R.E.A.D. Special Traits


Within the Air Gear Universe there are several different kinds of special traits which can be possessed by individuals. Each has its own pros and cons and should be read thoroughly before being undertaken for any specific character creation.

Gravity Children Project A Bioengineering Project. Over the course of their research, the original designers of ATs realized that their technology could not be utilized fully by ordinary people. To overcome this problem, they created genetically modified children, raised under zero-gravity conditions, who used ATs from birth. All Gravity Children's personal ATs are Regalia and they are each crowned the King or Queen of their specific road. Products of the Gravity Children Project are physiologically different to the ordinary human being in several aspects, the most obvious of which is their cross-shaped pupil, or Twinkle Eye. They also possess two major modifications to their cerebral cortex known as the Solid Sense Type and Biomass Gyroscope. Collectively, these enhancements grant them superlative ability in riding A·T. This allows them to see 3D scales of their surroundings.

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Gravity Children have commented that their bodies can take more pressure and are stronger than those of regular humans. Meaning they can take more physical abuse than regular humans. They also heal a great deal faster from injuries and seem to be more resistant to disease.

*For the sake of character creation, there are several restrictions on the creation of Gravity Children. They have to have been raised in the Tower (meaning their age ranges will be restricted (because of the plot of this RP) these people all have to be between the ages of 21 and 18 (to be part of the Second Generation). Or between 17 and 10 (To be part of the Third Generation). It is no longer possible to be a member of the 1st Generation of Gravity Children.


Brain Charger Project A bioengineering experiment with the goal of replicating the abilities of First Generation Gravity Children. It was hoped that by transferring their traits into the bodies of Gravity Children, under the premise of nurturing "The Seed of Miracles". This Project includes several members of the 2nd Generation (as well as a completely alternative and more economical "human" subjects). Many of the members of the Brain Charger Project who are part of the 2nd Generation of Gravity Children are considered failures because of various bad interactions between the personalities in their bodies. But they are still technically functional beings and exceedingly powerful beyond that. The main physiological change in the Brain Chargers is their variant Twinkle Eye, known as the Over-Cross Twinkle Eye. Instead of a simple cross, their pupils take the shape of a recycling symbol with bisecting center lines. Which grants them an even wider field of vision than a standard Gravity Child. It also denotes the 'activation' of the dominating Brain Charger Personality. For those who retain their own personality, this can seem a bit like the onset of a psychological break, as the standard personality and the personality of the Brain Charger may be starkly different. It is also possible for Brain Chargers to 'slip' in and out of their personalities with drastic mood swings, hormonal shifts, or even simply because they have gone to sleep.

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Brain Chargers of the Human variety, have had their original personalities wiped completely to have them replaced with the personality of a Gravity Child (of either of the elder two generations). They are considered blank slates. Meaning they have no trigger and simply maintain the personality of their implanted personality regardless of the activation of their Over Cross Twinkle Eye.

*For Character Creation, it is important to look at the already established characters from the First and Second Generations so you know what you have to choose from to be a Brain Charger. Since it comes with such decisive abilities and growth potential for a standard character the number of Brain Chargers allowed to be created will be severely limited.

Mark of Prestige A seemingly failed Bioengineering project. It was the first of its kind, given as an injection to a generation of people who seemed to have exceptional abilities which went far beyond the norm for human beings. It was meant not for them, but for any offspring they produced. That being said, it was marked as a failure because none of the children of the people with the injection seemed to show any signs of specialness, until way later in life. The Mark of Prestige as it is called, appears only when the person with it reaches their physical prime and prowess. The combination of their skills and abilities creates in them extra physical stamina and durability (giving them even more ability to control their ATs and other skills) beyond the human norm. It is characterized by the appearance of typically tattoos on the person's body which seem to appear only when the ability is in use. This group can technically include anyone because there was a large number of unknown subjects for the project.


The Eye Beyond Part of the Bioengineering Projects that created Brain Chargers and Gravity Children... this is a particular advancement beyond the Twinkle Eye. Which tends to favor the natural ability of those who possess them. They are thus just as different as the roads individuals can ride. This advancement is only open to those who are classified as "Gravity Children" and is subject to approval along with the rest of your profile.

*This information would be included in your character profile under the "Other" heading listed in your Rider Information.

The Zone

Normal people and athletes are normally capable of pushing out at maximum about 80 percent of their body's entire physical potential. The Zone is a phenomenon through which a person is able to push out between 81 and 100 percent of their latent physical ability through an extreme state of concentration. Through this a new kind of rider with even more scary abilities emerges (This is open to normal humans, Brain Chargers, and Gravity Children alike).

The Zone as an entity is divided into several different layers… each one presents a different level of physical activity and an increased bit of prowess. It also comes with a different power multiplier which scales up the further into the Zone an individual gets. Those who have entered the Zone describe it as a door and all those who have the ability to open and enter this door, can tell others who can upon meeting them, they are sort of kindred spirits and rivals beyond what is necessary.

81 - 86 5% R.E.A.D. multiplier - This is the first level of the Zone. People who enter this part of the Zone have only just barely pushed past their normal limits. Still this area of the Zone will make them unreachable to their peers without it, adding a multiplier to their read level 5 percent.

87 - 92 10% R.E.A.D. multiplier - This is the sensation of sinking into the Zone which is described as a large pool after entering the door. It comes at a higher physical potential, making those who have them appear faster, and stronger than they had been previously. Of course, with this comes an even higher multiplier, 10 percent the READ multiplier of this area of the Zone. And this is the depth at which Zone members begin to standout even among others who have entered the Zone.

93 - 98 20% READ multiplier - Those who push the area of the Zone are pushing the upper limits of their physical condition normally. This has potential problems, leading to the breaking of bones and the snapping of tendons as one tries to push past their normal physical stance. Of course, this risk doesn't come without great reward. The multiplier of this descent while one stands at the Second Door, is 20 percent. Making them Kings among Kings.

99-100 30% READ multiplier - Those who sink even deeper and who can push past the final metaphorical door, are allowed access to a full spectrum of all their abilities. But doing this requires them to have physically caught up to themselves. But maintaining the right physical conditioning as well as sinking into the depths will allow someone to become legendary among their peers and even invite someone else to this level.

Zone Tricks - Beyond the physical extras the Zone comes with the ability to develop things known as Zone Tricks. These are accessible only while in the Zone but their power and destructive potential are exponentially higher than the tricks normally performed by their riders. This is the pinnacle ability of those who acquire the Zone and what truly sets them apart from their peers.

*Zone Control - A special ability of those capable of reaching the Second Door (And beyond) such an ability allows the user to concentrate their physical enhancements so much on a single task, that they become monstrous to overtake while they have this focus. Zone control is a matter of experience and those new to the Zone will find it hard to focus enough on a specific task while maintaining their Zone.

*Zone Control requires a Special A-class Rider Specification.