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Shadowshel18
11-13-2010, 11:27 AM
Username: Shadowshel18

Name: Takanashi Kagami/小鳥遊 影神

Gender: Male

Age: 22

School: Kyoto University

School Clubs:
1) Kajukenbo (founder/president if possible)
2) American Football
3) Bowling

Skill Stats:
Stamina: 10
Strength: 11
Defense: 11
Speed: 8

Total Skill Points: 40

Status: F-class


A-T Information: Kagami's A-T's are Black with a red stripe going down the left side and a white stripe going down the right side with white laces and red wheels. There is also the symbol for Kajukenbo on the back of the right A-T.
They we're a gift from his Kajukenbo Sijo back in the United States who thought that he should begin a new hobby (due to circumstances in his past) before moving to Japan.
His Sifu informed him that he chose those colors so that he would never forget his roots or his parent’s roots. His A-T's are also a reminder to never neglect his training.

Looks

Eye Color: Dark Brown
Hair Color: Naturally Black
Skin Tone: Brown
Height/Weight: 6'1" 256lbs
Blood Type: O

Overall Apperance:

At 256 lbs Kagami is probably heavier than most Storm Riders, but for his weight his flexibility and agility aren't affected by it too much due to his many years training in the martial arts and through is years of playing football.

His build is pretty good and he usually keeps his hair cut with a dark fade. His beard and mustache are also kept low due to his training since long hair is usually a target to pulling, thus leaving you vulnerable to many attacks.

He is partially black so his lips are a little on the large side. Kagami has two scars on his face both on the left side, one a little above his top lip going across to the cheek under the left eye, and the other just an inch to the left of his left eye.

He usually walks at a fast pace since he's almost always late for anything that he doesn't deem "important enough" to arrive on time. He does walk in a more reserved fashion rather than with the swagger most Storm Riders walk around with since he's generally not that outspoken in public.

He usually walks around in black jeans, black sneakers, white socks, a black t-shirt, and a black leather jacket. In the winter you usually see him with grey leather gloves on due to him protecting his hands from the cold (a common bowling trait). He is usually seen with his glasses on even though they are mostly for reading (he just likes how he looks in glasses) although he does remove them when he's playing football and when he's doing his Kajukenbo training.

Kagami usually has a serious look on his face due to the fact that he's almost always thinking about something. He wears a silver bracelet on his right wrist that he keeps on at all times due to it being an heirloom passed down to him by his father and his 300-ring (another bowling related item) on his left index finger(since he bowls right-handed).

Personality

Likes
People who uphold a sense of justice.
Rainy days.
Games that require a lot of thought and strategy behind it.

Dislikes
His father.
Deceptive people.
Injustice.
When people don’t think about the consequences of their actions.

Hobbies
Training (whether it's his mind or his body)
Bowling
Playing Go
Playing Chess


Fears
That he never improves compared to who he was the day before.
That he will never surpass his father as a strong individual.

Goal
To plow through any obstacle life gives him.
To surpass his father’s strength and ability.

Overall Personality:

At 256 lbs he is a bit self-conscious of his appearance and hence a bit shy. In crowds he generally keeps quiet and observes his surrounding and the interactions people have with one another, although he has these traits he is not afraid to open up to those that have gained his trust. He's very dedicated to the responsibilities he undertakes and tries to do everything he does to the best of his ability. If he fails to do something he was entrusted with he takes it very hard. He tries to atone for his failures by throwing himself into extreme sessions of training and self-improvement in order not to fail the same task twice.

Kagami generally tries to understand everything he can whether it’s people, situations, games, anything. If he doesn't figure it out he is not above asking someone who is better acquainted with the subject of interest for help in understanding it. He believes that a key to life is challenging the strong and overcoming them to become stronger. In his mind the best way to accomplish this feat is to train hard to win in an overwhelming fashion in order to express his dominance. In this respect, he believes that the animal kingdom’s hierarchy is fairly justified if not a bit twisted. He believes that the strong should have sovereignty over the weak, but he also believes that because of that sovereignty the strong should also defend the weak from an impending outside force.

While Kagami is generally a person who takes his tasks very seriously, comedically he is almost always late due to him procrastinating over things that he doesn't consider important. If he doesn’t believe that his task is as important as his training or as enjoyable as Bowling or playing Go, he will not have the drive to actually carry it out. This usually leads to his mother scolding him for not making up his mind on whether he’s lazy or hard-working. He generally has a very contradictory view of punctuality. He believes that if he’s late then there’s no reason to rush to his destination, and yet, he also gets very angry and frustrated when he has to wait on others.

Another reason for his lateness is generally because he always thinks about what he's going to do for so long that he generally loses track of time in the process. He’ll think about anything ranging from what his training is going to entail for that day to what his mother is going to cook for dinner (if anything at all). As a result of his procrastination, he is almost always in a rush to go somewhere. In this sense, he realizes that A-T's are a bit useful in traversing Tokyo quickly when he's in a rush.

Although Kagami is very good at test taking, he only averages around a 2.0 because he's always either late with his assignments or he just doesn't hand them in. He doesn’t like the whole idea of homework to begin with. He follows his belief that "If homework is to reinforce what you're learned than why should I do homework if I get good grades on my tests?" This usually keeps him subject to disciplinary action by his school.

He enjoys games of strategy such as Go and Chess. He believes that these games help keep his mind sharp. He believes that a healthy body should be backed up by a healthy mind. He is not afraid to laugh when he wants to and he's not afraid to cry when he has to. He is on the other hand very reluctant to take hand-outs. He doesn't like the idea of taking something from someone without giving something back in exchange. This leads him to be overly-noble or overly-loyal to various people. With that being said he does get taken advantage of because of these traits. Kagami has a strong sense of justice and does not tolerate injustices in his presence. Even if it causes him to get hurt or if he has to sacrifice something he will do it in order to right the wrongs that he sees before him. He was a bowler who aspired to go pro one day until an event took place that caused him to give up on that aspiration and take bowling only as a hobby.

