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Age | Nationality | Weight/Height |
---|---|---|
22 | Russian | 5'6/140 lbs |
Taking the form of an ancient short bow, from a distance, it appears to be nothing more than an antler that’s been stained black without a drawstring present. Upon closer inspection, you’d be alarmed to notice that the bow seemed to be constantly moving ever so slightly. In the light, tiny cracks and fractures seemed to be etched into the strange stained ivory-esque surface, making it hard to figure out the actual age of the bow. When placed down on a table and given the chance to view the Bow under magnified means, the true horror of the bow presents itself. Within the black surfaces, are the names of the 100 unfortunate souls sold into the same “Spartan program”, the ones Tanka bled the life from. Each name only a first, seemed to be etched crudely into the surface (Tanka was asked how she accomplished etching anything into the durable surface, too which she claimed that she did it with her fingernails in between trials). A reminder to Tanka that every time she pulls the bows string, what she did in that prison, and what that prison did to her.
During the night, people have said the bow forgoes attempting to appear tangible in any sense of the word and instead, billowing black smoke/fog seemingly contained by an imaginary force in the form of its antler shape. If you happen to be close enough to her, you’ll begin to hear the ever present whispers that haunt the edge of her hearing during the day. A low and chaotic flurry of Russian/Ukranian/Chinese words and statements, sometimes growls of anger, or screaming that could easily be mistaken for wind whistling in the night. Only during the night, will the shadows of the bows threaten to swallow Tanka up in the same billowing black smoke, her hands becoming stained with the ever-flowing shadows that engulf the bow. It was this quality that earned it the nickname “Luk Bezdny” or Abyss Bow in English. And in turn, earned her the Codename “Ved'ma Bezdny” or Witch of the Abyss (her handler wasn’t very creative, unfortunately).
(Roughly translates to "Bow of the Abyss")
Noble Arms Rank: C (B)
Category | Daytime | Nighttime |
---|---|---|
Power | C | B |
Speed | B | B |
Range | C | B |
Persistence | D | B |
Precision | C | B |
Potential: C
Ranged | Shadow/Abyss | Mid/Long Specialized
Noble Arm Abilities:
(All her abilities have two versions, Daytime (DT) and Nighttime (NT), and I’ll be using the abbreviation to note which effects match to corresponding time of day. NT effects take effect when the Sun dips below the Horizon relative to her.)
”Svyazannyy ten'yu”
The only passive ability of Luk Bezdny, this ability is considered the only reason Tanka can perform most of the actions she enacts during combat. The area of effect of this passive reaches out to only 200 meters during the day, while capable of surveilling up to a 800ms radius with extreme focus at night. Bound by Shadow is a double edged sword, giving Tanka the ability to “see” and “hear” through shadows, but is directly responsible for her going blind and stunting her height. She can "toggle" the ability on and off, however upon deactivating this ability, she loses all further stated abilities below. She is permanently destroying her eye sight each time she uses this ability and as of turning 20, she is considered “legally” blind. Her regular vision consists of complete smudges and blurs. She can see large and obvious shapes through guess work and her experience of sight prior to her losing a majority of her version. Think seeing the world in a really really strong misty haze. At about 1ft she can see very very obvious colors and patterns but still as if she was seeing it through frosted glass. Numerous attempts, both practical and impractical, to provide her with any aid have failed to this point and she has reserved herself to being blind after the last attempt to correct her vision two years ago.
The “sight” given to her by this ability is something akin to sonar/echo location and the webs of a spider. Her vision consist of infinite billowing black mist, with the outlines of all shadows around her in glimmering white. Tanka refers to the environment’s shadows, that give her a rough outline of the world around her, as "Tethers". Once a moving shadow, or a physical object, comes into contact with a Tether, it sends back sensory data in the form of a visual pulse that washes over the subject and paints shining white outlines of them into the black canvas of her vision. After catching someone in a Tether, with focus, she can track their movements for a max of ten minutes until needing them to walk through another Tether to reset the tracking timer. On its own, this sight is a curse more than a gift for Tanka. The sensory overload she can experience if she is not making a focused effort to minimize the various extra “noise” other objects in the space can cause (I.E physical touch or shadows casted by bugs and other animals, or from leaves falling off of trees, etc), she can/will have seizures and various other ailments of extreme sensory overload. In the worst overstimulation cases Tanka’s experienced, She’s put herself in a coma for a day.
