View Full Version : Seth Palmer
Username: Seth
GENERAL
Name: Seth Walter Palmer
Nicknames: Too many to count. . .
Gender: Male
Age: 26
School: Graduated
School Clubs: N/A
Skill Stats:
• Stamina: 35
• Strength: 93
• Defense: 35
• Speed: 80
• Total Skill Points: 243
Status: C Class
Road: Blizzard Road
Tricks:
Cross-over 360
Rank: E
Stat Requirement: Speed: 30 Defense: 10 Stamina: 10
Type: Defensive
Target: Single
In RP Description: Cross-over 360 is a rather gut wrenching trick that takes a lot of courage and insight to perform but can prove rather rewarding. The trick begins in a backwards position and just as your opponent closes in on you, you force yourself into a rapid crossover while extending a kick. This effectively eliminates any speed advantage an opponent would have on you and allows you to score the first hit.
Ruling: Cancel your opponent's offensive action entirely. This trick can only be used during your first cycle and only if you are not first to post. Your focus becomes 0. During your next cycle you can only use a normal attack.
Penance Strike
Rank: D
Requirement: Strength: 60 Speed: 30
Type: Offensive
Target: Single
In RP description: This attack is a precise strike to the back of the neck usually after some sort of diversion or by hitting the guy from behind. The strike is made to injure the neck and make it impossible for your opponent to look up or side to side without suffering extreme pain. The hit foe is forced to keep looking in a downward angle which is the natural curve of the neck. Any alterations will send a searing pain which will make the person reconsider his action. The point is to cause a lingering disability which will not only seriously aggravate and annoy the hit opponent but severely limit his field of vision which will be restricted to things directly in front of him.
Ruling: This trick does nothing if it is dodged. The damage for this trick = normal damage * 0.8. If this trick does at least 5 damage, until the end of the battle your opponent will always take 10% more damage than usual (all damage he suffers will be multiplied by 1.1). For the rest of the battle during your cycles your opponent's speed and defense will be lowered by 15. This trick's effect does not stack meaning if you hit your opponent multiple times he will still only be afflicted by one of them.
Giant Swing of Time
Rank: C
Requirement: Strength: 70 Speed: 70
Type: Offensive
Target: Single
In RP description: The giant swing of time is a very close range attack usually amplified by an element of surprise. The rider uses quick movements and a lot of footwork and spins to use the momentum and centrifugal force created from such maneuvers to maximize the output of a swift kick or punch. The punch or kick will also usually aim for weak spots in order to once again maximize damage.
Ruling: The damage for this trick = normal damage * 1.4.
AT Information:
Seth's Air Treks are a whitish gray with a horizontal red band going down the sides. A parallel stripe of dark gray and one of black of equal width take up the space beneath it and above the wheels. The wheels are a dirty gray color and they are wide and flat with a notable lack of grip.
APPEARANCE
No picture yet.
Eye Color: Amber
Hair Color: Gray
Skin Tone: Caucasian
Height/Weight: 5’ 11”/180 lbs.
Blood-type: B-
Overall Appearance:
General: Seth is of a decent height, on the tall side of the spectrum (especially when compared to the Japanese he is surrounded with.) His build is sturdy and he has broad shoulders and a large chest, generally his build is masculine. His hands are large but still in proportion to the rest of his body. His muscle definition is good and the girth of his limbs is a tell-tale sign of his strength through his clothes. He carries himself well and has good posture as befits a man of pride as great as his own.
Hair: The hair on Seth's head is soft enough and does not pass the nape of his neck. It is a pale gray, the pigment leeched out over his teenage years by an unusual genetic predisposition. The hair carries a very subtle wave that has not left completely in his age and causes the tips to curl up in places in the back while the bulk of it lies flat, only manifesting as some volume rather than looking like a dead animal on his head. The front of it hangs over his forehead and creeps into his eyes, casting a shadow on them when he leans down or throws his head back. Frequently he will dye it a duller color like brown or black to rid himself of its distinctiveness as it stands out and makes him quite easy to spot and therefore track when frequently it is a thing he would rather avoid.
Face: Seth's features can be generally encompassed by the words strong, marked, or defined. These words would be used to refer to his brow, nose, jaw and adam's apple (the source of his relatively deep voice.) The eyes beneath his eyebrows are narrow and of a light brown color. In the light they hold a yellow glint but are generally hidden behind the curtain of his hair. His skin bears some subtle scars from various conflicts that faded over the years and are now difficult to discern from the rest of his skin. The most notable is one that runs from his right cheek to his eyebrow but even that one faded with time so well as to be nearly indistinguishable without close inspection. Generally he is lazy in shaving and usually bears stubble on his lip and jaw line from a reluctance to shave. It is white like the hair on his head, having grayed in the same way and therefore more difficult to notice than black facial hair due to a mild translucence resulting from a lack of pigmentation.
Attire: Palmer likes to wear coats, perhaps it is a feeling of security he gets from wearing the extra fabric. Or perhaps it is the convenience of easily available pockets combined with the reluctance of people to approach a man in a trench coat. He favors dark colors, black, navy blue, dark red and other such similar shades. Beneath that he wears simple clothing not being one for much fashion and has a shirt and usually some form of pants as well. When not wearing ATs he wears a pair of broken-in brown leather boots. His hands are not usually visible as he likes to wear gloves to stave off the cold, protect his hands from wear, and to prevent him from leaving fingerprints.
PERSONALITY
Likes:
• Power
• Dominance
• Women
• Chaos
• Shiny things
• Catharsis
• Nicotine
Dislikes:
• Arrogance to rival his own
• Insolence
• Work
• Not getting his way/Compromise
• Feeling or being weak or not in control
• Emotions
Hobbies:
• Riding
• Ice Skating
• Collecting ATs and various other things
• Beating weaker foes (AKA fighting- and winning)
• Walking
• Lounging
Fears:
• Being powerless
• Being pushed beyond his limits
• Death
• Instability
• Deception
• Fear
• Incarceration
Goals:
• To become powerful
• To find a purpose for his life
• To enjoy himself
• To establish himself as dominant
• To become the Frost King
• To be his own master
Overall Personality:
A large volume of the behaviors and Seth Palmer exhibits can be traced back to two of his greatest defining characteristics: he is lazy and he is incredibly arrogant. He has an obsession with asserting his own dominance. Seth's gait is rather loose and casual and he walks slowly (because he deserves to have people wait on him) especially when around those he is supposed to respect. He walks with a swagger much of the time. His speech is slow and deliberate and he speaks with a characteristic drawl that combined with his low-class appearance frequently adds to the impression of him as a homeless drunk. He is a curt man in speech and with a tendency to be dismissive with most things. He does not make small talk very well and does not usually think it worth the effort to try to uphold.
His real name is something known only by a few. He does not like to give it out as he sees it as granting some measure of power over him. His name has the power to call his attention and in the past, could be linked to him. Instead he gives a new name to every acquaintance ad his rapidly accumulating list of pseudonyms is one he does not feel troubled to keep track of. He doesn’t know who knows him by which name in most cases. It amuses him to be able to deceive people if only in such a simple way and he enjoys doing it. The more ridiculous the name, the more it amuses him and still has not become entirely boring to the man after the many times he has done it.
Seth has a few different sides of his personality that manifest depending on what he perceives to be the most beneficial for the circumstance.
When trying to be likeable, he has a pleasantly confident attitude, can appear quite gracious and smiles quite a bit. Otherwise his default expression is serious or perhaps a smirk. He doesn't take kindly to children but has in his time in Japan had to deal with mostly teenagers as all the storm riders he's met seem to be teenagers and he has adapted. This is how he will behave around new faces and around those whom it is in his interest to stay in the good graces of.
Mannerisms: He refuses to bow to anybody, Japan or not. Nobody is worthy of it. Hardly anybody is worthy of a handshake either; luckily it is frowned upon here to engage in such exchanges as a greeting. He will still use it to mark agreements or deals. As a greeting he favors a brief half-salute gesture he does with two fingers. It is a mockery of a salute because once again, he cannot show another such respect and live with himself. It is simply not right for him to do so, it disrupts the natural hierarchy. He is not inclined to displace his body much at all for the sake of another, be it for a greeting or not. Dramatic or sudden movements are reserved for those who affront him. Occasionally he is given to dramatic gestures that are executed slowly and deliberately, once again a subtle mockery of the actual gesture so that he may tolerate carrying them out with his own body. Generally this is done when he is trying to be pleasant or friendly.
When one understands how he views the world, his incredible arrogance can be more easily justified. He sees himself as a being akin to a god and always has although he does not explicitly think of it in those terms. He is basically the only person whom he sees and thinks of as a human with human traits and worth. Everybody else, although technically labeled as his equals by societal views, is more or less devoid of value. He sees no value in their struggles or their emotions or desires and sees nothing wrong with inconveniencing others for his own benefit. When he causes harm to others it is usually nothing personal; it is just that he is the lone subject in an entire world of objects. He has no moral qualms about hurting people, hitting women/children, or even killing people for this reason. It’s all just business.
Unfortunate circumstances are the bane of somebody else. For most of his life, although negative things have befallen him, he has gone through life more or less blessed. It has compounded with his inborn worldview has helped to elevate his ego to even greater heights. As a result of it he carries a subconscious assurance that everything will work out well for him in the end and that the world will bend in his favor. He thinks that he is above bad luck and does not believe in "karma" or "curses." Or if those things by some odd chance do exist, they dare not touch him.
He has a sense of humor and it is a strange one. When he says something strange, he will own it as if he is serious like he is about everything else. Palmer is quite easily amused by others’ actions and it is one of the few emotions he will show. He is a little bit on the sadistic side and takes some pleasure from others’ suffering although he is not in the habit of causing problems for that shallow pleasure; it is usually not worth the great effort it would take. Many things he does, he does on a whim as he sees that as a manifestation of his power. It is him exercising control and he therefore derives satisfaction from doing so. Therefore he will regularly do things that are strange or perhaps impractical simply to assert to and reassure himself that he is his own master.
In many ways, although he is technically an adult and has weathered years of life, he still thinks like a child. If he were to go to a psychologist for an honest analysis he would be declared at the very least antisocial. Seth behaves well enough to get along but is just a little bit outside the border of sane. There are some great logical inconsistencies in his worldview that he is content to let run. Despite what all this may seem to suggest however, he is not especially stupid. He might even be considered intelligent in some ways and is sharp of mind, capable of relatively quick analysis and memorization of information and grasping of new ideas and abstract concepts.
He tends to try to read people and figure out their attitudes and motives from their body language but there is not a great deal that can be discerned initially. He tries to predict the reactions of his acquaintances and tries to dictate their actions by way of knowing them. In short, he wishes to manipulate people and definitely would if he were better at it. He is torn between his lazy arrogance (they are not deserving of so much of his time and effort) and his desire to control people.
There are soft spots past this strangely cold exterior that can be found with some prodding. First, he has a fondness for those who will obey without question or resistance. He will show them favor. Second, sometimes he will find somebody who reminds him of himself. It will either cause him to butt heads with said person like a ram for being a mockery of him or he will see them as akin to him. It is confusing for him, as this is the thing that will arouse unfamiliar feelings with him. It is the rare moment that he acknowledges another as a worthy creature almost as high as himself, something more than an object. He must see himself in the person in question.
Of course it isn’t all friendliness and feelings of attachment. These occasions are rare and most people simply irritate him. The simplest solution is simply to eliminate them, crush all the opposition, and silence those whose voices trouble him. This is not always feasible and on the grand scale, terribly inefficient. One can’t get rid of everybody, and since most people irritate him he has resigned to tolerating other people for the sake of getting along in the world. When that rare moment comes that he was a singular target to dispose of he takes to it quickly and efficiently as he can. That is his style, to crush opposition swiftly and forcefully and to leave no chance of respite. He takes a profound pleasure from catharsis. Anything that undermines his perceived dominance or wrests “his” control away from him is seen as a punishable offense.
HISTORY
Birthplace: Los Angeles, CA
Birth date: November 14, 1984
Birth time: 6:25 AM
Parents: Walter Palmer, Abigail Palmer
Siblings: Destiny Palmer, Jasmine Palmer, Luke Palmer
Overall History:
Parents: Walter Palmer is a contractor by profession and a blacksmith by hobby. Abigail Palmer graduated high school and immediately married and started a family.
Childhood: Seth was born in Los Angeles to Walter and Abigail Palmer. From his early childhood signs of his aggressive nature showed and he was always the “dominant” child in the house, trying to order his siblings around. His parents, seeing the path he was heading down, tried to put a stop to this and he learned to cover his back a bit better from this experience. From a young age he was already beginning to manipulate his schoolmates and faked emotions for the sake of social interaction. He was never a schoolyard bully, or an open one at least, he stayed on the good side of his teachers and other such adults that were in power. Generally his childhood was unremarkable.
