Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 41
  • DOB: 10-567.5.13
  • Hair: Dirty Red
  • Hair Length: Short
  • Eyes: Green
  • Height: 5'11"
  • Weight: 135 lbs.
  • Build: Athletic
  • Race: Human
  •  
  • Class: Ranger
  • Elemental Affinity: Ice
  • Levels: 0
  • Class Levels 54 - FINISHED
  • AC Stored: 29
Stats
Health: 50 / 50 Stamina: 50 / 50 Hand to Hand Combat: 10 / 20
Strength: 20 / 20 Energy: 100 / 100 Melee Weapons: 30 / 30
Speed: 70 / 70 Reflexes: 70 / 70 Ranged Weapons: 100 / 100
Perception: 50 / 50 Charisma: 40 / 40 Magik Defense: 10 / 20
Mind: 10 / 20 Luck: 30 / 30 Magik Offense: 10 / 20
Slots: Special Attacks: 0/4, Race 1/4, Talents: 4/7, Abilities: 3/10, Skills: 3/10 Spirit Pool: 2370
   

Generic Traits:

Resistance to the elements (minor)
Your eyes adjust to new lighting levels more quickly (you don't see any better in low visual environments though)
You can go slightly longer than usual without food or water

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All Stats: 1 level up gives you 5 points.

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Advantages

  • Advantage 1 (Prime Only) Every 5 Level Ups, you gain 25 Spirit Points.
    Advantage 2 Quick learner. You gain a tiny fraction amount more of experience.

Disadvantages

  • Disadvantage 1 You easily make enemies amongst foes.
  • Disadvantage 2 You have the tendancy to take risks, your defenses lower when you make attacks.
Special Attacks
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Core Skills

Racial Talents

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Racial Abilities

  • Willpower
    Lv. 1 Expending Spirit, Peter boosts all of his stats a little bit for a short time of a few minutes, allowing him to perform feats abnormal for humans. +10 to all stats
    Spirit: 150
    Lv. 2 Expending Spirit, Peter boosts all of his stats for a short time of a few minutes, allowing him to perform feats abnormal for humans. +20 to all stats
    Disadvantage: Peter is left tired after the boost wears off, slowing him down and making him less able to fight until he gets rest. All stats go down by 10.
    Spirit: 300
    Lv. 3 Expending Spirit, Peter boosts all of his stats significantly for a short time of a few minutes, allowing him to perform feats abnormal for humans. +30 to all stats
    Disadvantage 1: Peter is left tired after the boost wears off, slowing him down and making him less able to fight until he gets rest. All stats go down by 15.
    Disadvantage 2: This can only be used one time in a session.
    Spirit: 600
    Lv. 4 Expending Spirit, Peter heightens his senses, speed and thoughts so that things seem to go slower to him temporarily, this allows him to slow an OG.
    Disadvantage 1: Peter is left tired after the boost wears off, slowing him down and making him less able to fight until he gets rest. The next OG only goes by much faster.
    Disadvantage 2: This can only be used one time in a session.
    Disadvantage 3: After passing the OG, if in combat, Peter is stunned for a moment, temporarily leaving him open to attack.
    Spirit: 200

Racial Skills

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Talents
  • Tactics
    Tier 1 - Basic Battle Tactics Basic tactical knowledge when encountering simple monster encounters- the GM will provide clues when asked occassionally.
    Tier 2 - Enviro / Situational Tactics Situational events or the surrounding environments might have you baffled. Sometimes battles aren't always the problem and you might need insight. The GM will provide up to 3 clues.
    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 - Puzzle Tactics This helps you solve puzzles sometimes without trying. The chances of this working is rare. But you may be given a clue or two that can help.
    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.



