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
-----→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 Name l Rank} -------► {Description.}
-----→{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.}
Full Name: Hiroki Souta Nicknames: Hiro, Sou-chan Age: 24 Birthdate: 10/2 Sex: Male Sexual Orientation: Demisexual
Height: 6' 0'' Weight: 213 lbs Physical Description: Hiro is a very tall muscular male with clearly defined features of green hair and eyes. His skin is fairly tanned and he has a dotting of freckles across his face. Often enough he is wearing a lot of bandages due to his clumsiness when he isn't wearing ATs. Tends to sport casual clothing, but when working or training wears more skin tight clothing.
Personality: Hiro is a good boy, optimistic and sweet to a fault he can't help but want to be useful to everyone. Bad at saying no and your all around sweet heart, he does tend to find it hard to use his muscle to actually hurt someone severely. Tends to lose battles because of such things as wanting to take it easy on others, it takes a lot to make him really want to win. Really enjoys helping others.
Backstory: Hiroki had a loving mom and dad who doted on him constantly, but he was severely bullied in school by pretty much everyone because he wasn't exactly socially adept. Despite the bullying he doesn't grudge against anyone and actually made friend with some of those who bullied him in later years. He decided he liked being helpful to others and eventually...
Country of Birth: Japan ( Kyushu )
________________________________________|R|un |I|nformation Road: Rock Road Rank: C Allias: n/a Shadow: n/a Race: Descendant of Gravity Children TOTAL AP: 5/5
-----→ { 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.
-----→{ 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.
-----→{ 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
---Trick Passes
-----→ { In Step: Reverse Turn Stance l Rank F } -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
-----→{ Air Method to Spin That Grab Moonride l Rank F } -------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.
-----→{ 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.
-----→{Trick Name l Rank} -------► {Description.}
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
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
-----→ {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.}
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.
-----→ 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.}
► 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.
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
-----→ {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.}
► 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
Full Name: Tomoka Gorosei Nicknames: Mocha Age: 21 Birthdate: 01-03 Sex: Female Sexual Orientation: Demisexual
Height: 6'3" Weight: 170 lbs Physical Description: Tomoka is fairly tall, partly due on the count of her mother's genes being from outside of Tokyo. Her bulky frame is usually kept on display, too large to fit into any clothing comfortably as she options of tank tops. Mocha also likes colder temperatures, her frame overheating easily. Across her muscles are some rather noticeable scars.
Personality: Tomoka is very to herself and quiet. Her massive size is a very sore spot for her, making the girl feel like an outsider to everyone, including her team. While outwardly cold, she becomes much more friendly when she warms up to whomever. She values strength above all else, be it physical, emotional, mental or spiritual. Backstory: Tomoka was born to a police captain and his wife, a local therapist in the downtown area. Their child was a bit runty at first, but would soon begin to grow and grow. She gained her father's interest in sports, spending nearly all free time at matches, practice, and the occasional school fight. The years passed and so the seed grew, the tallest in her class. Such features didn't do much for helping her blend in with the other girls. This teasing led to her focusing solely on her work outs and sports, which in turn made her even more of an outcast among her peers. These activities led her towards her introduction to the world of storm riding (of course behind her parents' backs). Eager to get a taste of the world the young rider set off for a grand adventure.
Country of Birth: Japan, though mixed
________________________________________|R|un |I|nformation Road: Rock Rank: C Allias: Olympia Shadow:Knight of the Wind Race: Human TOTAL AP: 5/5
-----→ {Focused Mind l F-Rank} -------► 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.
-----→{Falcon Punch l C-Rank} -------► 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.
-----→{Bump Up l C-Rank} -------► At this stage the rider's overall natural athleticism is already considered advanced beyond the average rider. The Bump Up ability affords the user the ability to tap into their stamina reserves for the sake of an actual physique enhancement. By forcing the controlled adrenaline high state the user focuses the placement of blood to the extent that it widens vessels and 'inflates', physically pumping up the body with a temporarily enhanced blood flow. On an internal level the user is being driven to an unnaturally high degree, overworking the body to a point that they can only sustain it due to their honed mental and physical degree. On the outside the user's muscles appear rippled and constricted to an enormous extent compared to their normal appeal. Though this is temporal, the highest Rank of rider is exempt from the bodily stress that makes the technique temporary for less experienced riders. This trick is passive upon activation and depletes stamina for every post it remains active. It does not cause any wear to the user's A.T.
