Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 38
  • (Gone In Reality: 3 - Did Not Age 5)
  • Appeared Age: 18
  • DOB: 10-573.3.23
  • Hair: Blonde
  • Hair Length: Lower Back
  • Eyes: Blue
  • Height: 5'7"
  • Weight: 99 lbs.
  • Cup Size: C
  • Build: Slender
  • Race: Dragoon
  •  
  • Class: Berserker
  • Elemental Affinity: Lightning

  • Class Level: 83
  • Leadership Skills From Lemon*

Stats
Health: 80 / 80 Stamina: 50 / 50 Hand to Hand Combat: 20 / 20
Strength@: 200 / 200 Energy*: 120 / 120 Melee Weapons: 100 / 100
Speed: 50 / 50 Reflexes: 50 / 50 Ranged Weapons: 10 / 20
Perception: 60 / 60 Charisma: 80 / 80 Magik Defense: 30 / 40
Mind: 100 / 100 Luck: 100 / 100 Magik Offense: 0 / 0
Slots: Special Attacks: 1/2, Race 9/9, Talents: 4/5, Abilities: 1/10, Skills: 1/10 Spirit Pool: 100
Stigmata: 7/7  

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

Detriment Stats: Luck, Magik Offense , 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:

Two extra Stigma than the normal 4.

Bonds extends automatically to children of Bond partners.

Age lock.

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Advantages

  • Advantage 1 You have the ability to alter events about you sometimes to your needs
    Advantage 2 Photographic memory.
    Advantage 3 You can double your strength for 1 minute when you are incrediblely angry.

Disadvantages

  • Disadvantage 1 Remote hacking can interfere with Stigmata.
  • Disadvantage 2 Enemies target you first a lot of times.
  • Disadvantage 3 Sometimes when you enter a rage, you have trouble telling friend from foe.
Special Attacks
  • Prime Reality
    Tier 1 Cheryl is capable of completely erasing someone from existence if she can get her hands on them. This takes a long time to charge up, up to 5 minutes, of steady energy gathering, in which she is completely vulnerable to attack by anyone, even a hobo on the street. Once she has the necessary energy, all she has to do is touch the person and they are erased from existence. Afterwards, all her stats hit 0 and she is completely left helpless, and barely conscious. At this point, anyone can defeat her/kill her and she will be in this state for 3 days, and then for one week her stats will be halved. If she can't hit 100 Energy during the one week following, she cannot use the move again. Disadvantage: If she attempts to use the move again too often, even if she is capable of doing it energy wise, she runs the risk of permenantly damaging her body beyond repair. Energy Cost: 100
    Tier 2 Locked  
    Tier 3 Locked  
    Tier 4 Locked  
Core Skills

Racial Talents

  •      

Racial Abilities

  • Bonding (1 stigmata)
    Lv. 1 The bond is intiated with someone. Simple thoughts are shared. (Chii)
    Lv. 2 Feelings and location are shared between bond partners. You can access the mech ability.  
    Lv. 3 Powers can be shared. For one overall ability or skill you can take something from that person's race that your bond partner has learned. You can shape it into your own form though.  
    Lv. 4    



    Dragoon Specialities (1 stigmata)
    Lv. 1 - Lock On I This allows Cheryl to lock onto one target and dodge all their attacks as long as she has energy. As long as the lock on is engaged, the other person cannot hit them.
    Energy: 20 to begin with then 10 per 30 seconds
    Lv. 2 - Lock On II This allows Cheryl to lock onto two targets at once and dodge their attacks, so they cannot strike her whatsoever, until her energy runs out. Disadvantage: She is so focused on her attackers she is unaware of anything else going on around her.
    Energy: 40 to begin with then 10 per 30 seconds
    Lv. 3 - Final Lock On This allows Cheryl to lock onto three targets at once and dodge their attacks, flowing in and out of their strikes so none of them can hit her until her energy runs out. Disadvantage: If Cheryl allows her energy to run out, she is left vulnerable for several minutes to counter attacks and cannot defend herself.
    Energy: 60 to begin with then 10 per 30 seconds
    Lv. 4 - Long Distance Lock On Cheryl can lock onto one target over a great distance and use it to track that target. It either has to be a line of sight to lock on, or the target has to have a huge energy source for her to lock onto. This allows her to track them where-ever they go as long as they remain on the same planet. Once her energy runs out, she loses the lock on. Disadvantage: If Cheryl doesn't catch her target before she runs out of energy, she will be knocked unconscious for a period of time.
    Energy: 50 to begin with and then 10 every minute of tracking