  • Manipulation
    Tier 1 You are able to smooth over a difficult situation or talk your way out of something said stupidly, this is only a minor aid and doesn't guarantee success.
    Tier 2 You are able to make others forget something you said that upsets them by completely distracting them with another subject.
    Disadvantage: There is a chance you will fail at this and they will become even more upset or disturbed with what you said.
    Tier 3 With casual conversation, you occasionally get people to impart important information or clues to what you need to do to get them to see your way in situations.
    Disadvantage 1: There is a chance the information you give them is false and will only upset them if you use it.
    Disadvantage 2: There is a chance this will not work at all when you try to use it.
    Tier 4 Playing on someone's emotions, you can alter their perception of another person, causing them to like or dislike the person more.
    Disadvantage 1: If the person senses your intent, not only will they go the opposite way on their feelings, the same will apply towards you.
    Disadvantage 2: There is a small chance they will figure out what you have done after they have taken action to change their mood and will hold it against you.
    Tier 5 You can attempt to get an NPC to do something they would not otherwise do by telling them little white lies or using the actions of another in order to motivate them towards your goals.
    Disadvantage 1: If the person senses your intent, not only will they not do whatever it is you wanted, they will actively work against your desires.
    Disadvantage 2: There is a small chance after they have performed the action that they will realize they were munipulated, you will have to deal with the consequences if they're mad at you for it.
    Disadvantage 3: If they figure it out or sense what you wanted to do, there is a chance other NPCs may hold your tricky behavior against you.
    Bonus Tier 1 Expending energy, you can reduce the chances that people will sense your true motives behind what you're doing, protecting you somewhat from disadvantages.
    Disadvantage 1: The energy expended for something like this recovers at half the speed of normal energy moves.
    Disadvantage 2: If you use this and still somehow fail, the consequences will become worse.
    Energy: 60
    Bonus Tier 2 Expending Spirit, you can attempt to draw a person upset with you in and to relax on their feelings, gradually becoming more at ease with you, allowing you a chance to roleplay your way back into good favor.
    Disadvantage 1: Any attempt at using previous tiers once the attempt starts will cause you to fail, you're on your own here.
    Disadvantage 2: There is a chance this will fail entirely.
    Disadvantage 3: This cannot be used in a main session, only minis.
    Spirit: 300



  • Street Smarts
    Tier 1 Peter's experiences on the streets and in the crime world give him a special insight when dealing with the underworld acitivites of Earth.
    Tier 2 Peter has a special knowledge of Criminal Activities, including the class and social structures of global organized crime.
    Tier 3 Peter's understanding of the criminal mind is second nature, aiding him when interrogating thugs, criminals and other such cronies.
    Disadvantage: This sometimes makes Peter's methods seem a bit rougher then they should be.
    Tier 4 Peter's past life has granted him some former contacts and criminal help, if he needs to acquire small black market purchases such as faked IDs, he knows where to go to get them.
    Disadvantage: Association with such people doesn't reflect well on Peter.
    Tier 5 Peter's life as a bouncer an collector has taught him some unusual ways to get people to cough up money, or information, Peter gains a slight bonus when using extreme interrogation techniques such as torture.
    Disadvantage: Such techniques can get Peter into a lot of trouble if they're found out about.
    Bonus Tier 1 Peter gains a slight stat boost to hand to hand due to his knowledge of dirty fighting and his thug life ideals, where there are no rules when it comes to a quick fight.
    Disadvantage: Peter's body holds some tattoos and physical markings that paint a picture of his past.
    Disadvantage: Peter from time to time experiences some negative Karma, losing his Luck stat for short times.
    Bonus Tier 2 Your criminal history makes it hard at times when dealing with other agencies or parts of the government, it's hard to trust a former offender. This is a disadvantage.



