:Air Treks:
Air Treks can be generalized as "high-end, customizable, motorized inline skates". They are composed of three major components: Wheel Motor, Hydraulic Cushion System, and Power Injection System. A Braking System is incorporated with most, equipped with a power-lock switch built on the outer sole of the skates. This overrides the acceleration system and enable Air Treks to operate as normal inline skates as well. However most Riders (Air Trek users) use a Spin-Turn Stop technique, instead of a regular deceleration system to come to rest. However, the speed of Air Treks are generated proportional to the power of the user's leg; the assist motor accelerates based on the force of a kick.
Generally, Air Treks are very expensive (running normally ¥100,000 a pair), requiring regular maintenance and tuning. Each pair is installed with a special data support network via a program called R.E.A.D., which allows Riders to access performance data on another Rider from the data stored on the memory card inserted inside the AT.
The biggest "thrill" of Air Treks is the precisely calibrated air cushion system, which gives these self-propelled trick skates their juice, allowing the Riders to "fly".
This aspect is the major theme of the Air Gear story.
Air Treks are fully customizable in every aspect, from the skate's design, to the wheels, and even down to the screws. By combining various parts, one can truly make their own unique Air Trek. Most standard-issue parts are available at sporting goods stores, but the rare parts must be purchased at specialty shops (such as Grand Slam, which comes to Tokyo every once in a while), which tend to be hidden or always on the road. Rider team members often have identically customized AT's. The standard Air Trek has two wheels, but it is also possible for 4 wheels on each Air Trek, and even using spheres instead of wheels. A notable specific customization is of the Kings of Roads, they all have specialized Treks known as 'Regalia' which are the mark of each King.
Being customizable, many skaters have customized their own Air Treks to suit their own style; changing with various combinations of parts, even screws and/or readjusting the balance, altering the speed and performance of their Air Treks tremendously.
:Roads:
Many Storm Riders in Air Gear can be categorized as a specific "type", based on their strong suit. For instance, someone strong and durable would be a Power-type Rider, and someone fast and agile would be a Speed-type Rider. "Roads" take rider types to a different level. Roads are the characteristics of a rider's style, created by repeating a set of tricks. The Road a rider follows is a unique set of signature tricks, and although a single Road can be followed by many riders, there are different levels of skill with that road. Those who master a road to a high degree are called "King-level" riders, and those King-level riders whose Roads possess a regalia with access to an Infinite Atmosphere are called "Kings".
For a full-on explanation and understanding of the Roads and Road-related items, see here: (x)
Original Roads
Wing Road
Description: The Wing Road uses interfaces to ride on the surfaces of different air densities, allowing the rider to increase their maneuverability and attain lift when their bodies are in a moving mass of air. Aerial tricks often involve changing the center of gravity to attain more distance. They can apply their own momentum to an air current, such as a Fang, to increase the current's velocity. Riders have a natural ability to see and predict the wind and differential pressure via scattering light. It is said to be the "purest" and closest Road to the sky. As their abilities grow, the Rider gains the ability to interact with and control the wind, more and more efficiently.
Tricks:
Double Jump: The rider changes their center of gravity to their chest and spins forward or backward depending on which way they want to go and push upwards allowing them to do another high jump.
Surface Rider: The rider uses their ability to ride the air interfaces to ride across the numerous densities caused by different shifting air pressures. Basically like traversing across the wind. This is a C Class technique.
Zephyr Comet: The rider pushes a breeze from the ground up, so that any small loose objects are brought into the air. Then, by manipulating the wind around the objects, holds them in the air. Anything from soda cans, rocks, or scraps of metal can be utilized. This is the preparation for the real attack. By unleashing an ultimate kick to create a sort of wall of air, it rockets the object like a flashing bullet. The wall that is made to launch the "comet" squeezes on the object as it passes, strengthening the shot by adding density. The power of it can dent most metals. As the rider progress, more projectiles may be shot simultaneously. For every 100 Jump + Stamina, the rider is able to shoot an additional shot at the same time. This is an A Class technique. See here: (x)
Infinity Airdoor: Moonstruck Drop: The rider can produce gusts of winds capable of reaching over 180mph, comparable to winds of natural disasters. These winds can cause the opponent to be sent flying backwards at a massive rate, if not have them fly off their feet. And the strength of the wind takes any loose objects and carries it with the incredible storm. The power also has the alarming power of reflecting back any non-wind-based projectile-type attacks that are aimed towards the rider. This is a King Class technique.