Teenage Years: He became addicted to heroin relatively early on (14 years) and did it when he was expected to be at church mostly. It was a stupid attempt to rebel against his father (the pair had a rivalry going almost as long as young Seth’s life) among other things. He had a group of “friends” at the time that set him up and as a result was arrested. He was detained in Juvenile detention center for two years during which he was visited on occasion and learned to stand up for himself better. The way he learned to fight was not a formal one and therefore he is something of a brawler with a lack of advanced techniques. He spent much of his time in his cell, pensive about his situation. That was when he came to the conclusion that he would strive to not get caught in the future (rather than that he did something wrong. He’s never wrong.) He was released, his family was told that he was “reformed” and all were happy except his father who knew his son and recognized himself in the boy to a point.
As expected, Seth returned to his usual thing. His “friends” were nowhere to be found and he formed a new group; this time with a much more authoritarian way of dealing with others. He was no longer to be a subordinate to anybody, he was sick of it to the core. This time he was the leader and his subordinates formed a sort of bond with him (a one-sided bond.) His second in command was his friend whom he still speaks to today, one Eric Daniels. Free from the confines of the detention center, no longer did he need to go by his legal name and so began his habit of tossing out a million different pseudonyms. He was still pretty unrestrained but also much more careful in covering his tracks. He went back to the heroin and after a number of close calls and a realization that it aroused in him a desperation he had never seen before he weaned himself of it. He didn’t like the control the chemical had over him and from then decided as well that he would be sober. He quit all social drinking habits he may have had and only did not bother to eradicate his smoking habit because he didn’t see much harm in it. All of these activities consumed his spare time when he was 16. He was in high school for the remaining time. He passed well enough to graduate, sliding along relatively well as he hovered around a 3.0 GPA despite his irresponsible activities.
His temper became progressively easier to set off especially by his “superiors.” Most of the personality traits that can today be seen in him arose around this time including his belief that he was infallible and his foolish confidence in his own ability. He was in numerous gang fights and by some virtue or experience or leadership ability won the majority of them. Nearly all. But not without consequence and during this time gained a number of scars from knives and even a couple of non-fatal gunshot wounds. He wasn’t very cautious. Over time they faded and he healed rather well and today they can only be seen by those who inspect him closely.
Luke was never really on Seth’s good side but Luke generally carried a good opinion of his brother. During this period their “relationship” deteriorated, with Luke sick of always being the subordinate and yet incapable of defeating his brother. He became detached and focused much more on his studies than Seth did and graduated with high marks and went on to college. After that the pair never contacted each other again.
Young Adulthood: At the age of 17 he ran away from his home. By then he managed to graduate against all odds (he started school a bit early.) He was fed up with his family and their insistence on their control of him. In an act of stupid defiance one day he just never came home. Shortly after the police arrived, looking for the perpetrator of several crimes but already he was gone. He was not found.
With nothing to his name but some pocket change and his identification the boy fled to the North. He slept in the streets for many nights and eventually found employment. It was under the table since he was underage at the time and he went through many jobs. Never content as a subordinate he would frequently lash out and cause himself problems, leading to more running away. During these days, alcohol was a friend to him until one day he realized just what a waste it was. He quit his drinking habit and tried to make something of himself by saving his money. Eventually he enrolled in a trade school to become a mechanic but dropped out after a year.
His journey to nowhere in particular continued and he became accustomed to a life on the run. He came to like not staying tied down to one place for too long. His journey led him to fly to Europe and he spent a stint in Spain and most recently Germany. It was from there he flew to Japan under a fake identity.
EXTRA
Extra: His right eye has decreased visual acuity due to some damage to the lens he sustained from his younger years. Ambidextrous. Speaks, reads and writes English (American) and Spanish fluently. Can speak and read German somewhat proficiently. Speaks Japanese well enough to get by, still learning to read/write it in his spare time. Detests being called by his middle name.
RP Sample:
Seth held out his ticket to be scanned by the airport’s staff. They eyed him suspiciously, he didn’t look like he could afford an airplane ticket and on top of that was wearing a heavy trench coat. They suspected he might be carrying weapons in it of course in the modern age of paranoia that spread from America to all of the other countries. Normally of course, he would have but currently was not because he wasn’t stupid enough to think he could get away with a thing like that. Last thing he needed was more trouble especially when trying to avoid identification.
He was wanted now, for crimes he did not want to remember right now out of mental laziness more than anything. Anyway, what reason did he have to dwell on such things? His mind needed to be present for well, the present so that he could react appropriately. The woman checking his ticket examined his blue-contact clad eyes and tried to discern something, she was looking for a certain tell. Perhaps nerves, as such a suspicious looking character could not strut into an airport without a case of the nerves, right?
Wrong, he was completely cool. A grin spread across his face slowly and he winked at the woman, perhaps a bit of eagerness was necessary. It showed on his face, and disgusted the woman looked away. She was not interested in him in the least, good, mission accomplished. It wasn’t as if he was any sort of terrorist, he didn’t plan to do anything risky on the flight and it wouldn’t do them any good to arrest him anyway. He was just a man who wanted to travel and it was his right, he shouldn’t be bothered.
He took the suitcase as it was thrust into his hand by a man who looked wired and babbled something in German, probably bored into submission by his bag-scanning job. Seth pitied the man but it was not his job to remedy the situation and it was not worth the effort to show sympathy. He took the suitcase, it was filled with some clothes and money. It was a pity his ATs could not come with him but the metal parts (really, the only valuable bits worth taking anyway) would be a problem. His free hand brushed the dyed-black hair that had fallen into his eyes out of his field of vision so that he could see what was ahead. Metal detector, that was no big deal as he had nothing metal on him. He strolled through nonchalantly and was not stopped due to the lack of alarm.
Now, there was the wait, the horribly droll wait in an airport filled with children who might cry or touch him with their little moist hands. And adults, of which the males would regard him as a threat most likely and the women who would grip their purses or baggage and children just a little bit closer to their bodies as he entered the vicinity. He found the correct terminal and sat, slipping his suitcase into the gap between the chair and the floor beneath him. He rested his ankle on the opposite knee and clasped his arms behind his head to lean back onto so that he could rest his neck. His eyes stared at the terminal’s glaring fluorescent lights and quickly adjusted. No need to watch himself, that was suspicious and nobody would dare steal his suitcase anyway. He’d hear it if they approached him.
His thoughts wandered back to the events leading up to this. No reason to ponder, but now he had nothing better to do so he rehearsed the month’s significant events in his mind. There was the murder, it really was an accidental murder after all but who believed that with the circumstances? Even if they did, it was still a crime and he knew he would not be able to get away with it. It was a drunken barroom brawl, but only a half of one.
A glance which the drunk had misinterpreted as a move towards “his woman” (eh, could be my woman if I wanted her) sparked some alcohol-fueled rage. Inhibitions, no matter how much damage people did to themselves to ignore, were in fact there for a reason. Why he was there in the first place was not really easy to explain, and it was probably just because he liked the atmosphere. He liked to observe the drunks, it made him feel superior and gave him just a few more clues every time as to the true nature of people. It didn’t remove the mask, but set it askew and let him catch a glimpse past it into the true natures of people. He didn’t always like what he saw but that was another matter.
The idiot started the age old “macho” routine and Seth knew how shallow that deal was. No, the real top dog was the one who had the real control and knew it. And at that point that was him, with the other lacking in the strength, the amber-eyed observer with a blood/alcohol percentage of 0. The other threw a clumsy punch, poor idiot almost fell over with his horrible balance and Seth took the easy opening left on his opposite side. He slid to the side and dodged the hit, slamming his knee into the guy’s gut in the process.
In retrospect, he put too much effort into that and apparently dealt enough damage that caused that to be the drunk’s last night. His girlfriend was horrified, and so was everyone else. He probably died so well because alcohol increased bleeding. Seth let him fall to the ground, not expecting it to end in death and the other writhed on the floor while clenching his injured body in what was nearly the fetal position. Palmer brushed his glove-covered hands off as if to remove the other from him and tossed the rest of the bar, now silent, a warning glance just for the hell of it before walking out calmly. He walked out with a wry smile from the whole situation, that was always the danger with drunks, they didn’t now what the hell they were getting themselves into. Oh sure, it was satisfying. Definitely, he had the admiration (or fear, it didn’t really matter which as far as he was concerned) of the entire bar chasing after him as he left.
Of course, somebody would call law enforcement and he hurried off into the night to get back to his makeshift apartment. He switched out his coat for some more common attire, he dyed his distinctive white hair a dull black and had contacts of a different color ready for this very occasion. It wasn’t a rarity for him, he did things like this a lot because he was not all that motivated to control his impulses. The only thing is that you had to avoid getting caught. He wore gloves and saw no reason to switch those out, the useful thing was that they didn’t leave fingerprints. Burning off fingerprints was not the most pleasant process and he got to avoid the hassle.
CloudShadow
10-25-2010, 03:11 PM
Sounds like an asshole.
Approved! by CloudShadow
New stats:
Stamina: 10
Strength: 13 + 10 = 23
Defense: 12
Speed: 5
Total: 40 + 10 = 50
Proof (http://www.soralounge.com/showpost.php?p=119077&postcount=1768)
New stats:
Stamina: 10
Strength: 23 + 2 = 25
Defense: 12
Speed: 5 + 4 = 9
Total SP: 50 + 6.4 = 56.4
Proof (http://www.soralounge.com/showpost.php?p=119353&postcount=1782)
Proof (http://www.soralounge.com/showpost.php?p=119415&postcount=1785)
New stats:
Stamina: 10 + 5 = 15
Strength: 25
Defense: 12 + 2 = 14
Speed: 9 + 6 = 15
Total: 56.4 + 12.9 = 69.3
Proof (http://www.soralounge.com/showpost.php?p=119787&postcount=1805)
New stats:
Stamina: 15
Strength: 25 + 7 = 32
Defense: 14 + 1 = 15
Speed: 15
Total: 69.3 + 7.4 = 76.7
Proof (http://www.soralounge.com/showpost.php?p=119989&postcount=1811)
New stats:
Stamina: 15
Strength: 25 + 7 6 = 32 31
Defense: 14 + 1 = 15
Speed: 15
Total: 69.3 + 7.4 = 76.7
Proof (http://www.soralounge.com/showpost.php?p=119989&postcount=1811)
Eh just noticed a mistake I made >>
New stats:
Stamina: 15
Strength: 31 + 17 = 48
Defense: 15
Speed: 15
Total: 76.7 + 17.1 = 93.8
Proof (http://www.soralounge.com/showpost.php?p=120205&postcount=1825)
E rank trick claimed: Onewheel 360
Road claimed: Blizzard Road
New stats:
Stamina: 15 + 5 = 20
Strength: 48 + 2 = 50
Defense: 15
Speed: 15 + 2 = 17
Total: 93.8 + 8.4 = 102.2
Proof (http://www.soralounge.com/showpost.php?p=120384&postcount=1836)
Current Trick List:
E: Onewheel 360
New stats:
Stamina: 20
Strength: 50 + 10 = 60
Defense: 15
Speed: 17 + 8 = 25
Total: 102.2 + 18 = 120.2
Proof (http://www.soralounge.com/showpost.php?p=120758&postcount=1854)
New stats:
Stamina: 20 + 5 = 25
Strength: 60 + 22 = 82
Defense: 15 +10 = 25
Speed: 25 + 15 = 40
Total SP: 120.2 + 52.6 = 172.8
Proof (http://www.soralounge.com/showpost.php?p=121410&postcount=1873)
D ranked trick Penance Strike claimed.
Current Trick List:
E Rank: Onewheel 360
D Rank: Penance Strike
Username: Seth
GENERAL
Name: Seth Palmer
Nicknames: Sean Connery, Daniel Radcliffe, Adam Sandler, John Lithgow, Alec Baldwin, Tom Hanks, Hugh Jackman, Russell Crowe, etc.
Gender: M
Age: 26
School: Graduated
School Clubs:
• N/A
• N/A
• N/A
Skill Stats:
• Stamina: 25
• Strength: 82
• Defense: 25
• Speed: 40
• Total Skill Points: 172
Status: D Class
Road: Blizzard Road
Tricks:
Onewheel 360
Rank: E
Requirement: Strength: 50
Type: Special
Target: Single
In RP description: Using the momentum of a forward drive and the abilities of a figure skater you can spin on one AT and extend the other leg for a 360 kick. Obviously this can just be a fancy trick to show off but it has a lot of offensive potential.
Ruling: You can perform a normal attack as though you have not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.
Penance Strike
Rank: D
Requirement: Strength: 60 Speed: 30
Type: Offensive
Target: Single
In RP description: This attack is a precise strike to the back of the neck usually after some sort of diversion or by hitting the guy from behind. The strike is made to injure the neck and make it impossible for your opponent to look up or side to side without suffering extreme pain. The hit foe is forced to keep looking in a downward angle which is the natural curve of the neck. Any alterations will send a searing pain which will make the person reconsider his action. The point is to cause a lingering disability which will not only seriously aggravate and annoy the hit opponent but severely limit his field of vision which will be restricted to things directly in front of him.