He gets along very well with his mother and his sister. He loves his mother very much and works very hard to become a son she can be proud of. Yume is an expert in Aikido and as such she is currently an assistant instructor at Aikido classes in Kyoto. His mother raised them with the belief that him and his sister show find and train in a martial art of their choice rather than just following hers or her husband’s, hence why every member of the family, including Kagami, follows different martial arts. He also loves his sister very much and this usually leaves him very susceptible to his sister’s punishment. Although his sister doesn’t like with Kagami and their mother she does fly over from the US to visit every now and then. His sister is versed in Muay Thai and has won a few local tournaments in Brooklyn for it. With Muay Thai being a hard martial art, she has a lot of difficulty holding back her strength. When you combine this with the fact that Kagami sees his sister as someone he has to protect, thus not wanting to bring her harm, it usually spells pain and trouble for poor Kagami.

History

Birthplace: Kadena Air Base, Osaka Prefecture, Japan.
Birthdate: April 18th, 1988
Birthtime: 7:37PM (Yes I know it’s tacky)
Parents: Father: Anderson Carter (age 46 currently), Mother: Takanashi Yume/小鳥遊 夢 (age 42 currently)
Siblings: Older sister by 3 years, Mikoto/水琴Carter

Overall History:

Takanashi Kagami was born on April 18th, 1988 at the Kadena Air Base in the Osaka Prefecture. He’s the son of a Japanese Boom Operator (mother) and an American Fighter Pilot (father) for the United States Air Force. Although he was born on Japanese soil he was born an American citizen and thus has the distinct pleasure of being a Japanese-American. After conception Yume and Anderson planned to move to Brooklyn, New York in the United States of America to start a new life with their 3-year old daughter and their soon to be born son, but as fate would have it young Kagami was delivered right there on base. As a result of this, their mother had to leave the US Air Force to take care of her two children while her husband had to stay and finish his term.

As a child growing up in the Crown Heights area of Brooklyn, Kagami had his encounters with bullies and the like much throughout his child hood. His older sister Mikoto is the one who usually bailed him out whenever he had trouble with bullies and what not. This lead to him being further chastised and ostracized from his peers at school. To make matters worse he was also a teacher’s pet and at the top of his grade. Although life wasn’t perfect with him and his sister being raised in a one parent home things were fairly good for Kagami. He didn’t complain through the first eight years of his life due to him being as happy as he can be.

On his ninth birthday, Kagami and Mikoto were surprised when their father suddenly appeared to celebrate young Kagami’s birthday. From this point on is when things in the household began to change. Since his father’s return, Yume became very infatuated with her husband after being apart for all of those years. This led to Kagami harboring feelings of envy towards his father Anderson. Anderson always valued strength and wisdom to wield that strength in very high regard and thus always got down pretty hard on young Kagami for him always exposing his weaknesses to the bullies.

Even with this going on Kagami still tried to continue his life as it has been going for the past 5 years they’ve been living in Brooklyn. This was until Mikoto graduated from their elementary school and moved on to junior high school. After her graduation it was open season for the bullies. Kagami continually came home from school with bruises, black eyes, and torn clothes. This of course didn’t stop Anderson from scolding Kagami and punishing him for it while his sister and his mother licked his wounds each time.

As the bullying continued for another two years, during this period Yume kept insisting that Kagami take up a martial art to learn how to defend himself. During the course of those two years Kagami would always reply “Why should I do what my old man wants me to?” His sister constantly offered to train him in Muay Thai and he always refused with the response “I don’t want to die yet!” And he would be damned if he asked his father to teach him Tae Kwon Do. With that, Kagami’s self-destructive cycle continued during those two years until a life changing event took place that led the adolescent Kagami to a startling revelation.

In Kagami’s final year of junior high school the same bullies increased the frequency and severity of their bullying tactics. This led up to his graduation day where they told him that they had a “special going away gift” in-store for him. The special gift that they were referring to was the beating of his lifetime. He just took the beating saying “So, this is finally it for me, huh?” As he started to look back at his life of being bullied he started to feel a little regret as he wondered what would’ve happened to him if he just fought back. As his blood ran down from his face from the cuts that came from the strikes of the bullies he started to lose his colored vision and soon thereafter everything began to sound blurry. He was about to pass out. Right as the “festivities” were about to hit the climax when it seemed like they were about to end poor Kagami’s life he sees a familiar figure behind the bullies before everything fades to black. When he awakens he’s startled at the sight he sees before him. He’s in a hospital bed and he sees his father standing over him in tears. It was then Kagami asked himself “Is the old man crying for me?” It was at that moment that his father stared him in the eyes and told him as if he was psychic:

I’m not cryin’ about your condition. I’m cryin’ because of how you shamefully just sat there ready to die without even puttin’ up a fight. I’m ashamed of you for not standin’ up for yourself and I’m ashamed of myself for lettin’ this weakness of yours progress to this level.

It was then and there that Kagami’s rage took over as he tried to sit up to attempt an attack on his father. Anderson seeing this said “Don’t worry. You’ll get your chance when you’re all healed up. Don’t be surprised if you wind up back here though!” as he left the room laughing.

A few days later Kagami was released from the hospital with only one thing on his mind, getting back at his father. As soon as Kagami walked through the door and laid eyes on his father, Kagami went into a blind rage flailing his arms around, screaming with tears in his eyes and snot running down his nose. Kagami has never been this angry at one individual in his fourteen years of life so far. Anderson seeing his son with this kind of fire burning in his eyes couldn’t help but laugh. That was when his father held him down and told him:

I don’t know why it took so many beatings for you to finally understand how weak you are, but I’m glad you finally realize the severity of your situation. Remember this no matter where you are or how old you get until you can whip my ass, you belong to me. I am in charge of your protection because I am stronger than you. I’ve already shown my dominance over you by not only saving your life, but in also granting you life. Cling to life! Become stronger! Challenge me again when you’re strong enough! Above all remember that I will always protect you as long as you’re weaker than I am.

These words resonated within Kagami’s very soul. It was then that he realized that not only will he have to get stronger to be free of his father, but he also realized at that moment at how much he actually admired his father’s strength. The day after his little scuffle with his father, Kagami began investigating various martial arts and that was when he found Kajukenbo. A martial art that emphasizes putting your own life above your assailant’s by the principle of parry, stun, and put away. It was there that Kagami began his years of hard Kajukenbo training with his Sifu. During his training he picked up some of his Sifu’s good and bad habits along the way. He picked up his Sifu’s traits of believing that there is always a solution to any problem it’s just up to the inquired to find out what it is, and he also picked up his Sifu’s bad habit of being late. As a result of his training he rose through the ranks and was eventually promoted to the rank of Sisuk.

