Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 34
  • Appeared Age: 23
  • DOB: 10-574.1.1
  • Hair: Raven
  • Hair Length: Knees
  • Eyes: Dark
  • Height: 5'4"
  • Weight: 90 lbs.
  • Cup Size: Large B
  • Build: Waif
  • Race: Alpha Dragoon
  •  
  • Class: Ranger
  • Elemental Affinity: Earth

Stats
Health: 40 / 40 Stamina: 75 / 75 Hand to Hand Combat: 60 / 60
Strength: 90 / 80 Energy*: 150 / 150 Melee Weapons: 30 / 30
Speed: 90 / 90 Reflexes*: 150 / 150 Ranged Weapons*: 150 / 150
Perception*: 100 / 100 Charisma: 100 / 100 Magik Defense: 40 / 40
Mind: 60 / 60 Luck: 60 / 60 Magik Offense: 40 / 40
Slots: Special Attacks: 0/2, Race 8/8, Talents: 3/5, Abilities: 2/10, Skills: 1/10 Spirit Pool: 100
Stigmata: 5/6, Sub-Class: 0/1  

Generic Traits:

Two extra Stigma than the normal 4.

Random chance to completely restore energy.

Age lock

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

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

Remaining Stats: 1 level up gives you 5 points.

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Advantages

  • Advantage 1 Dead-Aim
  • Advantage 2 Looks innocent/harmless
  • Advantage 3 When you fire at something far away, you have a higher chance of hitting it.

Disadvantages

  • Disadvantage 1 Dependent on created weapons
  • Disadvantage 2 Terrible at hand to hand
    Disadvantage 3 If you are snuck up, you are slow to react.
Special Attacks
  •      
Core Skills

Racial Talents

  •      

Racial Abilities

  • Bonding (1 stigmata)
    Lv. 1 The bond is intiated with someone. Simple thoughts are shared. (Megumi)
    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 - Sniper Lock On Zephyr can set up sniper points up to a mile away from a target and gains an accurancy bonus to ranged weapons of +20. Disadvantage: She loses a bonus to hand to hand of 20.
    Energy Cost: 50 to get perfect aim
    Lv. 2 - Gun Explosion Zephyr, if she's desperate, can cause a gun to explode - it's best she get rid of it first by throwing it. Disadvantage: She has to wait a bit to form a new gun if she does this.
    Energy: 30
    Lv. 3 - Reality Shift Zephyr can switch realities in spirit by focusing her will to go there, at any time. Disadvantage: This leaves her body vulnerable. She can typically be brought out by being spoken to, but sometimes she goes in too deep.
    Energy: 10
    Lv. 4 - Deage Zephyr can for 5 hours make herself look to be any age she wishes from 25 down to 10. Disadvantage: She can't use this again for a few days and it tires her out. The closer to the 5 hour mark, the weaker she gets.



    Dragoon Armor (1 stigmata)
    Lv. 1 Zephyr can form basic tier 3 bikini armory. It can be hidden under clothing.
    Energy: 20
    Lv. 2 Her armor is now basic tier 6 armor.
    Energy: 40
    Lv. 3

    Her armor is now tier 9 armor.

    Energy: 60
    Lv. 4

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

    Disadvantage 3: Sometimes it can cause painful feedback and knock Zephyr backwards

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



    Guns (Creation) (1 stigmata)
    Lv. 1 This is for tier 3 type guns 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: 10
    Lv. 2 This is for tier 6 type guns 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: 15
    Lv. 3 This is for tier 9 type guns 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: 20
    Lv. 4 This is for tier 12 type guns 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: 25



    Dragon Mech I
    Lv. 1 This allows the dragoon to transform into your basic mech with the weapon they use as a dragoon.
    Energy: 25
    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: 35
    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: 55
    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: 70



  • 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: 25
    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: 35
    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: 50
    Lv. 4 ???



