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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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-X Duo Yiro X-

Devoted Businessman

PostPosted: Tue Sep 06, 2016 9:49 pm
-.0  
PostPosted: Mon Feb 20, 2017 10:16 am
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_________Kesshin Gaia
_________character © Hero Kesshin — code © tanh — all rights reserved
_________ PERSONAL DATA
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_________FULL NAME ▪▫ Kesshin Gaia
_________NICKNAME ▪▫ K or Kessh
_________GENDER ▪▫ Male♂
_________DATE OF BIRTH ▪▫ 5/10/20XX
_________AGE ▪▫ 20
_________HEIGHT ▪▫ 5'11
_________WEIGHT ▪▫ 180 lbs
_________SEXUAL ORIENTATION ▪▫ Heterosexual
_________APPEARANCE ▪▫ Kesshin has a Dragon Tattoo on his upper back.
_________PERSONALITY ▪▫ Kesshin is a friendly and healthy social individual but still an introvert at heart. He is fiercely independent, which sometimes makes it hard for him to make companions, so when he does find close friends he is very devoted to them. Kesshin is wary of others who he thinks approach him with ulterior motives, but is not above helping people who he believes are really in need, though for the record he is also not above taking what he wants.
xxxxxxKesshin has had a sort of fascination with fire ever since he was little, presumably adopted from his mother. With the traumatic accident caused by Kesshin's mother part of that fascination has been developed into fear. Unable to cope when Kesshin's personality sometimes fluctuates to that of an arsonist when he uses his air treks usually but not always in extreme situations. This is commonly in the presence of his green flames while he rides. To expound upon this he generally does not have any regard for people's lives except that of his allies, he is callous, blunt, and insensitive and craves a good fight eagerly in this state of mind but is not one who loses his wits because of it. Kesshin can suppress these urges if need be to abandoned buildings or flammable materials away from cause extreme fires though accidents happen.

_________BIOGRAPHY ▪▫ Kesshin lead a normal life in American up to his teenage years. His father was well established in the well known Requiem Company, also referred to as REQ. Co., so much so that Kesshin's mom was a stay-at-home wife who took care of Kesshin who spoiled him fueling his love for the high-end style of air treks. In his younger years, Kesshin developed a knack for playing with fire, and surprisingly his mom did not mind it at all, she said the thing that was so attractive about it was the warmth it brought to the world, that it could be a gentle flicker or a blazing inferno. As the days pasted there had been reports of arson in the city that Kesshin resided, similar happenings were reported before but they all varied in time, sometimes days, weeks months, even years before more mysterious fires caused by arson would occur.
Kesshin's father being the man he was did not want Kesshin to live around that.
xxxxxxCoincidentally, in Kesshin's early teens, his father had been transferred to the New York branch of the company. Things only got worse from there, as the transfer seemed like a ploy to rid a few members of the company that didn't agree with that particular branch's "views". As time went on things became more scarce, money, food, and daily hobbies reduced to a minimum, so much so that Kesshin had lay down his air trek hobby to undertake a job to help play the bills which only worried his mother. With the transfer of Kesshin's family the arson followed, reports of arson in the area began to arise. Every now and then when Kesshin got home from work he would see his mother playing with a lighter like they used to do when he was younger but nothing seemed out of the ordinary.
xxxxxxIt was on a seemingly regular night that everything changed. Kesshin had come home from work and had went right to sleep, he was suddenly woken up hours later by arguing from his mom and dad, but didn't think much of it and went back to sleep, when next he woke he was surrounded by smoke and fire. When Kesshin ran to find his parent he saw his mom in the living room, his father... set ablaze. Kesshin shocked beyond words he nearly forgot to the house was on fire, his mom embracing him telling him to close his eyes. Scared and confused he did and he felt the warmth, the calm. Kesshin eyes shot open as he realized that his mother was the arsonist that eluded the police. She wanted them both to be engulfed by the flames together but Kesshin was not having it, he fled from the house trying to urge his mother to come with him.
xxxxxxEventually the house began to collapse in on itself trapping his mother, the sight he saw was his mother smiling at him, seemingly at peace and the house burned down. When it was all said and done Kesshin was left homeless and as he sifted through the remains of his house and all that remained was his mom's custom lighter and his air treks. A couple of months later Kesshin put in an orphanage, and life was pretty rough for him as the orphanage wasn't exactly a good place to call home. Kesshin often had a run-ins with the authorities despite his pleas and claims of how horrible the orphanage treated the kids there nothing was done. Kesshin was finally brought into a new home a few more months later by the man himself, president of REQ. Co. himself, Daisuke Valentine after he heard what happened to him. Ever since then Kesshin had never touched fire since that day and he began living life with his best friend and . Later down his late teens to early adult years his life began to seemingly began to become normal again, albeit a bit more stressful which has caused him to play with his mother's lighter. As the stress of university life and still not being able to cope with his real parents deaths weighed in on him Kesshhin began to unconsciously turn to small arson to ease his stress.
xxxxxxOne night he was riding on his air treks particularly in an extremely reckless fashion to as if he thought the faster he rode the farther he could escape his past and present troubles. Before he knew it his feet caught fire, but it wasn't a normal fire it was a green hue. Entranced Kesshin continued to a nearby abandoned building before he realized it he had burned the small building to the ground. No one was hurt and the fire was around a demolition zone so no one thought much of it. but he has steered clear of fire unless beckoned by the green flame. Kesshin now lives with is good friend and younger brother Nova Valentine, and every now and then he treks over to his old home and his parent's graves.

_________THEME SONG ▪▫ Fate of Stars

_________ STORM RIDER DATA
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_________ALIAS ▪▫ Aoihinomoto (Origin of Green Fire)
_________RANK ▪▫ A
_________TYPE ▪▫ TBD
_________ROAD ▪▫ Flame: Said to be the basis of all Road creation in Rider lore, the Flame Road has a reputation for expansive capabilities only rivaled by that of the Wing. It's users are just as avid with interfacial reaction as the formerly mentioned Road as well. At basis, the Flame Road relies on a means of great friction gain. From such, the user's make use of the heat by bending and refracting light created from it's production. The resulting visual effects are all a result of manipulated thermal energy built up from the user's run. Some users of the flame road individualize themselves to different focuses, changing their rider typesto make the path they choose to run their own. Whether it be a full focus on friction based heat exhaust illusions, the appropriately named "Time" techniques that takes the illusionary element a step farther, or a mix of these style's elements, the Flame Road blazes a true trail to glory.
_________SUB ROAD ▪▫ Firestorm Road: Firestorm Road: Utilizing the heat and mirage flames of the base Flame road and the crushing dense gales of the Hurricane road, the rider gives his illusionary flames physical form. Tricks can vary in this road, offensive tricks or defensive tricks making it a free as the wind itself. Though the flames are still not real the heat is very real, and the physicality of the hurricane road makes it a blunt heat, hence "firestorm", 1st and 2nd degree burns are possible, 3rd degree burns would be extremely rare. The basis of how the roads work separately are still in play in this road, but it is when they are combined that it makes the difference.
_________SHADOW ▪▫ Yuutai no Amaterasu
_________AIR TREKS ▪▫ Beryl Conflagration [Current TUs: 0 SPD | 0 STR | 0 STA | 0 JMP]
___________ Custom colored air treks that Kesshin's parents bought him. They shined a proud green color, when they were recovered from the fire they were slightly charred giving them a green and darkish green design, but somehow they are still able to shine.
_________TEAM ▪▫ TBD