    Ace Pilot
    Tier 1 Most anyone can use the basic operations of a shuttle or a car these days, but you specialize in piloting vehicles and can perform better then this in most circumstances.
    Tier 2 You are particularly good when it comes to performing stunts in cars. This gives you a slight advantage in car chase situations.
    Tier 3 You are particularly good when it comes to performing complex manuevers in shuttles and fighters, this gives you a slight advantage in dogfighting situations.
    Tier 4 You are very familiar with vehicles, you gain a slight insight in maintaining and repairing them.
    Tier 5 If encountering a new type of vehicle or one you are unfamiliar with, you can quickly make sense of the controls and pilot it well.
    Disadvantage: You cannot perform any crazy manuvers with the vehicle until you've had further chance to get to know what it can do.
    Bonus Tier 1 Your skill sometimes breeds overconfidence, rarely, you will misjudge a call causing one of your manuvers to fail. This is a disadvantage.
    Bonus Tier 2 OGs concerning driving or flying sequences are slower for you then they would be for other people.
    Disadvantage 1: This cannot stack with other abilities that slow such sequences.
    Disadvantage 2: This does not work on a vehicle you used your Tier 5 Talent on.
Abilities
  • Zen Focus
    Lv. 1 - Spirit Fountain Focusing Spiritual Energy, Peter can quickly refill his Energy Meter.
    Disadvantage: This can only be performed once per session.
    Spirit: 100
    Lv. 2 - Spirit Energy Boost Focusing Spiritual Energy, Peter can give himself a temporary +30 Boost to Energy, this ignores stat caps but goes away after battle.
    Disadvantage 1: There is a chance this ability will not activate properly.
    Disadvantage 2: There is a small chance this ability will cause Peter's Stamina to only work at half strength for the battle.
    Spirit: 200
    Lv. 3 - Zen Defense Expending Spirit, Peter can enhance his senses allowing him to better avoid attacks and dodge strikes.
    Disadvantage 1: There is a chance that this ability will not activate properly.
    Disadvantage 2: This ability can sometimes malfunction, causing Peter to experience a high, slowing his reaction times.
    Spirit: 150
    Lv. 4 - Zen Mastery Expending Spirit, Peter can highten his focus on a task he is performing. When declared, this ability will slow an OG greatly.
    Disadvantage 1: This ability can only be used a single time in one session.
    Disadvantage 2: This ability can only be used in a personal OG, not a group OG.
    Disadvantage 3: There is a small chance this ability will fail, causing the OG to go faster.
    Spirit: 250



  • Ninpo Abilities
    Lv. 1 - Earth

    Focusing ninpo, Peter creates a wall of Earth about him as defense.

    Spirit: 200
    Lv. 2 - Wind

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

    Spirit: 100
    Lv. 3 - Water Focusing ninpo, Peter can use water to push enemies away to give himself breathing room, or to clear a room in a non-attack away. Disadvantage: This can be used back against him if an enemy turns it around. Spirit: 150 for push / 300 to clear room
    Lv. 4 - Holy

    Focusing ninpo, Peter can use massive energy and spirit to heal himself with holy energy through the arts of ninpo. This only heals minor flesh wounds and stops bleeding, not internal damage. Disadvantage: While he is healing himself, he is completely open to attack.

    Spirit: 500
    & Energy: 30
Skills
  • Ninpo Skills
    Lv. 1 - Lightning

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

    Spirit: 200
    Lv. 2 - Ice

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

    Spirit: 200
    Lv. 3 - Fire Focusing ninpo, Peter can throw three fireballs out Dracula style.
    Disadvantage: This pattern is obvious.
    Spirit: 200
    Lv. 4 - Darkness

    Focusing ninpo, Peter 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.

    Spirit: 600



    Street Fighter
    Lv. 1 - Focused Kick Peter gives a solid kick to an enemy, giving it his all. Energy: 20
    Lv. 2 - Solid Punch Peter delivers a solid punch to an enemy, giving it his all. Due to his style of fighting, punches hurt more then kicks.
    Disadvantage: There is a chance that Peter's stamina will only work at half efficiency for a short time after this attack.
    Energy: 30
    Lv. 3 - Scissor Kick Peter kicks out with both legs after a small leap, striking twice with his legs.
    Disadvantage 1: Obviously, with two legs in the air, Peter's landing will have to encorporate her hands, causing some small damage after the attack.
    Disadvantage 2: There is a chance this attack can miss entirely.
    Energy: 50
    Lv. 4 - Spirit Fist Channelling spirit into his fist, Peter strikes out with a solid, empowered blow, causing some serious damage. If used against a spirit or other supernatural being, it has more effectiveness.
    Disadvantage 1: This ability has no effect on Holy Affinity.
    Disadvantage 2: This ability can only be used once per session.
    Disadvantage 3: Due to the strain of this attack, Peter is caught without breath for a moment after the strike, leaving him open to attack.
    Energy: 50
    & Spririt: 200



