PDA

View Full Version : [Tuner/Rider] Katsuki Noriaki (永明 蘭月)


Jade
04-10-2009, 12:12 AM
Katsuki Noriaki
永明 蘭月


General Information:
必要ね。しかたがない。

Username: Jade Magatama
Name: Katsuki Noriaki (永明 蘭月)
Gender: Female
Age: 16
School: Higashi High, 1st year (10th grade)
School Clubs:
Art
Shogi
Money: 4585$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.



Current Stats:


Stamina: 161
Strength: 182
Defense: 150
Speed: 255
Rider SP: 748
TP: 2/5


Vitality: 44
Dexterity: 40
Hearing: 40
Intelligence: 40
Tuner SP: 164
TP: 0/5

Total Skill Points: 912
TP: 2/5


Regalia Abilities:

Equilibrium
"Equilibrium. Where positive and negative become neutral. Where light and darkness converge. The boundary of yin and yang. The combination of my victory and your defeat... wait, wouldn't that be just a tie then?"

Power Loss
"Completely reset the world, only to begin again. It's a bit situational, but irreplaceable whenever the situation calls for it. For example, if your foe's one of those people that makes a status update for every second they're breathing, this one might mess their rhythm up."

Power Pulse
"A weak but effective power that keeps all at bay using electrical potential. It's like touching something metallic and getting shocked , only with your entire body."

Resurrection!
"At the ninth twilight, the Witch shall be revived and none shall be left alive."

Tripwire
"It's a decent way to keep others from getting too close. After all, if you trip on a wire, you might fall down on some other wires, and rip! There goes your favorite pair of jeans."

Infinite Atmosphere: Electro-Magnetic Storm
"I, who stand in the full light of the heavens, command thee to open the gates of hell. Come forth, divine lightning!"

Tangle Wire
"The wires become a cage that closes inward, preventing escape and restricting your possible actions. You can't even move out of the way of the Queen. It's checkmate."

Taser Punch
"Since I'm not a fan of violence, I'll usually just stun an opponent with Time-styled tricks and hope they stop fighting. If not, then I combine Time with a bit of electricity..."

Wire Catapult
"The wires can be used as a warning. I can shoot them forward like an arrow to discourage someone from challenging me. If that doesn't work... then I guess I'll just pick up a vending machine and throw it in their direction."



Tricks:


Current E-Rider: Backward Cross Ridefall
"If there's nothing for you to do other than to take the hit, try lightly jumping opposite the attack and using that energy to land safely. Aerial recovery. If people in fighting games can do it, you can too!"

Previous E-Rider: Hawk Eye
"Concentrate and you can form a mental map of your surroundings, tracing everywhere precisely and accurately. Of course, if you're using it in battle, the time it takes to perceive everything might be too much of a luxury."

Previous E-Rider: Moonsalt 900
"Probably the first trick I've ever learned. I usually use it whenever jumping, but it just doesn't give the added speed boost like it did back when I was a beginner."


--


Current D-Tuner: Communion of Parts
"A little bit of magic goes a long way, be it modifying my ATs to move as fast as Nessa or to increase their traction to block and attack as well as Hotaru. It's only temporary magic though, so I keep having to redo it every battle."

Current D-Tuner: Rapid Tampering
"If you're going to fight someone who knows about AT machinery, be careful. Your skates might fall apart in the blink of an eye!"

Previous D-Rider: Shadow Tag
"It's not really as hard as it sounds. Just watch what the other person's doing and copy them. Part of the trick is to surprise your opponent and make them hold back, thinking that you'll copy their most prized technique! Psychological warfare!"

Previous D-Rider: Mirage Flames
"I know it has Mirage in the name, but this particular ability is closer to the Flame Road rather than the Mirage Road. But well, it's a flashy trick for all occasions."


--


Current C-Rider: Time Ronodo
"A Time trick, performed Mirage-style. Usually I make a few mirages to surround the opponent from all sides, then close in to strike. "

Previous C-Rider: Kamikaze Technique
"It's probably a more effective trick if you know wind manipulation, but it also works if you have the speed to do so. By moving in sharp directions, you can almost control the wind however you'd like."


--


Current B-Rider: Blood Letter's Gash
"Quite possibly the most battle-oriented technique in my arsenal. You slowly find weaknesses in the opponent's defense and strike, potentially using the Thunder Regalia to summon up illusions of the impact areas suddenly bursting with blood if you're feeling cruel."

Previous B-Rider: Mirage Step
"It's my signature technique! I probably use it more than any other trick combined... Why isn't it my currently active technique? That's a secret."


--


Current A-Rider: Supernova
"Combine all the tricks I have together, and this is the end result. Using actual flames this time, it's an extremely potent but tiring technique."


--


S-Class Signature Technique: Esoterica 「Lunatic Witch Hunt」
"The endless onslaught of the awakened Mirage Witch. Throw your opponent into the infinite loop and shatter their hopes once and for all."



Current Status: Rider/Tuner. S-Class Thunder Queen / D-Class Tuner
Road Followed: Mirage Road
A-T Information:

Flowering Moon: Katsuki's first pair and most commonly-used ATs. primarily violet leather shoes that reach a little above the ankle. The shoe also includes a strap for foot size adjustment. They resemble the dress shoes that Katsuki wears whenever she's not riding ATs. Since they fit her favorite color scheme and looked normal enough, Katsuki immediately bought them when they were displayed in a Shibuya store.