_________ STATISTICAL DATA
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_________R.E.A.D. ▪▫ 350 [0]
___________ ACCELERATION ▪▫ 175
___________ STRENGTH ▪▫ 80
___________ STAMINA ▪▫ 55
___________ JUMP ▪▫ 40
___________ AIR TIME ▪▫ 60 secs (1/2 [strength + jump])

_________ TRICK INFORMATION
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_________ROAD TRICKS
___________ [ RANK E ] ▪▫ Flame
______________ ○ Stamina: 1 | Wear: 2%
______________ 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.

___________ [ RANK C ] ▪▫ Afterburner
______________ ○ Stamina: 3 | Wear: 5%
______________ 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.

___________ [ RANK A ] ▪▫ Flame Clone
______________ ○ Stamina: 5 | Wear: 10%
______________ One of the final stages of Flame Road evolution. The Flame Clone technique may appear simple to most, but the minute heat draft control used to create apparently tangible images so fine are very much pursued by riders of the friction based road. The technique works by applying previously gathered friction energy to the user's run on a scale large enough to displace heat (similar to the aspect the rider mastered in Afterburner) at the same time manipulating it to a degree that it gives an impression of the user still being where they once were. Unlike other illusions brought about by the Flame Road, the user can actually appear and disappear within these clones, giving the impression that they actually have multiplied themselves. But, in reality, they are only maxing acceleration over and over to be invisible to the naked eye as they perform their run. This trick is an all around type that the most dedicated Flame Rider will find necessary for their naturally advanced arsenal. This is an A Class trick.

___________ [ RANK C ] ▪▫ Reincarnation
______________ ○ Stamina: 3 | Wear: 5%
______________ 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!"


___________ [ RANK B ] ▪▫ Flame Conductor
______________ ○ Stamina: 4 | Wear: 8%
______________ Using the mechanics of the flame road. Condensed amounts of "Flames" surround the user as if he/she were set ablaze. The Flames acting as protection for all forms of Electric currents. Conduction the charges away from the body, weakening and nullifying said charges.
[Lower the rank of tricks accordingly below]
B->C || C->E || D->F || E->F || F->Null)


___________ [ RANK A ] ▪▫ Time Mirror
______________ ○ Stamina: 5 | Wear: 10%
______________ With all object starting to Vibrate at their own frequency. One can match and reflex the the vibrations of the Gaia road by rapidly kicking the ground. Trapping the opponent in their own vibrations. A feat that only high ranking riders can preform.
[Must be stationary to preform]
[One Post Cool Down]
[Requires A Base Spd of 75 To Use]


___________ [ RANK A ] ▪▫
______________ ○ Road- Bloody x Flame
______________ ○ Stamina: 5 | Wear: 10%
______________ Following the production of the first user's "Bloody Fang" the second user will proceed to project the gathered heat drafts from their run directly onto the Fang. As the atmosphere slicing shock wave travels the Flame Rider's heat drafts feed off of the resulting upward drafts of wind. By feeding upon the Fang's created wind the Flames remain constant. This consistent heat element of the Flame technique simultaneously fuels the Fang with it's similar friction base. This appears as a large, flaming, fang with extremely potent damage potential. As a result of direct impact the target's full frame appears to be 'set aflame' albeit facing no overtly serious burn damage to match the illusionary display.
- Flame Rider must know "Flame!"
- Bloody Rider must know "Bloody Fang."


_________TRICKS PASSES
___________ [ RANK F ] ▪▫ In Step: Reverse Turn Stance
______________ ○ Stamina: 1 | Wear: 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.

___________ [ RANK B ] ▪▫ Gladius Method
______________ ○ Stamina: 4 | Wear: 8%
______________ More so a skill or run style, the Gladius Method involves the application of rope/wire/et cetera based weapons within the user's run. The Gladius Method is simply the ability of the user to have a trained sense of control when it comes to handling these types of weapons while riding A-T. Riders using this method will usually tie their wire or rope around their legs at one or more places, leaving the opposite end free to dangle. This run method, like most, is a hands free type. It involves the user taking advantage of their A-T's afforded mobility to attack with whatever type of weapon they keep at the free end of their attached strand. Without this skill the user is likely to harm them self, as they don't have the practiced understanding of their chosen weapons weight and it's reaction to certain gestures at the travelling rate of the rider while on skates. Once trained the user is able to perceive their specific weapons path of motion when riding, taking advantage of such to send out mid to long range melee attacks. The Gladius Method remains active as long as the user has the weapon loose. When active it permanently takes up the first of of the user's four allotted trick performance slots per post. To accommodate for weight the user also pays one stamina per post the Gladius Method is active.

___________ [ RANK E ] ▪▫ Supersonic Speed Tunneler Supreme Burst Dash
______________ ○ Stamina: 1 | Wear: 2%
______________ his desperation maneuver is used as a last ditch effort for riders in a subway tunnel or near an active railway train. The rider will press their trecks against the pantograph electrically powering the train, sending an overtly powerful surge of electrical energy to overexert the air treck motors. Despite causing wear to the user's trecks the engine output is instantly pushed to the limits, reaching max. The rider is then afforded a sort of pseudo-sonic speed, the air trecks nearly working on their own to drive forward at immense speed rates. The trick is best noticed by the widened streak of sparks and electricity that spreads out behind the user's thrusting run. If used more than once without at least basic AT repair then the air treck motor burns out, wires are short circuited, and burning from too high an electrical discharge causes the wheels to melt. The AT's are essentially forced into the red wear zone upon completion of the run.

___________ [ RANK F ] ▪▫ Spinning Wallride Overbank 1800
______________ ○ Stamina: 1 | Wear: 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.

___________ [ RANK F ] ▪▫ Digger Wasp Lock
______________ ○ Stamina: 1 | Wear: 1%
______________ This technique is for use in tight spaces like a pipe or hallway.
By running their ATs on the wall, the user rapidly spins down the length of the space at the opponent. Ramming into the opponent while continuing the spin, the user grabs the opponent, spinning them rapidly. While the two are spinning, the user bombards the opponent with punches while pushing and pulling them into a complex body lock.


___________ [ RANK F ] ▪▫ Air Method to Spin That Grab Moonride
______________ ○ Stamina: 1 | Wear: 1%
______________ 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.


