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 Zahra Amari

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Ama
Beta-class Metahuman
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Posts : 1297
Join date : 2010-10-14

RPG character
Name: Quinn
Code Name: Sarin
Villain or good guy?: Evil

PostSubject: Zahra Amari   Sun Oct 22, 2017 4:25 pm

"I think you've run out of time"

Zahra Amari



«««IDENTITY»»»

Full Name: Zahra Amari
Nickname(s): Zee
Codename: Safira
Alias(es):
- Zahra Cavanagh
- Angelus Mortis
- Musafir
- Time Assassin
- Agent of Khonsu
Age: Twenty-Three
Race: Meta Human
Alignment: Chaotic Neutral


«««PHYSICAL DESCRIPTION»»»

Hair Color: Light Brown
Eye Color: Brown
Gender: Female
Height: 5'5''
Weight: 125lbs

«««SKILL SET»»»

Powers
Temporal Acceleration: Zahra is able to fast-forward/accelerate herself through time independently from the world around her with the exclusion of the time it takes to move from one point to the next (in a similar manner as to how flash-step works). This is a directional ability and can only do this through short bursts, traversing a distance of up to 7.5 metres; between each there is a delay equating to a two seconds. Zahra can only do three bursts in a row and doing so puts an overall cooldown of 6 seconds before she can burst again.
- Temporal Precognition: Due to Zahra's fluid relationship with time, she is able to see three seconds ahead of her. This allows her to react to things faster than most people, appearing to improve her reflex speed. It works very well in tandem with her martial arts training. But these flashes into her immediate future are not a constant, they come and go, and only ever appear when her adrenaline is running. Between each vsion there is at least a seven second delay, and after three the delay is ten seconds.
- Temporal Teleportation: Zahra is fully able to traverse through both space and time as well as with anyone else who she makes physical contact with. It is Zahra's most volatile ability, one she deems a curse, as she holds no exact control over it or its occurrence.  Only through wearing NeverWare's Anchora is Zahra able to remain within the present without fear of suddenly being transported through time and space against her will.

Temporal Deceleration: Zahra is able to disperse a directional beam of temporal deceleration from her hands, that drastically slows down any target(s) the beam connects with. This effectively puts them in a state where they continue their movement pattern but do so in slow-motion for the next five seconds. In this state the target is moving independently of Zahra or the world's standard perception of time and thus become unable to be harmed or touched during the duration of the effect.  The beams are the size of her hand (or both hands if pressed together) and stem five feet in length.
- Temporal Rewind: Zahra is able to rewind her movements from the past three seconds whilst time continues to flow as normal. This essentially allows her to reset herself to her status three seconds ago, allowing her another chance at what she was doing as well as recovering from any physical damage, burning or slowing effects that she sustained within those three seconds. She can do this once every fifteen seconds.
- Temporal Mirage: When using her Temporal Acceleration to move to a new location, Zahra can choose to leave a still image of her behind which will fade after a few seconds. This is an illusion phenomenon caused by her abilities a little like how imprints are left behind on photographic film.

League of Shadows Training: Zahra has spent countless years becoming a master of hand to hand combat through extensive training under the tutelege of Ra's Al Ghul, Lady Shiva and the League of Shadows. This training has also helped to reinforce other skills that Zahra has attained such as infiltration, stealth tactics, parkour and more.

Skills
- Infiltration*
- Stealth Tactics*
- Parkour*
- Misdirection
- Disguise
- Firearms Training
- Tracking
- Escapology
- Multilinguist (arabic/english)

Physical Weaknesses
- It is only NeverWare's Anchora that allows Zahra to remain within the present tense. Without it she could at any moment be thrust against her will through space/time without a means to return - the same result should her implant be affected by an EMP.
- Zahra can not Temporal Accelerate through solid obstructions (e.g. walls, doors) and can't rewind through them either should a wall-like obstruction block her rewind path. It means that Zahra can be trapped and so, rendered useless.
- Temporal Rewind is only able to rewind 3 seconds of damage; this can be bypassed by using weapons which don't have immediate noticeable effects (e.g. poisons, diseases). If Zahra hasn't noticed she's been poisoned within 3 seconds of it happening, there's no recovering from the ensuing symptoms; all she can do is delay in seconds.
- Temporal Precognition only activates under adrenaline and is still not always a given. In practice this means Zahra has no enhanced reflexes when she is at ease, making ambushes or sucker-punches useful against her.
- Cybernetically Enhanced Cowboys
- Nano Boosted Cybernetically Enhanced Cowboys

Mental Weaknesses
- Some details are lost in translation with Zahra due to her being from a different time and english not being her primary language.
- Zahra can be stubborn to the point she doesn't know when to back down. It can easily be her downfall if not for the interjection of her allies.