Subtle Mirage: Roller-ball ATs, used during occasions where it was better to not be immediately identified as a rider. The mirages take a more supernatural appearance due to the slight difference in immediately changing directions. Apart from the different mechanics, the ATs themselves are modeled after the Flowering Moon type.

Hidden Moon: Collaborative work by Katsuki and a tuner friend, again in the appearance of dress shoes. Modifications have been made to allow for stronger wheel durability due to the mechanical stress on the ATs during oscillations. The READ data has been edited, hiding the owner name and a few other statistics.

Tonare: The Thunder Regalia. Acquired from the previous Thunder Queen after two Extractors had attacked one day in Shibuya. The base of the Regalia is stored in knee-high boots, which holds the compressed body suit. The body suit itself slightly resembles a knight's armor in appearance.


Looks:
その目、だれの目?

http://i368.photobucket.com/albums/oo130/gothicookie/2o1o/Katsuki.png

Eye Color: Blue
Hair Color: Naturally black, dyed with a subtle indigo tint.
Skin Tone: Fairly light, somewhat prone to sunburn.
Height/Weight: 5'2 / 104 lbs.
Blood-type: A
Overall Appearance:

Considering the fact that younger generations are becoming taller and taller, it wouldn't be unusual for Katsuki to pass off as a middle schooler. Or at least in somewhere like the West, since the average height of a Japanese person isn't quite as tall. Her hair is tied in the back and styled to form two sharp-looking ponytails. Her bangs reach her eye level but are always swept to the sides or forehead, and is about shoulder-length on the sides. This overall appearance gives her a tomboyish first impression.

Her clothing style outside of school looks more formal than casual, probably due to her preferences when choosing clothes. Instead of the commonly-seen brands that are worn by many in the city, Katsuki prefers clothing that look fancy but with as little designs and colors as possible. Typically her attire is limited to only three or four complementary colors. Her favorite colors are between the blue and purple spectrum which predominantly color her clothing. She also carries a shoulder-strap bag capable of carrying both her school work and as many manga volumes as needed.

Katsuki usually walks about twice the average pace as a regular person, but this naturally gives other people the impression that she's very punctual and rushed. When riding, there's often a volume of manga in her hands which she reads at the same time. Her eyes often avoid direct contact with another's unless she's talking or listening to them, and her posture is straight and proper. When speaking to somebody, Katsuki usually speaks clearly but somewhat softly. That or people have poor hearing.

Riding Costume – Mirage Coordinator (http://i232.photobucket.com/albums/ee30/Shiyochan/Katsuki-S2.png)
Commission ~Drawn by Zelda (zeldacw.idv.st) (http://i232.photobucket.com/albums/ee30/Shiyochan/KatsukibyZelda.png)
Cover Pic / Commission ~Drawn by Gothicookie (http://i368.photobucket.com/albums/oo130/gothicookie/2o1o/Katsuki.png)
Commission ~Drawn by Akashiro (akashiro@deviantart) (http://i232.photobucket.com/albums/ee30/Shiyochan/KatsukibyAkashiro.png)
Commission ~Drawn by Mel (watermelan@deviantart) (http://i232.photobucket.com/albums/ee30/Shiyochan/KatsukibyMel.png)


A recently self-tailored costume, using lighter materials for better comfort and ease when riding. The top consists of two layers, a modified school uniform’s shirt as the base, and a blue cotton jacket over it. The bottom consists of a skirt with an orchid design sewn into the front, with slightly baggy lavender shorts underneath. A primarily purple silk scarf completes the outfit.


Original Costume - Orchid Moon (http://i232.photobucket.com/albums/ee30/Shiyochan/KazukiC.png)
Commission ~Drawn by DeviantArt's ToiletSeat~ (http://i232.photobucket.com/albums/ee30/Shiyochan/KatsukiCommission.png)
Commission ~Drawn by DeviantArt's Riingo~ (http://i232.photobucket.com/albums/ee30/Shiyochan/KatsukiCommissionR.png)

Katsuki's favorite attire was customized and tailor-made in Shibuya by her mother, using a design of a heroine character's costume drawn by her father. Technically then, it's an original cosplay. Occasionally she encounters people who recognize the costume, but is far more commonly met by weird stares. The upper half of her outfit consists of an azure vest-like shirt decorated with gold ribbon along the edges. The chest is decorated with a jade crystal that also serves to button the two ends of the vest. Beneath the blue outer layer is a one-colored violet shirt with sleeves. The lower part of her body is covered by a blue cloth piece that covers only the front, but a longer violet skirt serves to cover her body down to her lower thigh. Both pieces are adorned with gold lacing along the edges just like her outer shirt. As for accessories, Katsuki also wears a blue muffler along her neck, blue stockings that reach up to her knees, and a purple sash decorated with gold ribbon. When riding, she also wears lavender-colored durable gloves so that her hands wouldn't be scratched up against surfaces when moving at moderate to high speed. Katsuki has started to wear this costume less frequently while training, since riding around has started to show its wear on the outfit.






Personality:
友達になりたいよね?

Likes:
Like is an understatement, she loves manga.
Cool cloudy weather
Listening to music, often Jpop songs
Drawing, manga-styled art
Clothes designing and tailoring
Puzzles, magic tricks
Dislikes:
Hot temperatures in general, fire
Seafood
Damaged Manga
Boredom
Arrogance
Hobbies:
Reading manga. Naturally.
Riding and practicing ATs
Playing arcade games
Drawing
Occasional cosplay
Strategizing; playing shogi or cards
Fears:

Being stuck in the middle of the Sahara desert with no manga to read (It COULD happen). She fears of letting down others, particularly her team or friends. There aren't many other fears, mostly only disliked things.