___________ [ RANK F ] ▪▫ Super Stride IV Sonic Boom
______________ ○ Stamina: 1 | Wear: 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.


___________ [ RANK F ] ▪▫ Spiral Spin Wallride 999 Sidewinder
______________ ○ Stamina: 1 | Wear: 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.

___________ [ RANK F ] ▪▫ Amazing Forward Special
______________ ○ Stamina: 1 | Wear: 1%
______________ 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.

___________ [ RANK F ] ▪▫ Moon Walk
______________ ○ Stamina: 1 | Wear: 1%
______________ 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 manuever over them as if to have predicted their coming.


_________CUSTOM TRICKS
___________ [ RANK E ] ▪▫ Break Flame
______________ ○ Stamina: 1 | Wear: 2%
______________ Through the useage of the rider's knowlegde of both the flame and hurricane road, the user has created the Firestorm Road. With this new road, the rider is able to turn blunt forced wind tricks, into heated more powerful versions. Through the use of friction, wind manipulation and solid air reinforcement the rider is able to create blunt forced wind and moves at will as well as infuse the blunt wind into already known flame tricks.


___________ [ RANK F ] ▪▫ Relentless Advance
______________ ○ Stamina: 1 | Wear: 1%
______________ A trick used to create a burst of speed extremely quickly, for a short amount of time. Pushing as much pressure onto one leg in mid ride just before going to push themselves forwards as hard as they can with their other foot. This causes the pressure being put onto the ATs to create a quick burst of speed allowing them to usually catch up or get ahead of the competition for a quick second before returning to normal speed. Often used to chase down or dash ahead of the competition, and is a great way to achieve the 0-max-0 method. Keeping in mind the rules of acceleration, this trick can only be used once per every two post.

___________ [ RANK D ] ▪▫ Fireball
______________ ○ Stamina: 2 | Wear: 3%
______________ By riding fast enough and gaining enough friction, the flame rider is able to generate enough heat between their A.T's. This heat is then shot out by a kick or a stop, or however the rider wants to exert the flame energy. When the heat is exerted, the heat comes out in the form of a fireball. This fireball is simply just hot air, but due to the flame roads ability to make illusions, this fireball looks to be the 30ft in size. Someone hit with this move will fill 1st degree burns.

___________ [ RANK D ] ▪▫ Hellzone
______________ ○ Stamina: 2 | Wear: 3%
______________ By riding in circles, the flame rider creates what seems to be a burning pit. The flames distract the opponent, causing a lack of oxygen. Of course, the trapped opponent has to be stuck in the flame pit for this to happen. The trapped rider loses 10 speed.

___________ [ A Rank Passive ] ▪▫ Flame Atmosphere
______________ In order to truly push ones flame to the limit, they must always be considered running, burning hot. By constantly adding friction, spinning ones wheels and moving forward, the flame rider is able to push their tricks to the upmost highest skill and power. By drawing upon ones own flames, the flame rider can push their own flame one rank higher in exchange for the pressure it takes to keep their A.T's at a constant pressure rate.
- F-Class Tricks: Increase Air Trek Wear by 2%
- E-Class Tricks: Increase Air Trek Wear by 3%
- D-Class Tricks: Increase Air Trek Wear by 4%
- C-Class Tricks: Increase Air Trek Wear by 10%
- B-Class Tricks: Increase Air Trek Wear by 16%
- A-Class Tricks: Increase Air Trek Wear by 20%
- S-Class Tricks: Increase Air Trek Wear by 40%
- All tricks of any rank from F-S are considered a rank higher. While S ranked moves would be considered able to clash with I.A's, that does not make them the same as I.A's and are fault to lose in a clash.


___________ [ RANK B - A ] ▪▫ Mirage
______________ ○ Stamina: 4 | Wear: 10%
______________ A more advanced version of the Flame! trick, the flame rider collects mass amounts of heat and friction during their run. The flame rider stores the heat they generate, spreading it outwards in a field around them. This collection of heated updrafts hides the flame rider just like their time counter-parts but doesn't trick the brain like the "Over-Rev" theory, more so just hides the rider or riders in the same area as the flame rider. The set range of this move is 30ft but can be extended to 50 for more stamina. This move can be done by standing in place, but while moving. If done while moving, everyone has to keep up with the rider in order for to be considered "hidden" as well.

___________ [ RANK D ] ▪▫ Meteor Moon Drop Salvo to Air Raid 360° [aka Pyre Trigger] [aka Meteor Moon Drop]
______________ ○ Stamina: 2 | Wear: 3%
______________ The method is generally the same as how a wind or a hurricane rider might pull of the standard Moon Drop, dissolving & re-coagulating streams of air the rider will create a compact surface of air created through the differentiating streams and currents that he destroyed. This is known as catching a Moon Drop in which he interfaces with the air, the only difference is the rider is combining the great friction gain generated from the flame road (his flames if you will) and is using it to alter the temperature of the Moon Drop. While wind weaving is rudimentary for the Hurricane Road given the added pressure from tightly weaving this wind makes this surface unstable yet tractable. It's common for this surface to be kept at or near ground level for when it's triggered, this condensed wind explodes. The generated force is enough to bruise the flesh and possibly but not regularly fracture weaker, smaller bones [Ankles, Wrists, a Rib, Digits, and so one] and scold the skin from 1st degree burns to 3rd degree although 3rd degree burns are rare. Furthermore, this Moon Drop doesn't necessarily have to be in the user's grasp to use [Doesn't have to be holding it] but can use his creation & dissimulation of wind to form it in a controllable range, also the user can determine how much heat they want to inject into the Moon Drop. Commonly kept at ground level due to the fact that when it explodes beneath an opponent's feet the generated force is enough to launch anyone into the air, making them susceptible to an aerial assault as a follow-up tactic to make up for the trick's low damaging output. The appearance of the trick is no longer one of wind but one of flames The trick's range and aerial lift vary among the amount of effort used to perform the trick and are as follows:
D Rank ━ Controllable Max Range: 10ft. Aerial Lift: 5ft.
C Rank ━ Controllable Max Range: 20ft. Aerial Lift: 15ft.
B Rank ━ Controllable Max Range: 30ft. Aerial Lift: 25ft.
A Rank ━ Controllable Max Range: 40ft. Aerial Lift: 35ft.
S Rank ━ Controllable Max Range: 50ft. Aerial Lift: 45ft.


___________ [ RANK C ] ▪▫ Hot Shots
______________ ○ Stamina: 3 | Wear: 5%
______________ This trick is similar to the Meteor Moon Drop Salvo, using the same method of dissolving and re-coagulating the rider creates smaller more condensed versions of the Meteor Moon Drop the size of mini fireballs (For a reference look up Higan) and launching them at another rider. The mini fireball shots explode on impact and have next to no blast radius, but is made up for by the blunt and burn damage that can vary from 1st degree to 2nd degree depending on how much heat energy is place in the shots.


