Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 10
  • Appeared Age: 17
  • 10-597.1.17
  • Hair: Firey Red
  • Hair Length: Shoulder
  • Eyes: Green
  • Height: 6'3"
  • Weight: 536 lbs
  • Build: Athletic
  • Race: Reploid
  •  
  • Class: Berserker
  • Elemental Affinity: Fire

  • Class Level: 67
Stats
Health: 10 / 20 Stamina: 100 / 100 Hand to Hand Combat: 30 / 40
Strength: 30 / 65 Energy*: 95 / 95 Melee Weapons: 20 / 20
Speed: 60 / 60 Reflexes: 15 / 20 Ranged Weapons: 20 / 20
Perception: 25 / 30 Charisma: 5 / 10 Magik Defense: 10 / 20
Mind: 30 / 60 Luck: 30 / 30 Magik Offense: 0 / 0
Slots: Special Attacks: 0/2, Race 5/5, Talents: 1/5, Abilities: 3/10, Skills: 2/10, Sub-Class: 1/1 Spirit Pool: 0
   

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Excel Stats: Energy, Stamina, and Strength (1 level up gives you 10 points in each.)

Detriment Stats: Luck, Charisma , Magik Defense (2 level ups give you 5 points in each.)

Remaining Stats: 1 level up gives you 5 points.

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Generic Traits:

Your Armor is especially durable

You have a random chance to restore all your energy

You can switch your basic Elemental Affinity for 50 energy

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Advantages

  • Advantage 1 Larger memory cache than most other Reploids
  • Advantage 2 Buster charges quickly
  • Advantage 3 You can double your strength for 1 minute when you are incrediblely angry.
  • Disadvantages

    • Disadvantage 1 Immature
    • Disadvantage 2 Overconfident
    • Disadvantage 3 Spiritual attacks and magik attacks hurt you double.
    Special Attacks
    •      
    Core Skills

    Racial Talents

    • Travel Teleportation
      Lv. 1 Ash can teleport from one side of a city to another (or less) with perfect accuracy.
      Energy: 20
      Lv. 2 Ash can jump teleport a large state's worth of distance with fair accuracy.
      Energy: 40
      Lv. 3 Ash can teleport several states away with questionable accuracy. Disadvantage: This leaves Ash dazed and disoriented for several minutes afterward.
      Energy: 60
      Lv. 4 Ash can teleport an entire continent's jump with VERY questionable accuracy. Disadvantage: Ash is shut down completely for an amount of time determined by the GM, depending on the distance travelled.
      Energy: 80
      Lv. 5 Ash can teleport anywhere in the world with large innacuracy. Disadvantage: Ash are out for several hours afterwards, completely shut down as he recharges.
      Energy: 100
      Lv. B.1 Once in a great while, if he is lucky, any tier Ash uses has perfect accuracy. But only if he is lucky. Disadvantage: If this happens, he cannot teleport again for 20 minutes per tier (the time starts up AFTER he wakes up for later tiers)
      Lv. B.2 Once in a great while, tier 3 does not leave Ash dazed, and tier 4 leaves him dazed as per tier 3. Disadvantage: Once in a great while, Tier 5 lasts twice as long.



      Reploid Subspace
      Lv. 1 Ash can store small things such as wallets and datapads in subspace.
      Energy: 10
      Lv. 2 Ash can hold larger things such as his spear in subspace.
      Energy: 30
      Lv. 3 Ash can store very large things such as entire computer cases in subspace. Disadvantage: This is the point where the GM should start keeping track of what you've got in there, rather than assuming you're just the goddamn batman.
      Energy: 50
      Lv. 4 Ash can instantly find tier 1 items. Disadvantage: Just because he instantly finds them, doesn't mean he instantly GETS them. Small items have a much easier chance of shifting to the bottom and being lost under big things.
      Lv. 5 Ash can instantly find tier 2 items. Disadvantage: Same as Tier 4.
      Lv. B.1 Ash has a special place in his subspace for his spear, allowing him to find and access it instantly. Disadvantage: Because of this, his spear is treated as a tier 3 item.
      Lv. B.2 Once per session, Ash can weaponize an item in his subspace by forcing it to fling out of it with great force. Disadvantage: He has no choice in what item he can fling. With luck, you'll get that heavy as hell tier 3 item. Or he could be throwing his wallet. WHOOPS!
      Energy: 20