Flame Road
Description: The Flame Road has riders move at extremely high speeds, often disappearing from view. The high friction of the movement on a surface causes enough heat to create the illusion of a flaming trail. The generation of heat via friction can also bend light and create updrafts of warm air.
Tricks:
Blend: The rider is able to create an updraft of light heat from their AT’s that can make them disappear if stable and in front of white color or in the sky.
Flash Step: The rider is able to temporarily speed themselves up fast enough where the human eye is unable to see their speed because of such rapid acceleration. This is a C Class technique.
Burnin’ Blood: The rider pumps their metabolism and heart rate by using very fast and excessive motions. The strenuous work out makes them drastically heat up and their blood temperature starts to rise. Their appearance starts to redden and steam can be seen as sweat created evaporates extremely fast, and they are even burning to the touch. The purpose is to drive their nervous system to a point where their natural instincts kick in, giving a heightened sense of awareness and a little more force behind their hit. But also in doing this, their defensive abilities are drastically cut back and must rely on using speed and strength alone. Not only that, but because they are running their metabolism at a rate of almost 5000%, they will wear out quickly and be drained for a considerable amount of time. This can be seen as a last resort move. The rider’s Strength is raised by 50 for 3 turns, and then all of their stats are reduced to 10 for 5 turns. This is an A Class technique.
Infinity Inferno: Crossfire Burner: The rider uses their extreme speed at a rate where they create large amounts of heat to leave afterimages of themselves for while. They use this to create numerous images that appear as if they created many, many clones. When done right, this can greatly confuse an enemy, leaving an opening. Also, this can create what seems like many self-body clones. This meaning that these clones can seem to actually be real and can actually hit opponents, though it is just the rider moving constantly at top speeds. The down side to this trick is it causes a huge strain on the body and tires out the user easily. This is a King Class technique. See here: [x]
Rising Road
Description: The Rising Road uses sharp wires to prevent mobility by releasing high voltages through the wires causing hallucinations by manipulating the Earth's magnetic field, which alters human brainwaves. It converts kinetic energy from the Rider's run into an electromagnetic field.
Tricks:
Un-Joy Buzzer: The rider takes advantage of collected static energy created from friction to kick a wave of weak electrical currents at the opponent. This wave is weak, but the sensation felt from the electricity hitting the body is strange and possibly irritable along with the shock that comes with it, which can distract an opponent, if not only for a moment.
Pushback: The rider is able to send a wave of magnetism that can send the user flying back if close enough and could temporarily stop a user’s AT’s from moving if afar. This is a C Class technique.
Shock Wave: The rider is able to send a shockwave out of their air treks that electrocutes the opponent and putting them into a state of shock. This shockwave can travel through any medium, such as straight through the air, the ground, and possibly travel straight through defenses as well. This is an A Class technique.
Infinity Sparkover: Max Mirage: The rider releases high voltage energy, enabling them to manipulate the Earth's aerial magnetic field to alter the human nervous system. The user begins hearing a loud high pitch noise that makes the victim feel like their insides are going to burst. This is a King Class technique.
Sonia Road
Description: The Sonia Road, a Road of mainly defensive experts, is described as the opposite of the Bloody Road, as in that it shreds the user's body instead of the enemy's. Riders maneuver with their hips rather than their knees and can only be used by females, because their hips are wider than males, allowing for more range and speed, providing greater strength, and maneuverability by moving the rotational axis closer to the centre of gravity, but at the price of severe physical pain.
Tricks:
Rave Wave: The rider is able to produce a large wave of wind to gust in front of them, by spinning around their hips and performing a layout flip. As their energy is carried along their movements, the spinning of their AT’s allows them to “pull” the wind along with them, thus producing the gust that can throw an opponent back or off balance. As the Sonia Road is only for females, it is solely based upon their rotational hip-axis that this is possible.
Thorn Whip: The rider is able to send a long whip of wind at their opponent by maneuvering their hips as their center of gravity, to unleash a strong kick that cuts through the wind like a knife. This is a C Class technique.
Thorn Cage: The rider is able to create a cage of 'wind thorns' around them and their opponent disallowing the user to fly. This is an A Class technique.