___________ [ RANK C ] ▪▫ Flame Force Wall
______________ ○ Stamina: 3 | Wear: 5%
______________ Through very blatant hand gestures, the user will create a highly dense barrier of wind before them. With their arms outstretched and palms opened, air will appear to branch from the fingers to directly connect to the visibly air disrupting 'wall'. This characteristic of solidity is the technique's main trait, the user having the ability to completely nullify mid to high powered impact forces. The dense air barrier is created by making the air before the user become completely still and, in turn, keeping the body in place temporarily to hold this compacted 'front' of air as a protective shielding. The user can also choose to heat the outer or inner layer of the barrier that can inflict 1st degree burns. The appearance of the trick is no longer one of wind but one of flames.


___________ [ RANK ] ▪▫ Flamethrower
______________ ○ Stamina: 4 | Wear: 8%
______________ The Firestorm rider will manipulate the wind with a strict outstretching of the arm, forcing wind production with that simple a gesture. Displaced air appears to funnel around the beam-shaped laser of air, wind strips spiralling the mass of highly concentrated wind energy. Living up to the volatile nature similar to the Hurricane run, the trick takes on a wide and expanding nature upon production, possibly catching a physical dodge to the side with the brush off force if the target is close enough. This displaced 'shell' of wind and heat isn't as harmful as the centered beam, but can blow back the unsuspected and most moderate sized inanimate objects. The actual 'Fire Beam' has potential to pressure impact surfaces and deal a moderate to severe amount of damage and has the potential of 2nd degree to 3rd degree burns, appearing as a linear, focused, compression cannon of highly volatile heat and wind energy. The appearance of the trick is no longer one of wind but one of flames


___________ [ RANK A ] ▪▫ Fire Whirl
______________ ○ Stamina: 5 | Wear: 10%
______________ This trick involves the user first circulating an air flow with wide hand gestures as well as channelling the heat energy from around them and their run. The resulting wind and heat amassing before them appears as a miniature fire tornado yet to be formed. In the next motion the wind grows a compressed fireball in its center. The user will kick this orb of scorching wind in the center, sending off a volatile beam of blazing air. Around this beam, the fire twister appears like a coil to coat the outer portion of this pointed wind blast. The Firestorm rider controls how much heat is put into the trick which can be but not limited to 1st degree through 3rd degree burns.
- Ghost Rider Express: The follow-up trick, Limited Express is a strive in the direction of complete domination in the field of hand to hand combat. Using Fire Whirl, the user jumps into the fire twister after the fire beam is already fired and rides the inner walls of the trick, giving a substantial, but momentary burst in speed that can lead to devastating hits. To pull this off the Firestorm rider cannot unleash to much heat energy when using Fire Whirl, also because this is a tornado with slightly heated air the user expends a bit more stamina riding inside unlike the original counterpart Pile Tornado / Limited Express. (Doubles the stamina cost for Fire Whirl when using follow up trick Ghost Rider Express)



_________ INVENTORY DATA
▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

___________ Mother's Lighter
______________ A green zippo lighter with a gold skull and flame design on it. Kesshin was told it was from his mom's more... rebellious days, now he knew what she meant.

___________ Knuckle Duster Knives
______________ Two pure titanium trench knives worn like brass knuckles, wearing the blades above the knuckles with a zigzag-shape for each knuckle, giving each blade "teeth". Though the bladed parts are rarely used by Kesshin, the weapons are just enough to dish out nasty blunt damage and maybe even nick the skin. These are kept on an inside strap in Kesshin jacket at all times.

___________ Year 20XX Custom Phone
______________ A custom made cellphone, with a green outer layer and gold button scheme. One of the luxuries Kesshin gets to have. A present from his adopted parents so they could keep in touch. Has all the functionalities of any cellphone and more.

___________ Wallet
______________ A chain wallet with the same color scheme and design as Kesshin's mom's lighter. He felt he might as well since these both would never leave his sight. Somehow he feels it brings him closer together with his mom.
xxxxxxxxxxxxxxCurrently:19,022
 

Hero Kesshin

Hilarious Gaian


Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Thu Jun 29, 2017 1:58 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Abel Maxwell / Rhadamanthys
Nicknames: Abby / Rhaddy, Rhada
Age: 20
Birthdate: July 23rd, 20xx
Sex: Male
Sexual Orientation: Bisexual

Height: 178cm [5'10"]
Weight: 71.7kg [158lbs]
Physical Description: The picture seems like it's accurate for the most part. He does enjoy snacking, but doesn't have food with him all the time.

Personality: Abel might seem cold outwardly at first glance, but that doesn't really do his personality justice. He is the kind of guy that can make friends quickly, since he's had to do that his whole life. Abel also warms up quickly to others and enjoys being around people. Abby is easy to get along with and usually does what would be considered good. That's not always the case, as he's definitely not immune to doing bad things could get him into trouble. Abel can be very competitive, but is also a team player when it's needed.
Backstory: Abel was born in Canada to an American mother and a Canadian father. His dad is a professional hockey player and his mom is a homemaker. Since he was a child and up until he graduated high school, he was homeschooled by his mother. His dad was never the best hockey player, but he was good enough to stay in the league. This led to him being traded a lot, which caused his family to move far too many times. Abel has lived in lots of different cities throughout the US and Canada due to this lifestyle.
Having to move around all the time, made it difficult to make lifelong friends, knowing that a few months or a year later, he'd need to do it all over again. Despite that, he was still able to make friends by playing hockey and always finding places to ice skate. He never really had much of an interest in following in his father's footsteps, but he still enjoyed skating. It was really the only thing that could make him feel like a normal kid.
His introduction into the world of Air Treks was from his time living in the US and watching the Olympics. Seeing that it was pretty similar to other types of skating, Abel was drawn to the idea of the extreme sport. Sure, it might have sounded quite dangerous, but that really had never been a problem. It's not like he hadn't been in a brawl before when playing a sport. Either way, riding Air Treks quickly became what he wanted to do in life. Abel now had a dream in mind and decided to make the move to New York. That seemed like the best place to learn about and use AT's. He wasn't used to living on his own, but he really did want a place to call home.

Country of Birth: Canada


________________________________________|R|un |I|nformation

Road: Hellfire (Flame x Bloody)
Rank: A
Allias: None Yet
Shadow: Blue Flames
Karma Level: Storm Rider [0]


R.E.A.D[378] (383)
→ Acceleration: [204] (209)
→ Strength: [81]
→ Stamina: [60]
→ Jump: [33]
→ Air Time: [56.5s]

→ Air Tracks: Eternal Hellfire
-A-Rank
-A pair of A-Rank Custom AT's fitted with the Eternal Hellfire Sub Regalia. Even so, the colour scheme is pretty simplistic with the boots primary colour being black and all the trim blood red. The wheels are the colour of flames, red. Upon activation of the Sub Regalia, the wheels glow from the heat created by the ignition system.
-Sub Regalia: Eternal Hellfire [ Core ]
-Broken Speed Limiter
-TUs: 5 ACC | 0 STR | 0 STA | 0 JMP

________________________________________|T|rick |I|nformation


---Road Tricks


Flame! | E | STA: 1 | Wear: 2%
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.