Goals:

To read every single manga volume that exists (Doubtful)! She wants to live without feeling overly stressed by anything, as well as improve her AT skills enough to be able to help others using her abilities. Katsuki also wants to someday master the abilities of the Mirage Road and become a better Stormrider, of course.

Overall Personality:

Having read literally hundreds of manga volumes over her life, Katsuki can be described as a walking encyclopedia. Therefore some of her thought processes or speech may be influenced by what she's read. Katsuki often reads at least a few volumes daily, despite being a Stormrider now. She has no specific genre preferences due to reading nearly every volume in her house and her father's studio at an early age.

Since her surroundings have always been constantly stimulating, the schoolgirl has a tendency to become easily bored. Traveling around the city on Air Trek helps to vent these times of boredom. When moving through a nice, peaceful area with a volume of manga in hand (Slightly defeats the point of having a nice atmosphere), she can enjoy riding for a few hours until it gets dark. School doesn't bore her too often unless every teacher starts handing out tests or monotonous assignments.

Katsuki naturally acts polite to people, even if her inner personality thinks otherwise. Valuing close friends over many acquaintances, it takes her some time to warm up to somebody, more so if they have a bad first impression. Once she's friends with another, Katsuki is very loyal and more open about herself. Somehow she doesn't really have a strong sense of caution though.

While riding seriously or practicing, her style of thinking typically adapts more of a strategist's calm personality as she concentrates on the riding itself. She balances her road's ability of forming mirages and also calculates her next steps at the same time. The Japanese girl loves puzzles, and her road itself is especially the type of riding style that fits her interest in confusing and baffling others. It also works with her manga interest too, as she integrates aspects of fantasy with her mirages to give her road a somewhat mystical feel.

History:
月の歴史によると。

Birthplace: Tokyo, Japan (Shibuya District)
Birthdate: January 19th
Birthtime: 12:42 AM
Parents: Noriaki, Reiji (39, Father). Noriaki, Kaguya (38, Mother)
Siblings: Noriaki, Tsugumi (14, Female)

Friends:

Hotaru Whistler - Vice-captain of Unseen Salvation, who trained Katsuki in endurance as well as helping her learn the extent of the Mirage Road. He is also one of the top members of the ATP as well as the Rumble King. Seems to be a magician and expert cook as well...
Kitty Valentine – A member of Unseen Salvation. Through some chance or twist of fate, they had met months before and she had sketched Katsuki back then, which eventually reached the eyes of her teammates. A speed rider following the Maelstrom Road.
Nathan Wester - Teammate in Unseen Salvation, overcame physical handicaps through riding ATs, but unfortunately suffered a debilitating accident and has stopped riding until he can make a recovery.
Nessa Andreas - The captain of Unseen Salvation, although they encountered each other days before the team was even formed. Despite suffering many hardships as the Storm Queen, she continues to maintain a cheerful and upbeat persona.
Taiyou Kisaragi – The self-proclaimed ‘Strategist’. Katsuki's childhood friend and mentor when it came to learning about the AT world, although she'd never seen his actual riding abilities. He is one of the technicians behind the Nakano Arcade’s riding rooms.

Acquaintances:

Arashi Shunsuke – The Flame King, and a connoisseur of English literature, or at least from their first experience. He was the one who revealed Hotaru’s title of Rumble King to her.
Hadrian Saeki - A rider following the Tempest Road, he challenged Katsuki to a Hurdle contest when they were both upper E-Class riders. After a year, he had appeared again, this time with an elegant change in appearance and demeanor.
Jiro Kurumi – A lesser-known member of Unseen Salvation, but from her teammates’ talk, he seems to be one of the strongest riders in Tokyo. Strawberry-obsessed, more so than her own obsession over manga.
Kain Ethel – One of Kitty’s friends and a fellow member of Unseen Salvation.
Kami Kage - Kyoto resident, and an ATP member. He follows the Shadow Road and has a passive riding style around opponents.
Knuckle Bine – Practically towering over the rest of the team, he is an aspiring strength rider in Unseen Salvation.
Roman Alexander - A fairly tall individual who showed up at Unseen Salvation's first meeting but never joined. The supposedly Leviathan King, an ex-ATP member, and unusually a fan of romance manga.
Shane Williams - The first rider Katsuki came across while at school. A foreign-exchange students who seems to have an interest in manga. Returned to America for an extended time, but has since returned.
Yume Hashimoto – A rider who wore a blue-purple kimono while riding around. Has apparently joined Unseen Salvation as well.
Zach Blake – A student of Nessa’s and an aspiring rider, who Katsuki helped to train in the park one day.




Overall History: Growing up, Katsuki was born to parents with slightly unique professions. Her father Reiji is a seinen mangaka whose works are more known among a niche group of fans rather than a mainstream and internationally-known series. On the other hand, her mother Kaguya works as a clothing designer in Shibuya, specialized in more regal-looking costumes than regular casual wear. The store below is run by her mother while the floor above serves as a studio for her father's work.

Due to a near integration of professions, Katsuki always lived in an environment which stimulated creativity. Since her father often referenced other artists' manga to better understand the trends of the new generation, their home was always filled to the shelves with manga. To pass the time when both parents were busy, Katsuki began reading many of the house's shojo volumes at a young age. There were no children's books at her house but about a bookcase full of young children's manga, and she eventually finished a few dozen of those volumes by the time she went to school.