    Dragoon Armor (1 stigmata)
    Lv. 1 Cheryl can form basic tier 3 armor around her body. It is in the form of the Saber Lily outfit.
    Energy: 40
    Lv. 2 Her armor is now basic tier 6 armor.
    Energy: 60
    Lv. 3

    Her armor is now tier 9 armor.
    Disadvantage 1: If Cheryl is hit by powerful energy disrupting attacks, the armor will vanish.
    Disadvantage 2: If Cheryl is hit by powerful psionic attacks, the armor will be disrupted.

    Energy: 80
    Lv. 4

    The armor is now capable of self repair when damaged.
    Disadvantage 1: Repair will sometimes stop halfway through, wasting the remaining energy and not working properly until Cheryl rests.
    Disadvantage 2: There is a small chance the armor may malfunction when damaged, decreasing mobility.

     

    Energy: 60 to begin with then 20 per minute of repair



    Energy Whip (Creation) (1 stigmata)
    Lv. 1 This is for tier 3 type blasts with the weapon. It will do damage equivalent for this damage output. Bond partner's can learn this if the dragoon maxes out all four levels of the bond and agrees to allow them access to this.
    Energy: 30
    Lv. 2 This is for tier 6 type blasts with the weapon. It will do damage equivalent for this damage output. Bond partner's can learn this if the dragoon maxes out all four levels of the bond and agrees to allow them access to this.
    Energy: 50
    Lv. 3 This is for tier 9 type blasts with the weapon. It will do damage equivalent for this damage output. Bond partner's can learn this if the dragoon maxes out all four levels of the bond and agrees to allow them access to this.
    Disadvantage: Sometimes stamina will drain more rapidly when refilling Energy
    Energy: 80
    Lv. 4 This is for tier 12 type blasts with the weapon. It will do damage equivalent for this damage output.
    Disadvantage 1: Sometimes the weapon will fizzle out and will need to reform, costing the full energy usage again. 
    Disadvantage 2: If your Stigmata is messed with frequency wise, your weapons can be jammed. 
    Energy: 100



    Dragon Mech I
    Lv. 1 This allows the dragoon to transform into your basic mech with the weapon they use as a dragoon.
    Energy: 40
    Lv. 2 The dragoon is able to shift basic shapes, while remainly roughly the same size and change weapons so the pilot can form weapons to their liking. The pilot is also able to control the dragoon at this point now so they can split duties of attacking and movement between themselves.
    Energy: 70
    Lv. 3 The dragoon is able to fly now in the standard mech form and do double the damage output. Their more fluid and agile and nimble and the pilot and dragoon are more synched with their attack duties, able to switch control at will from attack/movement/etc. They can also transmit thoughts privately to others instead of talking outloud. They are able to travel in space from here on out.
    Disdavantage: EMPs can disable the mech
    Energy: 100
    Lv. 4 The dragoon is able to turn into the mighty dragon mech form and fly about like a real metal dragon, breathing fire and other things dragons of lore can do. Including eating things. And people. Yum yum.
    Disadvantage 1: Sometimes life threatening wounds will immediately revert the dragoon back to it's normal humanoid form. 
    Disadvantage 2: If the Stigmatas are hit by the right frequency, the dragoon will demorph back to it's normal form.
    Disadvantage 3: If the dragoon takes too much damage, stamina is drained a steady rate until it hits 0 and it deforms.
    Energy: 130



  • Restoration (1 stigmata)
    Lv. 1 This allows mild restoration of damage, restoring outside damage, closing bleeding wounds so one does not bleed out. This restore Health lost and is a slow process.
    Energy: 40
    Lv. 2 The process is much quicker for outside wounds. Health loss is restored faster and bleeding wound time is cut in half. It also dulls pain.
    Energy: 70
    Lv. 3 This begins to work on internal damage done to the user, fixing organs and other wounds before they become too fatal. This is tricky work and takes some time, forcing the user to pause in combat until it's done.
    Disadvantage: Sometimes Stamina is wiped out
    Energy: 100
    Lv. 4 ???