Some hard counters to this ability, include invisibility (specifically the kind that would leave you with no shadow or make you intangible), both regular lights and light based NA abilities with the abilities to change the positions of shadows rapidly (will cause immediate sensory overload, forcing her to cancel the ability if she is not narrowing her focus and target(s), basically don't surprise her to a rave, she will have a stroke) and any sun or solar based attack, NA or not, if used effectively can render this ability moot. Flashing lights and surprise flashbangs will fuck her up if caught off guard.
Her second "gift" given to her by this ability, hearing through shadows, requires her absolute focus and stillness, else she runs the risk of receiving to much information at once. There are two forms of this ability, the first being a very basic hearing boost within the 200m maximum. Because she isn't sync'd up to the shadows, she isn't able to hear full conversations, more like whispers of a word, labored breathing, or if a target(s) is being especially loud, small phrases. Typically, she only uses this ability in combat scenarios where she's trying to track down a target(s) that proves especially elusive. While using this version of the hearing portion of her ability, she is unable to reactivate or re-ping her tracking ability. The second half of her hearing ability is and should only be used for espionage and surveillance. This version of her hearing, completely erases her ability to see and track, and instead makes her into a living antenna. She must take a full minute to sync with all the shadows in the area. Upon fulling syncing up, her version becomes pure black and instead of the pure white outlines of Tethers, her black vision filled with vibrational frequencies she can mentally tap into, similar to radio interceptors during WW2. She must maintain extreme focus, otherwise she could immediately succumb to sensory overload from all the sounds within the 200m radius rushing to her. She typically will only use this ability after staking out and finding the best place to set up a base of operations more or less. In this form, she is able to listen through obstructions, however they will become muffled, the thicker the material she attempts to hear through.
Hard counters to this ability in general, consist or largely the same for the tracking portion of this ability. However sound proofing, whether from an NA ability, or man made, will drastically reduce the quality of volume of what she can hear. She is unable too, at this point in time, hear through reinforced steel and metal housings, such as bomb shelters, etc. She also will have to contend with sounds at volumes three times as loud as the target(s) she is trying to listen too. If her target(s) were to go into a club for instance, she would be forced to either wait it out, or switch to tracking through Tethers. Doubly so, she is incredibly vulnerable while using the second part of this ability, so much so, that if she were to get tapped or poked while actively surveilling, at the very minimum she'll experience debilitating headaches and nosebleeds.
As of right now, she can only use tracking and hearing together for one minute before suffering a huge blowback, typically showing in the form of a huge seizure. If she tries to persist past one minute, she runs the risk of permanently blinding herself even more, as well as going deaf. She also can suffer falling into a coma, which can last anywhere from a day to two days.
(DT Ver.)
- Is hard locked at 200m radius maximum for the area of effect.
- Unable to see shadows obstructed behind obstructions such as stone walls, brick buildings, reinforced metal, etc.
- All abilities are weakened from the hours of 11AM-2PM, all ranges are cut down to 50m, the lack of shadows makes it incredibly hard to catch and reset targets with natural Tethers.
- Her vision darkens closer to 100% blind
(NT ver.)
- Able to easily reach a 300m radius area of effort with little effort, loses the requirement for having to stay stationary for tracking to reach an 800m radius
- Able to see all Tethers within 200m, regardless of obstructions, however anything outside of the 200m, a target will still be able to conceal themselves behind obstructions
- All abilities are strengthened from the hours 11PM-2AM, with the area of effect reaching a minimum distance of 500m, with focus and effort, she'll be able to view a slightly-distorted view of the target(s) if they trigger the tracking aspect of this ability. Tracking also extends to 30 minutes duration before needing to reset, with the same penalties applying regardless of the time of night.
- Her sight given to her by this ability has increased clarity and definition once the sun passes below the horizon relative to her position.