Infinity Chain: Turquoise Sonia: The rider uses whips extended from their AT’s with rapid and proper hip movements. The tips of these whips can exceed 760mph and produce small sonic boom “thorns” from the air. These can be sent out in multiple directions and have the potential to pierce concrete. This is a King Class technique.
Bloody Road
Description: The Bloody Road releases a pressurized "Fang" through the instantaneous acceleration and braking of the A-T's wheel motors, vacuuming and compressing air into a piercing shock wave. However, the inertial energy from the abrupt acceleration and deceleration exerts tremendous pressure on the thigh muscles, and overuse can seriously cripple the user’s legs if they aren’t careful.
Tricks:
Tiger Pounce: The rider uses the principles of the Bloody Road’s “slice” characteristic, the instant acceleration and braking, to vacuum and compress the air under their AT, allowing them to quickly perform an additional jump with each AT, though doing this continuously is impossible without the Fang Regalia, or else the rider’s wheel motors will burn out.
Bloody Fang: The rider creates a crescent-shaped energy shock wave that can hit the opponent and will cut through flesh. This is a C Class technique.
Cage of Fangs: The rider creates a criss-crossing cage made out of interconnected "Fangs", similar to the Thorn Cage, which blocks the opponent's chances of flight, and injures their opponent if it is touched. This is an A Class technique.
Infinity Jail: Gigaer Leviathan: The rider sends out multiple air ‘fangs’ with a lower velocity, but higher pressure and density. These fangs have ricocheting properties. When done expertly, they can easily have two dozen fangs rebounding around a closed room and not even hurt themselves. This technique is far more dangerous and lethal than using a normal Fang Stab, not only to the opponent, but to the rider themselves as well. This is a King Class technique.
Over Road
Description: The Over Road uses the principles of the Ram Jet theory and Windmill theory. It compresses wind to form walls of air. Its strength grows with the strength of the wind it faces, as a strong wind can be compressed even further and creates greater acceleration potential.
Tricks:
Gust: The rider is able to kick their Air Treks sending a gust of wind that can send the opponent stumbling back. If the rider kicks into an opposing wind, then the wind kicked at the opponent is even stronger.
Climax Cannon: The rider kicks out their Air Treks, while simultaneously revving them in a backwards direction. The pulling of the air by the wheels combined with the pushing of air from the kick creates a pocket of pressure hanging around the AT. When the full length of the user’s leg is thrust out, the pocket has nothing to do except release all of its energy. It fires like a cannon, resembling that of a sonic boom when breaking the sound barrier, and a large blast of air pressure is shot towards the opponent. This doesn’t harm the exterior of the opponent, but the pressure squeezes tight against whatever it hits and can inflict internal pain on an enemy. This is a C Class technique.
Ultimate Counter: The rider is able to draw in the wind behind any Road-based attack. Once the wind is drawn in, the attack is nullified and the user is then able to send out a strong gale which has a power equal to the prior Road-based attack. This is an A Class technique.
Infinity Whirlwind: Cyclone Blockade: The rider uses advanced propulsion mechanics to create a wall of wind currents. Not only that, but the rider can also “push” the wall as they wish, so that it can force back opponents, and the wall is capable of reflecting projectile-type attacks. It is the ultimate defense and the winds can tear clothes and skin when coming into contact with it. This is a King Class technique.
Ring Road a.k.a. Shop Owners / Link Tuners (Tuners)
Description: The Ring Road, the only non-offensive Road, is a supportive road that consists of Link Tuners, mechanics who fix and tune other riders to their AT’s, also commonly shortened to just Tuners. Not all Ring Road users can actually ride AT’s. Ring Road focuses on sound - every rider and AT has a rhythm. The Tuners match the rhythm of the AT to it's rider's, increasing performance. A person with the potential for Ring Road will know the exact time without reference. Tuners tend to carry an arsenal of tools and parts for fixing and tuning AT’s or other machinery. Some modify their bodies in order to fit more tools, or increase productivity. Tuners also can carry a small machine that resembles a stenographer's typewriters. This machine allows them to monitor and retune AT’s on the fly. Riders of the Ring road sometimes have their own shop. Some join teams so they can have protection from them, while most of them prefer to stay neutral. Riders tune up Air Treks and Regalias and some are better than others.
Please refer here for the shop owning and tuning system.