Kagami continued his training throughout his high school years until he hit the age of 18 when he graduated from high school. His grades were pretty decent so he decided that he would go to school out of the country, or more specifically, he wanted to attend college in the land of his birth. Since he was accepted, he decided to attend Kyoto University to study law. When he informed his mother of his decision she decided that she would accompany him and stay with him until he graduated.

Soon before his departure to his homeland he met with his Sifu one last time. It was at that meeting that his Sifu gave him a pair of Air Treks and left him with some words of wisdom for his journey to his homeland and higher education:

Never forget about where you came from. Never forget about the people who have brought you into this world and never neglect your training. Remember “Train strong to remain strong.”

Kagami has never forgotten those words. He has never skipped training and he hasn’t forgotten about where he was raised. For the past four years he’s lived in Kyoto he’s been relatively busy working and going to club activities that he hasn’t even touched his A-T’s. Kagami also showed a lot of promise in the JPBA (Japan Professional Bowlers Association) until he lost at last year’s Japan Cup to Rhino Page. After his defeat he knew that he wouldn’t be able to move past the ranks of a bowling enthusiast, so now he just takes bowling as a hobby. With one hobby down and the ever increasing popularity of A-T’s in Japan Kagami has finally decided to lace them on and take them for a spin.

RP Sample:
It’s 12:04 AM and the streets of Kyoto are blanketed by a thin fog. His surroundings are quiet and there’s no one in sight. Kagami looks down at his watch to see the time and then begins to think about what’s going to happen to him when he gets home. “I promised mom that I would be home early tonight, but I got caught up in my training,” Kagami said to himself thinking out loud. After thinking of the possible repercussions that could take place by him arriving home through the front door, he decided to put on his A-T’s and sneak in through the window.

As Kagami tries to motor home on his A-T’s he hears someone scream “I don’t have any more money! Please, leave me alone!” Without a moment’s hesitation Kagami moves toward the origin of the scream. It looks like a student from Katsura High being mugged. When Kagami analyzes the situation he realizes that if he doesn’t intervene this kid won’t see the light of the morning sun. At that moment Kagami yells while waiving his wallet “Hey you bastards! If you want money my wallet’s right here!” He lures the muggers over to him and as the first one approaches him he uses the spinning wheel on his right A-T to cut the first assailant across his face. At that moment, the first assailant says “Get that half-Jap bastard!” After the command was issued the other two assailants dash forward to attack Kagami, but Kagami uses the added mobility of his A-T’s to get behind them and cut their backs with the front wheel of his right A-T.

As the assailants realize that they won’t be able to take Kagami down with the force they had on hand they decided to run away. However, they didn’t do so without the first assailant issuing a warning to Kagami. “You and that fucking Katsura kid are dead! You hear me?! Dead!” As the boy from Katsura rises to his feet he bows and gives Kagami his thanks. Kagami then proceeds to tell the recently rescued high-schooler “Don’t move” as he raises his right leg into the air. Kagami then brings down his right A-T cutting the high-schooler across his chest. “Don’t be afraid. Don’t be ashamed. Be proud of that mark. It shows that I now have sovereignty over you. It means that you are now protected by me.” Kagami explained to the boy before he looks down at his watch to realize that twenty minutes have passed. Knowing this he takes his leave from the Katsura boy and heads home to try to sneak into bed through his window.

AnjaChan
11-13-2010, 01:18 PM
My only real complaint is your weight. 300 pounds is ALOT according to the BMI your RPC would have an Index of around 41. This would make you not only be obese, you'd be extremely obese.. I don't see how someone who.. trains as hard as your character supposedly does in fighting and not ATing, that he would be this out of shape. >_>

Outside of that.. the rest is.. passable.

Shadowshel18
11-13-2010, 01:45 PM
I thought I kind of addressed that already. I mean because he's heavy doesn't necessarily mean he's out of shape, right? Either way I'll edit it to make him lighter.

AnjaChan
11-13-2010, 01:55 PM
I have a friend who is 5'6" and he doesn't weigh anywhere near 300 lbs and he's not in shape. >_> So..

Anyway, 250 is.. better.

Approved! by AnjaChan

Shadowshel18
11-16-2010, 11:53 AM
New Skill Stats:
Stamina: 10 +5 = 15
Strength: 11
Defense: 11
Speed: 8

Total Skill Points: 40
Total Training points remaining 2

Shadowshel18
11-21-2010, 09:40 PM
New Skill Stats:
Stamina: 10 +5 = 15
Strength: 11+10 =21
Defense: 11
Speed: 8

Total Skill Points: 55 (Made an artih. error last time, sorry)
Total Training points remaining 3.5

Shadowshel18
11-24-2010, 12:35 PM
New Skill Stats:
Stamina: 15 + 5 = 20
Strength: 21
Defense: 11 + 9 = 20
Speed: 8

Total Skill Points: 69
Total Training points remaining 2.5

Shadowshel18
11-28-2010, 07:46 PM
New Skill Stats:
Stamina: 20
Strength: 21 + 7 = 28
Defense: 20
Speed: 8

Total Skill Points: 76
Total Training points remaining 4

Shadowshel18
12-12-2010, 08:10 PM
New Skill Stats:
Stamina: 20
Strength: 28 + 12 = 40
Defense: 20
Speed: 8

Total Skill Points: 88
Total Training points remaining 2

Shadowshel18
01-05-2011, 10:00 PM
New Skill Stats:
Stamina: 20
Strength: 40 + 10 = 50
Defense: 20
Speed: 8 + 5 = 13

Total Skill Points: 103
Total Training points remaining 1.5

Shadowshel18
01-05-2011, 10:47 PM
Current tricks:
E-Rank:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Shadowshel18
03-26-2011, 11:31 PM
New Skill Stats:
Stamina: 20 + 10 = 30
Strength: 40 + 10 = 50
Defense: 20
Speed: 13 + 2 = 15

Total Skill Points: 115
Total Training points remaining 1.5

Shadowshel18
04-16-2011, 01:34 AM
New Skill Stats:
Stamina: 30
Strength: 50
Defense: 20 + 30 = 50
Speed: 15 + 2 = 17

Total Skill Points: 147
Total Training points remaining 4.5

Proof (http://www.soralounge.com/showpost.php?p=126085&postcount=2036)

Shadowshel18
04-18-2011, 03:23 AM
New Skill Stats:
Stamina: 30
Strength: 50
Defense: 50
Speed: 17