Afterburner | C | STA: 3 | Wear: 5%
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.

Flame Clone | A | STA: 5 | Wear: 10%
One of the final stages of Flame Road evolution. The Flame Clone technique may appear simple to most, but the minute heat draft control used to create apparently tangible images so fine are very much pursued by riders of the friction based road. The technique works by applying previously gathered friction energy to the user's run on a scale large enough to displace heat (similar to the aspect the rider mastered in Afterburner) at the same time manipulating it to a degree that it gives an impression of the user still being where they once were. Unlike other illusions brought about by the Flame Road, the user can actually appear and disappear within these clones, giving the impression that they actually have multiplied themselves. But, in reality, they are only maxing acceleration over and over to be invisible to the naked eye as they perform their run. This trick is an all around type that the most dedicated Flame Rider will find necessary for their naturally advanced arsenal. This is an A Class trick.

Bloody Roll Soul 1800° | D | STA: 2 | Wear: 3%
Despite being the basis trick for the aggressive run of a Bloody Rider, this technique requires quite a bit of work to perform for those just starting out. The rider generally does this technique by 'riding' on another, forcing their treck engine to max torque build. Between generating braking heat, speeding kicks, and skin-made traction, this move causes quite a bit of damage. Moderate to severe to be more precise. The Bloody Roll Soul 1800° may not involve the actual 'meat' of the Bloody Road, but the carnage and acrobatic feats make for quite the flesh tearing start. This fully offensive technique is signified by a thin spiral of blood coiling out from the unlucky victim's body. As well, heated tread marks similar to those found from a peel out are left engraved on the target's body. This is a D Class trick.

Bloody Fang | C | STA: 3 | Wear: 5%
The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different directions from there. First and foremost, the user's aggressive run is taken to a level where they hold mastery over the specific "Zero-Max-Zero (0-100-0)" principle. The user will combine both speed and strength to force max acceleration before stunting the 'dash' process required to build such. Following, the user releases the built up braking heat within a powerful kick forward. The inertial energy follows the trend of a single, wide, crescent kick before taking the shape and being shot outwards with the force of an immense shock wave. Being such an immense accumulation of energy, this trick is said to cut the atmosphere upon production. This is a C Class trick.

Leviathan Fang | B | STA: 4 | Wear: 8%
The Leviathan Fang is a slightly larger, more refined, adaptation of the Fang. The user performs this Fang in the same manner as the original shockwave technique, the only difference being the quality of the release and resulting build of the shockwave. The Leviathan Fang appears less like a crescent and more like a rod. Despite still curving at it's edges, the Leviathan Fang does not appear as thick as the lower ranked versions and instead appears lengthier. This longer, thinner, variation of the Fang has a slightly wider range and accelerates better. Albeit being performed in the same fashion as the original the Leviathan Fang stands out as a mark of skill in execution only reached when pushed to that point. The greatest asset of the Leviathan Fang is its increased quality, taking great advantage of it's slightly altered shape and lessened depth to define it's improvement upon the normal Fang.

Cage of Fangs | A | STA: 5 | Wear: 10%
After mastery of the Fang itself, the user's style is able to advance to a higher stage. Despite the Bloody Road's constant switch between quantity (how many one can fire), quality (how 'solid' one can produce), and efficiency (how much 'slice' is apparent) as it's major deciding factor in effectiveness this specific technique works much differently. To start, the user will initiate their hard pressed run as necessary. Amidst their riding the user releases thick, stable, fangs that vary in depth of curvature. By shaping this into an awkward 'fence' of some sort, the Bloody Rider can effectively immobilise an enemy without any breaks in their run. Those caught in the cage are susceptible to damage in nearly any attempt to escape, being 'boxed in' from every which way. Given a situation where wind is apparent, the fang technique increases in acceleration and expands to the point of increased damage to those attempting to free themselves. These fangs can also interconnect, chaining together to create temporary barriers lasting far longer than the average fang produced. If placed in a confined enough space most can't tell the fangs are even about them until they move. This is an A Class trick.

Trick Name | Type | Rank | STA: # | Wear: #%
Description


---Trick Passes

In Step: Reverse Turn Stance | F | STA: 1 | Wear: 1%

Air Method to Spin That Grab Moonride | F | STA: 1 | Wear: 1%

Super Stride IV Sonic Boom | F | STA: 1 | Wear: 1%

Moon Walk | Passive | F | STA: 1 | Wear: 1%

Spinning Wallride Overbank 1800 | F | STA: 1 | Wear: 1%

Spiral Spin Wallride 999 Sidewinder | F | STA: 1 | Wear: 1%


---Custom/Free Tricks

True Flame Generation | Passive | B | STA: 4 | Wear: 8% + 1% Every Post
This is the true starting point of a skilled rider of the Flame road. The concept of this trick is to fully utilize and push the riders flame to their absolute limits. By focusing on building up and storing heat energy throughout their run, they can strengthen their flames to more intense levels. The wheels glow with the heat energy as they produce large flames that appear to set ablaze the riders AT's. Wherever the rider lays foot, a trail of fire is left in their wake. This trick is used to increase the amount of flames and the intensity of heat of their other flame road tricks. This extends to normal tricks as well and can leave quite the fiery impression behind. Contact with the riders AT's will cause first degree burns and in rare cases, second degree burns. True Flame Generation is hard on the air trecks and steadily adds to the wear.
-Increases Wear by 1% every post the trick is used.

Firewall | Support | D | STA: 2 | Wear: 3%
It's a wall of fire, can't get much more straightforward than that. This trick can be used in a few different ways to give the flame road rider a temporary advantage. The rider aims a kick in any direction and releases built up or stored heat energy, creating a wall of illusionary flames. The wall completely obstructs the view of the rider giving them a brief moment to attack or evade.

Reincarnation | C | STA: 3 | Wear: 5%
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 a 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!"

Saucer Crush | C | STA: 3 | Wear: 5%
A unique solution to the Bloody Road's close ranged production weakness. The "Saucer Crush" employs the usage of a high speed rotation about a single point. The user will first place a hand on the ground palm down, using their outstretched arm as the centre of their circle. Afterwards the rider will dash once in a circular path, speeding about their center point while simultaneously lifting one of their legs. The high speed three hundred and sixty degree drift is followed by the production of a Fang spread incredibly thin. This quickly fading fang makes up the entire extended circumference of the rider's nearly in place turn, slicing into the shins, knees, or thighs (dependent on height difference between user and target) of enemies within a five foot radius of the rider. The "Saucer Crush" is meant to remove a majority of the effected rider's mobility by deeply cutting into their lower body. Though less flashy than the normal shower of blood, the resulting 'spray' from impact is still quite apparent.