  • Stigmata Access I - Strength Orientation
    Lv. 1 Strength +5  
    Lv. 2 Strength +10  
    Lv. 3 Strength +20  
    Lv. 4 Strength +30  



    Reality Copy (2 Stigmatas)
    Lv. 1 Cheryl is capable of temporarily copying and keeping the first two levels of someone's skills - their penalities and energy costs become her own. She can keep using it until a week passes. Energy: 20
    Lv. 2 Cheryl is capable of permenantly copying and keeping the first two levels of someone's skill or ability until she takes on a new one from someone else. Disadvantage: This wears her out overall.
    Energy: 30
    Lv. 3 Cheryl can completely copy someone's skill and ability or talent for her own use permenantly until she has to dump it for a new copy. Their penalities are her penalities. This includes Class stuff, but not Advanced Class stuff. Disadvantage: The longer she keeps a full skill/talent/ability, the weaker she becomes over all. Every day that passes, the weaker she becomes, her stats dropping by 10. Especially if it's an enemy's skill/ability/talent, in which case her stats drop by 20 every day Energy: 50
    Lv. 4 Cheryl can copy a person's Special Attack to use. Disadvantage: Once she uses it, not only does their disadvantages become her own, but she will be completely KOed and weakened for a full week, and her stats will be depleted for another full week afterwards by half and her reality powers will be completely offline for that week. Energy: 100

Racial Skills

  • Energy Whip (Attack)
    Lv. 1 Cheryl's energy whip strikes out with devastating results against a foe, sending currents of energy through them upon contact
    Energy: 30
    Lv. 2 Cheryl can do a quick whip snap to coil the whip around a limb to toss an enemy into the ground for extra damage. Disadvantage: If Cheryl misses, it briefly leaves her open to counter attack for a few seconds.
    Energy: 40
    Lv. 3 Using Ninpo, Cheryl can channel an element through the whip without actually using Spirit energy, using her reality powers and bond to Chii to mimic it, and upon contact with the whip, use the explosive art of Ninpo of whatever element she chooses. Disadvantage: This can wear her out quickly if she overuses it, and if the enemy is spiritually inclined, they can turn the attack back around on Cheryl so the ninpo strikes her instead.
    Energy: 60
    Lv. 4 Cheryl is able to do a Snap Whip strike around an opponent's throat and has a very, very rare chance of breaking their neck with a twist coil of her weapon. This is rare but when she is in the zone, the enemy stands no chance. Disadvantage: If Cheryl attempts this and misses, she leaves herself open to a massive counter strike and will need someone else to defend her due to over reaching herself and leaving her chest/stomach area open to the enemy.
    Energy: 90
Talents
  • Tactics
    Tier 1 - Basic Environment Tactics Basic Environment Tactics - Basic tactical knowledge of environmental areas. What things look safe/stable.
    Tier 2 -Moderate Battle Tactics More tactical knowledge when encountering moderately difficult battle situations. The GM will provide clues more often when asked - up to 3.
    Tier 3 - Tactical Genius 1 on 1 This is for one on one battle situations. This lets you read your enemy better and find openings and situations. If it's a boss enemy that attacks often (not a God) and runs away, each time you will gain more data and you can call upon this tier and talent for clues from the GM. If it's an enemy type, like a Templar Commander, that you are fighting one on one, or an Elite, that you fight often, you can do the same.
    Tier 4 - Enemy Tactics Enemy Tactics - You can sometimes watch enemy formations and gleam information from their patterns on what their going to attack. By using this the GM may give you clues on what they're planning.
    Tier 5 - Big Bad Tactics  This tier is devoted to the tactics of the big bads of the RPG. Either it be Gods, the Darkness, or something else throughout the long running time, this tier begins weak and slowly grows stronger each time you fight them as you gain more data. At first when you ask the GM for clues you will get nothing. Then a little something, then more.
    Bonus Tier 1 You can create your own tactics in a situation. When you use this tier, you ask the GM to allow your 'tactics to have a chance a working'. When this is in play, you will put forth your insane plan to see if it will go through. 
    Disadvantage 1:
     Sometimes this fails and fails hard.
    Bonus Tier 2 You can improvise in tough situations and create a new way out of a tough problem. Call it "Pulling a Captain Kirk", but you can use the resources and people you have unhand to make the impossible quite possibly possible.
    Disadvantage 1: This sometimes fails and fails hard.
    Disadvantage 2: You may find yourself paying a bigger price then you anticipated for your actions.