Total Skill Points: 147
Total Training points remaining 4.5

Trick List:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Shadowshel18
06-18-2011, 04:16 AM
Forgot to add my new trick here.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Proof (http://www.soralounge.com/showpost.php?p=126219&postcount=2041)

Shadowshel18
06-20-2011, 01:06 AM
New Skill Stats:
Stamina: 30 + 10 = 40
Strength: 50 + 10 = 60
Defense: 50 +10 = 60
Speed: 17

Total Skill Points: 177
Total Training points remaining 3

Trick List:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Shadowshel18
06-29-2011, 11:41 PM
New Skill Stats:
Stamina: 40
Strength: 60
Defense: 60
Speed: 17 + 31 = 48

Total Skill Points: 208
Total Training points remaining 3

Trick List:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Shadowshel18
07-02-2011, 12:41 PM
New Skill Stats:
Stamina: 40
Strength: 60
Defense: 60
Speed: 48 + 30 = 78

Total Skill Points: 208
Total Training points remaining 3

Trick List:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Shadowshel18
07-02-2011, 12:54 PM
Forgot to add my SP to my total. XP

New Skill Stats:
Stamina: 40
Strength: 60
Defense: 60
Speed: 48 + 31 = 79

Total Skill Points: 239p
Total Training points remaining 2

Trick List:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Shadowshel18
07-04-2011, 03:36 AM
New Skill Stats:
Stamina: 40 + 20 = 60
Strength: 60 + 13 = 73
Defense: 60
Speed: 79 + 1 = 80

Total Skill Points: 273sp
Total Training points remaining 4

Trick List:
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 had not used an offensive action. Decrease your opponent’s defense and speed by 20 for the duration of this attack.

Steel Guard
Rank: D
Requirement: Defense: 50 Stamina: 30
Type: Defensive
In RP description: The steel guard is the complete opposite to the flowing neutralization. Instead of bending your body to the will of the attack and brace the impact that way the steel guard confronts the attack head on and attempts to transfer the force to the ground. Much like a sturdy wall that resists the impact of a car the steel guard attempts to keep its entire body extremely solid and transferring all the power through the body and into the ground in accordance to the principle of conservation of momentum. The footing is incredibly important since getting knocked off your feet cancels the trick immediately but also you can't abuse of this since inherently you are just as strong as the solidity of your bones since an attack too strong for you could inherently snap your bones and cause great internal harm.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4, not your current focus). This trick cannot be used if your remaining stamina is less then half your total stamina.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Shadowshel18
07-08-2011, 12:17 PM
New Skill Stats:
Stamina: 60 + 20 = 80
Strength: 73 + 7 = 80
Defense: 60 + 8= 68
Speed: 80

Total Skill Points: 308sp
Total Training points remaining 4

Trick List:
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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Proof (http://www.soralounge.com/showpost.php?p=128989&postcount=2141)

Shadowshel18
07-29-2011, 01:52 AM
New Skill Stats:
Stamina: 80
Strength: 80 + 10 = 90
Defense: 68 + 10 = 78
Speed: 80 + 10 = 90

Total Skill Points: 338sp
Total Training points remaining 2

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Proof (http://www.soralounge.com/showpost.php?p=129680&postcount=2163)

Shadowshel18
08-02-2011, 02:32 AM
New Skill Stats:
Stamina: 80
Strength: 90
Defense: 78 + 5 = 83
Speed: 90

Total Skill Points: 343sp
Total Training points remaining 3

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]

Proof (http://www.soralounge.com/showpost.php?p=129680&postcount=2163)

Shadowshel18
08-17-2011, 01:26 AM
New Skill Stats:
Stamina: 80
Strength: 90
Defense: 83
Speed: 90

Total Skill Points: 343sp
Total Training points remaining 3

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]
2. Water Tiara
Regalia Charge Cost: 2

Target: Single

In RP Description: A small dose of water is sent at an opponent. The name comes from the fact that it was traditionally sent at the forehead for maximum damage and it made it look like a sort of water tiara. However, in order to prevent an opponent from just wiping it off before it is ready the dragon king usually puts it somewhere unnoticeable or uses the opponent’s naivety t make it work. Either way when the water hits the opponent it is already a ticking time bomb. Initiated by the dragon king’s regalia electrolysis happens slowly and after a set number of seconds the whole concoction hits a critical stage and it explodes dealing considerable damage due to the ignition of hydrogen.

Ruling: At the beginning of your target’s third cycle since this ability was activated they are dealt damage = your strength / 4. No rider can be targeted by this ability more than once per battle.

Type: Special [WAVE WATER]

3. Dormant Fang
Regalia Charge Cost: -

Target: Single

In RP Description: The dormant fang is a very sneaky technique that opposing riders will only learn the existence of when it is way too late. By constantly bombarding a single point with a steady albeit weak stream of microwaves which the dragon regalia is known for the dragon king prepares this technique. The longer the king decides to wait the more effective the technique becomes however, it’s a technique that requires tremendous amount of planning since he needs to prepare the technique so it reaches its climax precisely when it is intended. Consequently the dormant fang is an incredibly tricky ability to use that will definitely surprise your foes when suddenly they seemingly explode without the dragon king having apparently done anything.

Ruling: On the first cycle of the battle choose a target and a cycle number. At the beginning of the chosen cycle the target is dealt damage equal to 5 * the cycle’s number. For example if you choose the 5th cycle of the battle at the beginning of the 5th cycle your target will be dealt 25 damage (5 * the 5th cycle).

Type: Passive [WAVE]

Shadowshel18
08-17-2011, 11:30 PM
New Skill Stats:
Stamina: 80
Strength: 90
Defense: 83 + 14 = 97
Speed: 90

Total Skill Points: 357 SP
Total Training points remaining 3

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]
2. Water Tiara
Regalia Charge Cost: 2

Target: Single

In RP Description: A small dose of water is sent at an opponent. The name comes from the fact that it was traditionally sent at the forehead for maximum damage and it made it look like a sort of water tiara. However, in order to prevent an opponent from just wiping it off before it is ready the dragon king usually puts it somewhere unnoticeable or uses the opponent’s naivety t make it work. Either way when the water hits the opponent it is already a ticking time bomb. Initiated by the dragon king’s regalia electrolysis happens slowly and after a set number of seconds the whole concoction hits a critical stage and it explodes dealing considerable damage due to the ignition of hydrogen.

Ruling: At the beginning of your target’s third cycle since this ability was activated they are dealt damage = your strength / 4. No rider can be targeted by this ability more than once per battle.