Gaia Road / Jade Road
Description: The Gaia Road operates on the principles of piezoelectricity to generate electrical potential by applying directional force to the ground via the AT's mechanical components. The induced voltage is transmitted along the surface, and synchronizes with the vibrations of an object (i.e. the adversary) and effectively incapacitates them. The vibrations are a flexible application, and can do things such as to levitate objects, induce seismic activity, or even create a 'sonar' that reveals information about the opponents. The Jade Road has no known differences, though it is a fusion of the Wind Road and Gaia Road, so one could assume that they just get slight wind manipulation abilities.
Tricks:
Seismic Sonar: The rider uses the vibrations produced by the inner mechanisms of their AT’s to be able to read the physical information and layout of the surrounding area and also about any opponents that are in the area. This works similar to echolocation, where instead of using reflected sound waves to read the geography and range, the rider feels the way that the seismic waves resonate through and around any thing that is connected to the surface. Meaning the rider could do such as: find physical information on an enemy, like height, muscle mass, and body build; get information of a building’s layout, like height, decorations, how well it is built; and even where each and every hidden opponent in the area is. This is all based on how well the rider can focus to analyze the data that the waves give them. Though, one major hole in this ability is that if any opponents are in the air, or keep on jumping, at the time, the rider would not be able to sense them in flight, because the waves wouldn’t feel them in the sky. One could also say that this is very similar to “Trick Pass” in a way.
G Bender: The rider is able to change the magnetic polarity of the area, creating a weakened gravity around them, allowing people to float in the air for a few seconds longer; or in reverse, making the people and objects around them stuck to the ground and disallowing them from getting any height. This is a C Class technique.
Earthquaker: The rider is able to resonate the area with strong vibrations, to a point where, within anywhere from .1 kilometer to .5 kilometers from the rider, the ground begins to quake and rumble, upsetting any rider’s run and doing massive damage to the surroundings. This doesn’t allow any opponents to easily ride or focus, but also has the handicap of disallowing the rider from doing their own ride, while they are causing this 5.0 earthquake. This is an A Class technique.
Infinity Stratum: Glabito Suffocate: The rider generates electrical potential by applying directional force to the ground via the Regalia's unique parts. The induced voltage is transmitted along the surface and the air, and synchronizes with the vibrations of a foe and effectively inflicts internal pain. This is a King Class technique.
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Lather Road
Description: The Lather Road changes the density and properties of water by saturating it with air. The ability activates by using the wheels of the AT to seal high pressure within the bubbles, by vibrating at high speed, creating super-pressured bubbles that rotate with great intensity and burst with immense force, which can rip through steel and clothing. When they come into contact with flesh, the vibrations within them resonate with the water in the human body, causing massive internal injury. It can be used offensively, defensively, and with varying lethality. The attacks of the Lather Road that create bubbles come from the back of the AT's, so the rider must face opposite of their opponent while attacking, which can be a major weakness, not only because they might not be able to see their opponent’s moves, but also because the rider can’t attack anything in their front. The ability to ride in bodies of water is also likely related to this Road. And as this Road is all water oriented, if there is no presence of water, then the rider is left with no arsenal of these tricks.
Tricks:
Pop Fizz: The rider uses a variety of jumps, flips, and strides to create a multitude of extremely small bubbles with the special wheels of the AT’s. The bubbles pop almost instantaneously due to the puncturing of surface tension from such a small threshold, and they release trace amounts of oxidized water into the air that hold up as a massive amount of droplets of water in the air, even without the usually needed climate. This creates an expanse of unusually wet mist from where the rider uses it, and acts as a good cover for stealth and confusion.
Breaker Bubbles: The rider creates multiple bubbles and gathers them in one spot to block an enemy's attack. Not only can it be used to block at a distance, the rider can also collect the bubbles around their body, protecting them from an attack, though the rider must be wary that they don’t injure themselves in the process. This is a C Class technique.
Bubblegum Crisis: The rider creates giant bubbles that surrounds their opponents. When the bubbles explode, they cause the water in their opponents to vibrate causing massive internal damage. This is an A Class technique.
Infinity Aquarius: Blue Precipitate: The rider uses any source of water around them to create miniature air pressure bubbles. These mini bubbles can be swept into any directions and have a higher hit rate than other Lather Road techniques because of the sheer numbers capable. Because these are such smaller than normal ones, even just wind gusts can blow these bubbles around, making windy, wet days dangerous. During rain sessions, using this technique in mid-air will cause a rain of these bubbles that can tear cloth and exposed skin. This is a King Class technique.
