Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 24 (or 524)
  • Appeared Age: 21
  • (frozen 5 years)
  • DOB: 10-583.11.6
  • Hair: Red
  • Hair Length: Knees
  • Eyes: Green
  • Height: 5'6
  • Weight: 95
  • Cup Size: D
  • Build: Slender
  • Race: Progenitor
  •  
  • Class: Mystic
  • Elemental Affinity: Darkness

  • Class Level: 83
Stats
Health: 60 / 60 Stamina: 50 / 50 Hand to Hand Combat: 70 / 70
Strength: 60 / 60 Energy*: 150 / 150 Melee Weapons: 100 / 100
Speed: 70 / 70 Reflexes: 80 / 80 Ranged Weapons: 20 / 20
Perception: 100 / 100 Charisma: 100 / 100 Magik Defense: 50 / 50
Mind: 100 / 100 Luck: 100 / 100 Magik Offense: 50 / 50
Slots: Special Attacks: 0/2, Race 6/6, Talents: 5/5, Abilities: 3/10, Skills: 3/10, Sub-Class: 0/1 Spirit Pool: 2125
   

Generic Traits:

Hyperspace capable

Resistant to energy attacks

Resistant to magik attack

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

Detriment Stats: Health, Luck, Stamina, and Melee (2 level ups give you 5 points in each.)

Remaining Stats: 1 level up gives you 5 points.

Spirit Points (1 level - 25 Points)

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Advantages

  • Advantage 1 Progenitors can restore life from energy attacks; but it damages their human form
  • Advantage 2 Progenitors are in tune to disturbances in hyperspace
  • Advantage 3 You get a bonus of 1000 Spirit Points

Disadvantages

  • Disadvantage 1 Using hyperspace takes great toll on the flesh
  • Disadvantage 2 Bodily damage can add up the more the Progenitor side is used - including long term effects
  • Disadvantage 3 Like a double edge sword, sometimes the magikal/supernatural does more damage to you/is drawn to you.
Special Attacks
  •      
Core Skills

Racial Talents

  • Progenitor Goddess
    Tier 1 - Charismatic Aura Being a Progenitor Goddess/Princess Queen, Erevis has a natural aura of leadership, that gives her a permenant +20 charisma.
    Tier 2 - Natural Leadership Erevis has a natural leadership aura about her that gives more authority to her leadership, making her words hold more weight. This gives more weight to her Leadership Talent Tree below in the normal Talent section. Also +10 charisma.
    Tier 3 - Progenitor Mind Due to her Progenitor origin, Erevis has a mind of a Progenitor, even though she has learned to seal it away and use it a force of good. The Progenitors had a cold, calculative nature that had a controlling nature, and Erevis uses this cold, calculating nature as a force of good for the universe - her actions sometimes seem harsh and rigid, but her heart is actually warm. She can use cold, hard decisions for good things, even though she is thinking long term while others, in short term, see her as cold. +20 mind. Disadvantage: This can sometimes make her seem unpopular. -10 charisma.
    Tier 4 - Progenitor Energy Aura Because Progenitors are made up of energy, they give off auras of energy, even when they are in human bodies. This gives them a type of angelic glow sometimes in certain situations, giving them a type of godly feel to others, sometimes giving them more authority and weight to their words and speech. This aura can sometimes influence others and lend power to their speech and abilities and skills and talents.
    Tier 5 - Progenitor Touch Because Erevis is made of energy, her touch is a bit unnatural, but not bad. When she touches people, there's a slight tingling feel that gives a "feel good" feeling. It stimulates the nerves in the right way the longer she touches you, and if Erevis touches you in intimate places, this is quite pleasureable.
    Bonus Tier 1 - Heritage Erevis has a long memory that she doesn't always remember, but can settle down to access if she tries hard enough. This allows her to shift through various Progenitor memories in her head including memories and rituals and whatnot, though they're not always accurate. Disadvantage: Inaccurancy is a problem.
    Bonus Tier 2 - Dark Side Being a Progenitor Goddess, Erevis has a dark side. This is the disadvantage.