Equipment
- NeverWare's Anchora: the Anchora is a cybernetic implant (found beneath the skin on the back of the neck) with a passive artificial intelligence that merges with an organic brain via the brainstem and acts to anchor Zahra's abilities to the present movement of time. the implant was once a part of a more functional device in the form of a watch but in breaking it down it was learnt the part that anchored Zahra in time was small enough to act as an implant.
- Extendable Bo Staff
- Machine Pistol
- Karambit Blades


«««CEREBRAL PROFILE»»»

Personality
Zahra tends to operate in a way that can only be described as cruel. Even since her first time, claiming another person’s life when still just a teenager; Zahra has never felt any guilt or remorse for her actions. In fact, Zahra tends to take great pleasure in what she does, comfortable with knowing that she has caused an insurmountable amount of pain, misery and anguish to others as a result of all the people that she has killed. But it goes a step further than being fond of causing suffering to others. Gradually over time, and with growing confidence in her abilities; Zahra has started to have a little more fun with what she does, be a little more creative. It’s important to further expand your horizons, and this is the way Zahra does it, dreaming up more sick and twisted ways to see anguish upon another person’s face. With this, comes a sense of confidence and arrogance, as she carries herself with a bit of swagger as she goes about what she does. It’s important to have fun.

But Zahra’s personality does adapt to the company she keeps. Whilst in the presence of the League (and Ra’s Al Ghul in particular), Zahra typically sports a rather reserved, yet calm demeanour. She remains quiet, only speaking when spoken to and always carries a high level of respect for all of her fellow assassins. Zahra is loyal and respectful, and follows Ra’s orders to the finest of details. She would never ever dream of speaking out against the League, and even if Zahra does feel particularly strongly about something, she’ll bite her tongue and accept the League’s stance. For it is within the League, that Zahra has found a group that she regards as being family, and therefore does everything in her power to appease them as best she can.

It’s in the company of friends where Zahra doesn’t have to take up the role of a killer, and therefore she can appear to be much more human. Zahra can be very playful once she gets to know someone, and has a witty side to her as well; very good at dishing out ‘burns’ and sly remarks, as well as take them. An open minded, and curious individual – which may largely be a factor as to what drew her towards the League of Shadows. However, Zahra is also someone who absolutely loves confrontation. There is something about being clear, direct and brutally honest to someone, without a care of how they feel about it that is just so… fun. She actually likes people who have a more direct approach about things, people like that are usually the most honest and trustworthy. Whilst manipulation can be a big part of being an assassin, Zahra straight up dislikes anyone trying to play mind games with her. If she notices you doing this, you’ll surely know about it – her karambit blade is never far away.

It is worth noting as well, that Zahra has a bit of a difficult time accepting defeat. Defeat typically leads to her throwing some sort of a tantrum, retreating into herself and brooding for a while. It stems from her competitive nature, which was her drive within the League to be the best. In her eyes, being labelled a loser is unacceptable, and she will go to any lengths to prove otherwise.

Likes
- Sparring
- Her freedom
- Killing
- Hunting
- Nightfall
- Thunderstorms
- Hot weather
- Things that remind her of home

Dislikes
- Cowards
- Morals
- Prisons
- When people don't stay dead
- Mornings
- Winter Weather
- Corporations
- The Future
- Time jumping
- Some aspects of modern living

Habits/Hobbies
- Zahra has a pet snake called 'Quinn'
- Throwing stones at people
- Extensively trains every day
- Gettin' Jiggy Wit It
- Stealing

«««PERSONAL BACKGROUND»»»

Family Members: Sitara Amari (mother, dead) Ouza Amari (father, dead)
Place of Origin: Egypt, Africa, 1457AD
History

Unlike many Zahra comes from a time that while may not be forgotten in the thoughts of many historians, there are many more that wouldn't believe such a thing to be possible. During the year 1457AD Zahra was born in Egypt, Africa when the country was ruled under the ruling of the Mamluk Sultanate. She was born to parents that were not particularly well versed in any skill, travelling around Egypt and living on the outskirts of settlements. Her parents were tomb raiders, scavengers, thieves that stole from the tombs of Pharaohs past. And like her parents, Zahra would do the same.