Air Treks can be generalized as "high-end, customizable, motorized inline skates". They are composed of three major components: Wheel Motor, Hydraulic Cushion System, and Power Injection System. A Braking System is incorporated with most, equipped with a power-lock switch built on the outer sole of the skates. This overrides the acceleration system and enable Air Treks to operate as normal inline skates as well. However most Riders (Air Trek users) use a Spin-Turn Stop technique, instead of a regular deceleration system to come to rest. However, the speed of Air Treks are generated proportional to the power of the user's leg; the assist motor accelerates based on the force of a kick.
Generally, Air Treks are very expensive (running normally ¥100,000 a pair), requiring regular maintenance and tuning. Each pair is installed with a special data support network via a program called R.E.A.D., which allows Riders to access performance data on another Rider from the data stored on the memory card inserted inside the AT.
The biggest "thrill" of Air Treks is the precisely calibrated air cushion system, which gives these self-propelled trick skates their juice, allowing the Riders to "fly".
This aspect is the major theme of the Air Gear story.
Air Treks are fully customizable in every aspect, from the skate's design, to the wheels, and even down to the screws. By combining various parts, one can truly make their own unique Air Trek. Most standard-issue parts are available at sporting goods stores, but the rare parts must be purchased at specialty shops (such as Grand Slam, which comes to Tokyo every once in a while), which tend to be hidden or always on the road. Rider team members often have identically customized AT's. The standard Air Trek has two wheels, but it is also possible for 4 wheels on each Air Trek, and even using spheres instead of wheels. A notable specific customization is of the Kings of Roads, they all have specialized Treks known as 'Regalia' which are the mark of each King.
Being customizable, many skaters have customized their own Air Treks to suit their own style; changing with various combinations of parts, even screws and/or readjusting the balance, altering the speed and performance of their Air Treks tremendously.
:Roads:
Many Storm Riders in Air Gear can be categorized as a specific "type", based on their strong suit. For instance, someone strong and durable would be a Power-type Rider, and someone fast and agile would be a Speed-type Rider. "Roads" take rider types to a different level. Roads are the characteristics of a rider's style, created by repeating a set of tricks. The Road a rider follows is a unique set of signature tricks, and although a single Road can be followed by many riders, there are different levels of skill with that road. Those who master a road to a high degree are called "King-level" riders, and those King-level riders whose Roads possess a regalia with access to an Infinite Atmosphere are called "Kings".
For a full-on explanation and understanding of the Roads and Road-related items, see here: (x)
Original Roads
Wing Road
Description: The Wing Road uses interfaces to ride on the surfaces of different air densities, allowing the rider to increase their maneuverability and attain lift when their bodies are in a moving mass of air. Aerial tricks often involve changing the center of gravity to attain more distance. They can apply their own momentum to an air current, such as a Fang, to increase the current's velocity. Riders have a natural ability to see and predict the wind and differential pressure via scattering light. It is said to be the "purest" and closest Road to the sky. As their abilities grow, the Rider gains the ability to interact with and control the wind, more and more efficiently.
Tricks:
Double Jump: The rider changes their center of gravity to their chest and spins forward or backward depending on which way they want to go and push upwards allowing them to do another high jump.
Surface Rider: The rider uses their ability to ride the air interfaces to ride across the numerous densities caused by different shifting air pressures. Basically like traversing across the wind. This is a C Class technique.
Zephyr Comet: The rider pushes a breeze from the ground up, so that any small loose objects are brought into the air. Then, by manipulating the wind around the objects, holds them in the air. Anything from soda cans, rocks, or scraps of metal can be utilized. This is the preparation for the real attack. By unleashing an ultimate kick to create a sort of wall of air, it rockets the object like a flashing bullet. The wall that is made to launch the "comet" squeezes on the object as it passes, strengthening the shot by adding density. The power of it can dent most metals. As the rider progress, more projectiles may be shot simultaneously. For every 100 Jump + Stamina, the rider is able to shoot an additional shot at the same time. This is an A Class technique. See here: (x)
Infinity Airdoor: Moonstruck Drop: The rider can produce gusts of winds capable of reaching over 180mph, comparable to winds of natural disasters. These winds can cause the opponent to be sent flying backwards at a massive rate, if not have them fly off their feet. And the strength of the wind takes any loose objects and carries it with the incredible storm. The power also has the alarming power of reflecting back any non-wind-based projectile-type attacks that are aimed towards the rider. This is a King Class technique.