Racial Abilities

  • Hyperspace Abilities
    Lv. 1 Hyperspace can be used to flashbang an opponent and blind them temporarily. Disadvantage: Minor damage to the hands. Energy: 10
    Lv. 2 Hyperspace can be used to flashbang three opponents and blind them temporarily. Disadvantage: Some damage to the hands. Energy: 20
    Lv. 3 If focusing hard enough, a hyperspace barrier can be formed to stop most attacks, due to the pure destructive power of hyperspace. The barrier can only be formed in front of the person, so that their back and sides are open to attack. Disadvantage: With the person's hands in front of them forming the barrier, their flesh is slowly being damaged as well as their inner body. Energy: 30
    Lv. 4 If a Progenitor is deseparate enough, they can teleport however far they can manage depending on the energy expenditure they are willing to use after the initial cost. This allows them to instantly dash teleport forward. This is not a here to there kind of teleport, but a movement along a line, but it's so fast most cannot stop it, and it can be an attack in some ways, as if an opponent is in the path, they can be damaged by the destructive energy of the hyperspace aura around the Progenitor. Disadvantage: This is highly destructive to half-Progenitors, or Progenitors in human bodies, and will damage their internal organs and 'cook' them to high degrees. Energy: 50



    Hyperspace Augumentation
    Lv. 1 Speed Augumentation: A Progenitor can move faster temporarily by using their hyperspace to influence their body. The more energy they put into speed, the faster they become after the initial cost. This is not an attack like move like Lv. 4 above. Disadvantage: This damages them internally the longer they do it if they are half-progenitor.
    Energy: 20
    Lv. 2 Strength Augumentation: A Progenitor can become stronger temporarily using their hyperspace to influence their body. The more energy they put into strength, the stronger they become after the initial cost. Disadvantage: This damages them internally the longer they do it if they are half-progenitor.
    Energy: 20
    Lv. 3 Reflex Augmentation: A Progenitor can become more reflexive temporarily using their hyperspace to influence their body. The more energy they put into reflexes, the more reactive they become after the initial cost. Disadvantage: This damages them internally the longer they do it if they are half-progenitor.
    Energy: 20
    Lv. 4 - Ultimate Augumentation A Progenitor can use their energy to influence all their stats by 30 to increase temporarily. Disadvantage: This heavily damages them internally afterwards.
    Energy: 50



    Progenitor Misc.
    Lv. 1 - Hyper Repair By expending energy, a Progenitor can repair damage to their flesh and internal organs actually using hyperspace. This, however, does have consequences. Disadvantage: Using this makes them weaker over all attack wise.
    Energy: 30
    Lv. 2 - Energy Transfer A Progenitor can transfer energy over to those who can accept such energy, expending large amounts into them after the initial cost. Disadvantage: This can damage half-progenitors.
    Energy: 30
    Lv. 3 - Energy Gain When a Progenitor is hit by energy attacks of any kind, they get stronger, even as it damages them, allowing them to amass critical amounts of energy to expend later in various forms, usually attacks. Disadvantage: It damages them amass the energy if they are half-progenitor.
    Lv. 4 - Progenitor Tech A Progenitor can control Progenitor tech simply by transferring energy into it.

Racial Skills

  • Hyperspace
    Lv. 1 - One Handed Hyperspace A Progenitor can discharge deadly hyperspace from their hand at an enemy; hyperspace is the most destructive force in the galaxy, due to it's nature. While it's a means of travel, a point of A to B tunnel, the energy tunnel that it's composed of is the life force of the galaxy, and a Progenitor is comprised of this. Not many beings can take many hits from hyperspace. Disadvantage: It can damage the hand if is a Half-Progenitor using hyperspace.
    Energy: 20
    Lv. 2 - Concentrated One Handed Hyperspace A Progenitor can fire a longer, more concentrated beam of hyperspace from their hand at an enemy, following and carving the beam along after their target. Disadvantage: Same as above.
    Energy: 40
    Lv. 3 - Duo Hyperspace

    A Progenitor can fire from both hands at an enemy, creating a duo fire spread to try to nail their target. Disadvantage: This begins to wear them down faster.

    Energy: 50
    Lv. 4 - Super Hyperspace A Progenitor can combine their hands together to create a bigger blast of hyperspace to fire at their enemy, creating a Super Hyperspace beam to try to nail their opponent. This combined blast is much more deadly and destructive, forming a wider beam. Disadvantage: This begins to cause internal damage to the Progenitor.
    Energy: 70



    Hyperspace Being
    Lv. 1 - True Form The true form of a Progenitor, a being of pure hyperspace, this teeters on talent, ability, and skill. Once in this form, a Progenitor is nearly in destructible. This level, it's just to turn into this form. Disadvantage: Turning into this form is insanely damaging to Half-Progenitors and Progenitors in human form, and the moment they do so they begin to damage their outer flesh and internal organs.
    Energy: 50
    Lv. 2 - Energy Restore Once in the Progenitor form, their energy ironically begins to restore rapidly. Disadvantage: Their health is dropping rapidly if they are not full Progenitor.
    Lv. 3 - Punch, Kick

    A Progenitor in this form, once attacking, is nearly unstoppable - their touch and attacks are all deadly and are like their hyperspace touch above. It still costs them energy to fire blasts, but if they are good at hand to hand combat they can simply punch and kick you to death if they can get their hands at you. Disadvantage: This form is highly destructive to the environment and to themselves. However, enemies can sometimes knock them out of this form and if they do so, they are disoriented and vulnerable.