---Trick Passes
-----→ {Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
-----→{Trick Name l Rank} -------► {Description.}
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
Full Name: Ayano Junko Nicknames: Aya Age: 25 Birthdate: February 29th Sex: Female Sexual Orientation: Heterosexual
Height: 5' 8'' Weight: 142 lbs Physical Description: Ayano is a rather tall girl with long legs, she has extremely pale skin and dark hair and eyes. She looks very typical as a Japanese woman and tends to wear very trendy and fashionable clothes. Heart shaped baby face and rather skinny she looks pretty unassuming as a young lass.
Personality: Aya is a fairly shy girl, not prone to going out into public all too much and more of an introvert when it comes to her personal life. When with others she tends to twiddle her thumbs and attempt to keep quiet unless directly spoken too making it hard for people to interact with her. Keeping to herself she is very action oriented in comparison to a lot of social riders, people who come to her shop are aware of her lack of socialization with the world. Internet life is a bit easier on her when it comes to communicating through texts or other social media, but in person makes her anxious and a bit on the paranoid side. Despite her issues with her mild fear of being outside in the open she does try hard to get past it and live life normally.
Backstory: Born as a pure Japanese girl, she was a single child to her only mother whose late husband died when Ayano was three years old. She has little memories of the man but pictures of him linger on the walls around the house she currently lives in and rents from her mother. Mother put her through school and raised her to be an obedient and appreciative child, never asking or wanting for anything. Disobedience was a no no, it was always yes ma'am and no ma'am for her, anything else would be considered bad. Ayano would go through schooling for various things, instruments, extra summer classes, clubs that would look good for colleges, all the straight oriental stereotype of having to be utterly perfect. Her mother's saying was if she wasn't #1 she was no better then the other kids around her. This caused her to become stressed at a young age, and honestly she ran away from home at sixteen. She didn't really mean to stumble into the world of Air Trek, but she did. Meeting a nice guy who got her away from a small gang of people by scaring them off with talks of 'turf' and the like. She doesn't remember his name and hardly remembers his face through all the tears. Ayano ended up returning home and taking a form of stand against her mother, informing her of what she wished to do. Her mother gave her strict terms of staying in school and having a part time job that paid until she was able to live on her own. Mother moved out and left Ayano the house and told her to act like an adult or she would be treated like a child. Ayano's mother pays for all the bills in the house, but Ayano had to fend for herself on luxuries and basic necessities with her job. She's currently in college for business having finished her fashion designing classes.
Country of Birth: Tokyo, Japan
________________________________________|R|un |I|nformation Road: Sonia x Gaia = Olympic Road ( fusion ) Rank: C Allias: n/a Shadow:Shandriel Race: Human TOTAL AP: 5/5
-----→ { Thorn l Rank C } -------► After building a general tolerance for the stress required for their most basic run, the user can take advantage of their enhanced physical traits to create the Sonia Road's signature 'thorns'. The user will fully incorporate into their movements the reliance on their center of gravity, doing so by rotating up their bodily axis and forcing a bodily acceleration amidst the rotation. In that 'snap' of motion, the user will rupture the sound barrier, creating a sonic boom. The resulting shock waves appear as compressed masses of energy, varying in size and capability by the rider's build and execution. These pressurized shock waves have the ability to tear into the wind, skewering it to the point it is null. Despite not hitting with the intensity of an externally damaging trick, the thorn offers a significant 'quantity over quality' balance that delivers a great deal of damage internally.
-----→{ Seismic Sonar l Rank E } -------► A beginner Gaia rider begins with a basic vibration awareness technique, branching from the basis of their run with the intention of reading all others. This trick uses the vibrations produced by the inner mechanisms of their air trecks and their own movement in a run to be able to read the physical information and layout of the surrounding area and any specific others in the area. This works with the Rider's ability to feels the way that the seismic waves resonate through and around anything that is connected to the surface they ride upon. The rider focuses on this to get a mental coordination of the terrain they ride upon. This is an E Class trick.