The “sight” given to her by this ability is something akin to sonar/echo location and the webs of a spider. Her vision consist of infinite billowing black mist, with the outlines of all shadows around her in glimmering white. Tanka refers to the environment’s shadows, that give her a rough outline of the world around her, as "Tethers". Once a moving shadow, or a physical object, comes into contact with a Tether, it sends back sensory data in the form of a visual pulse that washes over the subject and paints shining white outlines of them into the black canvas of her vision. After catching someone in a Tether, with focus, she can track their movements for a max of ten minutes until needing them to walk through another Tether to reset the tracking timer. On its own, this sight is a curse more than a gift for Tanka. The sensory overload she can experience if she is not making a focused effort to minimize the various extra “noise” other objects in the space can cause (I.E physical touch or shadows casted by bugs and other animals, or from leaves falling off of trees, etc), she can/will have seizures and various other ailments of extreme sensory overload. In the worst overstimulation cases Tanka’s experienced, She’s put herself in a coma for a day.
Some hard counters to this ability, include invisibility (specifically the kind that would leave you with no shadow or make you intangible), both regular lights and light based NA abilities with the abilities to change the positions of shadows rapidly (will cause immediate sensory overload, forcing her to cancel the ability if she is not narrowing her focus and target(s), basically don't surprise her to a rave, she will have a stroke) and any sun or solar based attack, NA or not, if used effectively can render this ability moot. Flashing lights and surprise flashbangs will fuck her up if caught off guard.
Her second "gift" given to her by this ability, hearing through shadows, requires her absolute focus and stillness, else she runs the risk of receiving to much information at once. There are two forms of this ability, the first being a very basic hearing boost within the 200m maximum. Because she isn't sync'd up to the shadows, she isn't able to hear full conversations, more like whispers of a word, labored breathing, or if a target(s) is being especially loud, small phrases. Typically, she only uses this ability in combat scenarios where she's trying to track down a target(s) that proves especially elusive. While using this version of the hearing portion of her ability, she is unable to reactivate or re-ping her tracking ability. The second half of her hearing ability is and should only be used for espionage and surveillance. This version of her hearing, completely erases her ability to see and track, and instead makes her into a living antenna. She must take a full minute to sync with all the shadows in the area. Upon fulling syncing up, her version becomes pure black and instead of the pure white outlines of Tethers, her black vision filled with vibrational frequencies she can mentally tap into, similar to radio interceptors during WW2. She must maintain extreme focus, otherwise she could immediately succumb to sensory overload from all the sounds within the 200m radius rushing to her. She typically will only use this ability after staking out and finding the best place to set up a base of operations more or less. In this form, she is able to listen through obstructions, however they will become muffled, the thicker the material she attempts to hear through.
Hard counters to this ability in general, consist or largely the same for the tracking portion of this ability. However sound proofing, whether from an NA ability, or man made, will drastically reduce the quality of volume of what she can hear. She is unable too, at this point in time, hear through reinforced steel and metal housings, such as bomb shelters, etc. She also will have to contend with sounds at volumes three times as loud as the target(s) she is trying to listen too. If her target(s) were to go into a club for instance, she would be forced to either wait it out, or switch to tracking through Tethers. Doubly so, she is incredibly vulnerable while using the second part of this ability, so much so, that if she were to get tapped or poked while actively surveilling, at the very minimum she'll experience debilitating headaches and nosebleeds.
As of right now, she can only use tracking and hearing together for one minute before suffering a huge blowback, typically showing in the form of a huge seizure. If she tries to persist past one minute, she runs the risk of permanently blinding herself even more, as well as going deaf. She also can suffer falling into a coma, which can last anywhere from a day to two days.
(DT Ver.)
- Is hard locked at 200m radius maximum for the area of effect.
- Unable to see shadows obstructed behind obstructions such as stone walls, brick buildings, reinforced metal, etc.
- All abilities are weakened from the hours of 11AM-2PM, all ranges are cut down to 50m, the lack of shadows makes it incredibly hard to catch and reset targets with natural Tethers.
- Her vision darkens closer to 100% blind
(NT ver.)