    Sniper Shot
    Lv. 1 - Double Tap You fire two quick shots in succession, the first intended to make the opponent dodge or move into the second shot, increasing the likelyhood of your attempt to hit the target. Energy: 40
    Lv. 2 - Concussive Strike Firing the exhaust from a blaster gun, you use a trick to fire it like a plasma shot, into this burst doesn't contain damaging heat, it produces concussive force which knocks an opponent over or temporarily stuns them.
    Disadvantage 1: This is wearing on weapons, you can only do it a few times in a given session.
    Disadvantage 2: The shot has a strong kick, Peter must brace to fire and recover after pulling the trigger, leaving him vulnerable to attack for a few moments.
    Energy: 40
    Lv. 3 - Wall Pierce Peter charges his gun to increase the velocity of the shot, but not nessecarily the damaging power. This allows his shot to pierce armor up to tier 8, a wall, or a barrier, ignoring the defense of it in terms of his shot.
    Disadvantage 1: The kickback causes the shot to be slightly less accurate, decreasing the likelyhood of a precise shot.
    Disadvantage 2: This ability can only be used a couple times in any session, as the rifle can only handle so many of these built up shots in a power pack before dying.
    Energy: 80
    Lv. 4 - One With The Bullet Clearing his mind of all but the target and his shot, Peter puts his spirit behind the bullet, increasing it's accuracy and damage.
    Disadvantage 1: This requires complete focus while Peter lines up the shot, he is vulnerable to attacks while aiming.
    Disadvantage 2: The focus is draining, Peter's Stamina only performs at half it's effectiveness until Peter rests after this shot.
    Disadvantage 3: This can only be performed once per session.
    Energy: 50
    & Spririt: 150
Ninja Adept Sub-Class Specific Tree

Ninja Adept Talents

  • Stealth
    Lv. 1 You are able to blend into crowded areas with a low success rate.
    Lv. 2 You are able to blend into crowded areas with a medium success rate.
    Lv. 3 You are able to blend into crowded areas with a high success rate.
    Lv. 4 - Blending You are able to blend into areas with a low success rate - crowd or not. you only need enough environmental items. Shadows do not count at this point.
    Lv. 5 - Blending You are able to blend into areas with a moderate success rate - crowd or not. you only need enough environmental items. Shadows do not count at this point.



    Shadow
    Lv. 1 You are able to blend into shadows with a low success rate
    Lv. 2 You are able to blend into shadows with a medium success rate.
    Lv. 3 You are able to blend into shadows with a high success rate.
    Lv. 4 - Movement You are able to move within shadows with a low-moderate success rate.
       



    Escape Artist
    Lv. 1 You are able to with low success escape anything (except for high tech binders - this applies to all below)
    Lv. 2 You are able to with low-moderate success escape anything.
    Lv. 3 You are able to with moderate success escape anything.
    Lv. 4 You are able to with moderate-high success escape anything.
    Lv. 5 You are able to with high success escape anything.



    Wall/Ceiling Climbing
    Lv. 1 You are capable of climbing easily grippable walls.
    Lv. 2 You are capable of climbing moderately gripplable walls
    Lv. 3 You can climb hard to girp walls.
    Lv. 4  
    Lv. 5  

Ninja Adept Abilities

  • Trap Sense Ability
    Lv. 1 By using your senses you have low odds to detect traps. This rises with higher perception stats.
    Lv. 2 By using your senses you have low-moderate odds to detect traps. This rises with higher perception stats.
    Lv. 3 By using your senses you have moderate odds to detect traps. This rises with higher perception stats.
    Lv. 4 By using your senses you have moderate-high odds to detect traps. This rises with higher perception stats.
    Lv. 5 By using your senses you have high odds to detect traps. This rises with higher perception stats.



    Lv. 1  
    Lv. 2  
    Lv. 3  
    Lv. 4  
    Lv. 5  

Ninja Adept Skills

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    Lv. 5  
Ranger Class Specific Tree

Ranger Class Talents

  • The Kill Box
    Tier 1 - Monsters/Creatures Rank D-B Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 2 - Monsters/Creatures Rank A-S Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 3 - Humanoids Rank D-B Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 4 - Humanoids Rank A-S Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 5 - Bosses Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Bonus Tier 1 Once per session, you can call an attack to do critical damage. This is a gamble as you have to do it as you make the attack. If it hits, your attack does more damage then normal, if it misses, the attempt is wasted and your accuracy is slightly decreased for the rest of the battle due to low morale.
    Bonus Tier 2 You are occasionally given special hints and knowledge on newly encountered enemies due to your experience.