Ruling: This trick does nothing if it is dodged. The damage for this trick = normal damage * 0.8. If this trick does at least 5 damage, until the end of the battle your opponent will always take 10% more damage than usual (all damage he suffers will be multiplied by 1.1). For the rest of the battle during your cycles your opponent's speed and defense will be lowered by 15. This trick's effect does not stack meaning if you hit your opponent multiple times he will still only be afflicted by one of them.
AT Information:
Seth's Air Treks are silver/gray and red. The main body is mostly gray as well as the wheels. Flecks of red among some faint curving patterns cover the side in patches and the area connecting the body of the AT to the wheel. The wheels are wide and flat to better support his weight.
APPEARANCE
No picture yet.
Eye Colour: Amber
Hair Colour: White/silver with remains of his old hair color of black.
Skin Tone: Caucasian
Height/Weight: 5’ 11”/180 lbs.
Blood-type: B-
Overall Appearance:
Seth would probably, upon first meeting, be classified as “trash” by many. He has a general look of being unkempt. His hair has grayed prematurely as it runs in his family. At his young age of 26, he already has a mostly white head. His facial hair follows this pattern too and being a lazy fellow, he does not shave frequently enough to maintain that prepubescent boy, smooth-faced look that other men seem so concerned with. Perhaps it is because he lacks an employer. Most of the time he sports a good quantity of white stubble on his face and upper neck due to this. His features are strong, he has an aquiline nose and prominent jaw, cheekbones, brow ridge and Adam’s apple.
Seth wears a lot of clothes, even when it is hot. He simply likes the feel of the weight of his clothes and so is very rarely seen with less on than his usual. He prefers long coats, trench coats in particular and they usually extend past his thighs and end at his knees. His pants are unremarkable, they are simply there to cover his legs. He likes to wear gloves on his hands which are usually worn brown work gloves or black and possibly fingerless for more skilled work. His coats are generally of dark colors, most commonly dirty gray, black, or a deep bloody red. Sometimes he will wear hats. His build is thick and he looks strong, it can be discerned without necessitating that he bare flesh. He has a good deal of muscle hidden under all of his clothes. He generally cradles a cigarette between his lips due to a persistent smoking habit.
PERSONALITY
Likes:
• Power
• Dominance
• Women
• Chaos
• Shiny things
• Having his way
Dislikes:
• Others as arrogant as he
• Insolence
• Work
• Not getting his way/Compromising
• Being/Feeling weak
Hobbies:
• Riding
• Ice Skating
• Stealing
• Collecting shiny/dangerous things
• Beating weaker foes
• Walking
Fears:
• Being powerless
• Being pushed beyond his limits
• Death
• Instability
• Deception
• Fear
Goals:
• To become powerful
• To find a purpose for his life
• To enjoy himself
• To stop running away from his problems
Overall Personality:
Seth Palmer is incredibly lazy and arrogant and it shows in nearly everything he does when he has no motive to hide these facts. It’s visible in his stance, his gait, his manner of speech. He walks with a loose, casual gait and speaks slowly, saying what he wishes to when he wishes to. He is curt and does not like to say more than he deems necessary to get his information across. His speech has a slight slur to it, something that causes him to be read as a drunk at times. This is not true, in fact he does not drink because he likes to keep his wits about him. He is reluctant to give out his real name and loves the feeling of power, revels in the knowledge that he is in control. Doesn’t matter what it is he is in control of. His emotional range is very narrow and consists almost exclusively of irritation, amusement, curiosity, and occasionally, rage. His behavior is naturally quite cold and he easily dismisses many things as beneath him, as is a habit for him.
This does not mean he does not show emotion. Seth can be a decent actor when he tries. Behind all of this is still a pleasure-seeking child, and he does take pleasure from stupid, risky endeavors at times. He will also sometimes take a strange liking to those easily obedient to him since they are so rare. He will like them simply because he doesn’t harbor frustration for them like he does for most. He generally gravitates towards women with low self-esteem and knows how to deal with them since they tend to like his attitude. If he fails, he acts. He does not differentiate right from wrong with very few exceptions and sees little value in emotion. He does things to benefit himself.
HISTORY
Birthplace: Los Angeles, CA
Birth date: November 14, 1984
Birth time: 6:25 AM
Parents: Walter Palmer, Abigail Palmer
Siblings: Destiny Palmer, Jasmine Palmer, Luke Palmer
Overall History:
Seth was born and raised for the most part in America, specifically in California. His family was not overtly exciting, and his upbringing was not exceptional in any way. He got more or less the same treatment as the others in his area. From his birth Seth has had a strong defiant streak in him and it persists to this day. His house that seemed to be perpetually filled with women is probably responsible for many of his habits. His sisters served as a contrast to himself, and his younger brother Luke was never much for competition. Quickly becoming bored with his surroundings, he sought entertainment elsewhere. At some point during his earlier years (while he was a teen) he was introduced to Air Treks. Unlike the AT center that is Japan, in his area they were quite hard to come by and generally prohibited. He acquired the parts through whatever means he could, by fighting for them, stealing, dealing in illegal business but he maintained his ATs. Parts were not easily acquired and it was not a well-known activity.
It quite unlikely that one can deal in such affairs for a significant length of time without being discovered and Seth was no exception. He and his group of riders claimed the city for themselves as the only riders they knew of in the area but there was apparently another such group. The clash was inevitable and during the deal, they attracted a great deal of attention and soon the cops were called. Seth abandoned his former team and of course, he did nothing to help his rivals either. He managed to slip by without being arrested and ran away to other states. He was not a legal adult and couldn’t find legal work. So to get by, he swept floors, did favors, whatever he could to make something of a living for himself and for a while his life seemed to work out well for him.
This was until one of his old rivals showed up and they encountered each other. He still does not know if this was planned or an unfortunate accident but inevitably the situation turned violent and the other was much more skilled now, unlike Seth who was spending his time with other concerns. He was forced to flee again and never ran into any from his past since. For one reason or another he has had to travel frequently, even going overseas. This reason is commonly his inability to control his temper at points and his uncaring attitude. He has had to learn a number of languages to get along in the places he has traveled to. He quickly forgets them when he no longer needs them.
This wandering eventually led him to Japan which has the added bonus of being the center of the Storm Riding community. He set up a shop there after the man who intended to rent it out had an unfortunate. . . accident. He therefore does not pay any rent for the business and has acquired his wares by scavenging them from the streets and other methods that might be considered unsavory. The long-time rider is new to the world of extreme Air Trek riding that seems to have evolved here and now he must adapt. Not that he does not want to.
One of his friends from his teenage years found him in Japan (Eric Daniels) and frequently employs him for odd jobs. As time goes on, they get more and more morally objectionable.
EXTRA
Extra: Likes to collect things, especially if they are shiny and/or dangerous. His right eye is slightly worse than his left eye.
RP Sample:
Seth strode through the bar’s usual crowd of drunks and braggarts and of course, drunken braggarts. He spied an empty seat before the bar and ogled the female bartender for a moment before she addressed him with a raised eyebrow. He leaned back and let his hair fall from his eyes as he ordered a beer and held the glass in his gloved hand. He did not drink, only let it sit in his grasp. He turned in his seat. Didn’t want to seem suspicious, and the best way to not seem suspicious in a bar was to have a beer on you. Made odd behavior excusable, the “social lubricant” they called it. He eyed the door and waited for a familiar figure to block out the outside light that would be let in when it opened. He was told to meet here for a trade with a familiar face by an unnamed informant.
The door opened and she shifted in his seat. Seth’s arms were resting on the counter, taking up more space than he needed but that had only the pleasant, subconsciously intended result of leaving the area around him clear. Last thing he needed right now was to deal with a drunk when he had business to take care of. He just wasn’t in the mood and thought it would be better to lay low here by avoiding interaction. The man who walked through the door and set the bell hanging atop it to emit a sound he watched intently. The figure was familiar but he could not assign a name to the fellow. He squinted but realized that the man was just another Japanese and he knew that he didn’t know anyone who looked Japanese in the past. It was a cruel coincidence, getting his hopes up like that. He thought he might meet an old friend again but he would likely have to wait longer.
CONTACTS
Lachlan Fox: Employee.
Rei Shiryoku: "Daughter." Has a strange affection for the little girl, feels an urge to protect her.
[b]Tao Raki: Known to Seth as Rayne. Hates him and strives to surpass him. His trainer.
Minamoto Kurenai: Woman he holds respect for (oddly enough.) A teammate.
Kami Kage: ATP officer he is wary of.
Takanashi Kagami: Guy who told him to punch him in the face once. Applauds his courage but also has no respect for him. Not a threat.
Shokou Ureshii: Crazy little kid who tries to kill him. Amusing, for the most part undeserving of attention.
Sonya Lahey: Feisty woman. Her rebukes only spur him on.
Zachary Blake: Odd teenager he met in Tokyo. He has nothing against him.
Masaru Akia: Pedobear.
Changed a few things up, would appreciate it if this was edited in.
Forgot nicknames: Orlando Bloom, Sexygurl98798 (WoW user,) and Cindarello
New stats:
Stamina: 25
Strength: 82 + 3 = 85
Defense: 25
Speed: 40 + 30 = 70
Total: 172.8 + 32.6 = 205.4
Proof (http://www.soralounge.com/showpost.php?p=121769&postcount=1882)
Updated Trick List:
E Rank: Cross-Over 360
D Rank: Penance Strike
C Rank: Giant Swing of Time
New stats:
Stamina: 25 + 10 = 35
Strength: 85 + 3 + 88
Defense: 25 + 10 = 35
Speed: 70 + 10 = 80
Total: 205.4 + 33.4 = 238.8
Proof (http://www.soralounge.com/showpost.php?p=121908&postcount=1886)
New stats:
Stamina: 35
Strength: 88 + 5 = 93
Defense: 35
Speed: 80
Total: 238.8 + 4.6 = 243.4
Proof (http://www.soralounge.com/showpost.php?p=122152&postcount=1893)
Username: Seth
GENERAL
Name: Seth Walter Palmer
Nicknames: Too many to count. . .
Gender: Male
Age: 26
School: Graduated
School Clubs: N/A
Skill Stats:
• Stamina: 35
• Strength: 93
• Defense: 35
• Speed: 80
• Total Skill Points: 243
Status: C Class
Road: Blizzard Road
Tricks:
Cross-over 360
Rank: E
Stat Requirement: Speed: 30 Defense: 10 Stamina: 10
Type: Defensive
Target: Single
In RP Description: Cross-over 360 is a rather gut wrenching trick that takes a lot of courage and insight to perform but can prove rather rewarding. The trick begins in a backwards position and just as your opponent closes in on you, you force yourself into a rapid crossover while extending a kick. This effectively eliminates any speed advantage an opponent would have on you and allows you to score the first hit.
Ruling: Cancel your opponent's offensive action entirely. This trick can only be used during your first cycle and only if you are not first to post. Your focus becomes 0. During your next cycle you can only use a normal attack.
Penance Strike
Rank: D
Requirement: Strength: 60 Speed: 30
Type: Offensive
Target: Single
In RP description: This attack is a precise strike to the back of the neck usually after some sort of diversion or by hitting the guy from behind. The strike is made to injure the neck and make it impossible for your opponent to look up or side to side without suffering extreme pain. The hit foe is forced to keep looking in a downward angle which is the natural curve of the neck. Any alterations will send a searing pain which will make the person reconsider his action. The point is to cause a lingering disability which will not only seriously aggravate and annoy the hit opponent but severely limit his field of vision which will be restricted to things directly in front of him.
Ruling: This trick does nothing if it is dodged. The damage for this trick = normal damage * 0.8. If this trick does at least 5 damage, until the end of the battle your opponent will always take 10% more damage than usual (all damage he suffers will be multiplied by 1.1). For the rest of the battle during your cycles your opponent's speed and defense will be lowered by 15. This trick's effect does not stack meaning if you hit your opponent multiple times he will still only be afflicted by one of them.
Giant Swing of Time
Rank: C
Requirement: Strength: 70 Speed: 70
Type: Offensive
Target: Single
In RP description: The giant swing of time is a very close range attack usually amplified by an element of surprise. The rider uses quick movements and a lot of footwork and spins to use the momentum and centrifugal force created from such maneuvers to maximize the output of a swift kick or punch. The punch or kick will also usually aim for weak spots in order to once again maximize damage.
Ruling: The damage for this trick = normal damage * 1.4.
AT Information:
Seth's Air Treks are a whitish gray with a horizontal red band going down the sides. A parallel stripe of dark gray and one of black of equal width take up the space beneath it and above the wheels. The wheels are a dirty gray color and they are wide and flat with a notable lack of grip.
