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Itachi-Sun God

PostPosted: Mon Jan 18, 2010 2:29 pm


: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.
---

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.  
PostPosted: Mon Jan 18, 2010 2:38 pm


Variant Roads

Smell Road

Description: The Smell Road is mainly unknown and barely even official. It is known to have an unusual way of using perspiration, or creating an odor, usually during overall perverted moments or from being aroused, to affect the opponent's sensory intake and behavior and to make them see strong illusions. Mostly all Smell Road riders are incredible perverts. When facing an opponent of the opposite gender, Smell Road riders are said to be exceptionally stronger.

Tricks:
Sweat Slick: The rider, usually when over-perspiring during a perverted action, creates a layer of sweat that covers their path. It is slippery to other riders, but Smell Road riders seem to be accustomed to its effects and properties.
Illusion Pig: The rider uses overwhelming fumes of their perspiration to make their opponents see strong illusions that lowers his target's inhibitions and makes them open to mental suggestion, usually relating to the Smell Road rider's perversion. This is a C Class technique.
*Note: This Road has no Infinity Atmosphere yet.

Hurricane Road

Description: The Hurricane Road is known to be a combination of the Wing Road and Over Road, or even just an extremely advanced variation of the Wing Road, which focuses on using the created wind as a weapon rather than to increase maneuverability. The rider can use normal AT’s to replicate the effects of the Wing Road's Regalia. As their abilities grow, the Rider gains the ability to interact with and control the wind, more and more efficiently.

Tricks:
OverBurst: The rider readies their ground, and unleashes out a blast of wind within a 2 meter radius of them, usually stomping a foot to emphasize it. This is merely wind and can't directly hurt the opponent, but can blow objects at a speed great enough to injure them depending on what it is. If the other rider is in the area of the wind, though, they can be blown back a few yards. See here: [x]
Corona Nimbus: The rider constantly pulls and pushes air until they create a self-sustained miniature cyclone. It is relatively small, about the size of an average ladder. The rider gives it a "push" in one direction and it will continue until it is stopped, or broken up. Sending out cyclones is meant either as a frontal attack, or to disrupt an adversary's riding. Though it is a cyclone, it is not terribly destructive or powerful. This is a C Class technique.
Tempest Wall: The rider “pulls together” the air to create a thick, nearly impenetrable wall of hurricane-force winds. Running into it would feel like trying to run through a hurricane itself, so this is powerful enough to leave numerous cuts across the body, but if the opponent's strength is greater then the rider's, they can ride right through it. This is an A Class technique.
Infinity Vortex: Pile Tornado: The rider uses their advanced control of the wind collect wind in their hands, swirling it with their hands to create a drill-like tornado that is sent at an opponent, from either a forward punch, or transferring the drill-wind into a forward kick. Advanced users can even use both of a limb set to create two tornadoes. As this technique is further learned, the user can learn to shoot the tornado and then leap into it, riding the walls of the wind, which launches the Rider forward with great speed and power, which is then called “Limited Express”. This is a King Class technique. See here: Formation [x], Transfer [x], Attack [x]; Limited Express [x]

Apollon Road

Description: The Apollon Road is an extension of the Flame Road. Nicknamed "Time Mastery", it uses the refraction of light or the overload effect of the brain to create invisibility and temporary paralysis via quick and precise nerve attacks. Also, this application of the Flame Road uses the momentum of high speed movements to create devastating attacks, instead of using the flames.