  • Leadership
    Tier 1 You are capable of earning trust easier with those under your command and gaining insight into leadership tests/situations. You are taking a leadership test, you will be given clues by the person running it (3). If you in a leadership role, players and NPCs under you will trust you a bit easier with this tier up to a point. If you begin to make bad calls this will erode. The more charisma you have, the more bad calls you can make.
    Tier 2 You are capable of getting strangers to trust your judgements on situations, bringing them to your way of thinking if they are of like minds. Meaning if they are in the same line of work as you and you point out a strategy they are more likely to believe you and go with your plan than before. The higher your charisma stats, the easier the time of convincing them.
    Tier 3 You earn more credits per pay cycle.
    Tier 4 You are capable of getting NPCs who do not have anything to do with your line of work to believe and work for your cause; they will rally to cause if you use this tier along with a motivational speech and your Charisma/Luck Stat.
    Tier 5 You can bluff the enemy leaders with your talent with this tier depending on Mind, Perception, Charisma, or Luck, along with having this tier. With how many you might have following you also a factor. You can sometimes use your leadership prowness to get enemy commanders to surrender to you completely without a fight.
    Bonus Tier 1 You can use your leadership abilities to rally your allies in battle, causing them to fight harder and push to their goals with more ferocity.
    Disadvantage 1: This can only be used once per session.
    Disadvantage 2: If you are injured while the push is made, it will automatically demoralize the crowd.
    Bonus Tier 2 You have a higher chance of finding rare items off enemies.
    Disadvantage 1: Sometimes, rarely, a monster will drop no gold or items at all.
    Disadvantage 2: If your Luck stat is low, items you find will sometimes be broken.



  • AI Programming
    Tier 1 - Basic Programming You are capable of doing very basic programming on computers to run simple programs.
    Tier 2 - AI Advanced Programming You are now able to run moderately advanced programs on the computer. This is not geared toward hacking or system infostructures, just AI programming. Disadvantage: Others can hack the system if they know how to d oso.
    Tier 3 - AI Complex Brain Systems You are capable of programming advanced AI programs for the brains, allowing them to have complete neurological systems that are necessary for thought processes. Disadvantages: Sometimes this can lead to errors in the programming that can lead to the AI developing in ways unexpected.
    Tier 4 - Complete Robotic AI This is the final step in programming artifical intelligence.
    Tier 5 -AI Independence This gives the AI it's own soul and thought, allowing it to be it's own person at this level of programming. Disadvantage: The programmer can no longer control what the new lifeform will do.
    Bonus Tier 1 You can relate to AI programs more easily. Disadvantage: Somtimes this blinds you to their agendas.
    Bonus Tier 2 Because AI programs relate to you more, you can manipualte them easier. Disadvantage: This goes both ways.



  • Minor Repair
    Tier 1 Cheryl is able to make basic repair to engineering type equipment when the damage is very mild.
    Tier 2 Cheryl's engineering repair extends to be very basic and she can keep a system operating for a little while longer after it should give out. Disadvantage: Her shortcuts will give a real engineer trouble later.
    Tier 3 Cheryl can make on the field repair to shuttles and vehicles to get them running again when necessary, or repairs to ship engines to get them running temporarily as long as the designs are not too advanced. Disadvantage: This is a temporary fix and will cause more damage in the long run.
    Tier 4 If a weapon is broken, and it's energy based, Cheryl can get it running again for a short amount of time. Disadvantage: It will likely be more damaged after the battle.
    Tier 5 Cheryl can make repairs to Gears/Robots and get them up and running again for a time if they are damaged, but the time table for this is not long.
    Bonus Tier 1 Cheryl can put her own energy into a machine to get it to run better for a time. Disadvantage: This leaves her weakened and she can't recover the energy lost that she puts in it, not the energy transfer cost. Energy Cost: 20
    Bonus Tier 2 Cheryl can transfer her own health into Robots and living machines to get them working temporarily. Disadvantage: She cannot recover her health transferred until a doctor heals her Energy Cost: 10

Abilities

Ninpo Abilities
Lv. 1 - Earth

Focusing ninpo, using energy instead of spirit, Cheryl is able to channel it in a unique way by creating a wall of Earth about her as defense. Disadvantage: Because she is using energy and not spirit and not in the traditional way, the wall of Earth can be broken easily.

