Classes

Link Tuners, Teams and Storm-Riders all have classes, as part of the ranking system. They go from F to A in teams. Riders and Tuners also have S and a few other Classes after A Class. While the principle is the same, the methods of reaching it and what perks each gives, are different.

## Teams

For teams, Class determines what the type of match they specialize in, having a different one for each Class. For a team to progress in ranking, they must win 3 times against a team of the same ranking, or 1 time against a team of a higher ranking. Losing 3 times consecutively while being above F-Class, will lead to going down in ranking by 1 Class.

#### F - Dash

* Movement taught - "Run". Dash is a simple race to a finish line; the person to get there first wins the match. Dash matches are carried out in a series of one-on-one races, meaning even 2 opposing Storm Riders could engage in a function Dash match.

#### E - Hurdle

* Movement taught - "Avoid Obstacles". Hurdle incorporates the same concepts present in F-Class Dash matches, meaning one simply has to reach the finish line to win. However, to make things more difficult, large obstacles such as buildings or wide gaps are added to require more skilled AT usage. Storm Riders do not have to go over the obstacles in their way, they are able to go through, round or over.

#### D - Cube

* Movement taught - "Manage to Use Wall Surfaces". The focus in the majority of Cube matches is one-on-one combat/fight within an enclosed space.

#### C - Air

* Movement taught - "Jump". Air consists of ten platforms, each with a specific number. After a certain amount of time set at the start of the battle, these platforms are successively knocked down in random order. This means that riders must fight against the other team in order to gain solid footing. The last team standing wins the match.

#### B - Disk

* Disk has two different decisive factors. The first is limit to attack. The person with the disk is called the 'disk keeper', and can attack anyone at will. The others cannot attack anyone else besides the disk keeper. If anyone breaks this rule, a penalty point is given to the other team. The second most important factor in this class is teamwork. If a team does not co-operate, they definitely will not win.

#### A - Balloon

* The highest ranked, and hardest, battle system utilizing the 6 layers between A and F. Whoever takes the balloon, wins, but only the person holding the team emblem (the panther) can do it. The rules may look simple, but the difficulty is extremely high. A balloon battle is where both teams must access their full potential both mentally and physically. Every single one of their accumulating strengths and skills is a decisive factor to victory. Balloon is a team game usually carried out in 5-to-5 teams (although 6-to-6 has also been seen), where each team is separated into positions:
	+ *Panther*- chases the balloon, and is the only member of the team who is allowed to touch it. If any other rider touches the balloon, the team will be disqualified.
	+ *Decoy*- lures enemies away, pretending to be the Panther.
	+ *Ultimate*- battles the other team.
	+ *Middle*- assists the 3 people in front.
	+ *Keeper*- stops the enemies attacks.

* Each position has fatal risks. The Panther must not reveal itself otherwise it will be the opponents' primary target. The Decoy must pretend to be the Panther, giving the real Panther an opportunity, but risking his or her own life in the process. The Ultimate must fight the opponents hand-to-hand. The Middle assists the attacks causing him or her to share the Ultimate's risks. The Keeper stops the attacks, sometimes blocking the enemies attacks with his/her body.

## Link-Tuners

Unlike the rest, there isn't a cut and dry system through which Tuners progress. Instead, their ranking is assigned on merit and skill, by the Tool Toul To itself. Their ranking doesn't just demonstrate their level of skill, it also represents their standing within Tool Toul To, as well as the Storm Rider community in general, since Link-Tuners are of high importance, and keep the AT world running from the shadows/back.

(Note: What this means in the server/group, is that staff will increase Tuner Class if that tuner does enough RP of it, in appropriate setting and quality.)

Tuners can repair ATs that are of lower or equal to their own. Example: An E-Class Tuner can repair F-Class and E-Class ATs but not D-Class ATs or higher.

Tuners can only tune ATs that are of lower or equal Class as them. Example: An E-Class Tuner can only Tune F-Class and E-Class ATs, not higher.

Higher class also grants access to better tools, equipment, a better standing in the AT community, some favors in the Tool Toul To (which may include getting some top secret parts), and better tuning methods, such as through sound vibrations. Additionally, King/Queen-Class Tuners can Tune and Repair ATs of any Class (even Master/Divine/Transcendent/Infinity-Class).

