A descendent of a race of gifted transhumans that are known as the best gunmen and women in the multiverse.

Likes: Drinking, sex, women, gunslinging women, challenging himself, good cooking, and practicing his whiskey shot.
Dislikes: Having his hair pulled when its long and noobs that don't know when they have lost.
Goals: Keeping his title.
Life's Ambition ( Single greatest goal ): Keep his title and keep gunslinging.
Fears: Misplacing his guns.
Crippling Fear ( Single Biggest Fear): Missing. His opponents can evade his shots, but so far, he never misses.
Least Outspoken About: Himself.
Most Outspoken About: What he does.
Vernacular: Northern/Southern
Mannerisms: Rude, crude, and sometimes civil. He usually does whatever he pleases, and is always flirting with a pretty face. He has a good sense of humor, and his arrogance makes him hardly ever serious.
Psychological Condition: Egotistical, arrogant, ADD, and frank.
Aptitudes: Accuracy, Marksmanship, Sharpshooting, Quick Draw, & Decent Hand-to-Hand.
Superstitions: Believes in ghosts, and the goods and evils of the afterlife.
Morals: Neutral
Positive Characteristics: Can be a good guy.
Negative Characteristics: Can also be a bad guy.
Relationships: None
Family: Unknown
Relatives: Few cousins
Friends: None
Acquaintances: The Desparado
Rivals: None
Social Pressures/Problems: Getting aroused and not knowing how to hide it
Other Pressures/Problems: Making the next move
General Public Behaviour: Arrogant, egotistical, funny, and bad ass.
Catchphrase: "I got another barrel for you to look at."
Favorite Sayings: "What was that?" "You got to be kiddin' me." "Yahoo!"
Quote: Pending
General Philosophy: Anything can die.
Dual Wacom 35 Double-Action Revolver & Magnum [SAMA]
Source: Tikita Gunsmithery - Best custom gun shop in the multiverse. Only downside is, you have to be a friend or trusting aquaintance of the smith, Wilson Chambers. His warehouse is a maximum security death trap, and every time Zieg has to go back, there's always a new trap he has to figure out.
Function: Double-action, light recoil, and controllable.
Description: Sama in its purest form. The gun resembles a foggy platinum with a smooth barrel. The words etched in it spell, "Gilgamesh," and the barrel has a checkerboard design minus the colors [A trademark design of Wilson]. It holds up to eight rounds total, and the beauty of it, it only needs to be cocked once per reload. The stock has a nonslip grip even when dealing with perspiration, and is molded to Zieg's handle. Anyone who tries to wield Zieg's custom weapons will have a difficult time being accurate.
Item Value: Everyone wants this gun for not everyone knows the secret of getting through Wilson's warehouse. The gun's value is near priceless.
Boey Knife [SAMA]
Boot Knife [SAMA]
Wacom 930 12-Gauge Shotgun [SAMA]
Source: Tikita Gunsmithery - Best custom gun shop in the multiverse. Only downside is, you have to be a friend or trusting aquaintance of the smith, Wilson Chambers. His warehouse is a maximum security death trap, and every time Zieg has to go back, there's always a new trap he has to figure out.
Function: 12-Gauge, medium recoil, and controllable.
Description: Sama in its purest form. The shotgun resembles a foggy platinum with a smooth barrel. The words etched in it spell, "Abbadon," and the barrel has a checkerboard design minus the colors [A trademark pattern of Wilson]. It holds up to eight rounds total. The stock has a nonslip grip even when dealing with perspiration, and is molded to Zieg's handle. Anyone who tries to wield Zieg's custom weapons will have a difficult time being accurate.
Item Value: Everyone wants this gun for not everyone knows the secret of getting through Wilson's warehouse. The gun's value is near priceless.
Range: 100m
Length: 3'
∙Ability Name: Curve shot
Type: Alteration
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Only an inhuman or a being with keen eyes can see the motion of the gun before the bullet is fired. The motion the Gunslinger makes with his gun says how the bullet is going to fly.
Description: An unusual skill that curves the direction of the bullet to hit a target.
∙Ability Name: Reload shot
Type: Extraordinary
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Gun isn't fully loaded.
Description: An amazing skill where the gunslinger inserts a round, slaps the cylinder to have the round insert the chamber, and exit from the barrel. It is a very rapid action that not all young gunslingers can master.
∙Ability Name: Ghost shot
Type: Alteration
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Only an inhuman or a being with keen eyes can see the motion of the gun before the bullet is fired. The motion the Gunslinger makes with his guns says how the bullet is going to fly.
Description: An unusual skill in which the gunslinger fires a round that travels normally in one direction, and fires another round that travels behind the first round that will curve and hit the opponent if he or she evades.
∙Ability Name: Round shot
Type: Extraordinary
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: The gunslinger will be busy shooting the rounds of his opponent.
Description: An extraordinary skill where the Gunslinger shoots the rounds of the other opponent.
∙Ability Name: Gun Jam
Type: Extraordinary
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Hardly a weakness.
Description: An extraordinary skill where the Gunslinger fires a round into the barrel of his or her opponent's weapon to jam and destroy its mechanism.
Special Rounds
∙Frost Rounds - 16 rounds
∙Flame Rounds - 16 rounds
∙Lightning Rounds - 16 rounds
∙Air Rounds - 16 rounds
∙Earth Rounds -16 rounds
∙Vacuum Rounds - 3 rounds
∙Black Rounds - 16 rounds
∙Flash Rounds - 3 rounds
∙Toxic Rounds - 16 rounds
∙Explosive Rounds - 4 rounds
∙Slow Rounds - 3 rounds
∙Silver Rounds - 16 rounds
∙UV rounds - 16 rounds
∙Anti-Mech Rounds - 16 rounds
∙Force Rounds - 16 rounds
Each set of special rounds are carried in special cartridges beneath Zieg's SAMA pants.
Current Story: Zieg is avoiding a group of bandits known as the Desert Cobras. They are comprised of Iris Green, Big Bubba Green, Jackie Green, and usually a hired hand. They are wannabe Gunslingers interested in stealing all Gunslinger weapons, and have a lust for the weaponry of Gunsmith Wilson Chambers. They aren't the brightest group, but they are still dangerous in numbers.