-----→{ GBF l Rank C } -------► The 'Ground Breaking Feat' is a slightly more advanced and openly effective technique of the Gaia Road, allowing the user to make use of their new-found vibration control. After successfully learning to read the vibrations they can expend upon their own, turning their trecks into vibration riddled shock absorbers. The engine's build up of vibrations in the skates is transferred to the outside, creating a layer of semi-dense resonation. Despite no physical sign, the user's vibrations can be forcefully sent out from the trecks once making contact with an object or person, effectively expelling all that's been built up. The impact sends out a vibrating force that effects on an internal level, resonating 'through' objects and people. Though the effect appears to be exclusively external, the force spreads through to cause a moderate amount of damage. However, the effects of the 'Ground Breaking Feat' are more effective on inanimate objects, able to dent, crack, or shatter concrete and other hard rock substances. On other riders, the effects only cause moderate damage.
---Trick Passes
-----→ { In Step: Reverse Turn Stance l Rank F } -------► The "In step" is a simple move of simply pointing the toes inwards meeting a 90"-45" degree angle placing their heels at an angle too. This positioning of the feet allows one to consistently keep themselves moving in an forward motion while the other skate causes them to veer to the left or right and perform something for a short or wide turn. This motion is a basic thing that most anyone can do but when reversing the forward motion into a backwards one reveals the full use of the In Step: Reverse Stance. The Stance causes a tight spinning turn about motion that can allow the rider to turn around abruptly to change direction fluidly out of their forward run. By slowing their motion and Turning all at once and one AT pulls back while the other pushes forward into the reversed motion. This way the rider can aim their back or front in any direction in short notice and perform attacks in this turn about fashion that may benefit from the recoiling whiplash of pulling back their forward momentum abruptly to swing their bodies about or continue to spin in place. This motion is more strong than fast and requires the rider to bend their knees slightly or rather low to adjust according to how much recoil their speed incurred. As time passes this turn about motion can fluidly work in to just about any run style the user may conceive as they progress growing more fluid as they grow in ability.
-----→{ Air Method to Spin That Grab Moonride l Rank F } -------► This flashy technique is used for aerial vaulting to bypass other riders in an array of acrobatic maneuvers. The arching trick begins with a diagonal jump, appearing as though the body is intended to simply go through a forward flip. Not long after gaining air does the user tilt forward and aside in a three hundred and sixty degree corkscrew. During this motion the body is constantly in an arcing path, turning and contorting in a slow and steady aerial gyroscope. Once exiting the corkscrew the user's frame is turned horizontally, upper body still winded as they turn and perform an inverted split with their legs. After this peak maneuver the user turns with their back facing the intended landing area. During the entire way down, the user performs a singular somersault, stabilizing for the backwards riding skid to a stop.
-----→{ 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.
-----→{Trick Name l Rank} -------► {Description.}
---Custom Tricks
-----→ {Trick Name l Rank} -------► {Description.}
Full Name: Kai Kantero Nicknames: The Midnight Flame Age: 22 Birthdate: 06/25 Sex: Male Sexual Orientation: Demi-sexual
Height: 6'0 Weight: 165 Physical Description: is a good-looking and slender young man with short, stylish blond hair and green eyes. While looking relatively slim and scrawny, underneath that exterior is well toned muscles. He is not relatively too strong, but he has the athleticism to look sneakily quick and strong.
Personality: Unhappy most of the time, Kai only cares more about the results than how things are done exactly. His emotions are rarely on display besides the negative core ones. He knows the idea of love, but never acts in a sense as he feels his duty is only to himself. He completely does not know nor can fathom the idea of remorse. Sadly this is only a little of a front as when he around his brother, he feels more lost than anything in which could be replacement for remorse. However, he will take down anyone or anything that gets in the way of his goals.He does have happy moments and can smile besides sadistic smiles. But...no one has ever really seen or know how it happens. He generally stays introverted. He will act out of character if it has to do with gaining a certain result for his goal. His mood at times is very schizophrenic almost in a way, but it depends heavily on who he is around. Sometimes he just doesn't feel in the mood to be around certain people or tries his best to get on their bad side. He does have a slight complex in which he thinks he better than anyone and sees most people as an annoyance or nuisance. He primary lives alone and tends handle all business and situations with himself. If actually allowed in his presence for more than necessary, consider yourself lucky as he actually gives a s**t about you.
