Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 33
  • DOB: 10-559.7.2
  • Hair: Dark Brown
  • Hair Length: Buzz Cut
  • Eyes: Green
  • Height: 6'2"
  • Weight: 232 lbs.
  • Build: Muscular
  • Race: Human
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  • Class: Engineer
  • Elemental Affinity: Earth
  • Level: 115
  • Stored: 90
Stats
Health: 20 / 25 Stamina: 20 / 25 Hand to Hand Combat: 25 / 25
Strength: 20 / 25 Energy: 10 / 20 Melee Weapons: 10 / 20
Speed: 10 / 20 Reflexes: 10 / 20 Ranged Weapons: 15 / 20
Perception: 10 / 20 Charisma: 10 / 20 Magik Defense: 10 / 20
Mind: 20 / 25 Luck: 10 / 20 Magik Offense: 10 / 20
Slots: Special Attacks: 0/2, Race 1/4, Talents: 4/5, Abilities: 1/10, Skills: 3/10 Spirit Pool: 100
   

Generic Traits:

You learn new languages quickly
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

Advantages

  • Advantage 1 Quick learner. You gain a tiny fraction amount more of experience.
    Advantage 2 Tech junkie. You have minor bonuses with technology-based applications.

Disadvantages

  • Disadvantage 1 Recovering alcoholic. You have a hard time resisting alcohol when offered, and have minor penalties when you fall off the wagon.
  • Disadvantage 2 Workaholic. You spend a lot of time at work. A LOT.
Special Attacks
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Core Skills

Racial Talents

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Racial Abilities

  • Willpower
    Lv. 1 Expending Spirit, Robb 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, Robb 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: Robb 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, Robb 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: Robb 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, Robb 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: Robb 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, Robb is stunned for a moment, temporarily leaving him open to attack.
    Spirit: 200

Racial Skills

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Talents
  • Creator Weaponry
    Tier 1 You can make up to tier 3 weapons with 2 slots with your current talent. You can also repair other weapons for free of this tier.
    Tier 2 You can create up to tier 6 weapons with 2 slots with your current talent.
    Tier 3 You can create up to tier 9 weapons with 2 slots with your current talent. You can also take apart weapons of this tier now and extract slots from it to reapply to other weapons.
    Tier 4 You can create up to tier 12 weapons with 4 slots with your current talent. You can take apart weapons of this tier and use it's materials with your own creation now so slot bonuses are added to yours free of charge. You can repair, for free, tier 6 weapons and below.
    Tier 5 You can create god tier weapon now. You can make it with up to 5 slots.
    Bonus Tier 1 You can create your own speciality weapons. 
    Disadvantage 1: The slot number is a calculated roll based on your Luck stat.
    Bonus Tier 2 Using the less is more approach, you can build your own forge out of simple parts so it can travel with you and the others. This adds an additional 300 credits charge to everything you make though because of needing to spend more on materials. 
    Disadvantage 1: You lose a slot on items made when using the Traveling Forge. 
    Disadvantage 2: Sometimes the Traveling Forge breaks and needs 200 credits to repair.

  • Creator Slots
    Tier 1 You can learn all Slot Kits for free. Your Creator has learned to make their own Slot Kits.
    Tier 2 You can decrease the price of all items that go into Slots. (Attack +3, Defense +5, etc.) by half.
    Tier 3 You can simply take slots from enemy weapons without needing to carry them (backpacks are a must for carrying). Slots ripped out from enemy weapons lose half their value when readded to weapons you make, but you can ... (see next tier)
    Tier 4 Combine slots together that you have laying around togther to make a large ass number, so that when you add it to a player's weapon in one slot, you have a much larger number. Just remember Tier 3 - it's divided in half.
    Tier 5 Runic Forging. You can use infuse Magik if you have a Mage, or are a Mage, to infuse Slot Kits with Magik elements.
    Bonus Tier 1 You gain 2 additional slots. Disadvantage: These slots are weaker than normal slots granted to you by this talent and cannot hold anything above +1.
    Bonus Tier 2 Every once in a while, you luck out and runes you create are more powerful than normal. Disadvantage: However, when that happens, there is a likely hood that the rune you create after that one may only be half as powerful than usual. Worse still, you won't know until the slot is used in battle.