In 1463 when Zahra was six years old she had been in a tomb with her parents searching through various artefacts for worth. Course then whether something was worth something at all was governed by her parents. Zahra only cared about what caught her imagination. One artefact did, an artefact of Khonsu - the Egyptian God of travellers and the passage of time. The artefacts jewels were bright, intriguing. She held it in her hands out in front of her and turned one of its faces. In doing so the eyes of the artifact turned a bright white and an absolute power passed through her veins. Zahra cried in pain but was unable to release her hands, even when her parents ran to help they were knocked back by some mysterious force. In the blink of an eye Zahra was gone from that time, thrust forward through the years with only the artefact stood where she once was.

Zahra arrived in the future, how many years she was uncertain of but it was Egypt still. Zahra stood in the middle of a settlement that had burned down, ash still thick in the air as what remained of the settlement burned around her. It was then that a soldier passing through on horseback had seen her sudden appearance and approached her. He said very little then but offered protection as he helped Zahra onto her horse. Of course later on he would reveal himself to be the Demon's Head; Ra's Al Ghul and that would begin Zahra's story with the League of Shadows.

In Nanda Parbat Zahra began her time with the League as purely a handmaiden due to her age; she would cook, clean, do the chores that were asked of her. He would open talk about his wishes for what she would become and no doubt Zahra's head was lost in the wonder of becoming a powerful assassin. Training could be harsh, brutal at times but Zahra stuck with it. The League of Shadows were all she had and thus it was easy to dedicate her life to become an assassin in Ra's Al Ghul's army. There were times in her training that were interrupted as Zahra's powers inexplicitly threw her through time. She travelled both forward and back through time but never appeared further than Nada Parbat. Each time she disappeared the Ra's of the time she travelled too expected her arrival. Once her training was done her talents were tuned in the field on operations. Serving the League of Shadows on missions throughout time.

Only one time Zahra travelled too far into the future.

So far that Nanda Parbat no longer stood as the base of operations for the League of Shadows but instead had been turned into a museum ran by the many elite corporations that governed the world she was in. Where she arrived, Zahra was captured and taken prisoner. It seemed that the corporations had been expected her and made an offer rather quickly. In exchange for her services they promised Zahra that they would work on developing something to anchor her place in time. No-one had ever been able to offer her that, not even Ra's. She agreed and with the corporations resources was able to remove those that threatened the corporations from the playing field. The Corporations came good on their promise, creating the Anchora that anchored Zahra in time. In wearing it Zahra became their prisoner; able to be tracked and with a built in killswitch should she ever defy them.

Albert - had been the name of the last target Zahra ever killed for the corporations. He had been their most troublesome threat. She hunted him down and killed him but months later he reammerged still alive. She was sent to kill him again, but this time she didn't. In bargaining she spared his life in exchange for him figuring out a means to give Zahra back some of the freedom the device had taken from her. She didn't need to fear the kill switch either, Neverware promising to block any signals sent to activate it. With interests aligned, Zahra aided Albert in his work of his own technology whilst studying the anchora. With the corporations they shared a common enemy, and would attack them whenever possible from the shadows of the corporate future. Eventually the pair were located and cornered. In a last ditch attempt to save their skins Albert attempted to manipulate the time anchor. The device malfunctioned and catapulted the pair of them into the past.

Jump City, 2017.

It's here in the present where Zahra has gained true freedom. NeverWare has been able to alter the anchora to be but a cybernetic implant beneath the skin on the back of her neck. It seems to be working as intended and for now she remains in Jump City with NeverWare as they understand this new set in time. It would be a lie to discount the want she has to return to the League of Shadows and find Ra's Al Ghul.


Last edited by Ama on Tue Nov 14, 2017 4:00 am; edited 5 times in total
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Mega
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PostSubject: Re: Zahra Amari   Sun Oct 22, 2017 10:36 pm

Taking everything into account, combined with the Acceleration, precog, AND rewind- there needs to be more adjustments.

The "flash-step" needs to be either 1.5 seconds, or 2 seconds to take into account the fact that not everyone would even acknowledge that she "teleported." Depending on the other edits, I'd be more comfortable with two seconds. Also, about how far can she actually move?

Precog by itself enables ninja-dodging, even if she doesn't fully have control over it. The fact it happens while her adrenaline is going still enables you to use it whenever- regardless of whether or not that was your intent. It also enables partial metagaming in that if she's up against another meta for the first time, it would tip her off if a power she hasn't seen before is about to be used. And combined with her ability to "teleport" this can logically be used to position herself in a way that she gets a free attack. Also with Decelerate, again- she could position herself with her accelerate before an attack comes, throw out a wave, and have free reign to destroy her victim.

Speaking of Decelerate, with no warning and suddenly, the victim is trapped in bullet time against their will? Ten seconds is too much. I mean... any length of time is too much given that she can teleport closer, shoot them in the face or whatever and call it a day. It's also not fun trying to come up with what my character does in response, being slowed down to a snail's pace. For now I'm saying this is a no go more for what it does to the actual player trying to write out a response to it.