    Racial Abilities


    • Computer Brain
      Lv. 1 Ash is constantly connected to the HoloNet via satellites, even in areas where there would normally be no reception.
      Energy: 10
      Lv. 2 Ash can instantly learn any language that has already been translated, so long as he has the materials (HoloNet, Rosetta Stone, etc) to access a teaching tool. Disadvantage: It takes several minutes to learn a new language, and he can only store 5 at a time, including Basic. It also takes several minutes to delete a new language to make room for an old one. During this time he is more susceptible to hacking and attacks.
      Energy: 30
      Lv. 3 Ash can hack basic electronic devices, but not anything more than basic. That requires a more dedicated hacker. Disadvantage: While he is plugged in, he is very susceptible to counter-hacking, attacks, and just plain being messed with.
      Energy: 40
      Lv. 4 Ash has a nigh-unlimited memory space. He remembers everything he sees unless he deletes it. Disadvantage: I do mean EVERYTHING. If he forgets to delete highly restricted documents he glanced at in passing, then there is a possibility that someone could forcibly extract that information from him by hacking him.



      Combat Teleportation
      Lv. 1 Ash can teleport in a straight line (vertically or horizontally, but not diagonally) the distance of roughly one normal sized person (7-ish feet).
      Energy: 20
      Lv. 2 Ash can teleport in any direction 15 feet, allowing him to do all sorts of crazy stunts. Disadvantage: Hold up there, Nightcrawler. If Ash does this too much he'll become disoriented and dazed for a few seconds as he tries to recover his bearings.
      Energy: 40
      Lv. 3 Ash can teleport in any direction 50 feet to one city block. Great for emergency extractions like we are prone to needing. Disadvantage: Doing this multiple times in a row causes Ash to shut down, needing to reboot for several minutes. He gets two freebies, but after those two, the risk of shutdown greatly increases every time afterward. If by some miracle he doesn't short out after 6 jumps (enough to rescue 3 people there and back from a falling place, essentially), that's as many as he can make, at which point he shuts down.
      Energy: 60
      Lv. 4 Ash can teleport just his spear, using it to fling at an enemy who would otherwise assume they're safe. Disadvantage: Welp. You teleported your damn spear. How you gonna get it back, doofus? Also, you can't use combat teleport for a minute after this.
      Energy: 40

    Racial Skills

    • Plasma Justice
      Lv. 1 Ash can shoot his spear's plasma head at someone.
      Energy: 20
      Lv. 2 Ash extends his spear's head to more of a Glaive, allowing him to slash, stab, and jab all with one weapon. Disadvantage: If he keeps this skill level going on for too long, he could short out his plasma spear until he can get it repaired.
      Energy: 30
      Lv. 3 Ash spins his spear above him, raining plasma on enemies surrounding him. This has a very short distance, so unless they are 10 feet or closer to him, this is ineffective. Disadvantage: This has a random, but fairly regular, chance of shorting out the spear compeltely until it can be repaired.
      Energy: 50
      Lv. 4 Ash slams his spear to the ground, causing the head to shoot into the air, then splits into 10 identical sized heads, raining down on foes with fairly good accuracy. Disadvantage: This 100% shorts out the spear. Not only that, but it cuts off Ash's teleportation, both for travel and combat. It also has a slim, random chance of shorting him out for several minutes, causing him to reboot. He does not fall down during this reboot, as he uses the spear for support during this attack.
      Energy: 60