Tricks:
Oh ! Time: The rider keeps using their speed to a point where they manipulate the light around them with heat, rendering them self invisible to the opponent, giving them the illusion of controlling time.
Time Skip: The rider moves at incredibly high speeds, allowing them to become too fast to be seen by the naked eye. This can only be done for short distances and usually looks as though the user 'skipped' through time. This technique is a lot like the Flame Road's Flash Step, though Time Skip requires less stamina. This is a C Class technique.
Clock Stopper: The rider uses advanced speed to strike the opponent in multiple nerve points to ultimately stop the opponent's freedom of movement. This move is often seen as stopping time to outside watchers. This is an A Class technique.
Infinity Chronos: Zero Time: The rider uses incredible speed and seems to disappear for a varying amount of time based on the rider's stamina and speed. They actually were circling the area that they, and anyone around them, were in to generate great amounts of frictional heat in the air. When enough is created, the opponent, naturally, will start to slow down and their timing is decreased. This is due to the brain reading this synthetic heat as real heat. The heat fatigues the opponent and makes them believe that everything around them is faster, when they are actually slowed down. This is a King Class technique.

Horn Road (This name is temporary as the true name is unknown)

Description: The Horn Road operates under the same principle as the Bloody Road. It uses the rapid acceleration and braking of the wheel-motors to generate heat, converting energy from braking into heat energy. It then expels that accumulated heat as thermal "shells" through incredibly fast and steady kicking.

Tricks:
Nitrous: The rider generates a heat “pocket” by rapid acceleration and deceleration and then as they take their next stride, tilt their body forward and stomp the ground with their “pocketed “ AT. The air bursts behind them, expelling the air and heat and giving them a large boost of speed forward. Not only can this be used as a speed boost, but if done straight to the ground, a rider might also be able to get some good aerial lift from it.
Air Cannon: The rider creates a miniature, heated pressure "shell" by using the same principles as the Bloody Road's "fang", extreme acceleration and braking of the wheel motors. By kicking it out with exceptionally great speed, the shell bolts at the enemy like a cannon shot, appearing only as a beam of light to the naked eye. The temperature is so great that it causes great burns and melts some metals. This is a C Class technique.
Raid Strike: The rider attacks the whole area with thermal shells sent outward by spinning on their center of gravity and sending their attacks out from the "spinning top". Because the rider does not kick it out like ‘Air Cannon’, these are more like bombs that explode with heat upon impact. This is an A Class technique.
Infinity Ignition: Grappler Burst: The rider creates an extremely great amount of heat before releasing the energy through a swift kick, sending out an abnormally strong thermal shell. Piercing this shell with another smaller shell, created with the other AT, will cause a disruption that will pull in surrounding objects and air before suddenly expelling it outward with great force. It doesn't have the power to totally pull in people sized objects, but if they're close to it, the outburst could severely burn them. Projectiles shot from this are also extremely dangerous. This is a King Class technique.

Gladius Road

Description: The Gladius Road is comparable to the Sonia Road. The rider uses connected, collapsible shuriken style blades connected to his treks to cut up his opponent, like the whips from the Thorn Regalia. When put together, the blades form the shape of a gladius. When kicked and swung with technique, the blades extend far and are exactly like whips, though much more dangerous, but also more difficult. Though the Road is known for the riders having actual blades connected to their Air Treks, other forms of blades can be connected, like blade whips, chain scythes, etc. Not entirely like whips though, one could think of the blades like scorpion tails; being able to manipulate it to one’s will and to be like an extension of one’s own body.

Tricks:
Blade Chain: The rider whips around the blades connected to their AT's with swinging and kicking motions to cut up their opponents at a mid-long range. These blades have the power and sharpness to cut through most metals. This technique can also be used to block attacks such as the "fang" or "thorn" by breaking it with the blades before they can reach the Rider, though that is advanced.
Mirror of Scorpion: The rider is able to control their blades to a point where the blades have almost seemingly become an extension of their own body. They can twist and slash in ways that almost seems normally impossible. Because of this, the rider is able to do such a task, as pulling their blades together to form a shield to block attacks. Or even such as using the blades to actually catch a projectile-type attack and slingshot it right back. This is a C Class technique.
Kaze Style: Masamune: The rider uses the extended length of the blades on their AT's to slice and dice the currents of air in the close proximity of their area. This disrupts all current flow and breaks apart the streams of air. Doing this prevents abilities that involve the manipulation of air currents, air density, or wind to be used for 3 turns, unless the rider can create their own wind. (Notably, the Wing Road or Hurricane Road) This is an A Class technique.
Infinity Sabre: Arrow Rain: The rider uses the expert manipulative control of their blades to send it straight out like an arrow to pierce the air, breaking the sound barrier. This causes an arrow-like sonic wave to flash in the direction that the blade was aiming at, most likely the enemy. This doesn’t have the power to pierce skin, yet somehow it amazingly shreds cloth very easily, but this is very misleading, as the pain does feel as if a needle of pain were shot right through you. This can be done with both blades in a repetitive fashion, yet overuse could shatter the blades in an instant from the stress exerted on it. This is a King Class technique.