Flame Road
Description: The Flame Road has riders move at extremely high speeds, often disappearing from view. The high friction of the movement on a surface causes enough heat to create the illusion of a flaming trail. The generation of heat via friction can also bend light and create updrafts of warm air.
Tricks:
Blend: The rider is able to create an updraft of light heat from their AT’s that can make them disappear if stable and in front of white color or in the sky.
Flash Step: The rider is able to temporarily speed themselves up fast enough where the human eye is unable to see their speed because of such rapid acceleration. This is a C Class technique.
Burnin’ Blood: The rider pumps their metabolism and heart rate by using very fast and excessive motions. The strenuous work out makes them drastically heat up and their blood temperature starts to rise. Their appearance starts to redden and steam can be seen as sweat created evaporates extremely fast, and they are even burning to the touch. The purpose is to drive their nervous system to a point where their natural instincts kick in, giving a heightened sense of awareness and a little more force behind their hit. But also in doing this, their defensive abilities are drastically cut back and must rely on using speed and strength alone. Not only that, but because they are running their metabolism at a rate of almost 5000%, they will wear out quickly and be drained for a considerable amount of time. This can be seen as a last resort move. The rider’s Strength is raised by 50 for 3 turns, and then all of their stats are reduced to 10 for 5 turns. This is an A Class technique.
Infinity Inferno: Crossfire Burner: The rider uses their extreme speed at a rate where they create large amounts of heat to leave afterimages of themselves for while. They use this to create numerous images that appear as if they created many, many clones. When done right, this can greatly confuse an enemy, leaving an opening. Also, this can create what seems like many self-body clones. This meaning that these clones can seem to actually be real and can actually hit opponents, though it is just the rider moving constantly at top speeds. The down side to this trick is it causes a huge strain on the body and tires out the user easily. This is a King Class technique. See here: [x]
Rising Road
Description: The Rising Road uses sharp wires to prevent mobility by releasing high voltages through the wires causing hallucinations by manipulating the Earth's magnetic field, which alters human brainwaves. It converts kinetic energy from the Rider's run into an electromagnetic field.
Tricks:
Un-Joy Buzzer: The rider takes advantage of collected static energy created from friction to kick a wave of weak electrical currents at the opponent. This wave is weak, but the sensation felt from the electricity hitting the body is strange and possibly irritable along with the shock that comes with it, which can distract an opponent, if not only for a moment.
Pushback: The rider is able to send a wave of magnetism that can send the user flying back if close enough and could temporarily stop a user’s AT’s from moving if afar. This is a C Class technique.
Shock Wave: The rider is able to send a shockwave out of their air treks that electrocutes the opponent and putting them into a state of shock. This shockwave can travel through any medium, such as straight through the air, the ground, and possibly travel straight through defenses as well. This is an A Class technique.
Infinity Sparkover: Max Mirage: The rider releases high voltage energy, enabling them to manipulate the Earth's aerial magnetic field to alter the human nervous system. The user begins hearing a loud high pitch noise that makes the victim feel like their insides are going to burst. This is a King Class technique.
Sonia Road
Description: The Sonia Road, a Road of mainly defensive experts, is described as the opposite of the Bloody Road, as in that it shreds the user's body instead of the enemy's. Riders maneuver with their hips rather than their knees and can only be used by females, because their hips are wider than males, allowing for more range and speed, providing greater strength, and maneuverability by moving the rotational axis closer to the centre of gravity, but at the price of severe physical pain.
Tricks:
Rave Wave: The rider is able to produce a large wave of wind to gust in front of them, by spinning around their hips and performing a layout flip. As their energy is carried along their movements, the spinning of their AT’s allows them to “pull” the wind along with them, thus producing the gust that can throw an opponent back or off balance. As the Sonia Road is only for females, it is solely based upon their rotational hip-axis that this is possible.
Thorn Whip: The rider is able to send a long whip of wind at their opponent by maneuvering their hips as their center of gravity, to unleash a strong kick that cuts through the wind like a knife. This is a C Class technique.
Thorn Cage: The rider is able to create a cage of 'wind thorns' around them and their opponent disallowing the user to fly. This is an A Class technique.