Energy: 30
Lv. 2 - Wind

Focusing ninpo, like above, Cheryl can use wind to launch herself up great heights to reach harder to reach places, or throw herself over enemies or great distances. Disadvantages: She can't always control her landing and she's open to attack in mid-air from enemies.

Energy: 30
Lv. 3 - Water Focusing ninpo, Cheryl can use water to push enemies away to give herself breathing room, or to clear a room in a non-attack away. Disadvantage: This can be used back against her if an enemy turns it around. Energy: 30
Lv. 4 - Holy

Focusing ninpo, Cheryl can use massive energy to heal herself with holy energy through the arts of ninpo, with her reality powers sublimenting it, though it's not techncially meant to be done so. This only heals minor flesh wounds and stops bleeding, not internal damage. Disadvantage: While she is healing herself, she is completely open to attack.

Energy: 50



Skills
  • Ninpo Skills
    Lv. 1 - Lightning

    Focusing ninpo, Cheryl unleashes lightning by throwing a paper onto someone's forehead and targetting it.

    Energy: 30
    Lv. 2 - Ice

    Focusing ninpo, the paper/card in Cheryl's hand is warped by her reality powers into an ice shard that she can stab with. Disadvantage: This takes a few moments of focus in which she cannot be interrupted.

    Energy: 30
    Lv. 3 - Fire Focusing ninpo, Cheryl can throw three fireballs out Dracula style. Disadvantage: This pattern is obvious. Energy: 30
    Lv. 4 - Darkness

    Focusing ninpop, Cheryl opens up a darkness hole under an opponent and tries to suck them into into it enough to break their legs, or at least damage them. Disadvantage: This takes a long time to charge up and can be avoided if the person is quick enough.

    Energy: 60
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 +20 Perception
    Bonus Tier 2 This unlocks the Spirit Points, starting at 100



    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.
    Bonus Tier 1 - Dragoon Armor Boost Form Using her armor, Cheryl can boost her Defensive Stance Form 2.
    Bonus Tier 2 - Ninja Stance Using her bond, Cheryl can do a quick ninja shuffle that allows her to instantly dodge OGs, or devastating attacks, 2-3 times per session depending on the devastation of them. She cannot do this back to back and needs a certain amount of time, even in the same session, to get her balance back.



    Mental Split
    Tier 1 - Combative Split During combat, this split allows you to detatch yourself, if you feel it necessary to get a job done, from yourself so you can focus on the task at hand; it will allow you to shelf the emotional carnage you might feel to the side to deal with later when you reunite it with your main mindset when you have the time to deal witih it.
    Tier 2 - Torture Split If you are being tortured, you can split off a piece of yourself to deal with the pain; this allows you to find a place within yourself as you're being tortured so you can try not to give up the information the enemy might want from you, no matter how vital it may be. The problem is after it's all over, you have to deal with it sooner or later.
    Tier 3 - Detatchment Cheryl has taught herself a level of detatchment to help shield herself from her berserker barrage. This allows herself a level of detatchment that puts Cheryl away from the action so she can deal with the problem at hand and deal with the fights - it also means she's coldhearted and emotionless, and a real bitch to deal with. A sociopath.
    Tier 4 - Cold Analysis During this detatched state, her analysis state goes up. In combat, she gains +30 mind, perception, and reflexes if she enters the cold detatchment and cold analysis. If Cheryl is coldly detatched, she and Chii both benefit from these boosts.
    Tier 5 - Berserker If enraged, she loses her boosts and enters a pure wrathful state where she attempts to destroy her enemy. She gains +50 temporary strength and melee as well as +30 energy temporarily, but loses -30 mind temporarily. Chii does not gain any bonuses unless she chooses to go down this path as well. Cheryl will attack friend or foe in this state except those she's bonded to, or has a deep emotionally attachment, and she becomes a much better fighter. She's completely unstable; however, her sanity has been split off into part of her and can be reached through certain means if one can breach the insanity that has been unleashed. Her reality powers are also much stronger and she does not suffer the drawbacks when insane.
    Bonus Tier 1 - Immunity Due to having so many splits in her mind, Cheryl has divided her psyche a lot. This means she cannot be easily controlled by others anymore. Even if someone manages to brainwash her, others can easily revert her by using a part of her that was split off since no one can brainwash all parts of her mind anymore.
    Bonus Tier 2 +20 Mind



    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.
    Tier 5 - Managing Anger IV Break the cap of a stat
    Bonus Tier 1 +20 strength
    Bonus Tier 2 +20 melee



    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.