    Lv. 4 - Hyperspace Bomb A Progenitor can discharge a massive wave of hyperspace in all directions, up to 10 feet. If an opponent can not get away, they take massive damage from the wave. Disadvantage: This not only does massive internal damage to the Half-Progenitor/Progenitor in a human body, but the environment due to the wave going in all directions.
    Energy: 100

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.
    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 This ties into Progenitor Goddess. Erevis leadership capablities are greatly enhanced and she gets a temporary bonus to charisma of +30 when she uses energy. Disadvantage: This begins to wear her out.
    Bonus Tier 2 Erevis can use her aura to sway others to follow her orders more forcefully, usuing psionics sometimes (see below) to aid her in this. Disadvantage: This can backfire horriblely.



  • Cooking
    Tier 1 You can cook food that is tasty and doesn't make people die horrible deaths.
    Tier 2 Your food is generally enjoyed by all and you are incredible at adapting new recipes that people of many walks and races can enjoy.
    Tier 3 You can produce food specially made with protiens and carbs to enhance metabolism and energy for a short time. Providing a bonus to Stamina and Energy stats temporarily. +30 Stamina and Energy
    Disadvantage: Sometimes you use the wrong ingredients and the Stamina and Energy boosts are halved and leave the eater feeling ill afterwards.
    Tier 4 Your food now provides heavier bonuses and extends to Health as well. +40 Stamina, Energy, Health
    Disadvantage 1: Shares the same disadvantage as Tier 3.
    Disadvantage 2: There is a rare chance your ingredients are spoiled and will provide a negative status effect instead of a boost.
    Disadvantage 3: There is a chance your cooking attempt will be botched, wasting the ingredients.
    Tier 5 You can now craft food that restores Spirit / Mana instead of providing a boost. +500 Spirit/Mana restoration
    Disadvantage 1: Shares the same disadvantages as Tier 4.
    Disadvantage 2: This requires special ingredients that cost some credits.
    Bonus Tier 1 You can "save" a meal once a session that would otherwise be ruined.
    Disadvantage: It takes up an extra batch of materials, even if the cooking time is saved.
    Bonus Tier 2 You can identify spoiled food easily.
    Disadvantage: There is a chance you will fail to identify spoiled food, and people will look on you poorly for making them sick!



  • Psionic Adept Talent
    Tier 1 This unlocks the Psionic Adept tree below. At this point you still cannot do anything of anything to anything.
    Tier 2 You are capable of hearing buzz from others and slight emotions from those you are close to/been around a lot.
    Tier 3 You are able to feel the emotions from those you are close to if they don't hide it from you and can feel their thoughts sometimes if they don't hide it from you.
    Tier 4 You are able to move very small objects a few feet toward you at this point.
    Tier 5 You have unlocked Psionic Adept Abilities and Skills.
    Bonus Tier 1 Erevis is mildly empathetic. Disadvantage: This can be a blessing and a curse
    Bonus Tier 2 Erevis sometimes has trouble blocking out others' thoughts. Advantage: This lets her learn things.



    Mildly Empathetic
    Tier 1 Erevis is not as empathetic as other psionics, but she can pick up on stray emotions from just about anyone she had had much contract with.
    Tier 2 If Erevis focuses on loved ones and those she knows well, she can pick up on the mood and the reasonings behind the mood.
    Tier 3 Erevis can attempt to trace the source of the mood swings in those she is close to try to find out what is troubling them. Disadvantage: This can sometimes be detected.
    Tier 4 Erevis can sometimes pick up on the moods of crowds, when doing speeches, allowing her to feel and grasp the general mood and know what they are feeling, leaning toward. This helps when dealing with large crowds.
    Tier 5 Erevis can sometimes detect anomalies in large crowds if the emotions are different from the general emotional consensus.
    Bonus Tier 1 Erevis is capable of reading the emotions of animals. Disadvantage: So?
    Bonus Tier 2 Erevis is capable of reading the emotions of babies. Disadvantage: So?
Abilities

Psionic Adept Abilities
Lv. 1 If you strain your mind hard, you can hear thoughts of those close to you, but they will know you are doing so. You are only picking up their surface thoughts. Energy: 10
Lv. 2

If you focus very hard, your friends are unaware you are reading their surface thoughts.