  • Stigmata Access I
    Lv. 1 - Stealth Adept Zephyr was trained to be an assassin/sniper. While she seems harmless, one should never forget this is her natural talent. She has an uncanny talent in sneaking.  
    Lv. 2 - Stealth Master Zephyr can use the shadows and rarely makes a sound. With her famfrit bond partner, she is unnatural quiet when she wants to be and faster on reflexes and speed. +20 speed and reflexes. However, she has taken a hit to strength. -10 strength and -10 stamina.  
    Lv. 3 - Assassin Adept Zephyr can move in for the kill quickly and efficiently, typically shooting where she needs to do so for maximum damage. Disadvantage: When she switches to this type of mode, there's little reasoning with her.  
    Lv. 4 - Assassin Master Zephyr is goiing for the kill when she's in her Assassin Mode. +10 mind, +10 perception, +10 ranged, +10 reflexes. Disadvantage: Zephyr will not stop from trying to kill even a friend in this mode, and sometimes will see even friends as threats if they try to stop her from a target, or just happen to get in her way. Only her bond partner has a chance to stop her, or someone intimate with her. Find these people. Immediately. Or knock her out if you can.  

Racial Skills

  • Guns (Attack)
    Lv. 1 Zephyr can create basic guns of any type.
    Energy: 30
    Lv. 2 Zephyr can create more advanced guns of any type.
    Energy: 40
    Lv. 3 Zephyr can create long distance guns of any type. Disadvantage: Sometimes the accuracy of these guns can be off, depending on fast she makes them.
    Energy: 50
    Lv. 4 Zephyr can create explosive guns of any type. Disadvantage: There is a small chance of explosions in her own hands.
    Energy: 60
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. 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.



  • Protector
    Tier 1 Because Zephyr is a protector role in the family, she is able to easily identify threats to her immediate family quicker.
    Tier 2 Zephyr, once identifying a threat to her immediate family, gets some bonus moves to sometimes get advantages in protecting them. Disadvantage: This means she is left wide open afterwards for counter attacks.
    Tier 3 Zephyr's protective nature of her loved ones has honed her skills and they pick up some of her ranged skill bonuses, and are able to handle guns a little better.
    Tier 4 Zephyr, when identifying threats toward her loved ones and immediate family, is able to get a bonus attack on them if they have not made their move yet.
    Tier 5 Zephyr, if the threat has made a move already, can sometimes take the attack, even across the way, with a quick teleport move for protection only. Disadvantage: She takes double the damage doing this.
    Bonus Tier 1 Zephyr sometimes takes no damage while protecting her loved ones. Disadvantage: When this happens, the next hit she takes is doubled.
    Bonus Tier 2 Zephyr can sense where her loved ones are if they are in trouble, and can find them easier. Disadvantage: This only works if they are in a limited area of range.

Abilities

Basic Famfrit Creation
Lv. 1

Famfrits can create basic objects like cups, stools, crude tools like hammers or spades. These creations are easily breakable after either a short useage or duration of time.

Energy: 5
Lv. 2

The same thing as above, however the durablilty is much higher and the time of existence is nearly an hour now.

Energy: 5
Lv. 3 Famfrits can create more complex structures up to either 5 feet in height or width. This allows for stepping stones to reach higher places or other tool assisted features. Unlike the smaller tools, the durability on the largest structures are much weaker and the duration much shorter. (Disadvantage If Chosen: It takes 1 minute before another can be created unless you automatically use up 30 stamina) Energy: 15
Lv. 4

Same as above, but this strengthens the durability of the structures so they do not easily break and increase the duration of existence. This allows it to become more permenant outside an enemy shattering it. The famfrit is capable of dissolving it with a snap of their fingers after they are done with this level instead of waiting for the time to run out. Disadvantage 3: Due to weaknesses, another famfrit or halfling can use your structure against you)

Energy: 25



Basic Famfrit Weapon Creation
Lv. 1

Creating a tier 3 weapon of any shape or form, this weapon is easily shatterable.

Energy: 15
Lv. 2

The same as above, this solidifies the weapon to allow for a longer battle with it before it breaks.

Energy: 20
Lv. 3 Creating a tier 6 weapon of any shape or form, this weapon is easily shattered by anything that is tier 6 or above. (Disadvantage If Chosen: It takes 1 minute before another can be created unless you automatically use up 30 stamina) Energy: 30
Lv. 4

The same as above, this soldifies the weapon so it does not shatter so easily. While higher tiers like 9-12 and God/Omega may break it easily, it's a good tier 6 weapon and can be shattered at will by the user to send shards flying outward in front of them. (Disadvantage 1: You need a recharge period before you can create another weapon even if you have enough energy.

