single mother appearance Napua worked a lot and they lived in a simple apartment. Lucilia grew up relatively happy; sure she'd wonder about her father or why they'd move if her mommy got a phone call on her "special" cell phone, but nothing to bad happened.

Lucilia's life changed drastically when she and her mother moved to Los Angeles California. Going to high school in LA Lucilia soon found her "click" in a group of rock enthusiast. Lucilia, who'd been playing guitar since she was a child, thought it'd be more fun to play music rather than just listen to it. Gathering a few friends that could play they made their band "The Gutter Kittens." The band played a few shows and started to really get a fallowing until the bass player Natasha got upset with Lucilia and stormed off before a show. This being a rather common thing for her caused Lucilia and the others to disband "The Gutter Kittens", however the group was still getting request sent to the lead guitarist and vocalist Lucilia. Realizing they just needed a new bass player Lucilia and her friends reformed the band under a new name, "Fallen Angels." While not a popular name with the local Churchs, the band's popularity grew. As if by fate, at the same time Vincent had finally gotten control of every group that had previously been after his family. When the news broke about Lucilia being the heiress of the Morningstar family, Fallen Angels presence sky rocketed. Called an overnight sensation, Lucilia's band exploded into the music world. Now three years later the band is bigger than ever just finishing a world tour, yet the face of Fallen Angels Lady Lucifer has gone missing in Japan. Her manager is the only one that knows as she told everyone she'd be taking time off to rest. The truth is Lucilia is tired of the rock life, she wants to go back to just playing music.
Country of Birth:
U.S.


________________________________________|R|un |I|nformation

Road:
Wing
Rank:
C
Allias:
Angel
Shadow:
Lucilia's shadow take on the appearance of four massive wings
Race:
Human
TOTAL AP: 5/5


R.E.A.D
→ Acceleration: [0(25)]
→ Battle Strength: [30(25)]
→ Stamina: [60]
→ Jump: [80]
→ Air Time: 95
→ Reaction: 43
→ Air Reaction: 70

→ Air Tracks: Nephilim
    Black ATs with a white wing

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


________________________________________|T|rick |I|nformation


---Road Tricks



----- Wings l E
-------► Wings is a phenomenon of the Wing Road that hints at the user's wind control abilities. This trick involves the user expanding upon their own run by taking advantage of the wind around them then applying their own for aerial boosting effects. The resulting effect usually gives the impression that the user is flying or gliding through the air when, in reality, they simply caught a tailwind and became a part of it, so to speak. As the user progresses in skill, they eventually learn to perform this technique at will, making it appear as though their run is a smooth flight. This trick can only be used every other post.

----- Impact Wing l C
-------► : By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body.

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


---Trick Passes

------→ Spinning Wallride Overbank 1800 | F Rank
-------► Stamina: 1
Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.

-----→Spiral Spin Wallride 999 Sidewinder | F Rank
-------► Stamina: 1
This is a melee-based variation of the Spinning Wallride Overbank 1800, made for close to mid-ranged combat. The user makes use of whatever walls, ceilings, or flooring a room or space can provide for them, confusing the enemy with extremely swift wall hopping and riding maneuvers. The user will propel them self up a wall with the natural corkscrew crouch but may alter the maneuver by springing and inverting their body to continue the run along another surface without any loss of gathered momentum. This accumulates into a range of stunted, chaotic, run maneuvers that give the impression the user is highly focused on aerial and jump based attacks. Contrary to this belief, the constant change in surfaces is a sign of surface/ground based rider skill. The user can easily perform punch or kick based melee strikes but also has the option of throwing all the gathered force in their run into one volatile, unexpected, slam with the legs or entire body.


-----→Moon Walk | F Rank
-------► Stamina: 1 | Passive
The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.


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

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

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


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

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

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


________________________________________|I|nventory |I|nformation


    {Description.}



    {Description.}



    {Description.}



    {Description.}


Code listed below:  
PostPosted: Tue Feb 12, 2019 2:21 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Komaru Estelle
Nicknames: Mae, Maru, Pinky, A Number of Expletives
Age: 20
Birthdate: 09/01
Sex: Male
Sexual Orientation: Closeted

Height: 5'7"
Weight: 120 lbs
Physical Description: Maru has a very feminine build, which he usually keeps covered unless a cosplay calls for it. While many of his classmates have ridiculed him for his androgynous looks he's taken some of it in stride and has completed his look around it thanks to some assistance. The boy is able to pass for a female and can sometimes use this fact to benefit himself.