Behemoth's Tail | C | STA: 3 | Wear: 5%
The trick employs the usage of a high speed run that is abruptly halted to create deadly results. The rider first builds up inertial energy within their run. Leaning toward the ground, the user will place their palm(s) on the ground. The rider will follow up by swinging their leg out, meanwhile using the other one for control as they allow their body to be swept up in a sharp U-turn. The abrupt one hundred eighty degree spin is swiftly followed by a large, wide, horizontal fang. Continuous uses of the technique will short out the rider's air treks, due to the strain the trick provides, without the use of the Fang regalia. The sheer force of the trick is capable of rending concrete, shredding clothes, and inflicting lacerations.
-If the user's speed is 75+, the force of the two AT's creating the one fang make it vibrate violently. Even missing, the attack can distort the wind around an opponent causing them to lose balance/mobility mid-air and cause them to drop back down to earth or can be used to disrupt a wind based attack

Corkscrew Fang Drill | C | STA: 3 | Wear: 5%
The user will, from a halted position, speed forward to max speed and then suddenly stop. Once the stop hits, then the user will throw their body forward and twist around so that they throw their legs forward towards the intended target. With this motion, they will also begin to spin and constantly transfer the kinetic energy that they have just gathered into a fang that is maintained at a constant rate for up to ten seconds. This fang acts like a drill and does an incredible amount of damage if it hits at a vital point. The fang is not released from the Air Treks while the attack is being used. Instead, this fang takes the shape of the drill and moves the same way. However, someone can only learn this trick if they have at least 15 Jump stat. Also, this can only be used for a certain amount of time, up to ten seconds, based on the amount of Jump that the user has.
15 Jump = 3 seconds
20 Jump = 5 seconds
25 Jump = 7 seconds
30 Jump = 9 seconds
40 Jump = 10 seconds

Slice Method | Passive | B | STA: 4 | Wear: 8%
More so a skill or temporarily employed run style, the Slice Method is the Bloody Road variation of the generally accessible Gladius Method. The Slice Method is simply the ability of the Bloody Rider to apply their 'slice' mechanic mid-run. Riders using this method perform short ranged dashes at top speed but do not stunt the dashing process in the least. This, in combination with their already volatile riding style, breeds a very basic cutting effect. Without any actual shock wave production the user can give shallow cuts and slices to objects and people. This run method involves the user taking advantage of their A-T's afforded mobility to attack continuously and at top speed, changing paths and evading with little need for braking until they wish to apply the cutting effect; said effect is the result of streaking the A-T's wheels across the intended surface while braking. The momentary lapse in wheel rotation and speed combine to create the flesh slitting cut. The Bloody Rider has potential to deliver several lacerating attacks in tandem, all of which appear to onlookers as streaking limbs. Unlike most run methods this one requires the full body to work efficiently. Acrobatic, agile, movements with near perfect center of balance control dictate how well the rider can move when using this technique. A well rounded rider could even apply this run style for aerial combat, traversing the air in their own bloodthirsty fashion.
- The Slice Method remains active as long as the user pays [ 1 Stamina ] and [ 2% ] wear cost per post. When in use it permanently takes up the first of of the user's four allotted trick performance slots per post.
- This trick's active dashing trait will cost the user an additional [ 2 Stamina ] and 2% wear cost each time it's used.

Gigaer Cross Fang | B | STA: 4 | Wear: 8%
The cross fang begins with the user firing a normal Fang, giving no hint whatsoever to their full intentions. Moments after releasing the first Fang the user will fire a second one using the leg opposite the one they used to fire the first one. The difference between these Fangs is the manner they're fired, one being horizontal and the other vertical. Whichever Fang is fired first will make contact with the second, combining with it to create a singular, crossed, Fang from the two. This increases the acceleration value and overall power of the normally singular technique, greatly increasing its damage potential. The greatest asset of the Cross Fang is it's ability to be formed on a shorter notice distance wise. By firing a Fang preemptively and accelerating it with the second the user is able to make up for the weakness within dashing to a lesser extent than originally required. The decreased dash distance and increased potency truly makes this the most "Evolved" Fang.

Blade Fang | A | STA: 5 | Wear: 10%
Being one of the more powerful Fang adaptations, the Blade Fang is revered as the most effective of the entire family of variations. The Blade Fang stands out mostly due to it's shape and immense size in comparison to most all of the lesser Fangs. Unlike the other Fangs, this one appears as a crescent with ribbed protrusions resembling rods jutting all along it's edges and, most prominently, down it's center. As well, the Blade Fang is the largest of the Fangs with a width at least three times that of the original one. It's depth is very low but allows for increased acceleration in travel, making it the most ranged Fang as well. The Blade Fang is a result of the user applying the "Zero-Max-Zero" mechanic to the highest degree, increasing the required dash to a full sprint before the release of this massive, altered, shockwave. The Blade Fang's greatest asset is in it's ability to cut through areas where extreme pressure/barriers are apparent.

Trick Name | Type | Rank | STA: # | Wear: #%
Description


________________________________________|I|nventory |I|nformation

→Wallet
    $20,616 USD's, ID, Passport, etc.


→Multinational Technology Company Brand Cell Phone
    READ Enabled, the latest cellphone from a well known multinational corporation.


→Small Pocket Knife
    Just in case.


→Black Messenger Bag
    An over the shoulder bag that carries everything he needs when out and about.
 
PostPosted: Fri Jul 14, 2017 1:20 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Tamaki Hamada (Kochi)
Nicknames: Tiki
Age: 25
Birthdate: February 1
Sex: Female
Sexual Orientation: Straight (Lesbian)

Height: 5'11"
Weight: 107 lbs
Physical Description:

Personality: Having seen her fair share of strife, Tamaki remains a fairly serious person but does enjoy a little bit of sarcasm every now and again. While she does seem like a typical thug, she does have her limits as to what she will and will not do. Tiki is a pretty chill person when not skating, focusing on whatever thing is taking up time she'd rather spend riding.
Backstory: Starting from childhood, Tamaki found her life was not going to be an easy one, her family stuck in an almost dead end job, with little money to put anything but ramen on the table every night. She found herself ill prepared for school and whatever social events her family brought her to. Young Tamaki soon learned to defend herself from any would be attackers during many suspensions from class for her fights. Her love of fighting soon brought her to a trainer after scraping together what little money she had from her job and soon found herself among the top of the food chain in her school. Her newfound status introduced her into the world of air tracks, joining up with the school's gang, Royal Blossom, and being a menace across Northern Tokyo. Their numbers grew until they soon decided to commit actual crimes instead of tagging or battling. Tamaki, unable to bring herself to such a level, quietly left the team and Japan shortly after. Pulling all of her money together, Tiki purchased a one way ticket to New York, hoping to start over after hearing about the success of ATs in America.