  • Stealth Movement
    Tier 1 - Stealth Movement in Shadow Adept If there is shadow, you are capable of rudamentary stealth approach through it, able to stealthily move and stand in place to hide your presence from others. You're not perfect, though.
    Tier 2 - Stealth Movement in Shadow Master If there is shadow, you are capable of very good stealth approach through it, able to stealthily move and stand in place to hide your presence from others. You're close to perfect, though.
    Tier 3- Stealth Movement in Urban Open Areas In open areas like roof tops and alley ways, you are able of stealth like movements if there is cover you can move between quietly, using people or other things as distractions.
    Tier 4 - Terrain Stealth Adept Terrain stealth is the hardest to master with many things that can give you away out there. You have rudamentary stealth tactics moving through open spaces and darting in and out, using the terrain to your advantage.
    Tier 5 - Terrain Stealth Master Terrain stealth is the hardest to master with many things that can give you away out there. You have near perfect stealth tactics moving through open spaces and darting in and out, using the terrain to your advantage.
    Bonus Tier 1 You gain an edge when attempting to lose someone chasing or following you.
    Bonus Tier 2 You gain 10 Perception due to your attention to the details.

Ranger Class Abilities

  • Quick Draw
    Lv. 1 You can get your weapon in hand within 15 seconds. You have to use an actual skill to make your move. Energy Cost: 30
    Lv. 2 You can get your weapon in hand within 10 seconds. You have to use an actual skill to make your move. Energy Cost: 60
    Lv. 3 You can get your weapon in hand within 5 seconds. You have to use an actual skill to make your move. Energy Cost: 100
    Lv. 4 You can get your weapon in hand within 1 seconds. You have to use an actual skill to make your move. One time use per session. Energy Cost: 150



    Path of the Arrow
    Lv. 1 Taking enough time, one can line up angles and paths so they attempt to bounce off a single wall to strike a target - this is a wild strike, meant simply to hit.
    Lv. 2 Taking enough time, one can line up angles and paths so they attempt to bounce off a single wall to strike a target - this is more precise and one can line up where they are aiming.
    Lv. 3 Taking enough time, one can line up angles and paths so they attempt to bounce off two walls to strike a target - this is a wild strike, meant simply to hit.
    Lv. 4 Taking enough time, one can line up angles and paths so they attempt to bounce off two walls to strike a target - this is a precise strike

Ranger Class Skills

  • Ranger Strike
    Lv. 1 - Trip Up Strike Peter targets the feet or legs of an enemy, attacking with force intended to knock the enemy off the feet more then it is intended to do damage, this strike does far less damage then normal, but it trips up the opponent, leaving them vulnerable. Energy: 20
    Lv. 2 - Disarming Strike Peter targets the limb of an enemy holding a weapon, striking precisely, he temporarily numbs or paralyzes the limb, forcing the enemy to drop their weapon or if they're using one, a shield. Varies on enemy Energy: 20 - 60
    Lv. 3 - Pin Strike Peter targets a hand or foot, using a Kunai in melee or a quick freeze round from his rifle to forcibly pin the attachment to a spot, rendering the enemy immobile, and possibly in some major pain. Varies on enemy Energy: 20 - 80
    Lv. 4 - Cripple Strike 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 carefully be aimed around armor to strike at weak points, or if there is none, force it's way through the weakest part of an armor so it can impale even with a shot through tier 7, crippling that particular area aimed at. It also allows you to open the Cripple Strike Special Attack, which you can speak with the GM about building to your special needs. Energy: 80



    Multi-Strike
    Lv. 1 If you have 30 seconds, you can line up the multi-strike shot to fire off three shots at an enemy head on with no fanciness to it. Energy: 50
    Lv. 2 If you have 15 seconds, you can line up the multi-strike shot to fire off three shots at an enemy head on with no fanciness to it. Energy: 70
    Lv. 3 If you have 15 seconds, you can line up the multi-strike shot to fire off three shots at an enemy head, you may now combine it with other abilities like trick shots. Energy: 60
    Lv. 4 If you have 10 seconds, you can line up the multi-strike shot to fire off three shots at an enemy target or three seperate enemies, you may now combine it with other abilities like trick shots and special attacks. Energy: 80