Personality: Komaru is a timid thing. Because of his appearance he chooses not to speak in order to maintain the facade. Outside of it he's very kind and compassionate, unable to let anybody be in need even if they're on a faction or side opposite of him. Maru is supportive of his teammates and often is very physical with expressing himself to them. One quick way to get on his bad side is to emulate any of the names or behaviors down to him when he was still in school.
Backstory: Maru grew up in an environment for the economically gifted. In school, his teachers commented on Komaru's mute nature, often not speaking for days on end. Though his family worried he busied himself with music, self-teaching himself how to play the piano while taking an interest in music. In high school, he became the target of bullying and such for his feminine looks. Around this time was when a close friend had introduced him to crossplaying, which soon became Komaru's hobby and shortly led to him beginning to apply the look to his everyday life. To this day, he regularly posts new content on his social media page, amassing a decent number of fans and followers. His lifestyle and interests soon took a toll on his family, which gave him an ultimatum: no more or he would be disowned. Through hot tears and pain, Komaru packed his things and left. He stayed on the streets for a while until he was thankfully taken in by an engaged couple.

Country of Birth: Japan (Kyoto) [Japanese-European]


________________________________________|R|un |I|nformation

Road: Ring
Rank: C
Allias: Maestra
Shadow: Boop
Race: Descendant of Gravity Children
TOTAL AP: 7/10


R.E.A.D[215]
→ Acceleration: [70]
→ Battle Strength: [70]
→ Stamina: [55]
→ Jump: [20]
→ Air Time: 45
→ Reaction: 62.5
→ Air Reaction: 37.5

→ Air Treks: Attack & Decay
    A custom made pair of ATs made for Maru by his older sister. They're black and white respectively.

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


________________________________________|T|rick |I|nformation


---Road Tricks

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

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

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


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

-----{Air Method to Spin That Grab Moonride l F-Rank}
-------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers.
The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop. Stamina: 1

-----{Spinning Wallride Overbank 1800 l F-Rank}
-------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.


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

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

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


________________________________________|I|nventory |I|nformation

→ PinkaPhone
    A pink smart phone complete with an anime charm. Can go online, text, call, play music, etc.


→ Purse
    It's where all of the good stuff goes. Has a make-up bag, keys, and other somewhat useless things inside.


→ First Aid Kit
    Contains mostly everything for wounds that don't require a hospital visit.


→ Otamatone
    A pink Otamatone toy that Maru got as a present many years ago. It makes some pretty interesting noises.
 

QueenBAD_KittyKat
Vice Captain

Interesting Genius

6,675 Points
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QueenBAD_KittyKat
Vice Captain

Interesting Genius

6,675 Points
  • Married 100
  • Tipsy 100
  • Friendly 100
PostPosted: Tue Feb 12, 2019 10:30 pm
[ Message temporarily off-line ]  
PostPosted: Wed Feb 13, 2019 4:46 pm
User Image
________________________________________|C|haracter |I|nformation

Alias: Antioch
Full Name: Asahi Takayama
Nickname: N/A
Age: 29
Birthdate: March 24th
Sex: Male
Sexual Orientation: Heterosexual

Height: 6'1"
Weight: 142 lbs
Physical Description: Antioch is never seen without his costume, which consists of red gloves, a billowing black trench coat with a high collar, a black vest, black trousers, black air trecks with hook-tipped air trecks, and his signature eyemask of course. He has crimson eyes and shaggy ebony hair. Antioch appears deceptively younger than his true age. His build is tall and lanky overall with some muscle. He takes excellent care of his clothing and makes an effort to look as dapper and impressive as he can.

Personality: Antioch has an obsessive lust for fame, wealth, and high status that drives all of his pursuits. He is highly intelligent, strategic, and skilled in certain areas of expertise and will use all tools at his disposal for the acquisition of fame. He is profoundly dishonest, mischievous, selfish, and manipulative. If he is faced with a situation to help an ally or himself he will always choose his own interests. Interpersonally, he is an impish trickster who is grimly mocking and cynical. This sarcastic aspect of his personality is a mask he wears to disguise his insecurities and pathological need for validation and attention.