As an extension of her education at school, Katsuki also was taught English as a second language early on so that she wouldn't have too much of a difficulty learning it when it was taught in high school. Throughout her life, she performed above average in nearly all academic subjects, though not always the top student of the class. For the young schoolchild, she felt that learning and understanding the importance of something was a better goal than to know everything so that one's better than everyone.

After finding out about Air Trek, she decided to search throughout the city for anything that suited her tastes. Especially since the store sold only formal clothing, she needed to buy it from another store instead of asking for a free pair. It took her about three hours until she found a small shop that sold a pair that she liked. "Perhaps now I'll be able to find something to do when I'm bored of looking at paper and ink..." she thought.

F-Class

When starting in F-Class, her childhood friend Taiyou had to temporarily move away for a while. Even so, he still guided her along the way, giving her tips on riding and guides about the AT world. Early on, she mainly trained the basics by herself a few hours a day. After about a week's time, Katsuki encountered several other new riders from her school and got to know about them and their riding abilities. Finding out about others taking up a similar interest motivated her to continue riding even more.

E-Class

Starting in E-Class, the rider first heard of a virtual-reality AT riding area in Nakano. After arriving to the area for beta testing, she encountered another rider her age and size. They eventually participated in a race to pass the time while in the room, and Katsuki partly won the challenge in the end. This race was odd as it involved dodging illusions of people generated by the VR room itself, and Katsuki ended up spotted mirages of herself for brief moments. Some time after that, she practiced the unusual technique by herself, realizing her ability in creating a double image of herself as an optical illusion of her riding. This was called the Mirage Road.

A few days passed, and the new Mirage Rider encountered a blue-haired girl in a store located in Shibuya. The individual who called herself Nessa seemed to have been hurt and was buying first aid supplies when they met. During this encounter, Katsuki had gotten a good first impression of this other rider, and Nessa then invited her to an area in South Tokyo which served the best smoothies they've ever tasted. This was her first encounter with a higher ranking rider. Shortly after, fliers were posted all around the city as the team Unseen Salvation was making its debut. Katsuki went to the destination area out of interest, and was surprised to find out that the leader was none other than the person she'd just met recently.

This was the time of the Tokyo Tower incident as well. She and her teammates had barely escaped the event alive. Over the course of the next week, the rider had jumped quickly to C-Class before the ban had taken place.

D-Class

Slowly getting to know the other members of the team, Katsuki searched for the other leader of the team one day in Shibuya. By fortunate chance, it didn't take very long until she ran into Hotaru, the team's vice-captain. During their encounter, Katsuki requested for him to train her in endurance to prepare herself for the next team meeting. The whole training session ended up as a helpful training exercise which increased not only her stamina, but also her speed and mastery over the Mirage Road.

For Unseen Salvation's first meeting, there was an unexpected change in a member's decision to leave the team that nearly threatened the team's existence, but the situation was narrowly resolved by the remaining members of the team. During this meeting, Katsuki started to demonstrate her abilities learned from before, as well as start to take in the riding styles of her teammates.

Finally, towards the end of this rank, Katsuki encountered another speed rider named Hadrian in East Tokyo. They both participated in a Hurdle-like challenge upon a construction site, and both riders were narrowly even in strength.

C-Class

During C-Class, there was a new simulation in the riding room, and she played through the scenario with Hotaru. It was a challenging but enlightening experience, and it was revealed that Taiyou was behind the entire game. She had also taught Nessa the basic secrets behind the Mirage Road in order for the team captain to understand their team’s abilities.

Soon after, there was a ban on ATs. At this time, the rider continued to practice in secret, mostly utilizing the secret riding rooms which had remained active. The road to B-Class had taken some time, but she quickly transcended to the level.

B-Class

With the ban on ATs in place, there wasn’t much else the rider could have done other than practice in secret. This was when she adopted the persona of Ran Tsukimori, going around and analyzing the corrupt areas within the ATP, which had been set up to protect the riders. Through personal and intensive training, B-Class didn’t last for very long.

A-Class

There was a rider protest at the Tokyo Metropolitan Government Building, where the officials had debated upon lifting the ban. As the ATP’s backup riot squad arrived, it was revealed to be the terrorists who had caused the Tokyo Tower incident in the first place. With this proof, the riders were no longer scapegoats but prejudice remained.

Furthermore, Katsuki eventually found out about the secrets her teammates had been hiding away for her own protection. Hotaru was the Rumble King and Nessa was the Storm Queen, and the terrorists who had committed the recent crimes were the Extractors, controlled by an entity simply called the Organization. Since then, the young Mirage Witch had continued to practice and hone her riding skills. The time had come when a resistance group had invited the top riders to potentially side with them as allies. However, the Organization had found out and attacked, pitting the riders with yet another difficult battle for survival.

In order to expand upon her own abilities, Katsuki has postponed her usual riding exercises in favor of tuning sessions. This is done in the hope that she can adapt more easily to future situations and help her teammates.

S-Class

(In-Progress)

Her transition into S-Class was marked by a memorable event, her sudden crowning as a queen. While shopping in Shibuya with Nessa and Hotaru, they encountered the Thunder Queen, who was being pursued by a group of Extractors, headed by single-digit Rising riders, Lucius and Dimitri. After the Thunder Regalia had been taken by Dimitri, the trio's resistance had caused the Extractors to abandon their mission and leave the Thunder Regalia behind.

Extra / RP Sample:
最後に...