    Arrow into the Eye
    Lv. 1 With perfect concentration, if the character has no distractions and 30 seconds to line up the shot, they can fire a deadly accurate shot either with arrows or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. Energy: 50
    Lv. 2 With perfect concentration, if the character has no distractions and 15 seconds to line up the shot, they can fire a deadly accurate shot either with arrows or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. Energy: 80
    Lv. 3 If something goes horriblely wrong with the line up shot, the player can aim and bounce it off one wall if they have another 10 seconds after whatever level they use it on to strike the weak spot. One time use per session. Energy: 100
    Lv. 4 - Deadeye Peter forgoes all concentration, entering into a zen state where he unleashes his attack. This takes 8 seconds to line up the shot, they can fire a deadly accurate shot either with guns or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. This shot also penetrates some armors. Energy: 80
Items
  • Primary Weapon: Tier 6 Collapsable Sniper Rifle
  • Secondary Weapon: Modified Handgun
  • Special Item: Scope
  • Special Item: One-Shot Shield
  • Body Armor: T 9 Standard Body Armor
  • Arm Armor: T 9 Tactical Suit Gloves
  • Leg Armor: T 9 Tactical Suit Boots
Background

Your Beliefs: In spite of everything, God is real, whoever he or she is doesn't matter, it's the faith that matter, it's the lessons that matters. Keep the good word holy, and stop evil in it's name.

Your Goals: See to the happiness of my wife, care for her and my child. Perhaps, one day, wear a General's Stripes and make a difference on this lost world.

Your Instinct: Remember the mission, the innocent must be protected, civilians first, for the good of the planet.

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Relatives: Vokda Sullivan (Wife & Dragoon), Michelle Sullivan (Child)

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Your Background:

Father and Mother brutally murdered when he was 5 years old, Peter grew up moving from foster home to foster home. He scraped by in school, but the constant shifting around in his liefe could attribute to poor grades for a bright kid. When Peter turned 14, he slipped out of what he referred to as a 'useless system' and took to the streets on his own. His survival started out with picking pockets and conning adults out of offerings of money, but eventually he was taken in by one of the local 'families' and given a more stable, if dirty career.

For years he'd carry packages, run errands, and when he got old enough, started taking up personal enforcement and bodyguard duties. He ran by his own creed however, the Irish decent was a devout believer in god and would not kill or damage his own body with drugs. Years into this, things turned upside down for him when he awoke one day to the news that the leaders of his gang had been taken out in a bad trade. Knowing the drill, he got out, and now a full fledged adult with nothing to call home or to his name.

He found an EarthGOV recruiting office, while not the most trusting of the governments systems, he was respectful to the authority, and now he knew what he could do with the skills he acquired in life. He signed away his name. He found himself pushed to sign up for the Elite Unit, not very impressive to Cheryl at first glance, he was hired in haste while Cheryl was busied with more pressing matters. He has however quickly begun to prove himself as an able bodied member of the team, a skilled marksman and feirce willed fighter, Peter acts as a long arm of justice in the team, preferring to take out his opponents from a range, literally gunning for a position as the team sniper. His dubious tactics and 'good ol' boy' attitude have failed to impress some of his superiors, but he has at least proven dependable and a loyal member of the team.

Peter has exhibited a fondness for most of the team members, going to such lengths as to leap in harms way to keep Cheryl alive and to take on muckier work that isn't a part of his job description to help out the family. He's exhibited a deep temper and resentment when any of his teammates are in trouble, willing to do anything to keep them safe, a possible holdover of a crime family mentality to never abandon a partner. Peter is a bit of a flirt when it comes to the females and eager to find some sort of friendship with everyone, but he's also closed about his past, not really telling any more about his involvement with the mafia then he feels people need to know.

Having worked hard since joining Cheryl's team, Peter has had his ups and downs, being betrayed by Nadia Vachevska, a woman who he fell in love with and bonded with while bonding with NGD Vodka. After impregnating Vodka, Nadia slowly became distant and vanished from the base one evening. When the Hermes incident occured, an assassin going after Cheryl shot Vodka in the stomach, killing their child. Peter would shortly after find out the assassin was Nadia, and repay her in kind with a bullet into her brain.

After a period of mourning, the couple managed to concieve another child, whom Vodka is now close to expecting. When Peter discovered this, he took their relationship a step further, marrying the Dragoon. Looking at a family on his horizon, Peter has been working hard and has become an officer under Cheryl.

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