  • Speaks to Machines
    Tier 1 Robb can find out problems with machinery faster than usual.
    Tier 2 By listening close, Robb can find out some problems with machinery without having to take it apart first.
    Tier 3 Baby don't be like that. Robb is able to make repairs to machines slightly faster than usual.
    Tier 4 Robb is able to jury-rig some repairs, keeping the machine living a bit longer while he looks into something a bit more long term. Disadvantage: It's no substitute for the real thing though. It needs constant attention (daily or more) or it'll get in even worse condition.
    Tier 5 Robb is so innately in-tune with machines, he can sense problems before they even happen. Once in a while, the GM will throw him a bone and tell him that a machine needs repair before any symptoms even pop up. Disadvantage: This is unreliable, and while it'll never lead to red herrings, it will occasionally pop up for asenine problems like overheating. Robb shouldn't rely on this 100%
    Bonus Tier 1 Robb's jury rigging will, on very rare occasions, be as good as the real thing. It isn't pretty, but it works just as well. Disadvantage: The next time he jury rigs something, it will only last half as long as normal.
    Bonus Tier 2 Robb can calibrate machines quicker than most people. He's not Garrus and therefore doesn't need to spend all day doing it. Disadvantage: In order to calibrate them more quickly, he needs his full concentration on the task at hand.

  • Cyborg
    Tier 1 Robb's can create robotic prostetics for himself.
    Tier 2 Robb has waterproofed his leg and it does not short out in water.
    Tier 3 Robb's leg has a hidden storage compartment in which he can hide small items.
    Tier 4 Robb's leg requires little maitenance.
    Tier 5 If Robb requires any more robotic prostetics, it gains the benefits of tiers 2, 3, and 4.
    Bonus Tier 1 When it comes to his leg (and possible future prostetics), Speaks With Machines Tier 5 and Bonus Tier 1 are always successful and never for anything small such as overheating. Disadvantage: Replacement parts are expensive and in order to truly repair his leg, he will need to spend a lot of credits.
    Bonus Tier 2 Robb's leg (and other possible future prostetics) is incredibly powerful and when used in combat deals more damage. Disadvantage: He cannot channel spirit through his leg (or any other prostetics).

Abilities
  • Float Like a Butterfly
    Lv. 1 For a big guy, Robb sure is light on his feet. He can focus a bit and become a little harder to hit. +30 reflexes temporarily Energy: 30
    Lv. 2 Robb can focus more, becoming even harder to hit, almost dancing around his opponents. +50 reflexes and +10 speed temporarily. Disadvantage: Because he's so focused on evasion, he has less opportunities to attack. He has to end the stance before being able to attack at his full speed. Energy: 50
    Lv. 3 Robb mixes a tiny bit of martial arts into the mix, able to trip or disarm opponents more easily. Disadvantage: This has a chance of draining some stamina by 20. If he chooses to trip or disarm, he cannot attack for a short amount of time. Energy: 20
    Lv. 4 Robb's focus makes him nearly impossible to hit, completely focused on dodging and blocking. Disadvantage: He cannot attack at all while this focused, even to trip or disarm. It also has a chance of draining a large amount of stamina. Energy: 40 and 10 every 30 seconds

Skills
  • Spirit Boxing Adept
    Lv. 1

    Robb can infuse his hand to hand skills with a bit of spirit, allowing him to deal a little bit of extra damage with his punches.

    Spirit: 100
    Lv. 2

    With a bit of focus, Robb can infuse more spirit into his punches for critical hits. Disadvantage: If he is hit while focusing, he takes double damage.