Jade Side-Notes: In Katsuki's name, Noriaki means 'Eternally Bright', while Katsuki means 'Orchid Moon'... Technically her name could be written as 'Kazuki', but that sounds a little more like a boy's name, so it's Katsuki. Maybe I'll come up with a play-on or hidden meaning to her name as I RP.

Usually when I RP as one particular character, I try to give them a particular hobby that's exaggerated enough so that it'll be an interesting recurring idea. For Katsuki, it's manga. Although I also like manga as much as the next regular fan, it's almost second-nature for her to read dozens of volumes a day. Wish I had that reading speed.

Roleplay Sample:

The famous Scramble Crossing of Shibuya Station served as a busy intersection, literary and symbolically. People of many backgrounds join for a brief moment, and then immediately pass through towards their future destination. The area itself was known to be a fashion magnet of perhaps the Eastern world. The thought of possible electromagnets beneath the city influencing people to come didn't seem realistic either. Call them a good-intentioned conspiracy theory if you want, the idea definitely existed... in the graphic novel held by the wandering girl.

"Well, that's what you get for reading fiction where the setting is your home..." the light voice spoke but was immediately drowned out by countless other passerby conversations and sounds of the city. Of course, thinking out loud wasn't her usual style anyway. The blue eyes turned for a brief moment at the random eyes glancing over towards her. Walking normally without being head-deep wasn't her usual style either. With a swift turn, Katsuki Noriaki's agile body twisted to get out of the way of a pedestrian flowing the opposite direction.

Somewhat obsessive at first glance, the teenager in blue-colored attire seemed as if her eyes were glued to the manga volume she was reading. With an equally impressive sense of direction, Katsuki hasn't yet crashed into anyone for the two hours that she's been wandering around. On a school-less night, walking around with a volume was normal to her. She wasn't planning to wander the city just to show off coordination, however.

No, those ones aren't the right color. Katsuki's eye shifted towards an open display for a brief second. Seeing just another unsuitable item, her gaze broke and she continued on. The item of interest for the night were the increasingly popular Air Trek. But with many brand-name stores selling their own unique designs, it was hard to find something that wasn't excessively worn. If possible, it should look just like regular shoes or boots, maybe.

Finally resting her eyes on the display of the next shop, Katsuki felt as if she found the right shop. Looking just like violet-colored dress shoes, no regular trendy teenager of the time would really pick something this plain. It was this thought in mind that made them the more unique. Turning a page in the comic she was still preoccupied in, she stopped and entered the store. After a few hours of searching around, she had found the perfect complement to her clothing. Unfortunately, had she walked from her parent's store in the opposite direction, she would have found the very same shop in just under ten minutes.

Vincent Steel
04-11-2009, 10:23 PM
Approved!

Jade
10-31-2011, 03:29 PM
Smoosh's Katsuki Drawing: http://i1177.photobucket.com/albums/x356/smoosh_smoosh/IMGcopy.jpg


19 SP: http://www.soralounge.com/showpost.php?p=133702&postcount=2314

--

Money: 4585$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.



Current Stats:


Stamina: 163
Strength: 219
Defense: 150
Speed: 256
Rider SP: 788
TP: 3/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 980
TP: 1/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.

Jade
11-06-2011, 06:32 PM
32 TP, $648: http://www.soralounge.com/showpost.php?p=134053&postcount=11

--

Money: 5233$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.



Current Stats:


Stamina: 163
Strength: 226
Defense: 150
Speed: 256
Rider SP: 795
TP: 0/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 986
TP: 3/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.

Jade
12-14-2011, 09:12 PM
15 SP: http://www.soralounge.com/showpost.php?p=135912&postcount=2401

--

Money: 5233$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.



Current Stats:


Stamina: 163
Strength: 241
Defense: 150
Speed: 256
Rider SP: 810
TP: 0/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 1001
TP: 3/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.

Jade
01-08-2012, 10:16 PM
74 TP, $1320: http://www.soralounge.com/showpost.php?p=136432&postcount=18

--

Money: 6553$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.



Current Stats:


Stamina: 163
Strength: 255
Defense: 150
Speed: 256
Rider SP: 824
TP: 4/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 1016
TP: 2/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.

Jade
01-10-2012, 07:32 PM
15 SP: http://www.soralounge.com/showpost.php?p=137214&postcount=2458

--

Money: 6553$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.



Current Stats:


Stamina: 165
Strength: 262
Defense: 150
Speed: 262
Rider SP: 839
TP: 4/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 1031
TP: 2/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.

Jade
02-15-2012, 05:58 PM
83 TP, $1530: http://www.soralounge.com/showpost.php?p=137502&postcount=20

--

Money: 8083$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.

Name: Forge Regalia Remains
Type: Quest Item
Price: N/A
Locks: N/A
Description: It's the Forge Regalia! ... Or what's left of it. It's not doing anything other than taking up space right now, but best to hand onto it.
Ruling: N/A



Current Stats:


Stamina: 182
Strength: 262
Defense: 150
Speed: 262
Rider SP: 856
TP: 2/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 1048
TP: 0/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.

Jade
04-02-2012, 12:55 AM
16 SP: http://www.soralounge.com/showpost.php?p=139630&postcount=2535

--

Money: 8083$
Items:

Name: Hologram Generator
Type: Special
Price: N/A (May resell to NPC Shop for 250$)
Locks: Event Locked
Description: A prototype model from Nakano Virtual Reality that allows the wearer to project basic semi-transparent holograms. It consists of the primary component, which is mounted upon the arm, and a few supplementary imagery devices, which are typically scattered around the battlefield to increase the range of the hologram. Naturally, due to the obviously false nature of these holograms, they are used more for a distraction rather than for practicality.
Ruling: This accessory starts with 50 Vitality at the beginning of the battle. An opponent may choose to target this accessory instead of its owner, and when this accessory reaches 0 Vitality, its effect is cancelled. All opponents that target you have their Attack Speed reduced by 10%.