Type: Special [WAVE WATER]

3. Dormant Fang
Regalia Charge Cost: -

Target: Single

In RP Description: The dormant fang is a very sneaky technique that opposing riders will only learn the existence of when it is way too late. By constantly bombarding a single point with a steady albeit weak stream of microwaves which the dragon regalia is known for the dragon king prepares this technique. The longer the king decides to wait the more effective the technique becomes however, it’s a technique that requires tremendous amount of planning since he needs to prepare the technique so it reaches its climax precisely when it is intended. Consequently the dormant fang is an incredibly tricky ability to use that will definitely surprise your foes when suddenly they seemingly explode without the dragon king having apparently done anything.

Ruling: On the first cycle of the battle choose a target and a cycle number. At the beginning of the chosen cycle the target is dealt damage equal to 5 * the cycle’s number. For example if you choose the 5th cycle of the battle at the beginning of the 5th cycle your target will be dealt 25 damage (5 * the 5th cycle).

Type: Passive [WAVE]
4. Dragon's Maw
Regalia Charge Cost: 3

In RP Description: The dragon’s maw is simply put three dragon fangs shot as quickly as possible one after another. However, instead of firing them in unison for maximum damage and penetration the dragon’s maw aims for a little less power in exchange for intercepting dodging attempts. By firing a dragon fang at a target and immediately following it up with two more fangs on each side of the target the ability aims to cut all escape routes and assure a hit.

Ruling: The damage for this ability is = normal damage * 1.4. This ability cannot be dodged.

Target: Single

Type: Ranged Offensive [WAVE]

5. Depth Charge
Regalia Charge Cost: 2

In RP Description: The depth charge aims to metaphorically blow the opponent straight out of the water. By aiming a multitude of successive dragon fangs the dragon king aims to heat up the moisture found in the air around the target, found at his feet and in his body. The attack has a 360 degree approach that aims to heat all the water available to boil the opponent from all sides.

Ruling: This ability cannot be fully blocked or fully dodged. The damage for this ability = normal damage * 1.3.

Target: Single

Type: Ranged Offensive [WAVE]

IA. Chains of Atlantis
Regalia Charge Cost: 4

Target: Single

In RP Description: This ability is very similar to the infinity jail done by the fang regalia. The dragon king targets the moisture which surrounds the opponent and ends up trapping him within a bunch of potentially explosive chains. Any false moves will result in a damaging explosion. Then like the water tiara after a few seconds the entire thing collapses and explodes to deal massive damage to the trapped opponent which can only take it.

Ruling: This ability is active for your next two cycles. While active if the targeted opponent does any action whether it be offensive or defensive that does not have a target of self they are dealt damage equal to normal damage * 1.5 before damage calculation and this ability is deactivated (this includes blocking, dodging, normal attacks, tricks, abilities and the damage is dealt before damage calculation so if it was an attack your stamina will be decreased before the damage is calculated and will deal less damage. Obviously you can't use any defensive action against this damage). At the end of your second cycle if this ability is still active this attack ends and your opponent is dealt damage = normal damage * 1.8 (obviously defensive actions can be used against this damage). While this ability is active the regalia charge for this regalia can never go over 0. If the regalia charge would be higher than 0 it is brought to 0 instead. Increase the regalia charge cost of this ability by 1 after every use.

Type: Infinity Atmosphere [WAVE]

Shadowshel18
08-27-2011, 03:20 PM
New Skill Stats:
Stamina: 80
Strength: 90 + 10 = 100
Defense: 97 + 13 = 110
Speed: 90

Total Skill Points: 380 SP
Total Training points remaining 0

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]
2. Water Tiara
Regalia Charge Cost: 2

Target: Single

In RP Description: A small dose of water is sent at an opponent. The name comes from the fact that it was traditionally sent at the forehead for maximum damage and it made it look like a sort of water tiara. However, in order to prevent an opponent from just wiping it off before it is ready the dragon king usually puts it somewhere unnoticeable or uses the opponent’s naivety t make it work. Either way when the water hits the opponent it is already a ticking time bomb. Initiated by the dragon king’s regalia electrolysis happens slowly and after a set number of seconds the whole concoction hits a critical stage and it explodes dealing considerable damage due to the ignition of hydrogen.

Ruling: At the beginning of your target’s third cycle since this ability was activated they are dealt damage = your strength / 4. No rider can be targeted by this ability more than once per battle.

Type: Special [WAVE WATER]

3. Dormant Fang
Regalia Charge Cost: -

Target: Single

In RP Description: The dormant fang is a very sneaky technique that opposing riders will only learn the existence of when it is way too late. By constantly bombarding a single point with a steady albeit weak stream of microwaves which the dragon regalia is known for the dragon king prepares this technique. The longer the king decides to wait the more effective the technique becomes however, it’s a technique that requires tremendous amount of planning since he needs to prepare the technique so it reaches its climax precisely when it is intended. Consequently the dormant fang is an incredibly tricky ability to use that will definitely surprise your foes when suddenly they seemingly explode without the dragon king having apparently done anything.

Ruling: On the first cycle of the battle choose a target and a cycle number. At the beginning of the chosen cycle the target is dealt damage equal to 5 * the cycle’s number. For example if you choose the 5th cycle of the battle at the beginning of the 5th cycle your target will be dealt 25 damage (5 * the 5th cycle).

Type: Passive [WAVE]
4. Dragon's Maw
Regalia Charge Cost: 3

In RP Description: The dragon’s maw is simply put three dragon fangs shot as quickly as possible one after another. However, instead of firing them in unison for maximum damage and penetration the dragon’s maw aims for a little less power in exchange for intercepting dodging attempts. By firing a dragon fang at a target and immediately following it up with two more fangs on each side of the target the ability aims to cut all escape routes and assure a hit.

Ruling: The damage for this ability is = normal damage * 1.4. This ability cannot be dodged.

Target: Single

Type: Ranged Offensive [WAVE]

5. Depth Charge
Regalia Charge Cost: 2

In RP Description: The depth charge aims to metaphorically blow the opponent straight out of the water. By aiming a multitude of successive dragon fangs the dragon king aims to heat up the moisture found in the air around the target, found at his feet and in his body. The attack has a 360 degree approach that aims to heat all the water available to boil the opponent from all sides.

Ruling: This ability cannot be fully blocked or fully dodged. The damage for this ability = normal damage * 1.3.