    Soldier Class Talent*


    Soldier Leadership
    Tier 1 - Basic Leadership Tactics This helps the Soldier know basic tactics when it comes to dealing with people, even in situations completely foreign to them. Basic human behavior will always be the same, and the Soldier is taught how to use this tactically to get what needs to be done.
    Tier 2 - Basic Leadership Manipulation This helps the Soldier manipulate the common person in the world by appealing to their basic human nature. It's up to the Soldier to decide how to approach it. Even acolytes in churches are taught this much to help them when dealing with godless men out there. Kindness, or a heavy hand, is up to the individual though.
    Tier 3 - Leadership This helps the Soldier do basic leadership with the basic NPC on the street, getting them to trust in them. If you have taken the advantage that gives faith in the Soldier/character, then this tier is greatly enhanced. Charisma is also helpful in this. This helps mostly with every day NPCs and allows the player to instruct them into basic commands and the GM provides insight into how far they can be pushed in their comfort zone.
    Tier 4 - Lemon* Cheryl has access to Lemon's leadership tactics due to the fact they have the same background. This costs Lemon all the class levels plus some extra.
    Tier 5 - Insight Due to being trained by General Cran, and having Cheryl Cran's mental layout, Lemon and Cheryl have keen insight into various leadership tactics and can guide and manipulate people. For Cheryl, it's yet another aspect of her personality that she can tuck away, hiding it away when necessary so when captured people can't gain access to her knowledge or use it against her; for Lemon it's always present and there, making her the perfect General but a liability if captured. They both know which buttons to push on soldiers to get the best out of them, but it doesn't always mean they can do it. They also can gain insight into characters sometimes from players to know when a character is reaching a breaking point.
    Bonus Tier 1 +20 mind
    Bonus Tier 2 If a character under Cheryl's command is suffering mentally, Lemon and Cheryl can sometimes be given hints by the player on what it might take to help them based on their Insight ability. The closer they are, the more likely they can help them. This is typically only for people under their command, though it might extend to family members or relatives they are close to.

Berserker Class Abilities

  • 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.
    Lv. 4 When incrediblely angry, Cheryl can focus her reality powers to augument herself, making her harder to take down and boosting her stats - depending on how much she is able to pull off. The downside is after it wears off, the reality powers will eat away at her depending on how much she augumented herself.



    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

  • Whip Strike
    Lv. 1 - Nuisance Strike Cheryl's energy whip goes for a quick strike that is more of a nuisance than damaging, striking at a person's limbs to bring about pain that is aimed to sting, drop weapons, and make them angry. Energy: 30
    Lv. 2 - Torso Strike Cheryl's whip goes for strikes along the torso, aiming not only to do damage, but also attempting to coil along the body to burn/damage the flesh/armor to damage it, then with a flick/twist, bring them twirling toward her as she unravels the whip, so the target goes off balance toward her. Energy: 50
    Lv. 3 - Throat Coil Cheryl's whip attempts to coil around the person's throat, not only to strangle, but if possible, break their neck. If breaking the neck and strangling is impossible, she goes for a quick flick that brings the person slamming into the ground and attempts to fling them, doing major damage if the throat coil succeeds. Energy: 60
    Lv. 4 - Multi Strike Cheryl rapidly strikes as fast as she can, aiming to whip and strike all over the target's face and body to keep them off guard until her energy runs out and she must disengage to recover. This is an all out strike attack on her part. Energy: All
Items
  • Primary Weapon: Tier 9 Energy Whip
  • Secondary Weapon:
  • Special Item:
  • Special Item:
  • Body Armor: Tier 9 Dragoon Armor
  • Arm Armor:
  • Leg Armor:
Background

Your Beliefs: I have to do whatever it takes to protect my family, though I know I can count on them to help pick me up when I collapse.

Your Goals: Find the leak in the reality and plug in, then decide what to do with all the evil mystical beings that have been unleashed.

Your Instinct: Use my newfound powers to accomplish this.