Name: Sustained Drive System
Type: Special
Price: 2000
Locks: None
Description: The sustained drive system is a separate complementary engine that is used to facilitate high speed manoeuvres. Fit in the front wheel it gives sudden bursts of speed when changes of directions are performed in order to speed up momentarily when performed. This sudden burst of speed is not constantly maintained in order to be usable all fight. The belief is that maximizing output at critical moments is ideal.
Ruling: Dodging costs 2 speed and 2 stamina less to perform.

Name: Forge Regalia Remains
Type: Quest Item
Price: N/A
Locks: N/A
Description: It's the Forge Regalia! ... Or what's left of it. It's not doing anything other than taking up space right now, but best to hand onto it.
Ruling: N/A



Current Stats:


Stamina: 188
Strength: 262
Defense: 160
Speed: 262
Rider SP: 872
TP: 2/5


Vitality: 57
Dexterity: 40
Hearing: 44
Intelligence: 50
Tuner SP: 191
TP: 3/5

Total Skill Points: 1064
TP: 0/5


Regalia Abilities:



1: Claíomh Solais

Claíomh Solais

Regalia Charge Cost: 2

Target: Single

In RP Description: The sword of light, named for the bright glow of the attack when it is used, and the ultimate form of the close-range Rising Road tricks such as Excalibur and Arondight. Due to the Thunder Regalia's ability to effectively harness and control electricity, it becomes an attack that proves to be much more potent than anything one could hope to perform without the Regalia. By charging certain wires with high voltage and extending them only about the length of a sword so maximum efficiency is concentrated with maximum power, the Thunder King can cut down nearby foes with a sharp and shocking attack. Depending on the amount of energy invested into this attack, the opponent may even be paralyzed for a few seconds.

Ruling: ? starts at 0 and may only reach a maximum of 10. Every cycle, as long as you gained Regalia Charge that cycle, increase ? by 1. You may also pay an additional Regalia Charge when performing this ability to raise ? by 1 before damage calculation. You may activate this ability and reduce ? by any non-zero amount in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you spent 4 ? and used this trick, you would deal 1.6x damage.). For the duration of the opponent's next cycle, reduce their Speed by 8 * ? spent if damage was dealt to them. If you spent at least 8 ? when using this trick, the opponent skips their next offensive cycle doing nothing.

--

2: Equilibrium

Equilibrium

Regalia Charge Cost: 3

Target: All

In RP Description: It is a known fact that like air pressure or water electricity always traveled from areas of high concentration to areas of low concentration. The static shock one feels when touching pieces of metal or the sight of electric arcs are just physical demonstrations of this act. The shock one feels is a result of this transfer of electrons. The thunder regalia has a very direct control of the charge of objects and people surrounding him. With a powerful electric pulse the thunder regalia can force charged objects to discharge their excess electricity. Everybody and everything has a small lingering charge but riders who were supercharged by a past interaction with the thunder regalia will feel this ability much more thoroughly than someone who hasn’t. The discharge can be incredibly painful and leave a resilient albeit temporary dose of high voltage electricity. This jolt can seriously hinder one’s ability to move.

Ruling: This ability deals normal damage * 0.5 to all other riders. Every rider that was targeted by an [ELECTRIC] based ability at some point this round will be dealt 120% more damage (damage becomes normal damage * 1.7) and be unable to take any actions during their next cycle. This ability can only be used once per round.

Type: Ranged Offensive [ELECTRIC]

--

3: Power Pulse

Power Pulse

Regalia Charge Cost: 1

Target: All Opponents

In RP Description: The power pulse is essentially a discharge of excess electricity. The pulse is sudden and despite a surprising range it possesses little power. However, on the flip side it requires little to no power to perform. It’s a small scale annoying ability more than anything but it can be used repeatedly for some sort of long term effect or combined with other techniques for additional potential.

Ruling: No defensive actions can be used in response to this ability. The damage for this ability = normal damage * 0.4. Decrease the speed of all hit opponents by 5 until the end of the battle.

Type: Ranged Offensive [ELECTRIC]

--

4: Resurrection!

Resurrection!

Regalia Charge Cost: -

Target: Self

In RP Description: Every day in hospitals patients are reanimated through defibrillation. This concept of fixing cardiac arrhythmia or restarting a stopped heart with powerful jolts of electricity is definitely one of the corner stones of medicine. However, in the AT world where ruthless battles are fought far from a high tech hospital the thunder king stands out in his ability to actively control large doses of electricity. When the king reaches his limit and is rendered unconscious whether after a fatal or just damn near fatal strike the armour instinctively dishes out a powerful jolt to get the king back on his feet. Obviously such a life saving feat has its limits and shouldn’t be abused and will often be only a temporary respite.

Ruling: If your stamina is at 0 or less instead of going unconscious you remain at 1 stamina. During your next cycle it is as if your current stamina is equal to your total stamina (for damage calculation, etc.) and all damage dealt is increased by 10%. During that cycle if you cause an opponent’s stamina to drop to 0 or lower gain 30 stamina. If you don’t then at the end of that cycle you go unconscious (therefore losing the battle).