- Able to easily reach a 300m radius area of effort with little effort, loses the requirement for having to stay stationary for tracking to reach an 800m radius
- Able to see all Tethers within 200m, regardless of obstructions, however anything outside of the 200m, a target will still be able to conceal themselves behind obstructions
- All abilities are strengthened from the hours 11PM-2AM, with the area of effect reaching a minimum distance of 500m, with focus and effort, she'll be able to view a slightly-distorted view of the target(s) if they trigger the tracking aspect of this ability. Tracking also extends to 30 minutes duration before needing to reset, with the same penalties applying regardless of the time of night.
- Her sight given to her by this ability has increased clarity and definition once the sun passes below the horizon relative to her position.
”Tanets Bezdny”
What would a shadow user be, without the ability to slip through shadows. Dance of the Abyss allows Tanka to step between Tethers, the gleaming white shadows she can see using Bound by Shadows tracking ability. The range is limited to 200m’s as of right now, and she cannot jump through solid obstructions, such as walls and the like, even if she can see the Tether. There must be at least a 1x1 meter wide space in an obstruction for her to be able to teleport through it. Once Tanka steps on a Tether, natural or made by artificial means (I.E she sets up objects to make Tethers, etc), she must focus on the Shadow she wants to move too. It takes place near instantly once Tanka marks a Tether, however she won’t be able to teleport to the same Tether used for a minimum of five minutes. When the affect happens, tentacle like shadows wrap around her legs and drag her down into the shadows instantly. Reaching the targeted place within a second, she can either pop out jumping or rise up slowly. As of right now, she can only move no greater than double her body weight through a shadow unless under special conditions (in times of extreme effort, she can move 380 lbs max and will immediately suffer a seizure and out of commission for a day or two).
There are some penalties for rapid back to back use, starting to present themselves after five uses in under a minute. With her 6th jump, she’ll start to lose her ability to move her limbs, feeling numbness enough to trouble her walking or using her hands slightly. At 12 jumps, she wont be able to raise her hands above her waist and will be limited to a limping walk. At 18 jumps, she loses all function in her arms and can no longer stand. She has never gone beyond 18, or rather, she's never been capable of it despite being forced to attempt it. At each stage of penalties, she will have to wait respectively 2 minutes, 5 minutes and 10 minutes for the spam penalty effect to reset its counter. This ability's hard counters are the same as Bound by Shadow, as it is wholly dependent on Tethers to function.
(DT Ver.)
- Is hard locked at 50m radius maximum for the area of effect.
- She is unable to teleport more than 180 lbs, spam penalty trigger is cut by half and Reset Counter time is doubled when transporting anything over 100 lbs. (6↓3|2min↑4min,12↓6|5min↑10min,18↓9|10min↑20min)
- All abilities are weakened from the hours of 11AM-2PM, maximum range is cut down to 20 meters, and is only able to transport herself
(NT Ver.)
- Time needed to reset the penalty trigger is reduced to half and max range becomes 200m. (60sec↓30sec)|(50m↑200m)
- No longer gain a weight limit penalty for transporting things, and her max carrying weight becomes 280 lbs. She can move multiple things as long as it stays within the max carrying weight.
- All abilities are strengthened from the hours 11PM-2AM, weight limit penalty is temporarily buffed to 300lbs and allows Tanka the special condition of being able to teleport from moving shadows coming off of inanimate objects (I.E she would be able to shoot a shadow arrow, using ”Tyanut'!”, with a flat head big enough to cast a shadow for her to use or some other conventional means.)
There are some penalties for rapid back to back use, starting to present themselves after five uses in under a minute. With her 6th jump, she’ll start to lose her ability to move her limbs, feeling numbness enough to trouble her walking or using her hands slightly. At 12 jumps, she wont be able to raise her hands above her waist and will be limited to a limping walk. At 18 jumps, she loses all function in her arms and can no longer stand. She has never gone beyond 18, or rather, she's never been capable of it despite being forced to attempt it. At each stage of penalties, she will have to wait respectively 2 minutes, 5 minutes and 10 minutes for the spam penalty effect to reset its counter. This ability's hard counters are the same as Bound by Shadow, as it is wholly dependent on Tethers to function.
(DT Ver.)
- Is hard locked at 50m radius maximum for the area of effect.