Vercing Road

Description: The Vercing Road is thought of to be a fusion of the Bloody Road and the Lather Road, as it combines the “Fang” element of the Bloody Road, with the explosive water characteristic of the Lather Road. As this Road is mainly water oriented, without a good water supply, some tricks are incapable of performance.

Tricks:
Blast Bubble: The rider uses any existing water or even humidity, to collect and pressurize the liquid between their wheels. A bubble forms and then the rider sends it out as a small, explosive splash bomb with a kick, capable of ripping cloth and keeping enemies back a bit.
Boomer Fang: The rider pressurizes water and air into a wave that flies through the air, that not only slices and explodes on the opponent on contact, but also causes a rapid expansion of the water in wherever it hits them, causing massive formation of exploding bubbles from within. This is a C Class technique.
Water Tiara: The rider pressurizes water into a crown-like formation on the target's forehead, held together only by the slowly dissipating pressure of the water. As it begins to depressurize, explosive bubbles begin to form, threatening to cause serious injury if it goes off. Not always used for offense, it has also been seen used to take people hostage. This trick is special, as it has certain rules:
Water Tiara Rules Wrote:
Quote:

When used, the rider rolls a 10-sided dice, and on their post, the target also rolls a 10-sided dice. If the target beats the rider’s number, the move fails. If the rider succeeds, then after 5 more turns, massive damage is dealt unless the following occurs: The target has teammate that destroys the attack with a move such as the “Bloody Fang”, “Thorn Whip”, or “Air Cannon; Or the rider rolls two 20-sided dice on their turns and rolls a 20, thereby freeing themselves from the attack. Though, even while rolling, both people continue with their RP’ing.

This is an A Class technique.
Infinity Marina: Demon’s Water Field: The rider pressurizes any existing water, not only in a water source, but also the water in the air, to form what seems to be like, a massive amount of floating skulls, that just hang numerously around the field, yet these skulls are light enough to be just carried by the wind, and don’t just hang in one spot for long. These skulls violently explode on contact and, as associated with the Vercing Road, cause the development of exploding bubbles within the body. Untouched, these skulls won’t do much, but because of the possibility of massive quantities, unless the opponent uses an attack to destroy these, they are basically trapped within their own prison of terror.
Demon’s Water Field Rules Wrote:
Quote:

After this trick is used, it lasts for 10 turns, unless all of the skulls are destroyed before then. When used, the rider generates a random number between 100 and 200. This is the number of skulls that encompass the field. The opponent, or any of their team, may use an attack such as the “Bloody Fang”, “Thorn Whip”, or “Air Cannon” to destroy as many skulls as they can by generating a random number between 1 and 50 (the number of skulls destroyed), otherwise the rider must roll a 10-sided dice. Rolling odds means that the rider gets hit by a skull (-1 to the skull count); rolling evens means that they avoided it and may proceed to post an action / attack.