Target: Single

Type: Ranged Offensive [WAVE]

IA. Chains of Atlantis
Regalia Charge Cost: 4

Target: Single

In RP Description: This ability is very similar to the infinity jail done by the fang regalia. The dragon king targets the moisture which surrounds the opponent and ends up trapping him within a bunch of potentially explosive chains. Any false moves will result in a damaging explosion. Then like the water tiara after a few seconds the entire thing collapses and explodes to deal massive damage to the trapped opponent which can only take it.

Ruling: This ability is active for your next two cycles. While active if the targeted opponent does any action whether it be offensive or defensive that does not have a target of self they are dealt damage equal to normal damage * 1.5 before damage calculation and this ability is deactivated (this includes blocking, dodging, normal attacks, tricks, abilities and the damage is dealt before damage calculation so if it was an attack your stamina will be decreased before the damage is calculated and will deal less damage. Obviously you can't use any defensive action against this damage). At the end of your second cycle if this ability is still active this attack ends and your opponent is dealt damage = normal damage * 1.8 (obviously defensive actions can be used against this damage). While this ability is active the regalia charge for this regalia can never go over 0. If the regalia charge would be higher than 0 it is brought to 0 instead. Increase the regalia charge cost of this ability by 1 after every use.

Type: Infinity Atmosphere [WAVE]

Shadowshel18
09-11-2011, 01:09 AM
New Skill Stats:
Stamina: 80
Strength: 100 + 10 = 110
Defense: 110 + 10 = 120
Speed: 90

Total Skill Points: 400 SP
Total Training points remaining 2

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]
2. Water Tiara
Regalia Charge Cost: 2

Target: Single

In RP Description: A small dose of water is sent at an opponent. The name comes from the fact that it was traditionally sent at the forehead for maximum damage and it made it look like a sort of water tiara. However, in order to prevent an opponent from just wiping it off before it is ready the dragon king usually puts it somewhere unnoticeable or uses the opponent’s naivety t make it work. Either way when the water hits the opponent it is already a ticking time bomb. Initiated by the dragon king’s regalia electrolysis happens slowly and after a set number of seconds the whole concoction hits a critical stage and it explodes dealing considerable damage due to the ignition of hydrogen.

Ruling: At the beginning of your target’s third cycle since this ability was activated they are dealt damage = your strength / 4. No rider can be targeted by this ability more than once per battle.

Type: Special [WAVE WATER]

3. Dormant Fang
Regalia Charge Cost: -

Target: Single

In RP Description: The dormant fang is a very sneaky technique that opposing riders will only learn the existence of when it is way too late. By constantly bombarding a single point with a steady albeit weak stream of microwaves which the dragon regalia is known for the dragon king prepares this technique. The longer the king decides to wait the more effective the technique becomes however, it’s a technique that requires tremendous amount of planning since he needs to prepare the technique so it reaches its climax precisely when it is intended. Consequently the dormant fang is an incredibly tricky ability to use that will definitely surprise your foes when suddenly they seemingly explode without the dragon king having apparently done anything.

Ruling: On the first cycle of the battle choose a target and a cycle number. At the beginning of the chosen cycle the target is dealt damage equal to 5 * the cycle’s number. For example if you choose the 5th cycle of the battle at the beginning of the 5th cycle your target will be dealt 25 damage (5 * the 5th cycle).

Type: Passive [WAVE]
4. Dragon's Maw
Regalia Charge Cost: 3

In RP Description: The dragon’s maw is simply put three dragon fangs shot as quickly as possible one after another. However, instead of firing them in unison for maximum damage and penetration the dragon’s maw aims for a little less power in exchange for intercepting dodging attempts. By firing a dragon fang at a target and immediately following it up with two more fangs on each side of the target the ability aims to cut all escape routes and assure a hit.

Ruling: The damage for this ability is = normal damage * 1.4. This ability cannot be dodged.

Target: Single

Type: Ranged Offensive [WAVE]

5. Depth Charge
Regalia Charge Cost: 2

In RP Description: The depth charge aims to metaphorically blow the opponent straight out of the water. By aiming a multitude of successive dragon fangs the dragon king aims to heat up the moisture found in the air around the target, found at his feet and in his body. The attack has a 360 degree approach that aims to heat all the water available to boil the opponent from all sides.

Ruling: This ability cannot be fully blocked or fully dodged. The damage for this ability = normal damage * 1.3.

Target: Single

Type: Ranged Offensive [WAVE]

IA. Chains of Atlantis
Regalia Charge Cost: 4

Target: Single

In RP Description: This ability is very similar to the infinity jail done by the fang regalia. The dragon king targets the moisture which surrounds the opponent and ends up trapping him within a bunch of potentially explosive chains. Any false moves will result in a damaging explosion. Then like the water tiara after a few seconds the entire thing collapses and explodes to deal massive damage to the trapped opponent which can only take it.

Ruling: This ability is active for your next two cycles. While active if the targeted opponent does any action whether it be offensive or defensive that does not have a target of self they are dealt damage equal to normal damage * 1.5 before damage calculation and this ability is deactivated (this includes blocking, dodging, normal attacks, tricks, abilities and the damage is dealt before damage calculation so if it was an attack your stamina will be decreased before the damage is calculated and will deal less damage. Obviously you can't use any defensive action against this damage). At the end of your second cycle if this ability is still active this attack ends and your opponent is dealt damage = normal damage * 1.8 (obviously defensive actions can be used against this damage). While this ability is active the regalia charge for this regalia can never go over 0. If the regalia charge would be higher than 0 it is brought to 0 instead. Increase the regalia charge cost of this ability by 1 after every use.