- She is unable to teleport more than 180 lbs, spam penalty trigger is cut by half and Reset Counter time is doubled when transporting anything over 100 lbs. (6↓3|2min↑4min,12↓6|5min↑10min,18↓9|10min↑20min)
- All abilities are weakened from the hours of 11AM-2PM, maximum range is cut down to 20 meters, and is only able to transport herself
(NT Ver.)
- Time needed to reset the penalty trigger is reduced to half and max range becomes 200m. (60sec↓30sec)|(50m↑200m)
- No longer gain a weight limit penalty for transporting things, and her max carrying weight becomes 280 lbs. She can move multiple things as long as it stays within the max carrying weight.
- All abilities are strengthened from the hours 11PM-2AM, weight limit penalty is temporarily buffed to 300lbs and allows Tanka the special condition of being able to teleport from moving shadows coming off of inanimate objects (I.E she would be able to shoot a shadow arrow, using ”Tyanut'!”, with a flat head big enough to cast a shadow for her to use or some other conventional means.)
”Tyanut'!”
"Draw" is the crux of her offensive capability, and the reason her name brings chills and clammy hands to Russian government officials and military officers alike. Pulling where the drawstring would be on Luk Bezdny, a shadow arrow begins to nock against a translucent shimmering string. This abilities range is directly tied to Bound by Shadow, taking on both DT and NT penalty and bonus on range. Where these arrows come from, would be answered standing next to Tanka at night. Those whispers ones hear on the very edge of their hearing next to her, would grant a somewhat sickening realization of what each arrow was. Even more so after witnessing what those arrows do when hitting a killing blow (their own shadow becomes a horrifying snare that drags their dead body back into itself). Using biomass taken from each kill, if you were to touch the arrow, you would feel a cold and grotesque metal like material. The conversion rate for each kill, roughly coming out to every 20 lbs, she stockpiles 1 arrow. However, not every arrow is worth only 1 stockpile. Regardless of type, if a target happens to be hit with an arrow and live, they will become a moving Tether for 30 seconds to both proc Bound by Shadow's tracking ability on themselves and those they touch, shadow or physical. Pulling it out will result in the target hearing the voices or sounds of the unfortunate soul used to create it for the remaining 30 seconds, but it will immediately stop them from being a Tether. The voices will be loud enough to alter the targets ability to hear their surroundings, and can range from being disorienting to incapacitating, depending on how susceptible the target is to psychological attacks. After the 30 seconds, the arrow will dissipate into black smoke, leaving behind a wound, size depending on type of arrow if not removed.
She is capable of changing the shape, size and power of an arrow. There are two "settings" of arrows she can shoot as well, an arrow that flies straight and true, or for a cost, she can shoot through Tethers made from Bound by Shadow (cant kill someone who is stuck with an arrow and considered a Tether themselves, but she would be able to say shoot a person next to them from the arrow stuck in the target). To make things easier for herself in the heat of combat, she categorizes her arrows into three "groups" of arrows, capable of the two settings.
Hard counters vary depending on which type of arrow she is firing, however across all boards, light-based abilities and attacks will dampen the power and speed of these arrows. If one was able to create a wall of fire, or a barrier of light, or flash solar power at Okhota's for instance, they can completely cause the arrow to dissipate into smoke on impact with little damage receiver. Grob's are typically heftier in size and weight, and a successful deflect/block of these arrows, will nullify it's piercing power, but not its kinetic force, still capable of knocking the target down if they are unprepared for the blowback. Zhnet's retain their penetration power, but will be significantly slow down in speed the closer it gets, allowing for a better chance to dodge the arrow. Intangible ability user's can also bypass the arrows, as they do need to physically pierce a target, to get any of the effects of this ability to proc. She isn't capable of running out of arrows, the bow making it mandatory of having at least one arrow to use an Okhota. She can run out of enough arrows to use Grob or Zhnets arrows however and it will not let her over draft her stockpile if she doesn't have enough to pay the tax of sending an arrow through a Tether.
(DT Ver.)
- Is hard locked at 200m maximum draw range.
- Only able to fire Okhota Arrows through Tethers.
- All abilities are weakened from the hours of 11AM-2PM, all range maximums are cut down to a 100m, arrow tax for firing Grob Arrows is increased by one and Zhnets Arrows is increased by three.