This is a King Class technique. See here: [x]

Itachi-Sun God


Itachi-Sun God

PostPosted: Mon Jan 18, 2010 2:39 pm


Custom Roads

:Road Name:
-Flare-Bolt Road-

:Road Title:
-Striker King-

:Road Description:
The Flare-Bolt Road manipulates the heat and light in a way to form flames, like the Flame Road, but also blue flames, which look more like lightning. Upon first look, one would say that this Road is similar to the Flame Road, due to the fact that it too draws up the illusion of fire, but when looked at from a closer view, one can see that the style and form of this Road is much different. This Road is a power-based Road which gains all of its power through strong blows, but also has a slight reliability on speed, which makes it different from the Over Road and Bloody Road, which is standing still and throwing around strong attacks. It is a momentum-powered Road using high speeds, coupled with strong gestures and motions in order to make the power of the user's blows astounding. This Road has two large side-effects though. The first effect being that due to the unique style of the Road, the user will most likely be using his hands like a boxer. This gives a lot of power, but makes a person highly predictable which is why speed is an important key with this Road. The second side-effect is that the user is usually dealing blows that are a lot stronger than they could regularly throw, which can cause the user to break their fist with just one attack from this Road. That is why users are advised to wear gloves to protect their fists.

:Road Tricks:
Thrust: The user begins to vacuum and compress air repeatedly around the wheels of their AT's until they are about to burst with pressure, and then they release the air in a certain direction. This allows the user to be sent into a single direction with much more velocity than they would gain with a full-out dash.

Fist of Fire: The user begins to go forward with one AT, while going backwards with the other. If both AT's are equal in power, then this will make a stalemate and cause the user to remain still, but the amount of air being sucked into the wheels will match the amount of air being pushed out and will eventually create a pocket of highly pressurized air around the user. The user then sends a strong punch through the air pocket while at the same time sending both AT's forward, which releases the air along with the user and couples their punch with the power of the highly pressurized wind. Once the punch makes contact, the power will be equal to that of a miniature sonic boom, plus the added power of the user, making for an attack that could match, or maybe even surpass a Fang head-on. The light is manipulated around the fist to cause the image of fire surrounding the person's fist which gives the trick its name. This is a C Class technique.

Fist of Thunder: This trick follows the same concept of the Fist of Fire, but takes a more speedy approach. When the highly pressurized wind is summoned up, the person then quickly puts both AT's into reverse, drawing in all that highly pressurized wind and then going forward, releasing all that wind in the opposite direction that they want to go. This technique is much like 'thrust', but the wind is so powerful that the user's feet actually leave the ground, as they are going too fast and the friction between their AT's and the ground would slow them down. The user goes so fast that their bodies almost vanish from sight, making them only a blur. The user then manipulates the heat and light to cause the image of blue flames, or lightning, to surround their fist, which usually draws the attention of the enemy and leaves them to think that the user had just thrown a ball of lightning at them. This is a B Class technique.

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Road Name:Mocking Road

Road Description:This Road's traits are very unique compared to other Roads. This Road is a Road which has been said to be best for Sky King due to it's unlimited possibilities, but has also been said to be horrible for Sky King due to it's weakness to the original Roads. This Road grants the user a certain type of vision, much like Trick Pass and Hawk Eye, but instead of being able to set up a type of 'map' around the field, the user is able to see the wind currents around themselves and others as clear as day. By seeing this, this allows the user to see how different Roads manipulate the air around them and grants the user the ability to copy it. Even though it is a powerful weapon, when copying a Road's tricks, this Road's version will always be weaker/slower than the original and it drains the user the longer they use another Road's abilities.