Infinity Chain: Turquoise Sonia: The rider uses whips extended from their AT’s with rapid and proper hip movements. The tips of these whips can exceed 760mph and produce small sonic boom “thorns” from the air. These can be sent out in multiple directions and have the potential to pierce concrete. This is a King Class technique.
Bloody Road
Description: The Bloody Road releases a pressurized "Fang" through the instantaneous acceleration and braking of the A-T's wheel motors, vacuuming and compressing air into a piercing shock wave. However, the inertial energy from the abrupt acceleration and deceleration exerts tremendous pressure on the thigh muscles, and overuse can seriously cripple the user’s legs if they aren’t careful.
Tricks:
Tiger Pounce: The rider uses the principles of the Bloody Road’s “slice” characteristic, the instant acceleration and braking, to vacuum and compress the air under their AT, allowing them to quickly perform an additional jump with each AT, though doing this continuously is impossible without the Fang Regalia, or else the rider’s wheel motors will burn out.
Bloody Fang: The rider creates a crescent-shaped energy shock wave that can hit the opponent and will cut through flesh. This is a C Class technique.
Cage of Fangs: The rider creates a criss-crossing cage made out of interconnected "Fangs", similar to the Thorn Cage, which blocks the opponent's chances of flight, and injures their opponent if it is touched. This is an A Class technique.
Infinity Jail: Gigaer Leviathan: The rider sends out multiple air ‘fangs’ with a lower velocity, but higher pressure and density. These fangs have ricocheting properties. When done expertly, they can easily have two dozen fangs rebounding around a closed room and not even hurt themselves. This technique is far more dangerous and lethal than using a normal Fang Stab, not only to the opponent, but to the rider themselves as well. This is a King Class technique.
Over Road
Description: The Over Road uses the principles of the Ram Jet theory and Windmill theory. It compresses wind to form walls of air. Its strength grows with the strength of the wind it faces, as a strong wind can be compressed even further and creates greater acceleration potential.
Tricks:
Gust: The rider is able to kick their Air Treks sending a gust of wind that can send the opponent stumbling back. If the rider kicks into an opposing wind, then the wind kicked at the opponent is even stronger.
Climax Cannon: The rider kicks out their Air Treks, while simultaneously revving them in a backwards direction. The pulling of the air by the wheels combined with the pushing of air from the kick creates a pocket of pressure hanging around the AT. When the full length of the user’s leg is thrust out, the pocket has nothing to do except release all of its energy. It fires like a cannon, resembling that of a sonic boom when breaking the sound barrier, and a large blast of air pressure is shot towards the opponent. This doesn’t harm the exterior of the opponent, but the pressure squeezes tight against whatever it hits and can inflict internal pain on an enemy. This is a C Class technique.
Ultimate Counter: The rider is able to draw in the wind behind any Road-based attack. Once the wind is drawn in, the attack is nullified and the user is then able to send out a strong gale which has a power equal to the prior Road-based attack. This is an A Class technique.
Infinity Whirlwind: Cyclone Blockade: The rider uses advanced propulsion mechanics to create a wall of wind currents. Not only that, but the rider can also “push” the wall as they wish, so that it can force back opponents, and the wall is capable of reflecting projectile-type attacks. It is the ultimate defense and the winds can tear clothes and skin when coming into contact with it. This is a King Class technique.
Ring Road a.k.a. Shop Owners / Link Tuners (Tuners)
Description: The Ring Road, the only non-offensive Road, is a supportive road that consists of Link Tuners, mechanics who fix and tune other riders to their AT’s, also commonly shortened to just Tuners. Not all Ring Road users can actually ride AT’s. Ring Road focuses on sound - every rider and AT has a rhythm. The Tuners match the rhythm of the AT to it's rider's, increasing performance. A person with the potential for Ring Road will know the exact time without reference. Tuners tend to carry an arsenal of tools and parts for fixing and tuning AT’s or other machinery. Some modify their bodies in order to fit more tools, or increase productivity. Tuners also can carry a small machine that resembles a stenographer's typewriters. This machine allows them to monitor and retune AT’s on the fly. Riders of the Ring road sometimes have their own shop. Some join teams so they can have protection from them, while most of them prefer to stay neutral. Riders tune up Air Treks and Regalias and some are better than others.
Please refer here for the shop owning and tuning system.