Rewind would be acceptable, if not for the above powers. And what do you mean by "recall the damage she takes?" As in she just remembers she was damaged? Also, does it "refresh" the cooldown on her Accelerate? I'd imagine no since that would imply she could rewind again perhaps. But better to ask and be safe.


It is only NeverWare's Anchora that allows Zahra to remain within the present tense. Without it she could at any moment be thrust against her will through space/time without a means to return. *This is the only other actual physical weakness that I count
- Between bursts of her Temporal Acceleration there is a one second delay with which Zahra is at her weakest. *This is merely restating a limitation of her power that you have already explained within the power's description.
- Zahra can not Temporal Accelerate through physical obstructions in her path. *This should be listed in the power's description, as it is a limitation and not an actual weakness
- Zahra can not Temporal Rewind from a fatal blow. It will kill her outright. She also can not do this continuosly to rewind more than three seconds. *Again, should have been put in the power's description. Also a limitation, not a weakness. Also kind of already assumed she wasn't a timelord who can regenerate.
- Temporal Rewind can not remove the effects of poison once under its effects. *Personally, it confuses me that even though it "resets" her status, poison sticking around doesn't make much sense. But alright, does this include other persisting effects?
- Cybernetically Enhanced Cowboys *Yeehaw

Also based on the fact she has a cybernetic implant, she could be classified as an augmented human to a degree. Would an EMP, or electricity knock out her implant? Because as she is now, it would take someone super durable to survive a combo. Which until you say otherwise, I assume her rewind would let her to get another combo off.

So what I would like is either precog being nerfed to a purely plot/roleplay power, or a cooldown to keep her from using it per the whimsy of the player (that's you xP) every time a fight breaks out. Atleast two seconds on her accelerate, I'm not allowing decelerate at all unless there's a way it can be made to let the other player do something meaningful. Rewind should be thirty seconds, which given how agile she appears, that shouldn't be an issue. Also needs more physical weaknesses to make up for how... just three powers in combination can be abused so wrongly. I'd imagine there might be some disorientation when accelerating/rewinding so frequently.
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PostSubject: Re: Zahra Amari   Sun Oct 29, 2017 10:00 pm

It's been one week since my last post, and to my knowledge there has been no change. After one week as of this post, I have to move this to the graveyard.
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PostSubject: Re: Zahra Amari   Sat Nov 04, 2017 3:15 pm

- I put the Acceleration delay to a 2 second delay. It is also purely directional and each burst covers a distance of 7.5 metres.

- No, no, no - the precog is not ninja dodging. It really is no different to having enhanced reflexes with the only difference being that it isn't straight up pure instincts. She has to have the vision first and then react accordingly. It's not an absolute given that the visions come when her adrenaline is going either;  they are sporadic; the only constant with regards to her precog is that it has only ever occurred at times when her adrenaline is running. Meaning in a rested state that she can be ambushed, sucker punched, pre-emptively struck like anyone else.

- I have reworked the decelerate so that is primarily defensive in use. It isn't a guarantee either that the wave causing the effect hits, it can be dodged just like if it were a fireball.

- Rewind is on thirty seconds. It doesn't reset any of her other abilities so it can't be used endlessly which I actually stated couldn't be done so before.

- I have added that an EMP can disrupt the implant and fling her through time as well as clarify the "poison" thing too. I added another weakness too.

- Yeah, she can't be classed as an augmented human because the implant is not the source of her powers; it only stabilizes one.
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PostSubject: Re: Zahra Amari   Mon Nov 06, 2017 11:30 pm

Precog as it is worded, gives her forewarning of an attack she would otherwise not know is coming. She gets into a fight with a meta, she can get a tip off about a power that could be used against her. So with her kit, it IS ninja dodging. I'd like a thirty second cooldown between precogs. Because otherwise it's just up to your discretion.

After talking about it with the others, I'm going to need to know exactly how big this wave is, how far it actually travels, and have it only affect inorganic targets. A wave is a pattern, a fireball has a defined shape.
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PostSubject: Re: Zahra Amari   Mon Nov 13, 2017 5:51 am

This app has been officially taken up by me you have been sent a pm in the changes you need to make.

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Location : My bedroom where I spend most my time cause I have no life XP

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Name: Milicondras Gen- *is shot and a new person walks in clearing his throat* Miley.....
Code Name: Fire Spitter (But that's only in other worlds.... for now 0 u 0)
Villain or good guy?: Good

PostSubject: Re: Zahra Amari   Tue Nov 14, 2017 5:09 am


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