Country of Birth: Tokyo, Japan


________________________________________|R|un |I|nformation

Road: Hurricane
Rank: A
Allias: Roaming Monarch
Shadow:Stormblood
Karma Level: 0


R.E.A.D[468]
→ Acceleration: [228]
→ Strength: [200]
→ Stamina: [100]
→ Jump: [10]
→ Air Time: 205

→ Air Tracks: Exiles
    Standard issue ATs from Japan, with her former team's affiliation and logo etched out. Despite this flaw, the ATs still are colored in shades of lavender, green, and pink.

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Wind Barrier l C Rank}
-------► At this point in the user's growth, they have gained control of the wind to the extent of effecting it directly and at will. Through very blatant hand gestures, the user will create a highly dense barrier of wind before them. With their arms outstretched and palms opened, air will appear to branch from the fingers to directly connect to the visibly air disrupting 'wall'. This characteristic of solidity is the technique's main trait, the user having the ability to completely nullify mid to high powered impact forces. The dense air barrier is created by making the air before the user become completely still and, in turn, keeping the body in place temporarily to hold this compacted 'front' of air as a protective shielding. This is a C Class trick.

-----{Soul Snatch l C}
-------► The Rider will take a stance where their body is low to the ground, while riding. This low stance makes them slightly more aerodynamic, and is part one of the trick. While riding like this the rider will take the oncoming currents of wind, and begin breaking them down. Lowering the wind resistance temporarily, and allowing the rider to accelerate faster while riding like this. The breaking of the wind currents first makes a slight booming noise, then becomes a rumble that sounds like a roar. This comes from the air around the newly emptied zone of air rapidly refilling the area with air. When riding like this as well, the air the rider passes by becomes distorted, as if they literally ripped through the air.

-----{Air Beam l B}
-------► Now nearing the peak of skill in their wind manipulating abilities the user has grown to the point of taking inactive air and applying it in a solid current of flowing wind. The Hurricane rider will do so with a strict outstretch of the arm, forcing wind production with that simple a gesture. Displaced air appears to funnel around the beam-shaped laser of air, wind strips spiraling the mass of highly concentrated wind energy. Living up to the volatile nature of the Hurricane run, the trick takes on a wide and expanding nature upon production, possibly catching a physical dodge to the side with the brush off force if the target is close enough. This displaced 'shell' of wind isn't as harmful as the centered beam, but can blow back the unsuspected and most moderate sized inanimate objects. The actual 'Air Beam' has potential to pressure impact surfaces and deal a moderate to severe amount of damage, appearing as a linear, focused, compression cannon of highly volatile energy.


-----{Pile Tornado l A}
-------► The user's ability to craft with air itself has reached what most would consider full potential. Such is shown in the high caliber technique known as Pile Tornado. This trick involves the user first circulating an air flow with wide hand gestures. The resulting wind amassing before them appears as a miniature tornado yet to be formed. In the next motion the wind grows a compressed air ball in its center. The user will kick this orb of wind in the center, sending off a volatile beam of air. Around this beam, the tornado appears like a coil to coat the outer portion of this pointed wind blast. This is an A Class trick.
- Limited Express: The follow-up trick, Limited Express is a strive in the direction of complete domination in the field of hand to hand combat. Using Pile Tornado, the user jumps into the tornado after the air beam is already fired and rides the inner walls of the trick, giving a substantial, but momentary burst in speed that can lead to devastating hits.










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

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

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


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

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

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


________________________________________|I|nventory |I|nformation

→ iPhone
    Just another smartphone. Make calls, Read BBS stuff, do things a normal person would do.


→ Neko Ear Headphones
    A pair of headphones designed to resemble cat ears.


→ Gym Bag
    Her old bag from high school that brings back memories, some of which aren't very welcome.


→ Wallet
    ID, credit cards, money, whatever. $50 inside!
 


asbloodrunscold


Extragalactic Elder

10,875 Points
  • Friendly 100
  • Brandisher 100
  • Rebel Spark 50

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Wed Jul 26, 2017 1:20 pm
User Image
________________________________________|C|haracter |I|nformation

Full Name: Alessia Blakemore
Nicknames: Shortcake, Strawberry,
Age: 23
Birthdate: November 7, 20XX
Sex: Female (Walmart Greeting Card)
Sexual Orientation: Homosexual

Height: 5’2 (157.48 cm)
Weight: 137 lbs.
Physical Description: Aside from the picture, her body is littered in faded small cuts and bruises.

Personality: Alessia is in most situations a pretty energetic person. Always willing to speak to anyone comes her way as long as they don’t try to swing at her. Talkative, helpful when trying to be, and silent when needing to hear someone out. All wrapped inside a person who has no real sense of personal space. Although fair warning,if you try to swing on her outside of a fight, she’ll rip you nuts off. Although in a fight it’s all fair game and fun!
Backstory: Alessia was raised in the Brooklyn area. Not essentially a poor family, but definitely not a rich one. She’s a single child, so she never got the experience of siblings, but also never got the experience of siblings. Obviously school was either a hit or a miss, and most times, it was a miss. Didn’t mean she does look back on the memories she made of that place. She more often looks back on her highschool years, where she was first introduced to A.Ts by a friend. She’s been hooked ever since.

After highschool, and then college, Alessia’s family fell on some hard times. With the debt that college provides and the low income that was flowing through, some things had to give. When the talk of selling the house came up, Alessia couldn't stand by and watch the home that she grew up in collapse and crumble, so she decided to do something about it. After various appliances to jobs, and then getting rejected from those jobs, she finally found a job as a waitress at a ice cream parlor in Manhattan. It’s an honest, paying job, although every paycheck goes to her parents.

Any other money she makes, she does it on her own time. Which is where A.T. riding comes in. After a year of making virtually no income and living in alleyways and park benches, she’s decided to making a bit more money on the side would probably be a good idea. Fixing up the A.T. function of her Heelys, She is now ready to do what needs to be done.

Country of Birth: New York, America


________________________________________|R|un |I|nformation

Road: Bloody
Rank: A
Alias: Feather Breeze
Shadow: Better get a baseball mit cause you bout to catch these hands.
Karma Level: 0


R.E.A.D[351]
→ Acceleration: [70]
→ Strength: [200]
→ Stamina: [70]
→ Jump: [11]
→ Air Time: [100.5 Seconds]

→ Air Tracks: A Friend of a Friend
    {With the color scheme of Red and Black, A friend of a friend resembles the long forgotten shoes that went by the name of: Heelys. They also double as her shoes.}

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



→ Air Tracks: Ichor's Punishment
    Top of the line Air treks with a costum paint job. The treks as a whole seem to be made perfect as if to be signed perfectly for you. The engine has been overhauled to maximize rotation and output in exchange for removal of the inner springs making jumping to rely heavily on one's power instead of having the usual assistance of the springs and inner workings of the treks.The treks are black colored with Gold writing that says "Banished by God, Fueled by Blood". The wheels of the treks are red, seemingly matching the color of the recipients hair color. The treks seems to come with a sub Regalia attached to it that is already cured and ready for repetitive use. Oddly enough, it seems the treks can't be altered or destroyed.