    Talents
    • Perfect Balance
      Tier 1 Your balance is better than most other people's, allowing you to move faster across items you are balancing on.
      Tier 2 You can move your full speed while balancing with little problems.
      Tier 3 Keeping your balance comes naturally. If something off-sets it, such as a sudden shake or a gust of wind, you manage to stay standing better than most. Disadvantage: If this happens, you automatically become more cautious, disabling tier 2.
      Tier 4 Your balancing is almost unparalleled. You can balance over thinner platforms and generally more precarious objects better than most. Disadvantage: None of the previous tiers work for this tier on especially precarious objects. You also are a bit overconfident on normal objects as well, meaning there is a random chance that tiers 1-3 will will be negated on such objects.
      Tier 5 Your ability to balance makes tightrope walkers jealous. Objects you are balancing on are counted as MUCH lighter than they normally would for chances of breaking. Disadvantage: There is a random chance that what you balanced over will break as soon as you are done, meaning if you aren't the last one over, then you've screwed the rest of the party over. Be careful!
      Bonus Tier 1 Ash can use his spear as an extra balance tool, granting him an even larger bonus. Disadvantage: If he suddenly loses his spear for any reason while balancing, then he incurs massive penalties as he tries to recenter himself.
      Bonus Tier 2 Thanks to his heightened reflexes, Ash has a small window of opportunity to catch onto the edge of the platform or wire or whatever he is balancing on. Disadvantage: Yeah, but how does he get back UP? Uh-oh...

    • Abilities

      Heightened Reflexes
      Lv. 1 You are hard to catch in an ambush. You react faster than usual against sudden, unseen attacks.
      Lv. 2

      You are hard to flank. You can dodge just as well surrounded by enemies as you could against a single opponent. Disadvantage: This only lasts for a while. After a few minutes of combat, it starts to wear off. Too long, and the advantages disappear completely.

      Energy: 30
      Lv. 3 Being shot at when you're busy engaging in melee sucks. That's why you simply can dodge the stuff. You gain a massive bonus to dodging shots and can, with clever thinking, have the enemies hit their allies if you work around it. Disadvantage: Again, this can only go on for so long, only this time, this has a chance of dazing you and making you feel tired. This leaves you open for even more attacks. Energy: 50
      Lv. 4

      Your reaction time to an ambush is almost instant. You act at the exact same time as an ambush is sprung. Disadvantage: Since only the GM knows when he's going to be springing traps, he controls your characters for it, having your character react in a way he would think you would react. This cannot be undone. If you argue with the GM, you gain massive, hidden penalties.

      Energy: 60



      Cloaking Field
      Lv. 1 Ash can turn invisible for scant seconds. Energy: 20
      Lv. 2

      Ash can mask his presence from electronic tracking devices for a short while, including cameras. Disadvantage: He is more susceptable to EMP pulses while doing this.

      Energy: 40
      Lv. 3 Ash can turn invisible for several minutes at a time. Disadvantage: It's like the Predator cloak. If someone looks close enough, they can see the shimmers. Also, while it is active, he is more susceptable to hacking and EMP pulses. Energy: 60
      Lv. 4

      Ash can dampen sound, causing his steps to be silent. Disadvantage: This has a random chance of not working, and Ash will not be aware of it. He is more susceptable to EMP pulses while this is active.

      Energy: 80



      Parkour
      Lv. 1 While next to walls, your attack options open up greatly, like the Prince of Persia.
      Lv. 2

      Even parkour people can pull off awesome stunts while standing still. You can jump over someone with no running start. Disadvantage: It leaves you wide open for an attack, unless you teleport or something mid-air. Even that creates it's own set of problems.

      Energy: 10
      Lv. 3 You can brace yourself between two walls or even a 90-degree angle of a wall, so long as the ceiling has a good place to rest your hand against. Think Sam Fisher. Disadvantage: This is EXTREMELY uncomfortable. You can only do this for a few minutes MAXIMUM, and even that's extremely draining. Energy: 20 then 5 per 30 seconds
      Lv. 4

      You can recover from a fall with a graceful tumble, taking much less damage than before. Disadvantage: Due to the strain of this, you can't stand up right away. How long? Up to the GM. General rule of thumb is the further you fell, the longer you'll be down.