    Spirit: 200
    Lv. 3 By expending a bit of spirit, Robb can heal minor damage to himself. This just works on stopping bleeding and partially closing outer wounds. Disadvantage: This isn't nearly as good as a dedicated healer, and is only a temporary measure. He'll have to visit a doctor in order to get real healing. Spirit: 300
    Lv. 4

    By expending all of his remaining spirit, he can create a spiritual punch at a range, traveling faster than the human eye can track. It deals massive damage. Disadvantage: He will be tired and suffer massive penalties to his stats afterwards - it varies depending on his condition and the situation. This can only be used ONCE PER SESSION. If he has less than 200 spirit remaining when he does this, he falls unconscious immidately.

    Spirit: Remaining

    Sting Like a Bee
    Lv. 1 Robb's time in boxing training has taught him valuable jabs. He can use this skill to make a hand to hand attack that hurts slightly more. Energy: 20
    Lv. 2 Robb does several quick jabs to his opponent, not doing much damage but causing a bit of disorientation to open up with a combo. Disadvantage: This has a chance of draining a small bit of stamina of up to 20. Energy: 30
    Lv. 3 Robb makes a hard jab at an opponents face, dealing a critical hit if it connects. Disadvantage: If it misses, then Robb leaves himself wide open to a counterattack. Energy: 40
    Lv. 4 When it comes to survival, Robb's not above fighting dirty. He uses his boxing techniques on... tender areas, dealing a massive amount of damage. Disadvantage 1: Once he opens that can of worms, it's on. His opponent will have no qualms about doing the same to him at all. Disadvantage 2: If Robb misses, he will be left completely open to counter strikes for up to 15 seconds. Disadvantage 3: If he uses this move too much, his stamina will begin to refill his energy much slower, like a real boxer. Energy: 40

    Pistoleer
    Lv. 1 Robb is adept at weilding two pistols at once and the penalties for doing so decreases.  
    Lv. 2 Robb can fire his pistol more rapidly, getting multiple shots in at once. Disadvantage: Each shot is increasingly more innacurate than the last. Energy: 30 to begin with then 10 per shot
    Lv. 3 Robb can bounce shots off the walls, ceiling, and floors to attack from odd angles. Disadvantage: He needs to spend a few seconds concentrating and getting the angles set up, at which point he is vulerable to attack. Energy: 40 per shot
    Lv. 4 Robb can fire both his pistols in different directions at once, able to hit multiple targets. Disadvantage: Both shots are more innacurate than a single one. He cannot use any other levels of this skill with this level. Energy: 40
Spiritualist Sub-Class Specific Tree

Spiritualist Talents

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Spiritualist Abilities

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Spiritualist Skills

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Class Specific Tree

Class Talents

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Class Abilities

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Class Skills

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Items
  • Primary Weapon: Tier 5 Blaster Pistol
  • Secondary Weapon: Tier 5 Blaster Pistil
  • Special Item:
  • Special Item:
  • Body Armor: Tier 6 Full Body Tactical Armor
  • Arm Armor:
  • Leg Armor:
Background

Your Beliefs: Don't let anybody label you, ever.

Your Goals: Build ALL of the guns! Oh, and something about a family with Typhoon or something.

Your Instinct: Protect your partners, no matter the cost.

Relatives:

  • Victoria Keller - Older Sister
  • Gregory Keller Jr. - Younger Brother
  • Gregory Keller Sr. - Father
  • Edith Keller - Mother
  • Anna - Girlfriend

Your Background:

Robert "Ghost" Keller was fascinated with machines ever since before he could remember. His parents always told him that even before he could crawl he was trying to take toys apart to see how they worked. It was only natural he became a grease monkey, working part-time in a mechanic shop before signing up for military service at 17.

While being the occasional combatant, most of his time in EarthGOV was spent fixing, repairing, and improving machinery. Years later, he was recruited for a new commando squad in the works, and lent his talents to said Wraith Squadron, where he was nicknamed Ghost. Two years after it's formation, Robb was shot in the leg during a mission. The leg was severed from the shin down. Unfortunately, he was unable to afford an adequate replacement, and was left with a limp that made him unable to serve.

He retired from EarthGOV and went to work in various mechanic shops, before deciding he needed something more. He went onboard the PAX and was recently hired as one of it's engineers, giving Isis some actual time off for a change.

 
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