Type: Passive [ELECTRIC]

--

5: Tripwire

Tripwire

Regalia Charge Cost: 2

Target: Self

In RP Description: The thunder king spreads his wire around which restricts movement to a point where if the person isn’t skilled enough he’ll never reach the king in question. It’s a net of tripping wires that serve as a rather useful defensive measure.

Ruling: Immediately cancel any attack that targets you with an attack speed lower than your own speed (even if the ability would deal no damage you calculate your opponents attack speed and it can still be canceled). This ability costs 2 more regalia charge if it is used in response to an infinite atmosphere.

Type: Defensive [METAL]

--

IA: Electro-Magnetic Storm

Electro-Magnetic Storm

Regalia Charge Cost: 5

In RP Description: The electro-magnetic storm is an incredibly powerful discharge of electricity that combines the devastating effect of a powerful electro-magnetic pulse (EMP) and of a powerful long ranged electric discharge. The electro-magnetic storm abuses the thunder regalia’s affinity for static and natural forms of electron movement found in nature to charge itself up as the battle progresses. Then when a sufficiently powerful charge is amassed it is released in one short burst that not only knocks out all electric devices in the sector but will also make anybody in the vicinity feel the full wrath of the thunder king’s might. The sudden discharge also temporarily handicaps people due to the stunning effect of high voltage electricity.

Ruling: The damage for Electro-Magnetic Storm = normal damage * 1.5. Until your next cycle all your opponents have their strength, speed and defense decreased by 75%. During your next cycle decrease all your opponent’s strength, defense and speed by 50% until the end of the cycle. No defensive abilities can be used in response to this ability.

Target: All

Type: Infinite Atmosphere [ELECTRIC]

Tricks:


E-Class

Backward Cross Ridefall
Rank: E
Requirement: Remaining Stamina: 40
Type: Defensive
Target: Self
In RP description: The backward cross ridefall is a recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of trick that bridges defense and offense.
Ruling: If you were dealt at least 10 damage you may regain half the stamina you just lost from your opponent’s attack. During your next cycle all damage you deal will be increased by 10% (multiply your damage by 1.1).

D-Class

Communion of Parts
Requirement: Hearing: 40 Intelligence: 40
Preparation Level: 0
Target: Single Rider
Type: Tune
In RP Description: The communion of parts is a very focused tuning that aims to use an air trek’s strength to reinforce the air trek as a whole. Much like people every air trek has strengths and weaknesses. By properly linking an air trek’s strengths to its weaknesses the parts as a whole work more effectively which greatly increases performance.
Ruling: Pick out your target’s highest stat other than stamina (strength, defense or speed). In the case of a tie choose which one you will consider the highest stat. Increase the other two stats by an amount equal to 30% of the highest stat (the stat’s value * 0.3) for the rest of the battle.

Rapid Tampering
Requirement: Dexterity: 40 Hearing: 40
Preparation Level: 0
Target: Single
Type: Special
In RP Description: Give a tuner a few nuts and bolts and a bit of time and they can make marvels or render anything pretty much useless. As such a tuner can be an amazing ally or a devastating foe with the capability of rendering hours of work useless in mere seconds.
Ruling: Depending on the target this ability can have multiple effects. If this targets a tuner decrease the target’s preparation level by 1. At the end of the current round increase the target’s preparation level by 1. If the target is a mechanoid render it inactive for the rest of the round. While inactive a mechanoid can still be targeted but will not attack. If the target is a rider decrease that rider’s strength, defense or speed by 30 until the end of the round.

Fragmentation
Requirement: Hearing: 25 Dexterity: 25 Intelligence: 50
Preparation Level: 0
Target: Single Rider
Type: Special
In RP Description: By loosening and removing a few screws connecting the frame of the AT to the wheels, the stability of the AT's braking system will slowly deteriorate as the afflicted rider braces for a guard or performs sudden movements through dodging. As a result, if the rider performs such straining actions repeatedly, this weakening of connection to the wheels can result in a less stable anchoring stance or a decrease in speed.
Ruling: This effect is active for the rest of the round. If the target rider performed a dodge as a defensive action, reduce their Speed by 5 on top of the normal stat loss for a dodge. (For example, if the rider performed a regular dodge, they would lose 2 Stamina and 5 Speed, plus an additional 5 Speed from this effect.) If the target rider performed a block as a defensive action, reduce their Defense by 5 on top of the normal stat loss for a block.

C-Class

Time Ronodo
Rank: C
Requirement: Speed: 120 Strength: 50
Type: Offensive
Target: Single
In RP Description: Time ronodo is an impressive and incredibly rapid combo attack that intends to not only inflict a bit of damage but attempts to steal its opponent’s time. Even though it is not as effective as the natural reflexes that Oh Time abuses, it can pride itself in being much easier to pull off. The time ronodo is a flurry of rapid attacks that abuses rapid movements to usually strike from blind spots. The aim is to hit vital arteries and pressure points until the opponent is literally unable to move. The trick requires at least 6 hits to complete and if the opponent is really strong then they will easily break through the trick but it remains a rather annoying and powerful trick.
Ruling: This attack is considered to be 6 individual attacks (this means you must defend against each individually with all the penalties that includes). These 6 attacks have to be aimed at the same target. Each attack deals damage = normal damage * 0.2. If your opponent’s strength is lower than 150 he will be forced to pass his next cycle doing nothing. An opponent cannot be forced to pass more than one cycle per battle due to this trick.