Type: Infinity Atmosphere [WAVE]

Shadowshel18
11-04-2011, 05:21 PM
New Skill Stats:
Stamina: 80
Strength: 110 + 2 = 112
Defense: 120
Speed: 90

Total Skill Points: 402 SP
Total Training points remaining 4

Total cash = $100

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Shadowshel18
11-08-2011, 05:21 AM
New Skill Stats:
Stamina: 80
Strength: 112 + 11 = 123
Defense: 120 +10 = 130
Speed: 90 + 10 = 100

Total Skill Points: 433 SP
Total Training points remaining 1

Total cash = $1302

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

Shadowshel18
11-16-2011, 09:34 PM
New Skill Stats:
Stamina: 80
Strength: 123
Defense: 130
Speed: 100

Total Skill Points: 433 SP
Total Training points remaining 1

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

Shadowshel18
12-08-2011, 11:21 PM
New Skill Stats:
Stamina: 82
Strength: 130
Defense: 150
Speed: 100

Total Skill Points: 462 SP
Total Training points remaining 4

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

Shadowshel18
12-14-2011, 11:09 PM
New Skill Stats:
Stamina: 82 + 8 = 90
Strength: 130
Defense: 150
Speed: 100

Total Skill Points: 470 SP
Total Training points remaining 4

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

Shadowshel18
01-03-2012, 01:52 AM
New Skill Stats:
Stamina: 90
Strength: 130
Defense: 150 + 10 = 160
Speed: 100

Total Skill Points: 480 SP
Total Training points remaining 4

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

Shadowshel18
02-15-2012, 06:34 PM
New Skill Stats:
Stamina: 90
Strength: 130 + 20 = 150
Defense: 160 + 10 = 170
Speed: 100

Total Skill Points: 510 SP
Total Training points remaining 4

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

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.

Shadowshel18
04-18-2012, 12:55 AM
New Skill Stats:
Stamina: 90
Strength: 150 + 20 = 170
Defense: 170 + 10 = 180
Speed: 100

Total Skill Points: 540 SP
Total Training points remaining 5

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

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.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]
2. Water Tiara
Regalia Charge Cost: 2

Target: Single

In RP Description: A small dose of water is sent at an opponent. The name comes from the fact that it was traditionally sent at the forehead for maximum damage and it made it look like a sort of water tiara. However, in order to prevent an opponent from just wiping it off before it is ready the dragon king usually puts it somewhere unnoticeable or uses the opponent’s naivety t make it work. Either way when the water hits the opponent it is already a ticking time bomb. Initiated by the dragon king’s regalia electrolysis happens slowly and after a set number of seconds the whole concoction hits a critical stage and it explodes dealing considerable damage due to the ignition of hydrogen.

Ruling: At the beginning of your target’s third cycle since this ability was activated they are dealt damage = your strength / 4. No rider can be targeted by this ability more than once per battle.

Type: Special [WAVE WATER]

3. Dormant Fang
Regalia Charge Cost: -

Target: Single

In RP Description: The dormant fang is a very sneaky technique that opposing riders will only learn the existence of when it is way too late. By constantly bombarding a single point with a steady albeit weak stream of microwaves which the dragon regalia is known for the dragon king prepares this technique. The longer the king decides to wait the more effective the technique becomes however, it’s a technique that requires tremendous amount of planning since he needs to prepare the technique so it reaches its climax precisely when it is intended. Consequently the dormant fang is an incredibly tricky ability to use that will definitely surprise your foes when suddenly they seemingly explode without the dragon king having apparently done anything.

Ruling: On the first cycle of the battle choose a target and a cycle number. At the beginning of the chosen cycle the target is dealt damage equal to 5 * the cycle’s number. For example if you choose the 5th cycle of the battle at the beginning of the 5th cycle your target will be dealt 25 damage (5 * the 5th cycle).

Type: Passive [WAVE]
4. Dragon's Maw
Regalia Charge Cost: 3

In RP Description: The dragon’s maw is simply put three dragon fangs shot as quickly as possible one after another. However, instead of firing them in unison for maximum damage and penetration the dragon’s maw aims for a little less power in exchange for intercepting dodging attempts. By firing a dragon fang at a target and immediately following it up with two more fangs on each side of the target the ability aims to cut all escape routes and assure a hit.

Ruling: The damage for this ability is = normal damage * 1.4. This ability cannot be dodged.

Target: Single

Type: Ranged Offensive [WAVE]

5. Depth Charge
Regalia Charge Cost: 2

In RP Description: The depth charge aims to metaphorically blow the opponent straight out of the water. By aiming a multitude of successive dragon fangs the dragon king aims to heat up the moisture found in the air around the target, found at his feet and in his body. The attack has a 360 degree approach that aims to heat all the water available to boil the opponent from all sides.

Ruling: This ability cannot be fully blocked or fully dodged. The damage for this ability = normal damage * 1.3.

Target: Single

Type: Ranged Offensive [WAVE]

IA. Chains of Atlantis
Regalia Charge Cost: 4

Target: Single

In RP Description: This ability is very similar to the infinity jail done by the fang regalia. The dragon king targets the moisture which surrounds the opponent and ends up trapping him within a bunch of potentially explosive chains. Any false moves will result in a damaging explosion. Then like the water tiara after a few seconds the entire thing collapses and explodes to deal massive damage to the trapped opponent which can only take it.

Ruling: This ability is active for your next two cycles. While active if the targeted opponent does any action whether it be offensive or defensive that does not have a target of self they are dealt damage equal to normal damage * 1.5 before damage calculation and this ability is deactivated (this includes blocking, dodging, normal attacks, tricks, abilities and the damage is dealt before damage calculation so if it was an attack your stamina will be decreased before the damage is calculated and will deal less damage. Obviously you can't use any defensive action against this damage). At the end of your second cycle if this ability is still active this attack ends and your opponent is dealt damage = normal damage * 1.8 (obviously defensive actions can be used against this damage). While this ability is active the regalia charge for this regalia can never go over 0. If the regalia charge would be higher than 0 it is brought to 0 instead. Increase the regalia charge cost of this ability by 1 after every use.

Type: Infinity Atmosphere [WAVE]

Shadowshel18
05-20-2012, 10:10 PM
New Skill Stats:
Stamina: 90
Strength: 170 + 20 = 190
Defense: 180
Speed: 100

Total Skill Points: 560 SP
Total Training points remaining 5

Total cash = $3702

Trick List:

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 had 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 ion 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.

Rumble Guard
Rank: C
Requirement: Defense: 60 Stamina: 60 Strength: 60
Type: Defensive
Target: Single
In RP Description: The rumble guard takes the basic principles of the steel guard and builds upon it to not only make it an effective defensive trick but also a powerful counter. In science it is well known through the principle of conservation of energy that energy in a closed system is always constant. The steel guard that send the force directly at the ground shatters the ground to disperse the force of the attack. The rumble guard however, is much more proactive with the force and intends on using it for its own device. By using the force to push oneself forward the user of the rumble guard can always over power his enemy as long as the steel guard is successful since the entire power of the attack is sent back at him. The small differences caused by the ground that you couldn't stop from shattering and the energy that was dispersed in your own body are compensated with your own power in an overpowering counter which aims to force your opponent into an unfavorable position and then get a good attack in without hindrance.
Ruling: Decrease the damage taken by an amount equal to your total focus (defense / 4 not your current focus). During your next cycle your opponent's speed and defense will be decreased by an amount equal to your strength / 4. This trick cannot be used if your remaining stamina is less than half your total stamina.