      Energy: 20
      Skills
      • Cossak Charge
        Lv. 1 Ash charges his buster a small amount and fires for a slightly more damaging shot. Energy: 20
        Lv. 2

        Ash charges for a moderate amount of time and fires a critical shot. Disadvantage: He cannot make any spear attacks while he is charging this much.

        Energy: 40
        Lv. 3 Ash charges for a long amount of time for a devistating shot. Disadvantage: He cannot make any spear attacks as per normal, and from the time it takes him to charge from level 2 to 3, he cannot move at all, leaving him open for attacks. Energy: 60
        Lv. 4

        Ash can fire a level 1 or 2 shot through a teleportation gate, causing the shot to appear from anywhere he wants. Disadvantage: Not only can he not make spear attacks, unlike normal, he cannot move at all while charging for this ability. He also leaves himself more susceptible to hacking while charging with this particular level. Finally, he has a small, random chance of needing to reboot afterwards.

        Energy: 70



        Slash
        Lv. 1 Ash can focus a slightly stronger melee attack with any melee weapon for slightly more damage. Energy: 20
        Lv. 2

        Ash makes two slash swipes, each at the damage of level 1. Disadvantage: They are more innacurate than a level 1 slash.

        Energy: 40
        Lv. 3 Ash focuses more energy into a slash, dealing critical damage against an enemy. Disadvantage: This has a random chance of draining a good chunk of stamina. Energy: 60
        Lv. 4

        Ash can do two slashes at the damage of level 3. Disadvantage: They are more innacurate than a level 3 slash, they have a random chance of draining more stamina than level 3, and they have a small, random chance of not working at all.

        Energy: 80
      Ninja Adept Specific Tree

      Ninja Adept Sub-Class Talents

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      Ninja Adept Sub-Class Abilities

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      Ninja Adept Sub-Class Skills

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      Berserker Class Specific Tree

      Bersker Class Talents

      • Focus
        Tier 1 - Meditative State Whenever a Berserker meditates and focuses their energy, when they have time to do so, depending on the length of time they are able to sit and do so, they are able to be more focused and able bodied during combat, capable of seeing and focusing their attacks more directly and precisely, and seeing things they might not normally see. This is aided more with perception and mind stats being higher.
        Tier 2 - Inner Focus I If a Berserker can find time within a combative situation to stand there and take a minute to breathe in and out, focusing their spiritual flow and mana and energy, they can sharpen their senses and be alert to incoming blows easier and prepare to strike faster and more alertly than before, allowing them to fight better than before.
        Tier 3 - Inner Focus II The same as above, only the time of focus is cut down to 30 seconds instead of a minute.
        Tier 4 - Split Second Focus This is similiar to Tier 2 and 3 but this can only be used once. This also unlocks an ability tree named after this Tier, which will let you open it up more than once. This allows the person to take their inner focus and instead of 30 seconds to focus their talents to into combative prowness, they can do it a in a split second.
        Tier 5 - Outer Focus Allowing the Berserker to focus outward, they attuned to details in their environment when it comes to combat/battle. When a battle is going on, they are able to notice details of their environment others might notice, as well as unusual enemies and combative focuses of others.
        Bonus Tier 1 Once per session, before an OG starts, you can type focus and slow the OG down.
        Bonus Tier 2 You can use Bonus Tier 1 one more time per session.



        Defense Stance
        Tier 1 - Defensive Footing This allows you to find your footing against basic attacks that would knock you over; it will not stop any damage, merely help you against the weakest of attacks meant to knock you over, like someone trying to barrell past. It takes a few seconds to shift so you need time to form up as the person runs at you.
        Tier 2 - Solid Ground A more superior version of the tier above, this allows you to shift into this stance faster to stop basic barrelling into you and basic attacks instantly to pervent people trying to escape your clutches.
        Tier 3 - Quick Stance Dodge This factors heavily in with your speed and reflex stats as well. If you feel you cannot dodge an attack, or the GM warns you, if you use this tier you can attempt to dodge the attack altogether with a rapid shuffle move, or at least move your fatal areas.
        Tier 4 - Defensive Stance Form 1 Forming up with your weapons or your own arms/armor, you are able to block certain attacks that come in at you, turtling up to take damage. If it's clear you cannot take the attack, you can fall back on Tier 3 above and use it instead. This allows you to take full strikes from enemies up to a certain number before it breaks. It depends on the strength of the enemy and your own stats before this form breaks
        Tier 5 - Defensive Stance Form 2 The same as above, only it can take more damage before shattering.
           