APPEARANCE
No picture yet.
Eye Color: Amber
Hair Color: Gray
Skin Tone: Caucasian
Height/Weight: 5’ 11”/180 lbs.
Blood-type: B-
Overall Appearance:
General: Seth is of a decent height, on the tall side of the spectrum (especially when compared to the Japanese he is surrounded with.) His build is sturdy and he has broad shoulders and a large chest, generally his build is masculine. His hands are large but still in proportion to the rest of his body. His muscle definition is good and the girth of his limbs is a tell-tale sign of his strength through his clothes. He carries himself well and has good posture as befits a man of pride as great as his own.
Hair: The hair on Seth's head is soft enough and does not pass the nape of his neck. It is a pale gray, the pigment leeched out over his teenage years by an unusual genetic predisposition. The hair carries a very subtle wave that has not left completely in his age and causes the tips to curl up in places in the back while the bulk of it lies flat, only manifesting as some volume rather than looking like a dead animal on his head. The front of it hangs over his forehead and creeps into his eyes, casting a shadow on them when he leans down or throws his head back. Frequently he will dye it a duller color like brown or black to rid himself of its distinctiveness as it stands out and makes him quite easy to spot and therefore track when frequently it is a thing he would rather avoid.
Face: Seth's features can be generally encompassed by the words strong, marked, or defined. These words would be used to refer to his brow, nose, jaw and adam's apple (the source of his relatively deep voice.) The eyes beneath his eyebrows are narrow and of a light brown color. In the light they hold a yellow glint but are generally hidden behind the curtain of his hair. His skin bears some subtle scars from various conflicts that faded over the years and are now difficult to discern from the rest of his skin. The most notable is one that runs from his right cheek to his eyebrow but even that one faded with time so well as to be nearly indistinguishable without close inspection. Generally he is lazy in shaving and usually bears stubble on his lip and jaw line from a reluctance to shave. It is white like the hair on his head, having grayed in the same way and therefore more difficult to notice than black facial hair due to a mild translucence resulting from a lack of pigmentation.
Attire: Palmer likes to wear coats, perhaps it is a feeling of security he gets from wearing the extra fabric. Or perhaps it is the convenience of easily available pockets combined with the reluctance of people to approach a man in a trench coat. He favors dark colors, black, navy blue, dark red and other such similar shades. Beneath that he wears simple clothing not being one for much fashion and has a shirt and usually some form of pants as well. When not wearing ATs he wears a pair of broken-in brown leather boots. His hands are not usually visible as he likes to wear gloves to stave off the cold, protect his hands from wear, and to prevent him from leaving fingerprints.
PERSONALITY
Likes:
• Power
• Dominance
• Women
• Chaos
• Shiny things
• Catharsis
• Nicotine
Dislikes:
• Arrogance to rival his own
• Insolence
• Work
• Not getting his way/Compromise
• Feeling or being weak or not in control
• Emotions
Hobbies:
• Riding
• Ice Skating
• Collecting ATs and various other things
• Beating weaker foes (AKA fighting- and winning)
• Walking
• Lounging
Fears:
• Being powerless
• Being pushed beyond his limits
• Death
• Instability
• Deception
• Fear
• Incarceration
Goals:
• To become powerful
• To find a purpose for his life
• To enjoy himself
• To establish himself as dominant
• To become the Frost King
• To be his own master
Overall Personality:
A large volume of the behaviors and Seth Palmer exhibits can be traced back to two of his greatest defining characteristics: he is lazy and he is incredibly arrogant. He has an obsession with asserting his own dominance. Seth's gait is rather loose and casual and he walks slowly (because he deserves to have people wait on him) especially when around those he is supposed to respect. He walks with a swagger much of the time. His speech is slow and deliberate and he speaks with a characteristic drawl that combined with his low-class appearance frequently adds to the impression of him as a homeless drunk. He is a curt man in speech and with a tendency to be dismissive with most things. He does not make small talk very well and does not usually think it worth the effort to try to uphold.
His real name is something known only by a few. He does not like to give it out as he sees it as granting some measure of power over him. His name has the power to call his attention and in the past, could be linked to him. Instead he gives a new name to every acquaintance ad his rapidly accumulating list of pseudonyms is one he does not feel troubled to keep track of. He doesn’t know who knows him by which name in most cases. It amuses him to be able to deceive people if only in such a simple way and he enjoys doing it. The more ridiculous the name, the more it amuses him and still has not become entirely boring to the man after the many times he has done it.
Seth has a few different sides of his personality that manifest depending on what he perceives to be the most beneficial for the circumstance.
When trying to be likeable, he has a pleasantly confident attitude, can appear quite gracious and smiles quite a bit. Otherwise his default expression is serious or perhaps a smirk. He doesn't take kindly to children but has in his time in Japan had to deal with mostly teenagers as all the storm riders he's met seem to be teenagers and he has adapted. This is how he will behave around new faces and around those whom it is in his interest to stay in the good graces of.
Mannerisms: He refuses to bow to anybody, Japan or not. Nobody is worthy of it. Hardly anybody is worthy of a handshake either; luckily it is frowned upon here to engage in such exchanges as a greeting. He will still use it to mark agreements or deals. As a greeting he favors a brief half-salute gesture he does with two fingers. It is a mockery of a salute because once again, he cannot show another such respect and live with himself. It is simply not right for him to do so, it disrupts the natural hierarchy. He is not inclined to displace his body much at all for the sake of another, be it for a greeting or not. Dramatic or sudden movements are reserved for those who affront him. Occasionally he is given to dramatic gestures that are executed slowly and deliberately, once again a subtle mockery of the actual gesture so that he may tolerate carrying them out with his own body. Generally this is done when he is trying to be pleasant or friendly.
When one understands how he views the world, his incredible arrogance can be more easily justified. He sees himself as a being akin to a god and always has although he does not explicitly think of it in those terms. He is basically the only person whom he sees and thinks of as a human with human traits and worth. Everybody else, although technically labeled as his equals by societal views, is more or less devoid of value. He sees no value in their struggles or their emotions or desires and sees nothing wrong with inconveniencing others for his own benefit. When he causes harm to others it is usually nothing personal; it is just that he is the lone subject in an entire world of objects. He has no moral qualms about hurting people, hitting women/children, or even killing people for this reason. It’s all just business.
Unfortunate circumstances are the bane of somebody else. For most of his life, although negative things have befallen him, he has gone through life more or less blessed. It has compounded with his inborn worldview has helped to elevate his ego to even greater heights. As a result of it he carries a subconscious assurance that everything will work out well for him in the end and that the world will bend in his favor. He thinks that he is above bad luck and does not believe in "karma" or "curses." Or if those things by some odd chance do exist, they dare not touch him.
He has a sense of humor and it is a strange one. When he says something strange, he will own it as if he is serious like he is about everything else. Palmer is quite easily amused by others’ actions and it is one of the few emotions he will show. He is a little bit on the sadistic side and takes some pleasure from others’ suffering although he is not in the habit of causing problems for that shallow pleasure; it is usually not worth the great effort it would take. Many things he does, he does on a whim as he sees that as a manifestation of his power. It is him exercising control and he therefore derives satisfaction from doing so. Therefore he will regularly do things that are strange or perhaps impractical simply to assert to and reassure himself that he is his own master.
In many ways, although he is technically an adult and has weathered years of life, he still thinks like a child. If he were to go to a psychologist for an honest analysis he would be declared at the very least antisocial. Seth behaves well enough to get along but is just a little bit outside the border of sane. There are some great logical inconsistencies in his worldview that he is content to let run. Despite what all this may seem to suggest however, he is not especially stupid. He might even be considered intelligent in some ways and is sharp of mind, capable of relatively quick analysis and memorization of information and grasping of new ideas and abstract concepts.
He tends to try to read people and figure out their attitudes and motives from their body language but there is not a great deal that can be discerned initially. He tries to predict the reactions of his acquaintances and tries to dictate their actions by way of knowing them. In short, he wishes to manipulate people and definitely would if he were better at it. He is torn between his lazy arrogance (they are not deserving of so much of his time and effort) and his desire to control people.
There are soft spots past this strangely cold exterior that can be found with some prodding. First, he has a fondness for those who will obey without question or resistance. He will show them favor. Second, sometimes he will find somebody who reminds him of himself. It will either cause him to butt heads with said person like a ram for being a mockery of him or he will see them as akin to him. It is confusing for him, as this is the thing that will arouse unfamiliar feelings with him. It is the rare moment that he acknowledges another as a worthy creature almost as high as himself, something more than an object. He must see himself in the person in question.
Of course it isn’t all friendliness and feelings of attachment. These occasions are rare and most people simply irritate him. The simplest solution is simply to eliminate them, crush all the opposition, and silence those whose voices trouble him. This is not always feasible and on the grand scale, terribly inefficient. One can’t get rid of everybody, and since most people irritate him he has resigned to tolerating other people for the sake of getting along in the world. When that rare moment comes that he was a singular target to dispose of he takes to it quickly and efficiently as he can. That is his style, to crush opposition swiftly and forcefully and to leave no chance of respite. He takes a profound pleasure from catharsis. Anything that undermines his perceived dominance or wrests “his” control away from him is seen as a punishable offense.
HISTORY
Birthplace: Los Angeles, CA
Birth date: November 14, 1984
Birth time: 6:25 AM
Parents: Walter Palmer, Abigail Palmer
Siblings: Destiny Palmer, Jasmine Palmer, Luke Palmer
Overall History:
Parents: Walter Palmer is a contractor by profession and a blacksmith by hobby. Abigail Palmer graduated high school and immediately married and started a family.
Childhood: Seth was born in Los Angeles to Walter and Abigail Palmer. From his early childhood signs of his aggressive nature showed and he was always the “dominant” child in the house, trying to order his siblings around. His parents, seeing the path he was heading down, tried to put a stop to this and he learned to cover his back a bit better from this experience. From a young age he was already beginning to manipulate his schoolmates and faked emotions for the sake of social interaction. He was never a schoolyard bully, or an open one at least, he stayed on the good side of his teachers and other such adults that were in power. Generally his childhood was unremarkable.
Teenage Years: He became addicted to heroin relatively early on (14 years) and did it when he was expected to be at church mostly. It was a stupid attempt to rebel against his father (the pair had a rivalry going almost as long as young Seth’s life) among other things. He had a group of “friends” at the time that set him up and as a result was arrested. He was detained in Juvenile detention center for two years during which he was visited on occasion and learned to stand up for himself better. The way he learned to fight was not a formal one and therefore he is something of a brawler with a lack of advanced techniques. He spent much of his time in his cell, pensive about his situation. That was when he came to the conclusion that he would strive to not get caught in the future (rather than that he did something wrong. He’s never wrong.) He was released, his family was told that he was “reformed” and all were happy except his father who knew his son and recognized himself in the boy to a point.
As expected, Seth returned to his usual thing. His “friends” were nowhere to be found and he formed a new group; this time with a much more authoritarian way of dealing with others. He was no longer to be a subordinate to anybody, he was sick of it to the core. This time he was the leader and his subordinates formed a sort of bond with him (a one-sided bond.) His second in command was his friend whom he still speaks to today, one Eric Daniels. Free from the confines of the detention center, no longer did he need to go by his legal name and so began his habit of tossing out a million different pseudonyms. He was still pretty unrestrained but also much more careful in covering his tracks. He went back to the heroin and after a number of close calls and a realization that it aroused in him a desperation he had never seen before he weaned himself of it. He didn’t like the control the chemical had over him and from then decided as well that he would be sober. He quit all social drinking habits he may have had and only did not bother to eradicate his smoking habit because he didn’t see much harm in it. All of these activities consumed his spare time when he was 16. He was in high school for the remaining time. He passed well enough to graduate, sliding along relatively well as he hovered around a 3.0 GPA despite his irresponsible activities.
His temper became progressively easier to set off especially by his “superiors.” Most of the personality traits that can today be seen in him arose around this time including his belief that he was infallible and his foolish confidence in his own ability. He was in numerous gang fights and by some virtue or experience or leadership ability won the majority of them. Nearly all. But not without consequence and during this time gained a number of scars from knives and even a couple of non-fatal gunshot wounds. He wasn’t very cautious. Over time they faded and he healed rather well and today they can only be seen by those who inspect him closely.
Luke was never really on Seth’s good side but Luke generally carried a good opinion of his brother. During this period their “relationship” deteriorated, with Luke sick of always being the subordinate and yet incapable of defeating his brother. He became detached and focused much more on his studies than Seth did and graduated with high marks and went on to college. After that the pair never contacted each other again.
Young Adulthood: At the age of 17 he ran away from his home. By then he managed to graduate against all odds (he started school a bit early.) He was fed up with his family and their insistence on their control of him. In an act of stupid defiance one day he just never came home. Shortly after the police arrived, looking for the perpetrator of several crimes but already he was gone. He was not found.