Blood Letter's Gash
Rank: B
Requirements: Speed: 100 Strength: 50 Remaining Stamina: 50
Type: Offensive
Target: Single
In RP Description: The Blood Letter's Gash is a vicious attack that relies on the inherent confidance someone has when he is staring at you from behind an apparently impregnable fortress. By relying on an opponent's use of a central defensive network the blood letter's gash's user will analyze said defense and pick out the main muscles, tendons and bones involved in the defense. When the defense is all figured out he will bait the defense with an attack and then strike the defense's blind spot with a sharp heated kick aimed straight at these vital points. The blood letter's gash wants to cripple an opponent's defense and will be more effective if the opponent uses similar defensive patterns repeatedly.
Ruling: This trick deals damage = normal damage. If your opponent used a block against this trick (partial or full) decrease your opponent's defense by an amount equal to the normal damage that would be dealt without any defensive factors influencing the amount (For example if you would deal 20 damage and the opponent partially blocks he will be dealt 10 damage but will lose 20 defense). If your opponent has blocked as a defensive action at least once during this battle (partial or full) he is forced to block this trick and the decrease to his defense is increased by 25% (if you would decrease his defense by 20 you decrease his defense by 25 instead (amount * 1.25))

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.

Regalia Abilities:
1. Dragon Fang
Regalia Charge Cost: 1

Target: Single

In RP Description: The Dragon Fang (canonically known as the Explosive Fang) derives from the process of electrolysis of water. High powered microwaves are sent by the dragon regalia which reacts with the water found in the human body. The water is then brought to the surface a bit like a microwave heats up food and then the hydrogen is ignited to produce the explosion. The dragon fang itself is invisible but the explosion caused as a result is a very visible after-effect.

Ruling: [WATER] based defensive abilities cannot be activated in response to this ability. The damage for the Dragon Fang is calculated by the following formula: damage = normal damage * 1.2.

Type: Ranged Offensive [WAVE]
2. Water Tiara
Regalia Charge Cost: 2

Target: Single

In RP Description: A small dose of water is sent at an opponent. The name comes from the fact that it was traditionally sent at the forehead for maximum damage and it made it look like a sort of water tiara. However, in order to prevent an opponent from just wiping it off before it is ready the dragon king usually puts it somewhere unnoticeable or uses the opponent’s naivety t make it work. Either way when the water hits the opponent it is already a ticking time bomb. Initiated by the dragon king’s regalia electrolysis happens slowly and after a set number of seconds the whole concoction hits a critical stage and it explodes dealing considerable damage due to the ignition of hydrogen.

Ruling: At the beginning of your target’s third cycle since this ability was activated they are dealt damage = your strength / 4. No rider can be targeted by this ability more than once per battle.

Type: Special [WAVE WATER]

3. Dormant Fang
Regalia Charge Cost: -

Target: Single

In RP Description: The dormant fang is a very sneaky technique that opposing riders will only learn the existence of when it is way too late. By constantly bombarding a single point with a steady albeit weak stream of microwaves which the dragon regalia is known for the dragon king prepares this technique. The longer the king decides to wait the more effective the technique becomes however, it’s a technique that requires tremendous amount of planning since he needs to prepare the technique so it reaches its climax precisely when it is intended. Consequently the dormant fang is an incredibly tricky ability to use that will definitely surprise your foes when suddenly they seemingly explode without the dragon king having apparently done anything.

Ruling: On the first cycle of the battle choose a target and a cycle number. At the beginning of the chosen cycle the target is dealt damage equal to 5 * the cycle’s number. For example if you choose the 5th cycle of the battle at the beginning of the 5th cycle your target will be dealt 25 damage (5 * the 5th cycle).

Type: Passive [WAVE]
4. Dragon's Maw
Regalia Charge Cost: 3

In RP Description: The dragon’s maw is simply put three dragon fangs shot as quickly as possible one after another. However, instead of firing them in unison for maximum damage and penetration the dragon’s maw aims for a little less power in exchange for intercepting dodging attempts. By firing a dragon fang at a target and immediately following it up with two more fangs on each side of the target the ability aims to cut all escape routes and assure a hit.

Ruling: The damage for this ability is = normal damage * 1.4. This ability cannot be dodged.

Target: Single

Type: Ranged Offensive [WAVE]

5. Depth Charge
Regalia Charge Cost: 2

In RP Description: The depth charge aims to metaphorically blow the opponent straight out of the water. By aiming a multitude of successive dragon fangs the dragon king aims to heat up the moisture found in the air around the target, found at his feet and in his body. The attack has a 360 degree approach that aims to heat all the water available to boil the opponent from all sides.

Ruling: This ability cannot be fully blocked or fully dodged. The damage for this ability = normal damage * 1.3.

Target: Single

Type: Ranged Offensive [WAVE]

IA. Chains of Atlantis
Regalia Charge Cost: 4

Target: Single

In RP Description: This ability is very similar to the infinity jail done by the fang regalia. The dragon king targets the moisture which surrounds the opponent and ends up trapping him within a bunch of potentially explosive chains. Any false moves will result in a damaging explosion. Then like the water tiara after a few seconds the entire thing collapses and explodes to deal massive damage to the trapped opponent which can only take it.

Ruling: This ability is active for your next two cycles. While active if the targeted opponent does any action whether it be offensive or defensive that does not have a target of self they are dealt damage equal to normal damage * 1.5 before damage calculation and this ability is deactivated (this includes blocking, dodging, normal attacks, tricks, abilities and the damage is dealt before damage calculation so if it was an attack your stamina will be decreased before the damage is calculated and will deal less damage. Obviously you can't use any defensive action against this damage). At the end of your second cycle if this ability is still active this attack ends and your opponent is dealt damage = normal damage * 1.8 (obviously defensive actions can be used against this damage). While this ability is active the regalia charge for this regalia can never go over 0. If the regalia charge would be higher than 0 it is brought to 0 instead. Increase the regalia charge cost of this ability by 1 after every use.

Type: Infinity Atmosphere [WAVE]