Energy: 40
Skills
  • Mending
    Lv. 1

    Due to her bond with Megumi, Zephyr has the most basic mending possible, able to manifest energy into stitching up skin wounds. It takes more energy than most due to the skill being second hand from famfrits.

    Energy: 40
    Lv. 2

    Zephyr can use her restortation Stigmata in conjuction with the Mending to heal internal damage, but this can only be done a few times per session. Disadvantage: This runs the risk of shutting off her Restoration Stigmata for a time.

    Energy: 50
    Lv. 3 Zephyr can heal her bond partner and her bond partner's kids with the mending and restoration Stigmata. Disadvantage: Sometimes her health suffers Energy: 60
    Lv. 4

    Zephyr can instantly repair all damage. Disadvantage: This leaves all her attack skills offline for a day.

    Energy: 100
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 - Intuitive Knowledge By taking the knowledge you have gained from enemies over the years, you can use intuitive guesses against new types of foes to attempt to strike critical damage against them. This does not always work, but can sometimes bring about interesting results.
    Bonus Tier 2 - Terrain Knowledge This allows the ranger to search an area for the best spot against any type of foe and settle in; if they use this tier level, they can be told by the GM if there's an area nearby for them to set up to use against an enemy type, to aid in doing more points of damage against the enemy.



  • 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 - Building Stealth Adept While indoors you are capable of rudimentry stealth, able to find hiding spots and keep you presence unknown to others. You're not perfect at it though. Perception plays a factor
    Bonus Tier 2 - Building Stealth Master While indoors 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.



    The Hunt
    Tier 1 - Understanding the Prey It helps to understand humanoid nature when it comes to them on the run or simply what they might do when you're following them across long distances. This gives you simple knowledge where you can ask the GM in query using this tier possible things the prey might do if they follow normal structures.
    Tier 2 - What the Environment Says The environment leaves behind clues if you're willing to stay and look for it. A lot of times RPers simple walk and travel, not bothering to look at the ground or around them. If you actively use this tier the GM will inform you of what's out of place. At this point he won't say what it means.
    Tier 3 - What the Environment Means Now he tells you what it means.
    Tier 4 - Covering Your Own Tracks If you're the unhunted, the GM informs you of things you can do to hide your tracks with this tier if you use it.
    Tier 5 - If the Prey Is Unusual If you're hunting something unsual and it's not following protocol, the GM will inform you of it with this tier and point out things that do not add up, giving you somethingt to arm yourself when it comes time to track the prey.
    Bonus Tier 1 - Modern Electronic Ghost Following up on Tier 4, this tier aids in covering your own tracks in the modern age of electronics as well - using tricks to avoid cameras and other things. The Ranger can use stuff to jam electronics up to 3 times per session to make their presence unknown to cameras to keep going.
    Bonus Tier 2 - Last Ditch Effort. If you're about to be caught by someone, this tier allows you one last chance at hiding; the GM will provide you a clue on where to hide, like leaping up in a hallway and spreading your legs so you're standing over someone as they walk under you type desperation. This works once per session and only one people without The Hunt fully mastered.



    Distraction
    Tier 1 - Tits Zephyr flashes her breasts to distract her opponents in a classic manner; the higher her charisma, the more this tier is effective. Due to the shock value, it distracts even people of the same sex who aren't gay, but once it passes 100, it'll distract the same gender who isn't gay beyond that.
    Tier 2 - Misfire Zephyr can fire a shot of her guns in such a manner as to make it sound like the blasts are coming from another location, drawing the enemy to that location, buying herself a few moments time to move locations.
    Tier 3 - Seduction Due to her training as an assassin, Zephyr actually has a highly deceptive nature as a spy. She can apply her trade and make a person think a different thing about herself - making them play to her tune. Her original teachings was to be a 15 year girl and to come across harmless, but now she is more 19-20. She has honed her skills into seduction and can get people to drop their guard with her words and kissing, distracting them into focusing on her while others move about in the background. She can also sometimes draw information out, depending on her charisma level.
    Tier 4 - Drawing Fire Being a sniper, Zephyr can save the team by firing shots and drawing enemy guards away from the team toward another location; typically either toward her, or toward her location of fire. Or both, since they know there' a sniper.
    Tier 5 - Spy Games. Drawing upon her spy personality, Zephyr can seduce the enemy as far as is needed. The higher her charisma, the more they want her. She can use this to wrap them around her finger, and play long term games with them. The draw back is they expect pay off sometimes now that she is older - like sex.
    Bonus Tier 1 - Sleep Zephyr has a knock out drug in one fingernail to aid in her distracting seduction game if it goes too far; it works on some species and can only be used once.
    Bonus Tier 2 +20 charisma