His preference for drama and putting on a good show to accrue notoriety result in him preferring to pull off intricate schemes instead of taking a straightforward action. Antioch is thrilled by the opportunity to demonstrate his skills in illusions, misdirection, hypnotism, and special effects. His signature techniques are smoke effects, pyrotechnics, and light manipulation to create grand illusions. He is willing to create arbitrary issues or meddle in affairs that he is not involved in for the sake of increasing his fame even if it means hurting other people to do so.

Biography: Asahi Takayama was born in Tokyo, Japan on March 24th to two over-worked but successful accountant parents and a brother who was seven years his senior, Takeo Takayama. Takeo was accustomed to being the spoiled only child for much of his childhood and was exceptionally talented in acting. Asahi was impressed by his brother's talent, success, and popularity and strived to follow in his footsteps. Takeo resented his brother for taking the spotlight from him at home as Asahi became central to their parents. When Asahi grew older he began taking acting classes and spent most of his weekends watching movies. The idea of his face gracing the silver screen one day excited him. Asahi's main hobby outside of acting to become like his brother were magic tricks. He enjoyed impressing his friends and teachers with his illusions.

In high school, Asahi joined the theatre club but was also exceptional in his science courses specifically engineering and chemistry. He put his scientific aptitude by the wayside in favor of pursuing his acting passions. This resulted in him performing poorly in his classes as he put all of his efforts into honing his acting skills. Upon graduating from secondary education, he applied to the same prestigious arts university that his brother was an alumnus of but was denied. In order to earn money, Asahi began working as a magician at children's parties while living at home. After three years of performing as a freelance magician, he enrolled in a different arts college and became fascinated by special effects. He excelled in special effects for stage productions and motion pictures, particularly in mechanics.

After graduating with a theatre degree and honors from university, he began seeking employment as a special effects artist in the film industry. While doing this he continued to pursue his acting dreams. During all of this time, Asahi watched his brother become an overnight sensation after landing several leading roles in blockbusters. Despite his incredible talent and expertise in special effects and some stuntwork, he wanted to step in front of the camera and used his brother's connections to become an actor. Every director rejected him one after the other, even directors and producers that his brother starred in films for. Asahi was incredibly discouraged and confused about why he kept getting rejected despite his brother putting in a good word for him. One day, he received a call from a director for a big role that Asahi was excited for. When he received his rejection after dozens he broke down and begged the director to tell him why. It was then revealed that Takeo demanded that he never be cast as an actor in Tokyo's movie industry.

When Asahi confronted Takeo about this series of casting denials, he revealed his betrayal to his brother. Asahi broke down in tears when Takeo confessed that he was using his plethora of film connections to prevent Asahi's promising career from taking flight. Takeo made it incredibly clear that his brother would never benefit off of his success after he worked so hard to obtain his fame. Asahi's life was changed forever at the age of twenty-six by this revelation. His unsatisfying side job as a magician and now sabotaged acting career left him in ruin. However, Asahi became determined to leave show business behind and get fame elsewhere. He severed all ties with his brother and determined that he would become more famous and successful than Takeo no matter the cost.

Asahi learned that the storm riders had the potential to become just as famous as actors. He learned more about air treck technology and practiced tirelessly. During his time, he realized that his name had been so thoroughly dragged through the dirt in the media business that he needed an alias to be known as on the street and chose Antioch. Day by day Asahi was chipped away as Antioch became a more confident personality. He created his own costume and aesthetic for this Antioch character and became that character with his lifetime of acting training. Now his alter ego has consumed any semblance of Asahi Takayama. Antioch seeks to use his skills in special effects, illusions, acting, stunts, chemistry, and engineering to become a world-famous storm rider.

