HP:
20/20Gender: Female
Age: 17
Race: Kitsune
Preferred weapon tree:
RangerCredits: 10
Current Mission: 0x203B82 - Where's My Rations? {The A Team}
Dual Revolvers
Survival Kit
Parachute
Sinker
5 Smokebombs
3 Sticky C-4s
10 Baloon Bombs
Short bio : Syra grew up in a harsh environment, one of the sectors of the Upperearth, and grew thus: a female of hardy will and flexible attitude, her years have come and gone with the rigors of experience pressed deep into her psyche - common sense being the primary. After her fifteenth year, she decided to put her life and training to good use; for though she wasn't able enough to fit into the military, she served in her own way: a vigilante of the streets. Her only item that mattered to her being her own body and a gun she picked up by other Kitsune as a gift they'd received, useful for close quarters combat. Eventually, she was caught up with the Cartel, or was it she that caught up to them?
AppearanceHuman: Before you is a woman of five and a half feet tall. Her complexion is light, complementing her eyes, shaded deep brown, and long black hair tied into a braid at the back and falling until shoulder-length. She is lean in figure and has a small, white scar on her left cheek. She usually wears light common attire, preferring colors of blue.
Kitsune: With light brown fur, a fox-like humanoid stands before you at six feet in height. A single fluffy tail is seen from behind her, almost as long as the whole length of her lower body. Her gender cannot be precisely mentioned by humans, as they have trouble distinguishing without the 'normal' female features. She is still in the same lightweight common attire, though, now with a white band stretching down both her arms, ending at the back of her hands. It's origin is uncertain, as at the arm base, it blends in with the fur.
In both forms, her voice is average in tone, without roughness or accent.
Ability focus:
Strength
Dexterity
Skills :
Martial Arts - Adept at any kind of unarmed combat and grappling.
Parkour - Able to move through past obstacles by vaulting, rolling, running, climbing, and jumping that others would have a harder time doing.
Standard combat movesKneekick
Fastest gun <inherent>
Rising Shot
Machkick
Revolver panning <inherent>
Ranger moves often defy the laws of physics; specifically the law of action and equal reaction.
Each ranger move has a cost and a score. The cost is how easy it is to do that move, while the score tells you how much the next move may cost.
You cannot use the same move two times in a row. Additionally, it costs twice as much (or +1, whichever is higher) to use the same move twice in one combo.
Regular firing - 0/0
Kneekick - 1/4, strike the enemy hard enough to send him flying.
Fastest gun <inherent> - Not a move. This ability lets you quickly draw your gun in any situation, unless you are helpless or unable to move.
Rising shot - 1/4, the bullet you shoot flings the enemy high when it hits, opening him up for another move.
Revolver panning <inherent> - Not a move. This ability lets you fire one additional bullet when shooting using the 'regular firing' action, or two additional bullets with a revolver. Handcannons do not receive the benefit of this ability.
Machkick - 0/1, Deliver a kick that has a velocity near the speed of sound, snapping the enemy backwards and sometimes stunning him. The enemy often does not have time to prepare for a machkick.
Weapon firing speed:
Revolver 3/round
Cartel profit cut :
50% commission
20% housing & upkeep
19% pyramid commission
10% Imperial tax
= 1% for ye. Can improve profit cuts by doing great (in the Cartel's opinion, which usually involves either killing Imperial Thorns/Flowers, or making unexpectedly large profit) deeds.