Ranger Class Abilities

  • Fists of Pain
    Lv. 1 By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 40 points temporarily for 1 minute. Energy Cost: 30
    Lv. 2 By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 60 points temporarily for 1 minute . Energy Cost: 50
    Lv. 3 By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 80 points temporarily for 1 minute . Energy Cost: 70
    Lv. 4 By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 100 points temporarily for 1 minute . Energy Cost: 90



    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

  • 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: 30
    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 You can instantly fire off 3 shots at an enemy's head with no fanciness to it. Once per session. Energy: 130
    Lv. 4 You can instantly fire off 3 shots at an enemy's head with high accuracy to it. Once per session. Energy: 170



    Ranger Strike
    Lv. 1 - Dual Blast Zephyr can fire a dual strike, attempting to either aim at a same spot for more damage, or two different spots for different results. Energy: 20
    Lv. 2 - Combined Blast Zephyr can combine two blaster weapons for a combined shot at an enemy to strike them with more power at a distance. Energy: 40
    Lv. 3 - Weakness Shot Lining up her shot, Zephyr can hone in and find a weakness shot if she is given a solid minute of aiming, then fire and strike that spot, doing more damage to it. She needs a solid minute of reading an enemy to discover it. Energy: 50
    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 an arrow 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



    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 shots 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 shots 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 Zephyr can use perfect concentration to line up a shot with deadly accuracy far, far away with her sniper rifle. The higher her ranged weapons and perception, the more likely this will be. She needs 20 seconds, but if successful, she can do Arrow iinto the Eye at a long distance and do high damage even then. Energy: 50



    Stealth Kill
    Lv. 1 - Sneaky Cat Dragon Zephyr can sneak up on enemy's easier and put a gun to the back of their head, or other weak spot, and pull the trigger, attempting for an instant kill. If not, it will do high damage to them. This is highly dependant on her Charisma, perception, and reflexes. Energy: 40
    Lv. 2 - Hanging Cat Dragon Zephyr can hang from a ceiling and aim down at enemies, pulling the trigger as they walk past her, blowing their heads off. Even if they survive, this will do high damage. This works in conjuction with her hiding in shadows. This is highly dependant on her Charisma, perception, and reflexes. Energy: 40
    Lv. 3 - Angry Cat Dragon If Zephyr is cornered in a room, she can stand still in the shadows unnoticed and attempt to grab an enemy by a neck and break it. This only works on lowly NPC enemies. Energy: 40
    Lv. 4 - Berserker Cat Dragon Zephyr can leap out of shadows after making herself crouch down; if she can remain hidden for 1 minute. The more enemies in the room the better, as she goes all Woo style and begins to open fire and spin, taking out as many as she can around her. Even if they survive, they will be wounded. One time per session Energy: 70
Items
  • Primary Weapon: Tier 8 Energy Blast
  • Secondary Weapon:
  • Special Item:
  • Special Item:
  • Body Armor: Tier 9 Dragoon Armor
  • Arm Armor:
  • Leg Armor:
Background

Your Beliefs: I am the gun that protects my family

Your Goals: To blast all that comes in the way of my family.

Your Instinct: I am patient and can wait in the shadows until I need to strike.