(NT ver.)
- Able to easily reach a 300m draw range with little effort, and 500m draw range if firing Grob or Zhnets Arrows.
- All abilities are strengthened from the hours 11PM-2AM, with the area of effect reaching a maximum distance of 600m, Tax for firing Okhota Arrows into Tethers is reduced down to zero and Grob Arrows will only cost three arrows to use total. Grob Arrows also lose their cooldown timer, and Tanka is able to fire these arrows with reckless abandon if she wanted to waste her stockpile.
She is capable of changing the shape, size and power of an arrow. There are two "settings" of arrows she can shoot as well, an arrow that flies straight and true, or for a cost, she can shoot through Tethers made from Bound by Shadow (cant kill someone who is stuck with an arrow and considered a Tether themselves, but she would be able to say shoot a person next to them from the arrow stuck in the target). To make things easier for herself in the heat of combat, she categorizes her arrows into three "groups" of arrows, capable of the two settings.
Okhota Arrows(OA) are equivalent to 5.56x45mm NATO rifle rounds in kinetic power, though for covert tracking, she can make the arrows feel like nothing but a pin prick at the cost of zero killing power. These arrows can range in size from as small as a toothpick, to the maximum size of a slightly longer throwing dart. Will be lethal depending on the spot, but a target could more than likely survive being hit by these arrows. These arrows have a small amount of penetration power, capable of going through drywall and wood, but is stopped by dense stone and metal, bouncing off of such surfaces. BP's are her cheapest, and in turn, most efficient arrow, coming out to cost of 1 arrow. These arrows are silent and virtually unnoticeable to a regular soldier. She can fire up 5 arrows in unison and is taxed one extra arrows when firing into a Tether.
Grob Arrows(GA) are equivalent to .300 Winchester Magnum rifle rounds in kinetic power. These arrows can be no smaller than an average size arrow, and no bigger than a standard adult hockey stick. These arrows have a significant jump in lethality, capable of splitting heads (literally) on impact, though you could live if hit in a small area like the hand or foot (definitely might forever be a cripple, but an alive cripple). These arrows have moderate penetrating power, capable of sticking into steel surfaces and the like but not running through similarly durable surfaces. Because these arrows can be devastating, they cost five arrows per use and she must wait a minimum of ten seconds between use. These arrows are silent fliers, however her bow glimmers for a couple seconds upon release, almost like that of a scope glint. Grob's cost a total of five arrows. She is only able to fire two of the arrows in unison using either of the settings and is taxed one arrow.
Zhnets Arrows(ZA) are equivalent to juiced Anti-Material Rounds, most commonly known as .50 BMG, in kinetic power. These arrows are a 100% lethal, typically leaving blood splatter and mist in its wake. ZA's penetration power is incredible, leaving most things in its path moot. These arrows are a minimum size of a standard stop sign, to a maximum size of large traffic barrel These arrows are even capable of piercing armored vehicles like tanks, and knocking low flying aircrafts out of the air if she's lucky enough. These arrows are exceptionally expensive, costing 10 arrows per cost, with a minimum cooldown of one minute. This arrow is also unique, because of the amount of arrows required to create it, what usually amounts to voices and screams at the edge of your hearing, can be heard in a ear piercing volume, capable of incapacitating targets close enough to the impact zone from sheer volume. This arrow cannot be fired into a Tether as of right now because of the amount kinetic energy it generates.
Grob Arrows(GA) are equivalent to .300 Winchester Magnum rifle rounds in kinetic power. These arrows can be no smaller than an average size arrow, and no bigger than a standard adult hockey stick. These arrows have a significant jump in lethality, capable of splitting heads (literally) on impact, though you could live if hit in a small area like the hand or foot (definitely might forever be a cripple, but an alive cripple). These arrows have moderate penetrating power, capable of sticking into steel surfaces and the like but not running through similarly durable surfaces. Because these arrows can be devastating, they cost five arrows per use and she must wait a minimum of ten seconds between use. These arrows are silent fliers, however her bow glimmers for a couple seconds upon release, almost like that of a scope glint. Grob's cost a total of five arrows. She is only able to fire two of the arrows in unison using either of the settings and is taxed one arrow.