With nothing to his name but some pocket change and his identification the boy fled to the North. He slept in the streets for many nights and eventually found employment. It was under the table since he was underage at the time and he went through many jobs. Never content as a subordinate he would frequently lash out and cause himself problems, leading to more running away. During these days, alcohol was a friend to him until one day he realized just what a waste it was. He quit his drinking habit and tried to make something of himself by saving his money. Eventually he enrolled in a trade school to become a mechanic but dropped out after a year.
His journey to nowhere in particular continued and he became accustomed to a life on the run. He came to like not staying tied down to one place for too long. His journey led him to fly to Europe and he spent a stint in Spain and most recently Germany. It was from there he flew to Japan under a fake identity.
EXTRA
Extra: His right eye has decreased visual acuity due to some damage to the lens he sustained from his younger years. Ambidextrous. Speaks, reads and writes English (American) and Spanish fluently. Can speak and read German somewhat proficiently. Speaks Japanese well enough to get by, still learning to read/write it in his spare time. Detests being called by his middle name.
RP Sample:
Seth held out his ticket to be scanned by the airport’s staff. They eyed him suspiciously, he didn’t look like he could afford an airplane ticket and on top of that was wearing a heavy trench coat. They suspected he might be carrying weapons in it of course in the modern age of paranoia that spread from America to all of the other countries. Normally of course, he would have but currently was not because he wasn’t stupid enough to think he could get away with a thing like that. Last thing he needed was more trouble especially when trying to avoid identification.
He was wanted now, for crimes he did not want to remember right now out of mental laziness more than anything. Anyway, what reason did he have to dwell on such things? His mind needed to be present for well, the present so that he could react appropriately. The woman checking his ticket examined his blue-contact clad eyes and tried to discern something, she was looking for a certain tell. Perhaps nerves, as such a suspicious looking character could not strut into an airport without a case of the nerves, right?
Wrong, he was completely cool. A grin spread across his face slowly and he winked at the woman, perhaps a bit of eagerness was necessary. It showed on his face, and disgusted the woman looked away. She was not interested in him in the least, good, mission accomplished. It wasn’t as if he was any sort of terrorist, he didn’t plan to do anything risky on the flight and it wouldn’t do them any good to arrest him anyway. He was just a man who wanted to travel and it was his right, he shouldn’t be bothered.
He took the suitcase as it was thrust into his hand by a man who looked wired and babbled something in German, probably bored into submission by his bag-scanning job. Seth pitied the man but it was not his job to remedy the situation and it was not worth the effort to show sympathy. He took the suitcase, it was filled with some clothes and money. It was a pity his ATs could not come with him but the metal parts (really, the only valuable bits worth taking anyway) would be a problem. His free hand brushed the dyed-black hair that had fallen into his eyes out of his field of vision so that he could see what was ahead. Metal detector, that was no big deal as he had nothing metal on him. He strolled through nonchalantly and was not stopped due to the lack of alarm.
Now, there was the wait, the horribly droll wait in an airport filled with children who might cry or touch him with their little moist hands. And adults, of which the males would regard him as a threat most likely and the women who would grip their purses or baggage and children just a little bit closer to their bodies as he entered the vicinity. He found the correct terminal and sat, slipping his suitcase into the gap between the chair and the floor beneath him. He rested his ankle on the opposite knee and clasped his arms behind his head to lean back onto so that he could rest his neck. His eyes stared at the terminal’s glaring fluorescent lights and quickly adjusted. No need to watch himself, that was suspicious and nobody would dare steal his suitcase anyway. He’d hear it if they approached him.
His thoughts wandered back to the events leading up to this. No reason to ponder, but now he had nothing better to do so he rehearsed the month’s significant events in his mind. There was the murder, it really was an accidental murder after all but who believed that with the circumstances? Even if they did, it was still a crime and he knew he would not be able to get away with it. It was a drunken barroom brawl, but only a half of one.
A glance which the drunk had misinterpreted as a move towards “his woman” (eh, could be my woman if I wanted her) sparked some alcohol-fueled rage. Inhibitions, no matter how much damage people did to themselves to ignore, were in fact there for a reason. Why he was there in the first place was not really easy to explain, and it was probably just because he liked the atmosphere. He liked to observe the drunks, it made him feel superior and gave him just a few more clues every time as to the true nature of people. It didn’t remove the mask, but set it askew and let him catch a glimpse past it into the true natures of people. He didn’t always like what he saw but that was another matter.
The idiot started the age old “macho” routine and Seth knew how shallow that deal was. No, the real top dog was the one who had the real control and knew it. And at that point that was him, with the other lacking in the strength, the amber-eyed observer with a blood/alcohol percentage of 0. The other threw a clumsy punch, poor idiot almost fell over with his horrible balance and Seth took the easy opening left on his opposite side. He slid to the side and dodged the hit, slamming his knee into the guy’s gut in the process.
In retrospect, he put too much effort into that and apparently dealt enough damage that caused that to be the drunk’s last night. His girlfriend was horrified, and so was everyone else. He probably died so well because alcohol increased bleeding. Seth let him fall to the ground, not expecting it to end in death and the other writhed on the floor while clenching his injured body in what was nearly the fetal position. Palmer brushed his glove-covered hands off as if to remove the other from him and tossed the rest of the bar, now silent, a warning glance just for the hell of it before walking out calmly. He walked out with a wry smile from the whole situation, that was always the danger with drunks, they didn’t now what the hell they were getting themselves into. Oh sure, it was satisfying. Definitely, he had the admiration (or fear, it didn’t really matter which as far as he was concerned) of the entire bar chasing after him as he left.
Of course, somebody would call law enforcement and he hurried off into the night to get back to his makeshift apartment. He switched out his coat for some more common attire, he dyed his distinctive white hair a dull black and had contacts of a different color ready for this very occasion. It wasn’t a rarity for him, he did things like this a lot because he was not all that motivated to control his impulses. The only thing is that you had to avoid getting caught. He wore gloves and saw no reason to switch those out, the useful thing was that they didn’t leave fingerprints. Burning off fingerprints was not the most pleasant process and he got to avoid the hassle.
Can a mod please edit this into the original post as the updated app?
New stats:
Stamina: 35
Strength: 93 + 12 = 105
Defense: 35
Speed: 80
Total: 243.4 + 12 = 255.4
Proof (http://www.soralounge.com/showpost.php?p=122366&postcount=1901)
New stats:
Stamina: 35
Strength: 105 + 14 = 119
Defense: 35
Speed: 80
Total: 255.4 + 14.4 = 269.8
Proof (http://www.soralounge.com/showpost.php?p=122552&postcount=1914)
Trick List:
C: Giant Swing of Time
D: Penance Strike
E: Cross-Over 360
New stats:
Stamina: 35
Strength: 119 + 19 = 138
Defense: 35
Speed: 80
Total: 269.8 + 18.6 = 288.4
Trick List:
E: Cross-Over 360
D: Penance Strike
C: Giant Swing of Time
B: Freezing Strike
Proof (http://www.soralounge.com/showpost.php?p=122708&postcount=1921)
New stats:
Stamina: 35
Strength: 138 + 13 = 151
Defense: 35
Speed: 80
Total: 288.4 + 13.2 = 301.6
Proof (http://www.soralounge.com/showpost.php?p=122983&postcount=1931)
50% strength achieved.
New stats:
Stamina: 35
Strength: 151 + 3 = 154
Defense: 35 + 20 = 55
Speed: 80
Total: 301.6 + 22.4 = 324
Proof (http://www.soralounge.com/showpost.php?p=123223&postcount=1944)
New stats:
Stamina: 35
Strength: 154 + 1 = 155
Defense: 55 + 15 = 70
Speed: 80
Total: 324 + 16.6 = 340.6
Proof (http://www.soralounge.com/showpost.php?p=123587&postcount=1963)
New stats:
Stamina: 35
Strength: 155
Defense: 70 + 10 = 80
Speed: 80
Total: 340.6 + 10.2 = 350.8
Proof (http://www.soralounge.com/showpost.php?p=124066&postcount=1977)
Trick List:
E: Cross-Over 360
D: Megaton Uppercut
C: Giang Swing of Time
B: Freezing Strike
New stats:
Stamina: 35
Strength: 155 + 2 = 157
Defense: 80
Speed: 80 + 10 = 90
Total: 350.8 + 12 = 362.8
Proof (http://www.soralounge.com/showpost.php?p=124440&postcount=1985)
Trick List:
E: Backward Cross Ridefall
D: Megaton Uppercut
C: Giant Swing of Time
B: Freezing Strike
A: Meteor
New stats:
Stamina: 35 + 15 = 50
Strength: 157 + 9 = 166
Defense: 80
Speed: 90
Total: 362.8 + 23.4 = 386.2
Proof (http://www.soralounge.com/showpost.php?p=124902&postcount=2002)
New stats:
Stamina: 50
Strength: 166 + 36 = 202
Defense: 80
Speed: 90
Total: 386.2 + 36.6 = 422.8
Proof (http://www.soralounge.com/showpost.php?p=125396&postcount=2018)
New stats:
Stamina: 50
Strength: 202 + 28 = 230
Defense: 80
Speed: 90
Total: 422.8 + 28 = 450.8
Proof (http://www.soralounge.com/showpost.php?p=125883&postcount=2032)
Trick List:
E: Cross-Over 360
D: Megaton Uppercut
C: Giant Swing of Time
B: Freezing Strike
A: Meteor
Proof (http://www.soralounge.com/showpost.php?p=126376&postcount=2046)
New stats:
Stamina: 50
Strength: 230 + 19 = 249
Defense: 80
Speed: 90
Total: 450.8 + 19 = 469.8
Proof (http://www.soralounge.com/showpost.php?p=126573&postcount=2055)
New stats:
Stamina: 50
Strength: 249 + 6 = 255
Defense: 80
Speed: 90
Total: 469.8 + 5.8 = 475.6
Proof (http://www.soralounge.com/showpost.php?p=126879&postcount=2066)
Trick List:
E: Cross-Over 360
D: Megaton Uppercut
C: Time Lock
B: Freezing Strike
A: Meteor
New stats:
Stamina: 50
Strength: 255 + 3 = 258
Defense: 80 + 5 = 85
Speed: 90 + 10 = 100
Total: 475.6 + 2 + 16 = 493.6
Proof (http://www.soralounge.com/showpost.php?p=127062&postcount=2075)
Proof (http://www.soralounge.com/showpost.php?p=127161&postcount=2080)
New stats:
Stamina: 50
Strength: 258 + 2 = 260
Defense: 85 + 5 = 90
Speed: 100
Total: 493.6 + 7.2 = 500.8
Proof (http://www.soralounge.com/showpost.php?p=127297&postcount=2087)
New stats:
Stamina: 50
Strength: 260 + 4 = 264
Defense: 90 + 10 = 100
Speed: 100 + 10 = 110
Total: 500.8 + 3.4 + 20.6 = 524.8
Proof (http://www.soralounge.com/showpost.php?p=127457&postcount=2093)
Proof (http://www.soralounge.com/showpost.php?p=127680&postcount=2098)
New stats:
Stamina: 50
Strength: 264
Defense: 100
Speed: 110
Rider Total: 524.8
Vitality: 4
Dexterity: 7
Hearing: 1
Intelligence: 4
Tuner Total: 16.4
Overall Total: 541.2
Proof (http://www.soralounge.com/showpost.php?p=128082&postcount=2106)
New stats:
Stamina: 50
Strength: 264
Defense: 100
Speed: 110
Rider Total: 524.8
Vitality: 4 + 6 = 10
Dexterity: 7 + 2 = 9
Hearing: 1 + 2 = 3
Intelligence: 4 + 11 = 15
Tuner Total: 16.4 + 21.4 = 37.8
Proof (http://www.soralounge.com/showpost.php?p=128256&postcount=2114)
New stats:
Stamina: 50
Strength: 264 + 4 = 268
Defense: 100
Speed: 110
Rider Total: 524.8 + 3.2 = 528
Vitality: 10
Dexterity: 9 + 6 = 15
Hearing: 3 + 2 = 5
Intelligence: 15
Tuner Total: 37.8 + 8 = 45.8
Proof (http://www.soralounge.com/showpost.php?p=128312&postcount=2116)
New stats:
Stamina: 50
Strength: 268 + 9 = 277
Defense: 100
Speed: 110
Rider Total: 528 + 9.4 = 537.4
Vitality: 10
Dexterity: 15 + 8 = 23
Hearing: 5
Intelligence: 15
Tuner Total: 45.8 + 8 = 53.8
Proof (http://www.soralounge.com/showpost.php?p=128450&postcount=2121)
New stats:
Stamina: 50
Strength: 277 + 6 = 283
Defense: 100
Speed: 110 + 10 = 120
Rider Total: 537.4 + 16.2 = 553.6
Vitality: 10
Dexterity: 23 + 14 = 37
Hearing: 5
Intelligence: 15
Tuner Total: 53.8 + 14 = 67.8
Overall Total: 591.2 + 30.2 = 621.4
Proof (http://www.soralounge.com/showpost.php?p=128724&postcount=2130)
New stats:
Stamina: 50
Strength: 283 + 6 = 289
Defense: 100 + 10 = 110
Speed: 120
Rider Total: 553.6 + 16 = 569.6
Vitality: 10
Dexterity: 37 + 4 = 41
Hearing: 5
Intelligence: 15
Tuner Total: 67.8 + 4 = 71.8
Overall Total: 621.4 + 20 = 641.4
Trick List:
E: Cross-Over 360
D: Megaton Uppercut
C: Time Lock
B: Freezing Strike
A: Meteor
S: TBA
New stats:
Stamina: 50
Strength: 289 + 6 = 295
Defense: 110
Speed: 120
Rider Total: 569.6 + 5.6 = 575.2
Vitality: 10
Dexterity: 41
Hearing: 5
Intelligence: 15
Tuner Total: 71.8
Overall Total: 641.4 + 5.6 = 647
New stats:
Stamina: 50
Strength: 295 + 12 = 307
Defense: 110
Speed: 120
Total: 575.2 + 12.2 = 587.4
Proof (http://www.soralounge.com/showpost.php?p=129504&postcount=2156)
Trick List:
Cross-over 360
Rank: E
Stat Requirement: Speed: 30 Defense: 10 Stamina: 10
Type: Defensive
Target: Single
In RP Description: Cross-over 360 is a rather gut wrenching trick that takes a lot of courage and insight to perform but can prove rather rewarding. The trick begins in a backwards position and just as your opponent closes in on you, you force yourself into a rapid crossover while extending a kick. This effectively eliminates any speed advantage an opponent would have on you and allows you to score the first hit.