           



        Anger Management I
        Tier 1 - Managing Anger I Learning to channel anger is the hardest part anyone can do. By learning to channel basic anger issues, the berserker can learn to channel and focus their problems. This allows you to pick a stat to increase by 20.
        Tier 2 - Managing Anger II Learning to channel anger is the hardest part anyone can do. By learning to channel basic anger issues, the berserker can learn to channel and focus their problems. This allows you to pick a stat to increase by 20.
        Tier 3 - Managing Anger III Learning to channel anger is the hardest part anyone can do. By learning to channel basic anger issues, the berserker can learn to channel and focus their problems. This allows you to pick a stat to increase by 20.
        Tier 4 - Anger into Action Double strength temporarily.
           
           
           



        Anger Management II
        Tier 1 - Anger into Peace I The berserker is capable of fighting much better than most people, but has a sense of serenity in them despite their name. They find it harder to be goaded into fights with this.
        Tier 2 - Anger into Peace II Despite pain, the berserker can control anger that might well up unlike most people and can channel that into strength instead of being overwhelmed by it. Goading them is much more difficult.
        Tier 3 - Anger into Serenity This berserker is able to channel their anger when and how they want it and rarely flies off the handle. Goading them is next to impossible. However, when they do let loose and lose their temper, it's bad. Very bad for you. When they do lose control of their anger with this tier and it's decided by the player and agreed on by the GM, all stats are doubled for a time. Friend or foe is in trouble but the person who caused it is the main focus.
        Tier 4 - Sensing Anger You are able to sense anger and dubiousness in others easier. If a person is anger toward another or you, you can pick up on it instantly. You can feel anger in people rolling off like waves, even if you don't know why. This will let you know if someone is against you or someone near you.

        Berserker Class Abilities

      • Why Won't You Fall? I
        Lv. 1 If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/3rd their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 40
        Lv. 2 If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/2th their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 80
        Lv. 3 If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 3/4ths their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 120
        Lv. 4 If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at full power except stamina, since stamina is needed to use this ability. Stamina Cost: 160



        Why Won't You Fall? II
        Lv. 1 If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/3rd their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 50
        Lv. 2 If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/2th their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 90
        Lv. 3 If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 3/4ths their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 130
        Lv. 4 If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at full power except stamina, since stamina is needed to use this ability. Stamina Cost: 170



        Rage Focus
        Lv. 1 When a Berserker becomes incrediblely angry due to something, their strength increases incrediblely. This allows you to raise your strength by 100 points but you are blind to friend or foe during this state and it only wears off once the GM states it.
        Lv. 2 You are able to channel the rage from the previous level; you only get a 40 strength boost but you can tell who is who. You have to remember which level you want to pick for which benefits.
        Lv. 3 By focusing your anger into your strength you can increase your cap level by two levels on strength and mind.



        Thick Skin
        Lv. 1 You can focus your energy into making your skin thicker to prevent damage. This is a constant flow and will slowly drain your energy until you stop using it or your energy is used up.
        Lv. 2 This uses up half the energy but it still drains continually to protect you.
        Lv. 3 If you have spirit you can supplement it for energy to drain, but it drains much faster than energy does.