For a Tuner to create a Sub-Sub-Regalia, they must have plenty of spare parts and tools, and also, either:

1. Be S-Class Tuner and have direct access to a Sub-Regalia in good condition;
2. Or be an A-Class Tuner and have access to a Regalia in good condition;
3. Or be S-Class Tuner and have access to a Regalia in bad or good condition.

For a Tuner to create a Sub-Regalia, they must have plenty of spare parts and tools, and also, either:

1. Be King/Queen-Class Tuner and have access to a Regalia in good or bad condition;
2. Or be a S-Class Tuner and have access to a Regalia in good condition.

## Storm Riders

While Storm Riders can differ greatly from each other, they can still be grouped within a certain margin, depending on their skill level. This skill level is determined based on their READ Level (see: General Information). As someone rides, they slowly and constantly improve their READ Level. When they reach a high enough READ, they enter a new Class, which comes with it's own new set of challenges and skills.

#### F-Class

* A large majority of AT owners are here, because most of them aren't even actual Storm Riders, they just own and ride Air-Trecks. Every rider starts here, from the moment they buy their very first pair of ATs. Focusing on simply moving forward and turning, sticking to the ground always, the odds of moving up are crushingly low for them. At this point, even rail grinding is challenging, and braking is done by only using the Braking System.
* *Trick Slots*: 2 F-Class Tricks.
* Common Trick: ***Overhype***! The rider jumps and then slams down their ATs hard on the floor, using the excessive force of the impact to boost their speed as the motors get kicked into overdrive.
* READ: 0-25

#### E-Class

* Having beaten the odds, E-Class are finally considered actual Storm Riders. This time, they start to abandon the ground, not yet taking it to the skies, but learning a simple wall-climb is a must for them. Dodging obstacles and overcoming hurdles is the next big challenge to overcome. This is when they evolve from just using the Braking System, and mix it with the U-Turn stop, for more efficient ways of stopping. Wall-Climb, the main focus of this Class, is all about the act of riding horizontally up in short bursts on a wall to reach the top of a building/obstacle, or conversely, riding horizontally down from the top to reach the bottom, still in short bursts.
* *Trick Slots:* 3 F-Class, 2 E-Class.
* Common Trick: ***Spin-Zag***. The rider starts on a wall and rapidly spins their entire body while fully standing, moving along in a zigzag pattern as they ascend up the wall.
* READ: 26-50

#### D-Class

* D-Class know how to ride, and they have started to make a name for themselves... But only among other Riders, so it's time to really compete with them. Having to come to terms with the fighting and violent reality of Storm Riding, riding in close quarters is part of the next challenge and they must make every move count due to lack of space. This Class has 2 major principles that need learning before moving up: The first is combat on ATs; while the second is Wallriding, a far more advanced version of Wall-climb. In Wallriding, Riders spend a lot more time on the walls, and moving in every direction (not just up/down/horizontally), with the walls becoming the Rider's de-facto ground.
* *Trick Slots:* 4 F-Class, 3 E-Class, 2 D-Class.
* Common Trick: **Comet Punch**! The rider jumps from a wall and delivers a hard punch at the opponent.
* READ: 51-89

#### C-Class

* Making up the majority of actual Storm Riders, they are the heart and soul of the AT world. There are those who don't survive this class, literally, as jumping is the next big step to take, increasing the aerial time is a must as they chase down the very sky itself. It is also when they leave behind the U-Turn stop, and evolve into the best stopping technique: Spin-Turn-Stop, making a far better and more advanced stop, although for lesser Classes, it's too difficult to retain balance while doing it. It also creates the highest amount of friction, compared to the other two. Learning about jumping and aerial movement (as well as increasing time spent in the air/jumping/performing aerial movements) is the main hurdle of this Class, which brings a great risk of death for the unprepared.
* *Trick Slots:* 5 F-Class, 4 E-Class, 3 D, 2 C-Class.
* Common Trick: **Cannon ball**! The rider jumps on high into the air and curls up their body into a cannon ball that bullets on through the very sky itself, as it were shot out of said cannon. The body needs to rotate in high velocity to pull this off, which can leave the rider dizzy afterwards, if inexperienced in the trick.
* READ: 90-125