Ruling: If this trick is learnt increase your speed by 150 until the beginning of the first cycle of the battle (this is simply a speed boost used during priority calculation for the first cycle). Activating this trick increases your speed by 10 until the end of the round.
Megaton Uppercut
Rank: D
Requirement: Strength: 80
Type: Offensive
Target: Single
In RP description: The megaton Uppercut is an incredibly powerful technique that aims to end the battle as quickly as possible or at the very least leave your opponent in a state where he won’t want to fight. However, like most things that aim to finish things too quickly it comes with its battery of problems. The megaton uppercut is simply put an uppercut to the jaw accomplished with your ATs. This trick not only requires incredible flexibility to complete since you need to need to practically get your leg perpendicular to the ground but also incredible proximity to complete. This is even more important if you are small. This trick increases in power if the ATs used are either heavier or at the very least more robust since the attack will pack more punch. However, the attack is rather predictable and leaves a lot of openings as well as many opportunities to dodge and counter attack.
Ruling: Any defensive actions other then a full dodge will make the damage of this attack = damage / 5 instead of the normal decrease in damage (no matter what defensive action is used the decrease in damage is still /5. It doesn‘t stack on top of the defensive action‘s own decrease in damage). If your opponent dealt over 20 damage to you during his last cycle this attack will deal 0 damage. The damage for this attack = normal damage * 1.7.
Time Lock
Rank: C
Requirement: Strength: 130
Type: Offensive
Target: Single
In RP Description: As far as time tricks are concerned this one is the most straight forward to explain but it doesn’t make it any less hard to accomplish. The concept behind this trick is to punch your opponent’s heart strong enough to make it skip a beat. The hit on the heart will paralyze anybody for a few seconds. The hit has to be right on the heart and strong enough to affect the heart through the rib cage. The issue with this trick is pulling it off but if you do manage it your opponent can’t do anything but stare at you blankly with their time stopped.
Ruling: Damage for this trick = normal damage. If you don’t deal at least 25 damage this trick does nothing more. If you deal 25 damage or more with this trick then for your opponent’s next cycle and your next cycle your opponent will not be able to perform any offensive or defensive actions and your strength will be decreased by 50. This trick can only be used once per battle.
Freezing Strike
Rank: B
Requirement: Speed: 80 Strength: 130
Type: Offensive
Target: Single
In RP description: By targeting specific parts of the body such as the Carotid artery, the spine or the side of the head the rider is capable of incapacitating the enemy rider. Most notably is to strike the carotid artery which sends a fake signal to the brain that the blood pressure is too high. The brain responds by lowering the blood pressure which creates numbness especially in the extremities, partial paralysis and even sometimes plunges the hit adversary into an unconscious state. The severity of the symptoms depend on a lot of factors including the precision of the strike but the user has to be incredibly careful because too much power can cause long term damage or even death.
Ruling: The damage of this trick = normal damage. If your opponent doesn’t dodge or block this attack (partial or full. A trick or regalia defensive ability does not count.) then he will not be able to perform any action during his next cycle.
Meteor
Rank: A
Requirement: Strength: 150 Defense: 80
Type: Ranged Offensive
Target: Up to Three
In RP description: By hitting the ground with extreme power with either your feet or your fist Meteor attempts to dislodge large chunks of hard earth and/or rock. After that the rider roundhouse kicks the dislodged pieces at the opponent for maximum damage. This ability is not only strenuous but painful since kicking rock is never the most painless of situations.
Ruling: The damage for this trick = normal damage * 1.8. You are dealt damage after the use of this trick = normal damage * 0.2. This trick is considered a [VIBRATION] ability. You may target up to three different riders with this attack however, for each attack you will be dealt the normal damage * 0.2. Make sure to take into consideration the new stamina before calculating the damage for the next target (for example if you attack 3 different targets you will attack at full stamina the first one and deal more damage. Then the recoil will kick in before calculating the damage for the second target and etc.)
Frigid Blood Lock (Reserved for Seth)
Rank: S
Type: Special
Target: Single
Requirements: 50 Stamina, 200 Strength, 100 Defense, 100 Speed
In RP: The Frigid Blood Lock is an attempt to deprive the opponent’s body of essential resources by slowing or even halting blood flow altogether. The user forces the opponent into close combat with an initial rush and makes use of skillful footwork to keep the pressure up and to prevent any chance for respite. To make up for the loss of space, the user utilizes spins to build up momentum for attacks. This trick is much more versatile than the Freezing Strike technique because rather than going for a few small targets this trick utilizes enough brute force to make a strike nearly anywhere effective but the greatest drawback is that the effect is not as instantaneous. The strikes are meant to crush the blood vessels and therefore seriously hinder the target’s circulation and therefore are very difficult to negate completely. The opponent is sent into a state of circulatory shock and is afflicted with a variety of symptoms including hypothermia, sluggishness, tachycardia, numbness in the extremities, confusion or even unconsciousness.
Ruling: This trick lasts for four cycles. On the cycle this trick is activated, the user may attack as though he has not used an offensive action. While this trick is active, every attack by the user deals strength/4 x 0.2 to every stat (remaining stamina, strength, defense, and speed) unless fully blocked or fully dodged. The target cannot use self targeting actions, special actions or ranged offensives while this trick is active. If the user uses a self targeting action, special action or ranged offensive while this trick is active this trick is canceled.
New stats:
Stamina: 50
Strength: 307 + 3 = 310
Defense: 110
Speed: 120 + 10 = 130
Rider Total: 587.4 + 13.4 = 600.8
Proof (http://www.soralounge.com/showpost.php?p=130141&postcount=2181)
Compensation claimed: $5,000.
Proof (http://www.soralounge.com/showpost.php?p=129891&postcount=19)
Compensation spent: $5,000.
S Ranked parts acquired. (AKA my SP isn't going to be cut in half. Yey.
Proof (http://www.soralounge.com/showpost.php?p=129892&postcount=3)
Balance: $250.
^^' Forgot to add it in. Proofs above.
Oh, forgot this.
Balance: $250 + $355 = $605
Proof (http://www.soralounge.com/showpost.php?p=129882&postcount=18)
New stats:
Stamina: 50
Strength: 310 + 1 = 311
Defense: 110 + 10 = 120
Speed: 130
Rider Total: 600.8 + 10.8 = 611.6
Proof (http://www.soralounge.com/showpost.php?p=130353&postcount=2189)
New stats:
Stamina: 50
Strength: 311
Defense: 120
Speed: 130
Rider Total: 611.6
Vitality: 10
Dexterity: 41 + 8 = 49
Hearing: 5
Intelligence: 15
Tuner Total: 71.8 + 8 = 79.8
Balance: $605 + $650 = $1255
Inventory:
Spiky Vest
Type: Offensive or Defensive
Price: 400
Locks: None
Description: A thick leather vest covered in spikes that will make any attacker think twice about targeting you.
Ruling: Anytime you are dealt damage from a normal attack the source of the damage takes 3 unalterable damage (the damage cannot be increased or decreased for any reason).
Proof (http://www.soralounge.com/showpost.php?p=130709&postcount=3)
New stats:
Stamina: 50
Strength: 311 + 2 = 313
Defense: 120
Speed: 130 + 10 = 140
Rider Total: 611.6 + 12.2 = 623.8
Vitality: 10
Dexterity: 49 + 2 = 51
Hearing: 5
Intelligence: 15
Tuner Total: 79.8 + 2 = 81.8
Trick List:
One Step Ahead
Requirement: Dexterity: 25
Preparation Level: 0
Target: Self
Type: Special
In RP Description: By using a tuner’s superior insight into other people’s riding and on the battlefield itself the tuner is capable of staying one step ahead of any rider or unprepared tuner. This gives him a heads up and allows him to act more rapidly than others. They are not necessarily faster but they react more rapidly.
Ruling: If you know this trick then you are first to post regardless of what other skills state. This trick does nothing however, you will now be the first to act every cycle.
Megaton Uppercut
Rank: D
Requirement: Strength: 80
Type: Offensive
Target: Single
In RP description: The megaton Uppercut is an incredibly powerful technique that aims to end the battle as quickly as possible or at the very least leave your opponent in a state where he won’t want to fight. However, like most things that aim to finish things too quickly it comes with its battery of problems. The megaton uppercut is simply put an uppercut to the jaw accomplished with your ATs. This trick not only requires incredible flexibility to complete since you need to need to practically get your leg perpendicular to the ground but also incredible proximity to complete. This is even more important if you are small. This trick increases in power if the ATs used are either heavier or at the very least more robust since the attack will pack more punch. However, the attack is rather predictable and leaves a lot of openings as well as many opportunities to dodge and counter attack.
Ruling: Any defensive actions other then a full dodge will make the damage of this attack = damage / 5 instead of the normal decrease in damage (no matter what defensive action is used the decrease in damage is still /5. It doesn‘t stack on top of the defensive action‘s own decrease in damage). If your opponent dealt over 20 damage to you during his last cycle this attack will deal 0 damage. The damage for this attack = normal damage * 1.7.
Time Lock
Rank: C
Requirement: Strength: 130
Type: Offensive
Target: Single
In RP Description: As far as time tricks are concerned this one is the most straight forward to explain but it doesn’t make it any less hard to accomplish. The concept behind this trick is to punch your opponent’s heart strong enough to make it skip a beat. The hit on the heart will paralyze anybody for a few seconds. The hit has to be right on the heart and strong enough to affect the heart through the rib cage. The issue with this trick is pulling it off but if you do manage it your opponent can’t do anything but stare at you blankly with their time stopped.
Ruling: Damage for this trick = normal damage. If you don’t deal at least 25 damage this trick does nothing more. If you deal 25 damage or more with this trick then for your opponent’s next cycle and your next cycle your opponent will not be able to perform any offensive or defensive actions and your strength will be decreased by 50. This trick can only be used once per battle.
Freezing Strike
Rank: B
Requirement: Speed: 80 Strength: 130
Type: Offensive
Target: Single
In RP description: By targeting specific parts of the body such as the Carotid artery, the spine or the side of the head the rider is capable of incapacitating the enemy rider. Most notably is to strike the carotid artery which sends a fake signal to the brain that the blood pressure is too high. The brain responds by lowering the blood pressure which creates numbness especially in the extremities, partial paralysis and even sometimes plunges the hit adversary into an unconscious state. The severity of the symptoms depend on a lot of factors including the precision of the strike but the user has to be incredibly careful because too much power can cause long term damage or even death.
Ruling: The damage of this trick = normal damage. If your opponent doesn’t dodge or block this attack (partial or full. A trick or regalia defensive ability does not count.) then he will not be able to perform any action during his next cycle.
Meteor
Rank: A
Requirement: Strength: 150 Defense: 80
Type: Ranged Offensive
Target: Up to Three
In RP description: By hitting the ground with extreme power with either your feet or your fist Meteor attempts to dislodge large chunks of hard earth and/or rock. After that the rider roundhouse kicks the dislodged pieces at the opponent for maximum damage. This ability is not only strenuous but painful since kicking rock is never the most painless of situations.