B-Class

Imperial Spark: Arondight
Rank: B
Requirement: Stamina: 100 Defense: 45 Speed: 120
Type: Offensive
Target: Single
In RP description: While a rider following a Thunder-based road cannot actually efficiently utilize electricity without the Regalia, this is one of the closest alternatives. Because of the user's nature to ride around in precise zig-zag movements, they will naturally start to build up static electricity at the wheels of the ATs. As long as the user does not disperse this energy by prematurely kicking the opponent, the static electricity will continue to build up to a point where visible sparks can be seen from their riding. Finally, the eventual discharge is released toward the opponent in the form of a kick, infusing the opponent's body with a shock not unlike a stunning shock from a stun gun. Charging up enough static electricity to deal any substantial damage, however, will probably take some time, but if used at the right moment, the offensive potential of this attack may become strong enough to rival higher-tier tricks such as Excalibur.
Ruling: ? starts at 0 and may only reach a maximum of 8. The first time this trick is used in the battle, it does normal damage and increases ? by 1. For the rest of the battle, increase ? by 1 during the beginning of your cycles. You may activate this trick and reduce ? to 0 in order to deal damage equal to normal damage * 1.0 + 15% for every ? spent (So if you had 4 ? and used this trick, you would deal 1.6x damage.). For the duration of your opponent's next cycle, reduce their Speed by damage/2. This trick is considered an [ELECTRIC] ability.

A-Class

Supernova
Rank: A
Requirement: Speed: 200 Stamina: 100
Type: Special
Target: All
In RP Description: Supernova is the pinnacle of flashy and powerhouse flame based tricks. Inherently the principle behind it is like a mix of Alakazam and a supercharged ignite road. The trick also aims to imitate the peak of any flame tricks and that is the flame regalia’s infinite atmosphere, infinite inferno. By firing off incredibly rapidly and using the friction that is trademark of all flame riders the user of this trick attempts to create a continuous movement without stopping. The result is a rider that attacks from all sides and doesn’t stick around for long enough for any defensive techniques to be of any use. The secondary effect is an ever-increasing temperature that will eventually tear apart any rider not fast enough to escape the treacherous inferno. However, even if a rider is fast enough to escape immediate danger until the user of this trick abandons its use returning to the inferno will be the only way to attack for the user of this trick adapts a hit and run strategy when dealing with mobile riders. Obviously this trick is not pleasant on its user and will take a tremendous strain on top of decreasing the speed of its user while it is active due to the needed friction which obviously slows down the rider. This trick is a beautiful combination of offensive and defensive potential if used properly that can easily destroy many unprepared riders.
Ruling: While this trick is active no defensive actions (including regalia abilities and tricks) can be used other than dodging (includes full and partial dodges) against and by you. On activation decrease your speed by 40%. ? Starts at 1. At the beginning of each of your cycles increase ? By 1. If an opponent is faster than you he may pass his offensive action to make ? = 0. Every time you dodge an opponent he is dealt damage = 5 * ?. At the end of each of your opponent’s cycles he is dealt damage = 5 * ?. No damage caused by this trick can be decreased by any means. At the beginning of each of your cycles you must sacrifice stamina equal to 2 * ? or deactivate Supernova. When supernova deactivates return your speed to its original amount (regain the speed you lost when you activated supernova). During his cycle any opponent can sacrifice his offensive action for that cycle and sacrifice 40% of his highest total stat (stamina, speed, defense or strength) to force the deactivation of supernova. In the case of having two stats even as your highest you get to choose which one is decreased. Supernova is considered a [FRICTION HEAT] ability.

S-Class

Esoterica 「Lunatic Witch Hunt」
Rank: S
Requirement: Stamina: 100 Speed: 120 Strength: 100 Intelligence: 40 Dexterity: 40 Hearing: 40
Type: Offensive
Target: Single
In RP Description: This trick’s ultimate goal is to transform the psychological illusion of the opponent’s helplessness into a physical reality. First, the user starts by circling around the opponent and creating illusionary flames. Due to the combination of the principle of refraction and tricky oscillating movements, the user reflects their own image several-fold and exploits all weaknesses in the opponent’s defense. The next step is to close in to perform multiple attacks, each time seemingly disappearing and materializing again from a different position. Also, because of the user’s knowledge of tuning and their excellent ability to multitask, they will try to sabotage the opponent’s ATs within each attack's extremely brief time frame. Instead of a full-force attack on the opponent's body, most of the impact is directed toward damaging their ATs. Finally, the illusion is completed when the user builds up a last burst of momentum and accelerates into the opponent at their full speed. The end result is an opponent whose maximum potential has been absolutely forsaken.
Ruling: This trick may not be fully blocked if the user's attack speed is greater than the opponent's Defense+Stamina. This trick is considered to be five attacks, and therefore the opponent must make individual defensive actions against all of them. The first four attacks inflict damage equal to 0.25 * (speed/8+strength/8) * (current stamina / total stamina). For each of these attacks that dealt more than 5 damage, then at the end of this cycle, choose a target's stat other than Stamina (Strength / Defense / Speed) and lower it by 8% for the rest of the battle. You may choose different stats to be lowered with each attack, but no stat may be lowered by more than 24% by this trick. The fifth attack of this trick inflicts damage equal to normal damage * (your speed - the opponent’s speed) / 100. If the resulting damage would be less than 5 or is negative, the fifth attack deals 5 damage instead. If this trick targeted an opponent who had their stats raised by a tuning effect, cancel the effect and return their stats to normal at the end of the cycle. The stat penalties of this trick are treated as tuning effects and therefore can be removed by effects such as Un-Tune.