#### B-Class

* Starting here is what separates the common riders from the advanced ones. Riders who made it here are already known names in the Riding community, and even start to draw the attention of outsiders. Now it's no longer about focusing on a single aspect of riding, but improving on each of the previous aspects. Storm Riders even start to develop their own small fanbases after reaching this far.
* *Trick Slots:* 6 F-Class, 5 E, 4 D, 3 C, 2 B-Class.
* READ: 126-170

#### A-Class

* Making it here makes these riders, elite, even by advanced rider standards. Good at everything they do, they now focus on their Road and progressing in it. They are basically famous within the Storm Riding community, even many F-Classes tend to recognize them when they go.
* *Trick Slots:* 7 F-Class, 6-E, 5-D, 4-C, 3-B, 2 A-Class.
* READ: 171-225
* READ Multiplier: +**1%**.

#### S-Class

* Also known as "Special A Class" or "Class A+" in some small circles, these riders have legendary skills. Considered to be the very best of their respective Roads, some go as far as actually calling them Kings/Queens of said Roads. Their moves are flawless, they waste no movement/time in their tricks and make it look easy in the process.
* *Trick Slots:* 7 F-Class, 7 E-Class, 6-D, 5-C, 4-B, 3-A, 2 S-Class.
* READ: 226-299
* READ Multiplier: +**2%**.

#### King/Queen-Class

* These riders are legends, so much that most people don't even believe they actually exist or have never heard of them. With powers beyond the imagination of mere mortals, they are the kind of rider that don't show up often, but when they do, they leave others in awe. Some dare not speak about them, while others gossip madly about the true Kings and Queens, either way they are the Storm Riders that every Storm Rider aspires to be, they didn't just make it to the top, they are the top, living in the sky or being part of it, in whatever way their Roads allow for.
* *Trick Slots:* 7 F-Class, 7 E-Class, 7 D-Class, 6-C, 5-B, 4-A, 3 S-Class.
* READ Multiplier: +**3%**.
* READ: 300-499
	+ At 325: +1 C and B Class Trick slots.
	+ At 350: +1 B and A Class Trick slots.
	+ At 375: +1 A and S Class Trick slots.
	+ At 400: +1 A and S Class Trick slots.
	+ At 425: +1 S Class Trick slot.
	+ At 450: +1 S-Class Trick slot (7th and final).
	+ At 475: Personal Infinity Atmosphere.

#### **Master-Class**

* A Class not achieved in so long that most people have never even heard of it, much less seen a Rider of this Class. Though forgotten to time, Master-Class Riders are capable of superhuman feats that outclass even the Kings and Queens themselves! By reaching this Class, Riders pick one of the Four Paths of Progress to embark on.
* Trick Slots are dependent on the Path of Progress taken.
* READ: 500-799
* READ Multiplier: +**4%**.

#### **Divine-Class**

* Throughout the history of Storm Riders, less than a handful have ever reached this high up, and those who did all (all but one) hid themselves from the world as their power was simply too great, the common mortal would easily mistake this for a Godly being. Needless to say, they have gone above and beyond what it means to be a King, a Queen, and even a Master of a Road... They are the Gods of the Storm Rider world.
* Trick Slots are dependent on the Path of Progress taken.
* READ: 800-1099
* READ Multiplier: +**5%**.

#### **Transcendent-Class**

* What's a peasant to a King/Queen? What's a King/Queen to a Master? What's a Master to a God? Well, what's a God to someone who has transcended even further beyond that? As impressive as the powers of a God are, the superhuman feats of this Class are even more impressive than that as they now have the capability of shattering the world. There is only one recorded case of someone achieving this high up (the Shadow King), although unbeknownst to all, there was another case before that (the First Queen).
* Trick Slots are dependent on the Path of Progress taken.
* READ: 1100-1375
* READ Multiplier: +**5%**.

#### **Infinity-Class**

* Because the Shadow King's power is never accurately recorded, no one realizes his power is actually within this class and not in the previous one. He was also not the first one to reach this high, as was the case of the previous Class as well. With all of that in mind, the world has never known anyone of this Class, thus this Class doesn't truly exist, not officially, not until someone else gets there. This makes this a purely theoretical Class, and as a theoretical Class, its powers and potential are infinite!
* Trick Slots are dependent on the Path of Progress taken.
* READ: 1376+
* READ Multiplier: +**5%**.