Ruling: The damage for this trick = normal damage * 1.8. You are dealt damage after the use of this trick = normal damage * 0.2. This trick is considered a [VIBRATION] ability. You may target up to three different riders with this attack however, for each attack you will be dealt the normal damage * 0.2. Make sure to take into consideration the new stamina before calculating the damage for the next target (for example if you attack 3 different targets you will attack at full stamina the first one and deal more damage. Then the recoil will kick in before calculating the damage for the second target and etc.)
Frigid Blood Lock (Reserved for Seth)
Rank: S
Type: Special
Target: Single
Requirements: 50 Stamina, 200 Strength, 100 Defense, 100 Speed
In RP: The Frigid Blood Lock is an attempt to deprive the opponent’s body of essential resources by slowing or even halting blood flow altogether. The user forces the opponent into close combat with an initial rush and makes use of skillful footwork to keep the pressure up and to prevent any chance for respite. To make up for the loss of space, the user utilizes spins to build up momentum for attacks. This trick is much more versatile than the Freezing Strike technique because rather than going for a few small targets this trick utilizes enough brute force to make a strike nearly anywhere effective but the greatest drawback is that the effect is not as instantaneous. The strikes are meant to crush the blood vessels and therefore seriously hinder the target’s circulation and therefore are very difficult to negate completely. The opponent is sent into a state of circulatory shock and is afflicted with a variety of symptoms including hypothermia, sluggishness, tachycardia, numbness in the extremities, confusion or even unconsciousness.
Ruling: This trick lasts for four cycles. On the cycle this trick is activated, the user may attack as though he has not used an offensive action. While this trick is active, every attack by the user deals strength/4 x 0.2 to every stat (remaining stamina, strength, defense, and speed) unless fully blocked or fully dodged. The target cannot use self targeting actions, special actions or ranged offensives while this trick is active. If the user uses a self targeting action, special action or ranged offensive while this trick is active this trick is canceled.
Proof (http://www.soralounge.com/showpost.php?p=131181&postcount=2222)
Balance: $1255 + $650 = $1905
Proof (http://www.soralounge.com/showpost.php?p=131478&postcount=31)
New stats:
Stamina: 50
Strength: 313
Defense: 120
Speed: 140 + 25 = 165
Rider Total: 623.8 + 25 = 648.8
Proof (http://www.soralounge.com/showpost.php?p=131640&postcount=2240)
New stats:
Stamina: 50
Strength: 313
Defense: 120 + 10 = 130
Speed: 165 + 5 = 170
Rider Total: 648.8 + 14.8 = 663.6
Vitality: 10
Dexterity: 51 + 1 = 52
Hearing: 5
Intelligence: 15
Tuner Total: 81.8 + 0.8 = 82.6
Proof (http://www.soralounge.com/showpost.php?p=131933&postcount=2254)
New stats:
Stamina: 50
Strength: 313 + 30 = 343
Defense: 130
Speed: 170
Rider Total: 663.6 + 30.2 = 693.8
Vitality: 10
Dexterity: 52 + 4 = 56
Hearing: 5
Intelligence: 15
Tuner Total: 82.6 + 3.6 = 86.2
Overall Total: 746.2 + 33.8 = 780
Proof (http://www.soralounge.com/showpost.php?p=133697&postcount=2313)
New stats:
Stamina: 50
Strength: 343 + 17 = 360
Defense: 130
Speed: 170
Rider Total: 693.8 + 16.8 = 710.6
Vitality: 10
Dexterity: 56
Hearing: 5
Intelligence: 15
Tuner Total: 86.2
Overall Total: 780 + 16.8 = 796.8
Proof (http://www.soralounge.com/showpost.php?p=133989&postcount=2320)
New stats:
Stamina: 50
Strength: 360 + 23 = 383
Defense: 130
Speed: 170
Rider Total: 710.6 + 9.2 + 14 = 733.8
Vitality: 10
Dexterity: 56 + 5 = 61
Hearing: 5
Intelligence: 15
Tuner Total: 86.2 + 5.6 = 91.8
Overall Total: 796.8 + 28.8 = 825.6
Balance: $1905 + $2079 = $3984
Proof (http://www.soralounge.com/showpost.php?p=134830&postcount=15)
Proof (http://www.soralounge.com/showpost.php?p=134890&postcount=2357)
New stats:
Stamina: 50
Strength: 383 + 21 = 404
Defense: 130
Speed: 170
Rider Total: 733.8 + 20.4 = 754.2
Vitality: 10 + 3 = 13
Dexterity: 61
Hearing: 5
Intelligence: 15
Tuner Total: 91.8 + 2.2 = 94
Overall Total: 825.6 + 22.6 = 848.2
Proof (http://www.soralounge.com/showpost.php?p=135810&postcount=2398)
New stats:
Stamina: 50
Strength: 404 + 2 = 406
Defense: 130 + 10 = 140
Speed: 170
Rider Total: 754.2 + 12.4 = 766.6
Vitality: 13 + 14 = 27
Dexterity: 61
Hearing: 5
Intelligence: 15
Tuner Total: 94 + 14.6 = 108.6
Overall Total: 848.2 + 27 = 875.2
Proof (http://www.soralounge.com/showthread.php?p=137918#post137918)
Trick List:
One Step Ahead
Requirement: Dexterity: 25
Preparation Level: 0
Target: Self
Type: Special
In RP Description: By using a tuner’s superior insight into other people’s riding and on the battlefield itself the tuner is capable of staying one step ahead of any rider or unprepared tuner. This gives him a heads up and allows him to act more rapidly than others. They are not necessarily faster but they react more rapidly.
Ruling: If you know this trick then you are first to post regardless of what other skills state. This trick does nothing however, you will now be the first to act every cycle.
Un-Tune
Requirement: Vitality: 25
Preparation Level: 0
Target: Single
Type: Special
In RP Description: What a tuner can add a tuner can remove. A tuner is the best person around to ruin the work of another tuner. Using specific resonance-based tools a tuner can un-tune an airtrek with little effort or even proximity.
Ruling: Cancel any tune trick or ability currently affecting your target.
Megaton Uppercut
Rank: D
Requirement: Strength: 80
Type: Offensive
Target: Single
In RP description: The megaton Uppercut is an incredibly powerful technique that aims to end the battle as quickly as possible or at the very least leave your opponent in a state where he won’t want to fight. However, like most things that aim to finish things too quickly it comes with its battery of problems. The megaton uppercut is simply put an uppercut to the jaw accomplished with your ATs. This trick not only requires incredible flexibility to complete since you need to need to practically get your leg perpendicular to the ground but also incredible proximity to complete. This is even more important if you are small. This trick increases in power if the ATs used are either heavier or at the very least more robust since the attack will pack more punch. However, the attack is rather predictable and leaves a lot of openings as well as many opportunities to dodge and counter attack.
Ruling: Any defensive actions other then a full dodge will make the damage of this attack = damage / 5 instead of the normal decrease in damage (no matter what defensive action is used the decrease in damage is still /5. It doesn‘t stack on top of the defensive action‘s own decrease in damage). If your opponent dealt over 20 damage to you during his last cycle this attack will deal 0 damage. The damage for this attack = normal damage * 1.7.
Time Lock
Rank: C
Requirement: Strength: 130
Type: Offensive
Target: Single
In RP Description: As far as time tricks are concerned this one is the most straight forward to explain but it doesn’t make it any less hard to accomplish. The concept behind this trick is to punch your opponent’s heart strong enough to make it skip a beat. The hit on the heart will paralyze anybody for a few seconds. The hit has to be right on the heart and strong enough to affect the heart through the rib cage. The issue with this trick is pulling it off but if you do manage it your opponent can’t do anything but stare at you blankly with their time stopped.
Ruling: Damage for this trick = normal damage. If you don’t deal at least 25 damage this trick does nothing more. If you deal 25 damage or more with this trick then for your opponent’s next cycle and your next cycle your opponent will not be able to perform any offensive or defensive actions and your strength will be decreased by 50. This trick can only be used once per battle.
Freezing Strike
Rank: B
Requirement: Speed: 80 Strength: 130
Type: Offensive
Target: Single
In RP description: By targeting specific parts of the body such as the Carotid artery, the spine or the side of the head the rider is capable of incapacitating the enemy rider. Most notably is to strike the carotid artery which sends a fake signal to the brain that the blood pressure is too high. The brain responds by lowering the blood pressure which creates numbness especially in the extremities, partial paralysis and even sometimes plunges the hit adversary into an unconscious state. The severity of the symptoms depend on a lot of factors including the precision of the strike but the user has to be incredibly careful because too much power can cause long term damage or even death.
Ruling: The damage of this trick = normal damage. If your opponent doesn’t dodge or block this attack (partial or full. A trick or regalia defensive ability does not count.) then he will not be able to perform any action during his next cycle.
Meteor
Rank: A
Requirement: Strength: 150 Defense: 80
Type: Ranged Offensive
Target: Up to Three
In RP description: By hitting the ground with extreme power with either your feet or your fist Meteor attempts to dislodge large chunks of hard earth and/or rock. After that the rider roundhouse kicks the dislodged pieces at the opponent for maximum damage. This ability is not only strenuous but painful since kicking rock is never the most painless of situations.
Ruling: The damage for this trick = normal damage * 1.8. You are dealt damage after the use of this trick = normal damage * 0.2. This trick is considered a [VIBRATION] ability. You may target up to three different riders with this attack however, for each attack you will be dealt the normal damage * 0.2. Make sure to take into consideration the new stamina before calculating the damage for the next target (for example if you attack 3 different targets you will attack at full stamina the first one and deal more damage. Then the recoil will kick in before calculating the damage for the second target and etc.)
Frigid Blood Lock (Reserved for Seth)
Rank: S
Type: Special
Target: Single
Requirements: 50 Stamina, 200 Strength, 100 Defense, 100 Speed
In RP: The Frigid Blood Lock is an attempt to deprive the opponent’s body of essential resources by slowing or even halting blood flow altogether. The user forces the opponent into close combat with an initial rush and makes use of skillful footwork to keep the pressure up and to prevent any chance for respite. To make up for the loss of space, the user utilizes spins to build up momentum for attacks. This trick is much more versatile than the Freezing Strike technique because rather than going for a few small targets this trick utilizes enough brute force to make a strike nearly anywhere effective but the greatest drawback is that the effect is not as instantaneous. The strikes are meant to crush the blood vessels and therefore seriously hinder the target’s circulation and therefore are very difficult to negate completely. The opponent is sent into a state of circulatory shock and is afflicted with a variety of symptoms including hypothermia, sluggishness, tachycardia, numbness in the extremities, confusion or even unconsciousness.
Ruling: This trick lasts for four cycles. On the cycle this trick is activated, the user may attack as though he has not used an offensive action. While this trick is active, every attack by the user deals strength/4 x 0.2 to every stat (remaining stamina, strength, defense, and speed) unless fully blocked or fully dodged. The target cannot use self targeting actions, special actions or ranged offensives while this trick is active. If the user uses a self targeting action, special action or ranged offensive while this trick is active this trick is canceled.
New stats:
Stamina: 50
Strength: 406
Defense: 140
Speed: 170
Rider Total: 766.6
Vitality: 27 + 3 = 30
Dexterity: 61 + 1 = 62
Hearing: 5
Intelligence: 15
Tuner Total: 106.8 + 3.2 = 110
Overall Total: 875.2
Trick List:
One Step Ahead
Requirement: Dexterity: 25
Preparation Level: 0
Target: Self
Type: Special
In RP Description: By using a tuner’s superior insight into other people’s riding and on the battlefield itself the tuner is capable of staying one step ahead of any rider or unprepared tuner. This gives him a heads up and allows him to act more rapidly than others. They are not necessarily faster but they react more rapidly.
Ruling: If you know this trick then you are first to post regardless of what other skills state. This trick does nothing however, you will now be the first to act every cycle.
Un-Tune
Requirement: Vitality: 25
Preparation Level: 0
Target: Single
Type: Special
In RP Description: What a tuner can add a tuner can remove. A tuner is the best person around to ruin the work of another tuner. Using specific resonance-based tools a tuner can un-tune an airtrek with little effort or even proximity.
Ruling: Cancel any tune trick or ability currently affecting your target.
Megaton Uppercut
Rank: D
Requirement: Strength: 80
Type: Offensive
Target: Single
In RP description: The megaton Uppercut is an incredibly powerful technique that aims to end the battle as quickly as possible or at the very least leave your opponent in a state where he won’t want to fight. However, like most things that aim to finish things too quickly it comes with its battery of problems. The megaton uppercut is simply put an uppercut to the jaw accomplished with your ATs. This trick not only requires incredible flexibility to complete since you need to need to practically get your leg perpendicular to the ground but also incredible proximity to complete. This is even more important if you are small. This trick increases in power if the ATs used are either heavier or at the very least more robust since the attack will pack more punch. However, the attack is rather predictable and leaves a lot of openings as well as many opportunities to dodge and counter attack.