Road Tricks:
Gale Gaze: Allows the user to see the wind currents around each Storm Rider in order to decipher which road they use and how to copy it. This technique is different from the Wind Road's ability to read wind currents, because the Mocking Road Rider analyzes how the other Rider influences the wind to their Road's use.
Copy Skill: Allows the user to copy the opponent's or allies' Road's attributes on the body and their skill. This allows them to have 80% of their stats. This trick is usually used by weaker users or for one's who have allies that are much stronger. The user can remain this way until they stop using this trick or copy another person's 'skill'.
Copy Road: Allows the user to change his Road to whatever Road someone in the area is using. This also allows the user to use all the tricks of that Road that are not restricted to only the King Class. When copying a road, the user's stats are decreased by 20% for five posts. The user will have the techniques of that Road until he either stops using this trick or copies a different Road. The user can only copy one Road at a time and can only copy once every three turns. The user cannot copy a Road that requires a specific item in order to use it (like an instrument for a sound-based Road)

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Road Name:Impact Road

Road Description:The Impact Road is one of the newly discovered Roads in the Stormrider community. The Road basically moves over the concept of the Pressure-Volume relationship. The rider is making quick movements with their body to change the air to a level to make them more flexible in the air. The users of this road rely on the generation of tremendous Air Pressure at the sacrifice of their own Jump capabilities. But all the same time are creating a wider range of attack, and a broader defense. Tremendous outgoing air currents are transformed into a wall of air, called the Iron Air Wall, instantaneously by the high speed revolution of wheels. The larger the generated atmospheric pressure, the larger the Air Wall becomes and the harder it is to take down. The air gains a specific amount of temperature under the riders feet and then bursts upward, expanding, and growing but only to an extent that the rider can control. But when they aren't creating the "Iron Air Wall" they are gathering the air and putting it into a "pocket" of highly pressurized air around them. They release this "pocket" of highly pressurized air to help push them forward with extreme momentum. It is a momentum-powered Road using high speeds, coupled with strong gestures and motions in order to make the power of the user's blows astounding. This Road has two large side-effects though. The first effect being that due to the unique style of the Road, the user will most likely be using his hands like a boxer. This gives a lot of power, but makes a person highly predictable which is why speed is an important key with this Road. The second side-effect is that the user is usually dealing blows that are a lot stronger than they could regularly throw, which can cause the user to break their fist with just one attack from this Road. That is why users are advised to wear gloves to protect their fists.

Road Tricks:
Divine Shot [A Rank]
-This trick is a strength type attack, which makes the trick very taxing on the rider. The user revs their back wheel until enough air comes through the intake to create a high pressure flow of air. The user performs a back-flip into the air. They thrust themselves forward gaining a downward momentum. They send a pulse of air from the AT's into the ground, pushing their opponent back about a meter. The user remains stationery and makes one AT press forward while the other is moving backwards. The user puts a huge amount of air into a state of high compression with the AT that has been going backwards. The user is stuck in a ball of a high compression, which creates a constantly growing buildup of pressure. This attack is different from the other Titan Road tricks in the respects that it has more destructive power, plus it takes precision and a large amount of strength to kick hard outward with the pressure buildup, creating a large "blade" of highly compressed air. This is usually reserved as a battle finisher.

Wind Titan [C Rank]
-Using the untapped speed of the newly formed Titan Road, the user may actually use this technique to disappear for a moment and then reappear in different area of the battlefield depending on his/her speed and quickness. The user compresses the air into their ATs and releasing it all in the same instant. This fast action distorts the air around the rider which creates the illusion that the rider has "warped through the air". This technique allows one to move not faster, but quicker.

Titanium Air Ball [D Rank]
-The rider stands firmly seeming as if they aren't doing anything, when in reality one of their ATs is going and the other is going backwards which is why the rider is standing still. The rider has been putting a huge amount of air into a state of high compression with the AT has been going backwards. The other AT that is going forward has been pushing air out forward, which will match the amount of air being sucked in and will eventually create a pocket of highly pressurized air around the user. The user puts their hand out touching the ball of air and creates a "mold" shield. The shield's true purpose is not to deflect attacks, but rather, to weaken them at first and absorb their energy to set up an even larger shield. Though, the storm rider who is using this constantly loses stamina, as he is directly placed at the center of a vacuum, which is taking the breath out of the rider.

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