    TUs: 15 ACC | 0 STR | 15 STA | -15 JMP

    Sub Regalia: Banished Ichor: A sub regalia shaped after the fang regalia, some believed this was created by the inner workings of the devil himself. Similar to the armored claw design, the plating that surrounds the wheels are charcoal black that has red streaks that seep down simulating blood running down a wall. When activated, these red streaks glow, filling as time goes on. It takes 3 posts to fully awake Banished Ichor's true potential and allows for the use of the infinity atmosphere of the Fang Road. However, the IA will have the properties of this sub regalia while negativing the need for extra stamina and wear. If IA is used before its charged (the 3 posts) then extra wear and stamina applies as follows. This part also comes with a repulsive chassis that constantly sends out miniature shock waves underneath the rider, another signal that it is activated. When a fang road trick is used, this chassis activates and turns all fangs that are created to the color black and empowers the fangs. These empowered fangs not only cure deeper, but acts as if they are possessed, acquiring the ability to absorb opponents fangs which also increases the power of the owner's fang. While a useful ability, it comes with a cost. Each fang shot with this sub regalia activated costs extra 5 stamina and adds extra 8 % wear.




________________________________________|T|rick |I|nformation


---Road Tricks

----- { Bloody Roll Soul 1800° l D Rank}
-------► {Despite being the basis trick for the aggressive run of a Bloody Rider, this technique requires quite a bit of work to perform for those just starting out. The rider generally does this technique by 'riding' on another, forcing their treck engine to max torque build. Between generating braking heat, speeding kicks, and skin-made traction, this move causes quite a bit of damage. Moderate to severe to be more precise. The Bloody Roll Soul 1800° may not involve the actual 'meat' of the Bloody Road, but the carnage and acrobatic feats make for quite the flesh tearing start. This fully offensive technique is signified by a thin spiral of blood coiling out from the unlucky victim's body. As well, heated tread marks similar to those found from a peel out are left engraved on the target's body. This is a D Class trick.}

-----{ Bloody Fang l C Rank}
-------► {The true masterpiece of the Bloody Road starts with the most basic production of the Bloody Fang, taking off in many different directions from there. First and foremost, the user's aggressive run is taken to a level where they hold mastery over the specific "Zero-Max-Zero (0-100-0)" principle. The user will combine both speed and strength to force max acceleration before stunting the 'dash' process required to build such. Following, the user releases the built up braking heat within a powerful kick forward. The inertial energy follows the trend of a single, wide, crescent kick before taking the shape and being shot outwards with the force of an immense shock wave. Being such an immense accumulation of energy, this trick is said to cut the atmosphere upon production. This is a C Class trick. }

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


---Trick Passes
----- {Upper Soul 23 Roll l Rank F}
-------► {With this technique, even those with little jump can reach the sky. By holding on to a pole of sorts with one hand while running one’s ATs in a vertical grind, the user spins all the way up said pole. This skill is useful for scaling up buildings that are too tall to jump or keeping up with someone who can jump much better than yourself. However, the Upper Soul is not as fast as a jump.}

-----{Super Stride IV Sonic Boom l Rank 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 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.}


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

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

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


________________________________________|I|nventory |I|nformation

→Wallet
    {A red wallet containing $3,885, Alessia’s ID that has faded over the years, .}


→Headphones
    {A red pair of Sony Headphones, although they are a bit old. Still works though!}


→Iphone 5
    {With a blue case cover and a lot of years under it’s belt, it’s still gets by.}


→Old Bookbag
    {A blue, middle school book bag that Alessia uses to carry all her items, along with a plethora of animal food, and also some basic A.T. repair tools.}
 
PostPosted: Sat Oct 14, 2017 11:28 am
User Image

________________________________________|C|haracter |I|nformation

Full Name: Neva Cardenas
Nicknames: Nettie
Age: 23
Birthdate: April 12
Sex: Female
Sexual Orientation: Pansexual

Height: 5’3
Weight: 120 lbs.
Physical Description: Neva has black/blue hair and crystal blue eyes.
Personality: Neva is a sweetheart. Slow to angry and quick to try and do whatever she can to help.
Backstory: Neva was raised by only her mother. Her father walked on her mother when Neva was 2 years old. He started a new life and fails to acknowledge Neva as she only daughter. Neva did not need him though. Growing up she loved beauty pageants. Her mother put her in them at the age of 5 she’s been doing them ever since. A year ago, Neva won Miss Nevada, but could not pull the Miss USA crown so she stopped doing pageants after being the second runner-up. After losing, Neva moved to New York. Having gone to college for a secondary education, Neva is a high school English teacher.
Country of Birth: Las Vegas, Nevada USA


________________________________________|R|un |I|nformation

Road: Lather
Sub-Road: Gaia (It is not used much, but I think people should know)
Rank: B
Allias:
Shadow:Colors of the wind
Karma Level:


R.E.A.D[318]
→ Acceleration: [115]
→ Strength: [105]
→ Stamina: [70]
→ Jump: [28]
→ Air Time: 66.5 secs.

→ Air Tracks: Colors of the wind
    They are multi-color trecks that looks like they are slicks of the wind

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


________________________________________|T|rick |I|nformation


---Road Tricks

----- {Bubbly~ l E}
-------► 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. This is an E Class trick.

-----{ Bubblebeam~ l C}
-------► 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. This is a C Class trick.

-----{ Hydroplanel F/S}
-------►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] This is F/S rank trick.

-----{Bubble Bath! l A}
-------► The most experienced riders of the Lather road have taken their run to the final stage, forming bubbles with incredible speed and with very large sizes almost as big as the users themselves. The Bubble Bath trick is used when the user is in vicinity of a soaked area. By revving the trecks and resonating vibrations through the water to force bubble production bubbles will begin to trail out and form on surfaces. Unlike the explosive, slicing, bubbles used before these stick to inanimate objects and people. As if by timed explosion, these bubbles burst and chain react to skewer and sting flesh. The bubbles can also be formed inside of trecks and burst to tear apart skates from the inside out. The impact has the potential to tear through clothing and damage on a moderate level. The area effected also faces a temporal paralyzing force, numbing the afflicted area and causing pain that last for a few minutes. This is an A Class trick.

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

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


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

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

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


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

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

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

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

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

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


________________________________________|I|nventory |I|nformation

→IPhone
    R.E.A.D enable. It’s an gold phone with a rainbow case


→Wallet
    Money, debit card, rewards cards, ID


→The Milly Splatter Paint Satchel


→Art Supply bag
    It has pretty much anything in it she needs to paint or tag for the team.
 

QueenBAD_KittyKat
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