Ruling: Any defensive actions other then a full dodge will make the damage of this attack = damage / 5 instead of the normal decrease in damage (no matter what defensive action is used the decrease in damage is still /5. It doesn‘t stack on top of the defensive action‘s own decrease in damage). If your opponent dealt over 20 damage to you during his last cycle this attack will deal 0 damage. The damage for this attack = normal damage * 1.7.
Time Lock
Rank: C
Requirement: Strength: 130
Type: Offensive
Target: Single
In RP Description: As far as time tricks are concerned this one is the most straight forward to explain but it doesn’t make it any less hard to accomplish. The concept behind this trick is to punch your opponent’s heart strong enough to make it skip a beat. The hit on the heart will paralyze anybody for a few seconds. The hit has to be right on the heart and strong enough to affect the heart through the rib cage. The issue with this trick is pulling it off but if you do manage it your opponent can’t do anything but stare at you blankly with their time stopped.
Ruling: Damage for this trick = normal damage. If you don’t deal at least 25 damage this trick does nothing more. If you deal 25 damage or more with this trick then for your opponent’s next cycle and your next cycle your opponent will not be able to perform any offensive or defensive actions and your strength will be decreased by 50. This trick can only be used once per battle.
Freezing Strike
Rank: B
Requirement: Speed: 80 Strength: 130
Type: Offensive
Target: Single
In RP description: By targeting specific parts of the body such as the Carotid artery, the spine or the side of the head the rider is capable of incapacitating the enemy rider. Most notably is to strike the carotid artery which sends a fake signal to the brain that the blood pressure is too high. The brain responds by lowering the blood pressure which creates numbness especially in the extremities, partial paralysis and even sometimes plunges the hit adversary into an unconscious state. The severity of the symptoms depend on a lot of factors including the precision of the strike but the user has to be incredibly careful because too much power can cause long term damage or even death.
Ruling: The damage of this trick = normal damage. If your opponent doesn’t dodge or block this attack (partial or full. A trick or regalia defensive ability does not count.) then he will not be able to perform any action during his next cycle.
Black Hole
Rank: A
Requirement: Defense: 120 Strength: 80
Type: Defensive
Target: Single
In RP description: Black hole is an incredibly complex, multi-tiered trick which initiates as a powerful defense and concludes into a powerful offense. The first part of the trick and the trickiest part of it involves in creating a cage of air around a specific area. The principle is to manipulate air densities to form a barrier around a small area where you will intend to intercept the incoming attack. Then by hitting forward incredibly quickly the attack will be forced against a powerful air cushion and will eventually be forced to stop by the laws of compressibility. Since the air will not be able to exit the make-shift “cage” and there will be air in the way of the attack, the opponent’s attack will be stopped cold. The rider will then manipulate the air at his fingertips and envelope the arm or leg that the opponent used for the attack. The principle is to make sure they can’t retreat right after the attack and lets the user of this defensive technique counter attack freely. Obviously air being what it is, the trap will only last for a second or two and therefore the last phase of the trick must be completed extremely quickly. The last stage of the trick is a simultaneous release of the trap and a punch to the stomach pushed forward by the air used during the length of this trick. The entirety of this trick is done with one arm and is done as one long flawless chain.
Ruling: Add strength and defense and divide that amount by 4. If the resulting amount is lower than the amount of damage your opponent is trying to deal to you then this trick does nothing. If it is higher than the damage dealt = 0. During the next attack against the hit opponent (you don’t have to be the attacker) he will not be able to dodge (neither partial nor full) and will not be able to fully block (only partial block). The next attack against the hit opponent will also deal 20% more damage (damage * 1.2). The next attack doesn’t necessarily need to deal damage it is as soon as he is targeted by anything.
Frigid Blood Lock (Reserved for Seth)
Rank: S
Type: Special
Target: Single
Requirements: 50 Stamina, 200 Strength, 100 Defense, 100 Speed
In RP: The Frigid Blood Lock is an attempt to deprive the opponent’s body of essential resources by slowing or even halting blood flow altogether. The user forces the opponent into close combat with an initial rush and makes use of skillful footwork to keep the pressure up and to prevent any chance for respite. To make up for the loss of space, the user utilizes spins to build up momentum for attacks. This trick is much more versatile than the Freezing Strike technique because rather than going for a few small targets this trick utilizes enough brute force to make a strike nearly anywhere effective but the greatest drawback is that the effect is not as instantaneous. The strikes are meant to crush the blood vessels and therefore seriously hinder the target’s circulation and therefore are very difficult to negate completely. The opponent is sent into a state of circulatory shock and is afflicted with a variety of symptoms including hypothermia, sluggishness, tachycardia, numbness in the extremities, confusion or even unconsciousness.
Ruling: This trick lasts for four cycles. On the cycle this trick is activated, the user may attack as though he has not used an offensive action. While this trick is active, every attack by the user deals strength/4 x 0.2 to every stat (remaining stamina, strength, defense, and speed) unless fully blocked or fully dodged. The target cannot use self targeting actions, special actions or ranged offensives while this trick is active. If the user uses a self targeting action, special action or ranged offensive while this trick is active this trick is canceled.
Proof (http://www.soralounge.com/showpost.php?p=138876&postcount=2518)
New stats:
Stamina: 50
Strength: 406 + 14 = 420
Defense: 140
Speed: 170
Rider Total: 766.6 + 13.4 = 780
Vitality: 30
Dexterity: 62
Hearing: 5
Intelligence: 15
Tuner Total: 110
Overall Total: 876.6 + 13.4 = 890
Trick List:
One Step Ahead
Requirement: Dexterity: 25
Preparation Level: 0
Target: Self
Type: Special
In RP Description: By using a tuner’s superior insight into other people’s riding and on the battlefield itself the tuner is capable of staying one step ahead of any rider or unprepared tuner. This gives him a heads up and allows him to act more rapidly than others. They are not necessarily faster but they react more rapidly.
Ruling: If you know this trick then you are first to post regardless of what other skills state. This trick does nothing however, you will now be the first to act every cycle.
Un-Tune
Requirement: Vitality: 25
Preparation Level: 0
Target: Single
Type: Special
In RP Description: What a tuner can add a tuner can remove. A tuner is the best person around to ruin the work of another tuner. Using specific resonance-based tools a tuner can un-tune an airtrek with little effort or even proximity.
Ruling: Cancel any tune trick or ability currently affecting your target.
Megaton Uppercut
Rank: D
Requirement: Strength: 80
Type: Offensive
Target: Single
In RP description: The megaton Uppercut is an incredibly powerful technique that aims to end the battle as quickly as possible or at the very least leave your opponent in a state where he won’t want to fight. However, like most things that aim to finish things too quickly it comes with its battery of problems. The megaton uppercut is simply put an uppercut to the jaw accomplished with your ATs. This trick not only requires incredible flexibility to complete since you need to need to practically get your leg perpendicular to the ground but also incredible proximity to complete. This is even more important if you are small. This trick increases in power if the ATs used are either heavier or at the very least more robust since the attack will pack more punch. However, the attack is rather predictable and leaves a lot of openings as well as many opportunities to dodge and counter attack.
Ruling: Any defensive actions other then a full dodge will make the damage of this attack = damage / 5 instead of the normal decrease in damage (no matter what defensive action is used the decrease in damage is still /5. It doesn‘t stack on top of the defensive action‘s own decrease in damage). If your opponent dealt over 20 damage to you during his last cycle this attack will deal 0 damage. The damage for this attack = normal damage * 1.7.
Time Lock
Rank: C
Requirement: Strength: 130
Type: Offensive
Target: Single
In RP Description: As far as time tricks are concerned this one is the most straight forward to explain but it doesn’t make it any less hard to accomplish. The concept behind this trick is to punch your opponent’s heart strong enough to make it skip a beat. The hit on the heart will paralyze anybody for a few seconds. The hit has to be right on the heart and strong enough to affect the heart through the rib cage. The issue with this trick is pulling it off but if you do manage it your opponent can’t do anything but stare at you blankly with their time stopped.
Ruling: Damage for this trick = normal damage. If you don’t deal at least 25 damage this trick does nothing more. If you deal 25 damage or more with this trick then for your opponent’s next cycle and your next cycle your opponent will not be able to perform any offensive or defensive actions and your strength will be decreased by 50. This trick can only be used once per battle.
Freezing Strike
Rank: B
Requirement: Speed: 80 Strength: 130
Type: Offensive
Target: Single
In RP description: By targeting specific parts of the body such as the Carotid artery, the spine or the side of the head the rider is capable of incapacitating the enemy rider. Most notably is to strike the carotid artery which sends a fake signal to the brain that the blood pressure is too high. The brain responds by lowering the blood pressure which creates numbness especially in the extremities, partial paralysis and even sometimes plunges the hit adversary into an unconscious state. The severity of the symptoms depend on a lot of factors including the precision of the strike but the user has to be incredibly careful because too much power can cause long term damage or even death.
Ruling: The damage of this trick = normal damage. If your opponent doesn’t dodge or block this attack (partial or full. A trick or regalia defensive ability does not count.) then he will not be able to perform any action during his next cycle.
Black Hole
Rank: A
Requirement: Defense: 120 Strength: 80
Type: Defensive
Target: Single
In RP description: Black hole is an incredibly complex, multi-tiered trick which initiates as a powerful defense and concludes into a powerful offense. The first part of the trick and the trickiest part of it involves in creating a cage of air around a specific area. The principle is to manipulate air densities to form a barrier around a small area where you will intend to intercept the incoming attack. Then by hitting forward incredibly quickly the attack will be forced against a powerful air cushion and will eventually be forced to stop by the laws of compressibility. Since the air will not be able to exit the make-shift “cage” and there will be air in the way of the attack, the opponent’s attack will be stopped cold. The rider will then manipulate the air at his fingertips and envelope the arm or leg that the opponent used for the attack. The principle is to make sure they can’t retreat right after the attack and lets the user of this defensive technique counter attack freely. Obviously air being what it is, the trap will only last for a second or two and therefore the last phase of the trick must be completed extremely quickly. The last stage of the trick is a simultaneous release of the trap and a punch to the stomach pushed forward by the air used during the length of this trick. The entirety of this trick is done with one arm and is done as one long flawless chain.
Ruling: Add strength and defense and divide that amount by 4. If the resulting amount is lower than the amount of damage your opponent is trying to deal to you then this trick does nothing. If it is higher than the damage dealt = 0. During the next attack against the hit opponent (you don’t have to be the attacker) he will not be able to dodge (neither partial nor full) and will not be able to fully block (only partial block). The next attack against the hit opponent will also deal 20% more damage (damage * 1.2). The next attack doesn’t necessarily need to deal damage it is as soon as he is targeted by anything.
Frigid Blood Lock (Reserved for Seth)
Rank: S
Type: Special
Target: Single
Requirements: 50 Stamina, 200 Strength, 100 Defense, 100 Speed
In RP: The Frigid Blood Lock is an attempt to deprive the opponent’s body of essential resources by slowing or even halting blood flow altogether. The user forces the opponent into close combat with an initial rush and makes use of skillful footwork to keep the pressure up and to prevent any chance for respite. To make up for the loss of space, the user utilizes spins to build up momentum for attacks. This trick is much more versatile than the Freezing Strike technique because rather than going for a few small targets this trick utilizes enough brute force to make a strike nearly anywhere effective but the greatest drawback is that the effect is not as instantaneous. The strikes are meant to crush the blood vessels and therefore seriously hinder the target’s circulation and therefore are very difficult to negate completely. The opponent is sent into a state of circulatory shock and is afflicted with a variety of symptoms including hypothermia, sluggishness, tachycardia, numbness in the extremities, confusion or even unconsciousness.
Ruling: This trick lasts for four cycles. On the cycle this trick is activated, the user may attack as though he has not used an offensive action. While this trick is active, every attack by the user deals strength/4 x 0.2 to every stat (remaining stamina, strength, defense, and speed) unless fully blocked or fully dodged. The target cannot use self targeting actions, special actions or ranged offensives while this trick is active. If the user uses a self targeting action, special action or ranged offensive while this trick is active this trick is canceled.
Balance: $3984 - $300 = $3684
Inventory:
Spiky Vest
Type: Offensive or Defensive
Price: 400
Locks: None
Description: A thick leather vest covered in spikes that will make any attacker think twice about targeting you.
Ruling: Anytime you are dealt damage from a normal attack the source of the damage takes 3 unalterable damage (the damage cannot be increased or decreased for any reason).
Basic Protective Gear
Type: Defensive
Price: 300
Locks: None
Description: Basic pads and gear to block some of the pain associated with riding and/or fighting.
Ruling: All stamina costs are decreased by 1.
Proof (http://www.soralounge.com/showthread.php?p=141624&posted=1#post141624)
Proof (http://www.soralounge.com/showthread.php?p=139462#post139462)
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