Gaia Road / Jade Road
Description: The Gaia Road operates on the principles of piezoelectricity to generate electrical potential by applying directional force to the ground via the AT's mechanical components. The induced voltage is transmitted along the surface, and synchronizes with the vibrations of an object (i.e. the adversary) and effectively incapacitates them. The vibrations are a flexible application, and can do things such as to levitate objects, induce seismic activity, or even create a 'sonar' that reveals information about the opponents. The Jade Road has no known differences, though it is a fusion of the Wind Road and Gaia Road, so one could assume that they just get slight wind manipulation abilities.
Tricks:
Seismic Sonar: The rider uses the vibrations produced by the inner mechanisms of their AT’s to be able to read the physical information and layout of the surrounding area and also about any opponents that are in the area. This works similar to echolocation, where instead of using reflected sound waves to read the geography and range, the rider feels the way that the seismic waves resonate through and around any thing that is connected to the surface. Meaning the rider could do such as: find physical information on an enemy, like height, muscle mass, and body build; get information of a building’s layout, like height, decorations, how well it is built; and even where each and every hidden opponent in the area is. This is all based on how well the rider can focus to analyze the data that the waves give them. Though, one major hole in this ability is that if any opponents are in the air, or keep on jumping, at the time, the rider would not be able to sense them in flight, because the waves wouldn’t feel them in the sky. One could also say that this is very similar to “Trick Pass” in a way.
G Bender: The rider is able to change the magnetic polarity of the area, creating a weakened gravity around them, allowing people to float in the air for a few seconds longer; or in reverse, making the people and objects around them stuck to the ground and disallowing them from getting any height. This is a C Class technique.
Earthquaker: The rider is able to resonate the area with strong vibrations, to a point where, within anywhere from .1 kilometer to .5 kilometers from the rider, the ground begins to quake and rumble, upsetting any rider’s run and doing massive damage to the surroundings. This doesn’t allow any opponents to easily ride or focus, but also has the handicap of disallowing the rider from doing their own ride, while they are causing this 5.0 earthquake. This is an A Class technique.
Infinity Stratum: Glabito Suffocate: The rider generates electrical potential by applying directional force to the ground via the Regalia's unique parts. The induced voltage is transmitted along the surface and the air, and synchronizes with the vibrations of a foe and effectively inflicts internal pain. This is a King Class technique.
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Lather Road
Description: The Lather Road changes the density and properties of water by saturating it with air. The ability activates by using the wheels of the AT to seal high pressure within the bubbles, by vibrating at high speed, creating super-pressured bubbles that rotate with great intensity and burst with immense force, which can rip through steel and clothing. When they come into contact with flesh, the vibrations within them resonate with the water in the human body, causing massive internal injury. It can be used offensively, defensively, and with varying lethality. The attacks of the Lather Road that create bubbles come from the back of the AT's, so the rider must face opposite of their opponent while attacking, which can be a major weakness, not only because they might not be able to see their opponent’s moves, but also because the rider can’t attack anything in their front. The ability to ride in bodies of water is also likely related to this Road. And as this Road is all water oriented, if there is no presence of water, then the rider is left with no arsenal of these tricks.
Tricks:
Pop Fizz: The rider uses a variety of jumps, flips, and strides to create a multitude of extremely small bubbles with the special wheels of the AT’s. The bubbles pop almost instantaneously due to the puncturing of surface tension from such a small threshold, and they release trace amounts of oxidized water into the air that hold up as a massive amount of droplets of water in the air, even without the usually needed climate. This creates an expanse of unusually wet mist from where the rider uses it, and acts as a good cover for stealth and confusion.
Breaker Bubbles: The rider creates multiple bubbles and gathers them in one spot to block an enemy's attack. Not only can it be used to block at a distance, the rider can also collect the bubbles around their body, protecting them from an attack, though the rider must be wary that they don’t injure themselves in the process. This is a C Class technique.
Bubblegum Crisis: The rider creates giant bubbles that surrounds their opponents. When the bubbles explode, they cause the water in their opponents to vibrate causing massive internal damage. This is an A Class technique.
Infinity Aquarius: Blue Precipitate: The rider uses any source of water around them to create miniature air pressure bubbles. These mini bubbles can be swept into any directions and have a higher hit rate than other Lather Road techniques because of the sheer numbers capable. Because these are such smaller than normal ones, even just wind gusts can blow these bubbles around, making windy, wet days dangerous. During rain sessions, using this technique in mid-air will cause a rain of these bubbles that can tear cloth and exposed skin. This is a King Class technique.