Zhnets Arrows(ZA) are equivalent to juiced Anti-Material Rounds, most commonly known as .50 BMG, in kinetic power. These arrows are a 100% lethal, typically leaving blood splatter and mist in its wake. ZA's penetration power is incredible, leaving most things in its path moot. These arrows are a minimum size of a standard stop sign, to a maximum size of large traffic barrel These arrows are even capable of piercing armored vehicles like tanks, and knocking low flying aircrafts out of the air if she's lucky enough. These arrows are exceptionally expensive, costing 10 arrows per cost, with a minimum cooldown of one minute. This arrow is also unique, because of the amount of arrows required to create it, what usually amounts to voices and screams at the edge of your hearing, can be heard in a ear piercing volume, capable of incapacitating targets close enough to the impact zone from sheer volume. This arrow cannot be fired into a Tether as of right now because of the amount kinetic energy it generates.
Hard counters vary depending on which type of arrow she is firing, however across all boards, light-based abilities and attacks will dampen the power and speed of these arrows. If one was able to create a wall of fire, or a barrier of light, or flash solar power at Okhota's for instance, they can completely cause the arrow to dissipate into smoke on impact with little damage receiver. Grob's are typically heftier in size and weight, and a successful deflect/block of these arrows, will nullify it's piercing power, but not its kinetic force, still capable of knocking the target down if they are unprepared for the blowback. Zhnet's retain their penetration power, but will be significantly slow down in speed the closer it gets, allowing for a better chance to dodge the arrow. Intangible ability user's can also bypass the arrows, as they do need to physically pierce a target, to get any of the effects of this ability to proc. She isn't capable of running out of arrows, the bow making it mandatory of having at least one arrow to use an Okhota. She can run out of enough arrows to use Grob or Zhnets arrows however and it will not let her over draft her stockpile if she doesn't have enough to pay the tax of sending an arrow through a Tether.
(DT Ver.)
- Is hard locked at 200m maximum draw range.
- Only able to fire Okhota Arrows through Tethers.
- All abilities are weakened from the hours of 11AM-2PM, all range maximums are cut down to a 100m, arrow tax for firing Grob Arrows is increased by one and Zhnets Arrows is increased by three.
(NT ver.)
- Able to easily reach a 300m draw range with little effort, and 500m draw range if firing Grob or Zhnets Arrows.
- All abilities are strengthened from the hours 11PM-2AM, with the area of effect reaching a maximum distance of 600m, Tax for firing Okhota Arrows into Tethers is reduced down to zero and Grob Arrows will only cost three arrows to use total. Grob Arrows also lose their cooldown timer, and Tanka is able to fire these arrows with reckless abandon if she wanted to waste her stockpile.
Misc Abilities:
Despite being blind, she was trained in Systema and Sambo starting from age five when she was sold into the Spartan Program responsible for making her what she is. Five years prior to her beginning to lose her eye sight when she awakened her NA, and that only served for her handlers in the Spartan Program to push her even harder to succeed and learn how to fight blind, like a wounded and rabid dog. You'd be mistaken to think her an easy target in a 1v1 hand to hand fight, she's not going down without a valiant effort. Being ex-KGB, she's no stranger to espionage and assassination tactics, and has extensive experience in covert military operations. For the last two years of her stint as KGB before defecting, she was on the front lines of the Russia-Ukraine conflict, under cover as a member of the Ukrainian International Legion, she was working as a double-agent, able to climb the ranks quickly by eliminating Russian officials and military personnel that just happened to be on the KGBs clean up list. All while orchestrating accidental deaths of key Ukrainian officials and freedom fighters. To put it mildly, in a less tragic universe, she would've made good money being an actress or a world class conman (or both...probably both). Most of her jobs prior to being shipped out to Ukraine required her to learn a variety of weird and eclectic talents, her favorite of which would have to be that she can play a MEAN accordion and she can sword swallow (she still is unsure if that last one was truly required for the hit she learned it for).