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Relatives: Wife/Bond Partner/Sister: Megumi Zhenmei

Real Daughters: Hope Zoe, Kiseki

Sisters: Cheryl and Mem

"Daughters": Ako, Iko, Athena, Isis, Lenneth

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Your Background:

The last of the Alpha Dragoons made during the Ridiarium War, Zephyr was made from the DNA of Ariel and General Vennie Cartwright. Designed to look physically 15, she was made for assassination missions and long range battle due to her weapons of choice being guns. Her first pilot was Warren Carmichael. After Warren's fiance died, while pregnant with his child, due to a battle between Alpha Cheryl and a Ridiarium, Warren became unfit to be a pilot, and the emotional damage also left Zephyr withdrawn emotionally. After the war, she was watched over by Cheryl and didn't surface again until many years later when Serena Cran, also known as Angela Bennet, came into her powers as an Omega Dragoon and began to control the Alphas against Ariel; Zephyr sided with Ariel, and the war was managed to be resolved peacefully.

Afterwards, she served as Ariel's assistant when she became an ambassador for the remaining Alphas on the PAX, and there began to emotionally grow again as she interacted with the people on the station, such as Chad Winters. During the years with the group, she grew up to become dependable and valued among the crew, and even fell in love with Chad Winters; however, after he picked Eve Summers, she became distant and emotionally destructive until Chad was put into a coma, where she stepped up to raise his newly born daughter, Aya Winters, as her own child.

Some time later, after Chad recovered, and they managed to learn more about the Dark Ones, she became a General, physically altering her age to look older and lead a unit - however, this led her into conflict with the second PAX leader, Darien Starr, and the resulting battle nearly killed her - the feedback scrambling her age to a baby. Ariel took her and began to raise her, along with Erevis and Megumi, and though her age slowly restored itself to 15 over the year, she had no prior memories. Attached to Megumi like a sister, Zephyr was close to her until events on Megumi's homeworld led Ariel to stab herself in front of her daughter, which led Zephyr to hate Megumi and made her move in with Chad Winters to be away from her.

Eventually, though, events brought the two together to work on the case of Legion, which eventually led to Zephyr's death by the hands of Legion. Sometime later, when the events of the Gift of the Gods occurred, the team wished Zephyr back, and she was restored with all her memories intact. But tragedy struck again later when Ariel seemingly died, leaving Zephyr distraught and unsure what to do with her life - Megumi reached out, and the two became close once again, eventually becoming bond partners, and more.

After Megumi married Erevis, Zephyr vowed to protect the two with all her might, feeling Megumi was her sister they were so close, and as Athena and Isis were born, like they were her own children. Having gone through many hardships, she now lives on the newest PAX with the Zhenmei family, now dating the Progenitor Drasek. Her aging, tied into Megumi's, moves slowly, and she appears to be about 19 these days. And though she doesn't realize it yet, one of the people from a timeline that got erased, Kellin, is actually her son from that timeline.

Drasek and Kellin died. Journeying over to the Alternate Reality to help Jennifer and Elwyn do some business there, Zephyr began to fall for the hardened Miyuki and Kasha over there and their plights. Entering a relationship with them, it nearly came to an end when she was killed there and was snapped back to the Prime Reality. However, she continued to persist at it, visiting the reality and the time difference until Cheryl aligned the times between realities. Then Zephyr had Cheryl use her powers to split her soul in two, leaving part of herself in the Alternate Reality to be with Miyuki and Kasha. Once a week, her Prime Soul would get the information from her other half so she could focus.

This worked well for 15 years, though only 10 of it was real. Learning from Cheryl that an invasion occurred 5 years ago in the Alternate Reality and that the world has become a hell, now that the Others have been defeated in Prime, Zephyr has joined the Reality Strikes and is training and preparing to go over to the Alternate Reality to find out why her other half is reporting false information, despite being alive and well, so she can be reunited with her loved ones, while getting back in touch with her bond partner and loved one, Megumi, here in Prime, who has also joined to help.

It all came down once things came apart and the Illium were attacking the weakness in her other half, Zeph, and her. Being so far removed over the last 5 years, it came down to her and Megumi against Zeph and her wives. In the end, things worked out but the harm was done. They also both found out truths: Zeph was pregnate with Alt Miyu and Kasha's baby - and she was pregnate with Megumi's baby after Megumi divorced Ama and Erevis.

Now Zephyr is with Megumi and the two plan to wed as their child grows inside Zephyr, to her delight, while the other Zeph remains with her wives; both of them not planning to reunite into a whole again.

 

 
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