        Managing Anger Abilities
        Lv. 1 While not losing yourself to a berserker rage, you can one time per session double your strength for 30 seconds and unleash as many attacks as you can possiblely manage before your energy runs out.
        Lv. 2 If a psion or mystic tries to invade your made, you can unleash anger you've saved up inside yourself by splitting it off and attempt to overwhelm their mind. Energy Cost: 60
        Lv. 3 If you take a deadly blow that should take you down, you can use your anger as fuel to keep moving for a few more minutes to keep attacking. This drains your stamina until it hits 0.
        Lv. 4 You can unleash all your special attacks back to back against an enemy but it leaves you KOed afterward. Energy Cost: 140

      Berserker Class Skills

      • Berserker Slash
        Lv. 1 You do a slash that deals slightly more damage then normal Energy Cost: 20
        Lv. 2 You do a slash that does more damage then normal Energy Cost: 40
        Lv. 3 You do a slash that does much more damage then normal Energy Cost: 60
        Lv. 4 God Slash. This powerful strike is powered by a combination of your energy, and if you have mana you can pump it into the strike as well. The devastating blow is able to cut through tier 7 armor like butter. It also allows you to open the God Slash Special Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80



        Attack Barage
        Lv. 1 The Berserker begins their opening barrage with their weapon of choice, committing themselves to the attack and beginning a 15 second long attack fire where they cannot stop, rapidly attacking so fast that they get multiple hits in, but are left open to retaliation if it's dodged/another enemy comes in. The faster they are, the more attacks can be done in the 15 seconds and the stronger they are the more damage each attack will do. Energy Cost: 80
        Lv. 2 The Berserker begins their opening barrage with their weapon of choice, committing themselves to the attack and beginning a 30 second long attack fire where they cannot stop, rapidly attacking so fast that they get multiple hits in, but are left open to retaliation if it's dodged/another enemy comes in. The faster they are, the more attacks can be done in the 30 seconds and the stronger they are the more damage each attack will do. Energy Cost: 120
        Lv. 3 This allows the Berserker to stop either level 1 or 2 immediately if they have enough energy. Energy Cost: 80
        Lv. 4 This allows the Berserker to stop either level 1 or 2 immediately if they have enough energy. Energy Cost: 40



        Impale
        Lv. 1 The most basic of impales, this works on armor tier 4 and lower. Depending on your strength stats and other factor, like how strong the enemy, at this point your goal is to simply impale. Energy Cost: 20
        Lv. 2 After impaling your foe at this level, the Berserker flings them at other enemies or obstacles nearby, going for more damage. Strength stat helps greatly. Certain enemies will resist being thrown. Energy Cost: 50
        Lv. 3 If you use this level, it allows you to attempt to impale mid-level normal enemies and tier 8 armor. Energy Cost: 80
        Lv. 4 This allows you once chance per session to impale a high end enemy or monster or boss and fling them, but will cost you a great deal of energy. If they are massive compared to you, it may injure your muscles. Energy Cost: 100

       

      Items
      • Primary Weapon: Tier 4 Energy Spear
      • Secondary Weapon: Tier 4 Buster
      • Special Item:
      • Special Item:
      • Body Armor: Tier 5 Full Body Progenitor Armor
      • Arm Armor:
      • Leg Armor:
      Background

      Your Beliefs: Everyone should do their best no matter the situation.

      Your Goals: Join EarthGOV as an officer, hopefully don't screw things up with Kumiko.

      Your Instinct: Defend your loved ones as quick as you can.

      Relatives: Mother - Tabetha, Grandfather - Hale, "Grandmother" (though he'll never call it to her face ever again) - Em, Sister - Sky, Girlfriend - Kumiko

      Your Background:

      Built from the remnants of Colephantus, Ash is the first reploid built by Tabetha. While the parts and general plans came from Cole, that is all they share in common, every trace of Cole mentally gone. Ash is his own person, much to the relief of many of his companions because so far he looks like he won't betray everyone.

      However, Ash is a little on the immature side. While he appears 17, he often acts even younger than that, but he's recently started to get better about it. Perhaps it was acting out to try and prove himself, perhaps it was just him growing up. The point is he's starting to get much more mature, trying to prove himself able to join EarthGOV to help defend it with the rest of his "family".

      Recently Ash has entered a relationship with Kumiko, proving just how far along he's come. He's also been hired into Kitsune Udon's Earth Division, where he works diligiently. While he and Del initially didn't get along, he's working to fix that rift, starting a prank war with him and Miyuki alike.

 
 
 
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