Backstory: Kai is a well known cosplayer that attends many conventions around the country. He also an ambassador of air treks, conveying to keep the good relations that storm riders have with the country of Japan at this time allowing for more insight approach. Due to this, he is more by the book and doesn't allow for major underhanded tactics when battling. That doesn't mean he won't fight fire with fire though. It is known he is leader of the Knights of Cosplay. Beyond this, not much is known about him and he tends to not talk much of his past.
Country of Birth: Japan but is born from Japan x American
________________________________________|R|un |I|nformation Road: Flame Rank: C Allias: The Midnight Flame Shadow:Midnight Pheonix Race: Human TOTAL AP: 2/5
► Standard Air treks from the Kazzo Kollection release of the Reazy one's. Comes equipped with straps instead of tied strings and has black wheels and a black and red pattern all over.
-----→ Flame! l 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.
-----→{Engulf! l F/King -------► A powerful after effect that occurs after the use of flames! by a proficient rider of the road. While Flames are the basis of the Flame road, the production of these flames also comes with the production of extreme heat. Along with this production, the visual representation of these Flames creates an illusion causing opponents to believe that the heat is hotter than its true temperature producing a different type of illusion than its counterpart Apollon road. The major benefit of this is the effects it can leave on the rider's opponents within the area. The extreme heat combined with the illusion causes a stamina drain depending on the amount of effort is put into the trick. F: 1 stamina E: For Apollon riders, they are only affected by half the points depending on the rank. The range is at least 5ft (F )and at Max 25 ft. (King)This is an F/King Class trick. This trick can only be used after the usage of Flame and lasts for 2 opponent posts This means that if an opponent stays within the area and does nothing to counteract the trick in 2 posts. They would lose that stamina amount 2 times. So if its a F rank. They would lose a stamina point each turn for a total loss of 2 stamina points after their second post by the trick. The cool down starts on the rider's post after the trick concludes. This means the rider's post after the second time the opponent takes a stamina lost (or would of taken a stamina loss if they evaded or countered) would be post 1 of the cooldown. After the 3rd post, the next rider post, he or she can use this trick again. Can be used in the same post as Flame. 3 post down after use. With the Regalia activated, the stamina lost is doubled for the opponents. This means F rank in which the opponent would lose 1 stamina point per turn would change to 2 stamina point per turn.
-----→Afterburner l 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
-----→ 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.
-----→{Moonwalk 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.
-----→Spinning Wallride Overbank 1800 l F -------► Using this technique, Storm Riders rapidly propel themselves up a wall using a series of push-offs and spins to keep up momentum. This gives riders the ability to overcome walls thought impossible with a straightforward jump, and may even save them from falling.
---Custom Tricks
-----→ Under Suspension l D -------► A simple but effective offensive technique that requires the user to ensnare the opponent by wrapping them in wire. Once accomplished the user flips the opponent upside-down and violently slams them into the ground using their own weight against them. The heavier the opponent the more effective this trick is.
-----→{Reincarnation l C -------► 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!"
Full Name: Leah Watanabe Nicknames: N/A Age: 23 Birthdate: March 22nd Sex: Female Sexual Orientation: Gay
Height: 5'11" (180.34 cm) Weight: 174 lbs (78.9251 kg) Physical Description: Your Character's Appearance, preferably describing both physical traits, clothing, distinguishing marks of any kind, etc. Pictures are allowed to pass as an appearance. However, understand that anything that isn't described fully can be left to the discretion of those who role play with you. Anything that isn't described at all, you do not have.
Personality: Put simply, how your character acts, or reacts to certain situations. It can be as general as you'd like. It acts as a guideline of what to expect from the tone of your character. Backstory: This is where you can tell about your character's past, whether it's a general biography to this point, or a section of their history that was a key moment in their lives. It is passable so long as you do not have your character as a rank they have not attained, or have something absurdly inconceivable as part of your character's back story.
Country of Birth: Japan
________________________________________|R|un |I|nformation Road: Wing Rank: C Allias: The General Shadow:One-Eyed God Race: Human TOTAL AP: 5/5