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Relatives: Wife: Chii Mizukaze

Mother: Ariel Knight, Sister: Zephyr Zhenmei, Sister: Mem, Sister/Twin: Lemon, Half-Brother: Chad Winters, Bond Partner: Chii

Daughter: Lorelei Mizukazi, Daughter: Aurica Mizukazi, Daughter: Taiga Mizukaze, Son: Ben Carmichael

Adopted Daughters: Miyuki and Kasha Nue, Niece: Kumiko, Niece: Jenny Chiika Mizukazi

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Your Background:

Cheryl was the third of the Alphas created, but the first one with emotions and the ability to decide her own actions. Created from the DNA of Ariel and General Cran, she was treated by the General, who created the Alpha Project, like a daughter. Trained by him in tactics and other proper fuctions, she was his greatest weapon in the Ridiarium War - until near the end, when battling a Giant Ridiarium, she accidently killed Warren Carmichael's fiance and his unborn child. Unable to cope with the feelings of guilt, Cheryl's performance began to fall apart, and when she learned the truth about Ariel, her Mother, she rebelled against Cran, aiding Venerator in faking her death. Afterwards, she took watch over Zephyr, feeling responsible for the psyche damage the young Alpha took due to the fact her pilot was Warren.

Later, when she learned about Serena Cran being an Omega Dragoon designed to control the Alphas, she launched an attack against the PAX in order to eliminate Serena. Though the team stopped her, they began to learn the threat posed by the Omega, and allowed Cheryl to go with Ariel. She participated in the Dragoon War on Ariel's side.

Eventually, Cheryl became more intertwined the with the group, aiding in the Dark Ones War, and becoming a General in the EarthGov Military due to her extensive training under General Cran. She led the team after Warren died, and managed to bring an end to the Dark One threat, Legion, and other enemies with her team. During this time, a recruit named Chii managed to pierce her armor by quite literally forcing her into a relationship, and Cheryl began to drop her barriers.

When her son, Benjamin Carmichael, was kidnapped, a child she had with Warren before his death - feeling guilty still over killing his fiance - she led a team into the Multiverse to stop the organization who took him and get him back. Before leaving, she married Chii in a quiet ceremony, realizing she needed her more than ever to get through the battle. During the Multiverse Campaign, they learned about a threat to the Multiverse, and her unit managed to overcome all threats - but at a cost. Benjamin was killed.

At the end, in order to save the Multiverse, she and Wind recreated the Multiverse without the corruption, and she is one of two beings capable of allowing people to transverse the realities and knows the location of Centerpoint. Currently, Cheryl is still a General in the EarthGov Military, running a base underneath Cran Manor. Despite years of hardship, she managed to overcome Han Tucker's forces and her own injuries throughout the process. She helped keep Earth together through Presidents coming and going, now being the General to President Darien Starr and Vice President Angela Bennet, who she brought back to life with her reality powers, altering her history and life with her powers to give her a second chance after thinking hard about the hardships she went through. She also had a second daughter, Aurica, with Chii, carrying the child herself this time, and has learned Ben is alive still through some miracle that has yet to be explained. And she has grown close to Miyuki and Kasha Nue, two kitsune she discovered sealed in her backyard by Cran, kept there for 300 years for some experiments she has yet to uncover. She has come to see them as daughters and treats them as such, especially fond of Miyuki and growing close to her, intimately so a few times, though she has great affection for Kasha.

Eventually over the years, after an incident on Monster World, where Aurica was molested and she was unable to stop it, Cheryl decided to retire, her position as General she felt leading her family into danger. Turning the team over to Peter, she set up a new base for the team and built her house far under it. Later, she had a third kid with Chii, Taiga, and watched the team and helped occassionally. Eventually, Cheryl and Chii were frozen for 5 years and Lorelei and Aurica had to step up in raising Taiga and training the kids so they could rescue their parents.

Upon being rescued, Cheryl took restock of her kids and learning about the corruption in the other realities. Back when she was in charge, she made an alliance of the three realities when the Tareh team came back and they learned about the dark futures that were going to befall them if the Others were not beaten. Learning that the other two realities were in danger, she took her family into Centerpoint and spent 3 years, only a week in Prime time, training them and helping the other realities and learning the situation before returning to start up a new team Reality Strikers to get them ready to deal with threats that attacked reality itself, and to go to the other realities to deal with the threats, Cheryl believing that there is a mastermind. But can she handle the reality power?

 

 

 
 
 
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