Personality:
Tanka's really not even sure herself what her real personality is, though can you blame her? She was broken and rebuilt, tortured malice and hate then nursed with love and care back to perfect health. She was taught her only purpose in life was to serve as a tool for others. She was to be whatever she was told to be, so literally in fact, she had vivid memories of barking like a dog and forced to crawl around on the floor for days as punishment for sparing a fellow "classmate" or at least trying too. A lot of it might be by the design of the KGB and STP she was apart of, but Tanka can best be described as a doll made to please during the day. Never too loud or too quiet, never impolite or overly nice, she is the living embodiment of always smiling, but never with with her eyes. To an observant person, they would be able to feel that something was incredibly broken in those blurred grey irises. It might even be off putting or slightly fall into an uncanny valley-esque feeling for the emotional intelligent and aware type. She's been free from KGB and Russian control for eight months, helping to fix the huge gaping holes left in personnel after her two years of sabotage and treachery. And it's been these last eight months thats opened Tanka's internal struggle with identity and what it even means to be an independent person. She's not quite there yet, but slowly, she's releasing the binding chains of the social and psychological engineering that's held her captive for the last seventeen years. Of course, this all only really applies to Tanka during the day, as the voices and screaming of her completed hits are only present in deafening moments of solitary silence. She can drown them out typically during the day, listening to music, making conversation, or delving into a mission or training.
At night however, you're guaranteed to meet either of the two very different versions of her. In night combat scenario's, Tanka is unnervingly quiet, as if the very shadows around her are threatening to swallow her up if she dare make one sound. If people next to her can begin to hear what the bow drones in the background of Tanka's hearing, just know that they are nearly unbearable for her, even after all these years. She found that trying to ignore the voices and screams during the night, especially on missions, proved to make things worse, still unsure if that's part of the deal with her getting stronger after the sun retires for the day, laying down beneath the covers of the horizon, or her broken mind's inability to let go of the weight of the past. Either way, she will be nice enough and hold small conversations at night, but she's pretty quick to let it die if its not super important to the success of the mission. Now if you happen to catch Tanka on a night with no mission or duties in sight, RUN AT ALL COST if you see a bottle of Stoli in her hand, doubly so if she's carrying a loudly clinking and clattering brown worn military bag at her back and her accordion strapped across her front. All 140 lbs of this tiny woman was indeed purebred Russian, having been drinking since she was 14 to deal with the nights she has no purpose, she still has yet to find anyone who can drink her under the table. She has, on several occasions, been banned for a couple weeks from all the bars local to the area in Kiev she operated out of. Not because she was a danger to herself, but a danger to the poor old men who had spent the better part of 50+ years of their life drowning in drink. Men with fragile ego's, and enough spite to almost die trying to out drink the woman. When she's plastered, is when she is the most loose with her chameleon act. She becomes what she could have been, a free and boisterous individual, only existing for the express purpose to please herself and only herself, a tool for no-one but her own enjoyment.
*Likes:Art/Music, Intricacies of Human Interactions, Helping nations fight against Russia and China, trying to atone for the many actions she took as Former KGB, VODKA o7
*Dislikes:Reading/Writing, Going Blind, Own Self-Identity/Self-worth issues, Russian/Chinese Government and Military, Any other alcohol that's not specifically Vodka, doesn't have to be Stoli, just has to be clear, taste like cleaning solution, and burns going down.
*Fears:Going 100% Blind, Being confined to restraints in an enclosed space, Losing her grip on reality do to the insistent back ground chatter produced by her Noble Arm, Loud Silence.
Bio:
*Current Goal:
Lend her skill set to TFO and Assist ASEAN after the brutal betrayal of Cambodia and the increase in defectors allying with China. She also was tipped off by her little "bird", a woman known Tanka only knows by her first name Ana, an active KGB analyst deeply embedded in the Motherlands operations. A tip there might be more clues as to the whereabouts of Osip Zaytsev, Director and Creator of the now defunct STP "Valkyr" Tanka was dragged through, as well as her former handler within the KGB once she graduated from the Program.
Military or Civilian Rank:
Was the Captain of the Covert Ops & Surveillance Battlion in the Ukrainian International Legion. She has yet to get her rank within TFO, as she just had the opportunity to come down and volunteer her services, if they'll have her of course.
Posting the WIP