Country of Birth: Tokyo, Japan


________________________________________|R|un |I|nformation

Road: Flame + Wing = The Smoke and Mirrors Road (Fusion)
Rank: C
Shadow: TBD
Race: Human
TOTAL AP: 15/20


R.E.A.D[170]
→ Acceleration: [60]
→ Battle Strength: [30]
→ Stamina: [20] +25
→ Jump: [60] +25
→ Air Time: 58


→ Air Treks: Mysterio-EX Dappers
    The Mysterio-EX Dappers are shiny black leather dress shoes with fine laces and hooked tips. They appear to be standard dress shoes, but they have ball roller wheels made from a rubber material that create smoke on the ground.

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


→ Mysterio-EX Dappers Mark II
Effects:
The Mysterio-EX Dappers Mark II are shiny black leather dress shoes with fine laces. They appear to be standard dress shoes, but they have ball roller wheels made from a rubber material that creates a high amount of smoke with friction. Because of the ball roller design on the wheels they cannot be seen normally allowing them to create the illusion that the Dappers are just fancy shoes when they are in fact fully functioning combat air trecks.

Parts:
► Crimson Curtain
Effects: Using specialized rubber wheels with certain chemical compounds infused in the rubber itself, friction and friction-based tricks cause the heat to release red smoke. The smoke is infused with hallucinogenic properties aiding the rider's run. This helps the rider create much more vivid illusions and hallucinations with their tricks.


________________________________________|T|rick |I|nformation


---Road Tricks

----- Wings | E Class
-------► Wings is a phenomenon of the Wing Road that hints at the user's wind control abilities. This trick involves the user expanding upon their own run by taking advantage of the wind around them then applying their own for aerial boosting effects. The resulting effect usually gives the impression that the user is flying or gliding through the air when, in reality, they simply caught a tailwind and became a part of it, so to speak. As the user progresses in skill, they eventually learn to perform this technique at will, making it appear as though their run is a smooth flight. This trick can only be used every other post. This is an E Class trick.

----- Afterburner | C Class
-------► After a certain point, the Flame Rider's reaches a point of more advanced control. Such is shown in the usage of the Afterburner trick. The user will disappear spontaneously, expelling heat in brief bursts. These bursts give the visual impression of fireballs being left in the user's wake, trailing behind them as small masses of illusionary flames. The difficulty of this trick lies in the required speed output and technicality. The trick name takes after that of a principle used in supersonic fighter jets. The user mimics the effects of forcing short, abrupt, speed bursts to produce shock waves and displace heat masses. This trick can only be used every other post. This is a C Class trick.

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


-----Impact Wind | C Class
-------►By this point, the Wing Rider has control of the wind to the extent of affecting it directly at will. Through a very simple, but abrupt, body motion the user can influence the wind to the point of a very brief push. This sudden wind blast from very close quarters has a full body range, covering the user's circumference. The technique allows the user to disrupt close ranged wind efforts and halting incoming projectiles. This works by expelling the wind that is about them outwards, affecting its direction flow and amassing it briefly before the push following a strong and sudden 'flex' of the entire body. This is a C Class trick.

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






---Trick Passes
----- Moon Walk | F Class
-------► The "Moon Walk" skill is a supplementary one, becoming usable at any point in time after learning. This AT riding skill is an advancement upon the user's reverse riding. With this ability, the rider can skillfully ride backwards with the same versatility as they do forward. The rider is only required to keep track of their rear every so often, making sure they can tell where they're going. The higher rank the rider is, the less frequent this glancing back is required. Riders of [ B Class ] and above appear to not even have to look where they're going over. Their general skills allow them to ride backwards with optimal efficiency, only needing a single look of whatever is going to be behind them to keep track of what's going on or could happen. This pertains to things such as cars, ledges, or other obstacles where the user could simply maneuver over them as if to have predicted their coming.

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

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


---Custom Tricks
----- Act I: Masquerade Illusion l D [LOCKED]
-------► Using the flame road's ability to refract light while using his smoke mechanics, Antioch bends light spectrums and smoke around his entire body to create an illusion and appear as a different person. This effect lasts for up to two posts.

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

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


________________________________________|I|nventory |I|nformation

→Wallet
    Contains identification and money.


→Latest smart phone with R.E.A.D capability
    It's a smart phone with a data plan.
 

Daisuke Kaicho

Dangerous Prophet

3,725 Points
  • Gaian 50
  • Member 100
  • Dressed Up 200
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