Energy: 15
Lv. 3 If you focus very hard, you can read the surface thoughts of others without being detected. Disadvantage: Sometimes you are detected. Energy: 20
Lv. 4

You are able to read the surface thoughts of others you are not familiar without with trying that hard and straining yourself. Disadvantage 2: Sometimes your thoughts are transmitted instead.

Energy: 30



Psionic Goddess Abilities Part I
Lv. 1 Capable of focusing your hyperspace energy into what you're doing, you are capable of charging your psionic energy more. This also unlocks Psionic Goddess Skills Part I onward. Energy: 10
Lv. 2

While your mind is charged with hyperspace psionic energy, you can lift objects easier and throw them further. Disadvantage: This damages your internal body slowly.

Energy: 20
Lv. 3 Forming a psionic shield of defense, you can defend yourself from physical attacks. This requires full concentration to protect you and your energy, after the initial cost, slowly begins to run down and each hit also eats up energy. You are protected as long as you have energy, or until something powerful shatters it by taking out all your energy. Disadvantage: This damages you internally too. Energy: 40
Lv. 4

You can self-lift yourself to 'fly' temporarily, though it's more of throwing yourself to reach higher ledges and hard to reach places. Disadvantage: If you misjudge your aim, you cannot recover with psionics and will begin to fall.

Energy: 30



Psionic Goddess Abilities Part II
Lv. 1 You can boost your mental defenses against psionic invasions., defending your mind and protecting yourself more easily from being read. If they have a higher Mind than you, this might be your only chance. Energy: 20
Lv. 2

You can give false information to invaders of your mind, including false emotions and thoughts. If they're very good, you can use hyperspace to enhance your defenses. If they have a higher Mind than you, this might be your only chance. Disadvantage: If you have to use your hyperspace, they might detect it.

Energy: 30
Lv. 3 Using your psionics, you can defense against physical psionic attacks easier, forming mental barriers to block attacks that strike or try to grab you. After the initial energy cost, your energy slowly drains each attempt until you have no more, or they have no more. If they have a higher Mind than you, this might be your only chance. Disadvantage: Sometimes your shield may falter for no reason, especially if you're hurting inside from hyperspace useage in other levels. Energy: 40
Lv. 4

Using your psionics with hyperspace, you can create a psionic physical barrier to stop all psionic attacks and grabs on your person. It works the same way above, only your defense is better and can knock them off balance easier for teammates or yourself to attack. If they have a higher Mind than you, this might be your only chance. Disadvantage: You are causing yourself damage using hyperspace and if they have more energy and mind than you, you are in trouble. However, if they disrupt your hyperspace in any manner, or if someone sneaks up on you, you cannot defend and will be left helpless for a time.

Energy: 50
Skills
  • Psionic Adept Skills
    Lv. 1 If you strain your mind hard, you can throw objects at people. Energy: 10
    Lv. 2

    You can throw small objects at people without straining your mind.

    Energy: 15
    Lv. 3 You can lift a person a few feet and throw them a few more by straining very hard. Disadvantage: Sometimes this fails and you get feedback, collapsing for a few moments. Energy: 20
    Lv. 4

    You can lift a person a few feet and throw them a few more without straining. Disadvantage 1: Sometimes your psionics fail you.

    Energy: 30



    Psionic Goddess Skills Part I
    Lv. 1 You are able to focus your psionics more specifically and can grab onto your enemy, throwing them roughly at objects if you are able to grab them. You have harder time against psionic resistant enemies or those with barriers/spiritual energy that protects them. Disadvantage: You are slowly damaging yourself by using hyperspace. Energy: 20
    Lv. 2

    By flowing more hyperspace, you can shatter most defenses and slam enemies into walls despite what proteect they may have, roughly damaging them if you are lucky. You will need a moment to rest after doing this. Disadvantage: You are momentarily open to attack from others and you cannot do this move right away again.

    Energy: 30
    Lv. 3 Using your psionics, you can pick up objects twice your weight to hurl at an enemy. Disadvantage: You are momentarily open to reprisal. Energy: 40
    Lv. 4

    Using psionics, you can pick up objects three times your weight to hurl at an enemy. Disadvantage: Your insides are more messed up with this move.

    Energy: 50



    Psionic Goddess Skills Part II
    Lv. 1 Using your psionics, you can pick up weapons and do battle with them as long as you have training with that type of weapon. This allows you to free up your hands to use another weapon. The problem is your energy is draining while your mind is using the other weapon, and your Mind score needs to be higher than that person's Melee/Ranged weapon stat to do good. Energy: 30
    Lv. 2

    Using your psionics, you can sometimes fool people with Mind Stats that are 50 lower than yours into thinking someone is the real enemy and getting them to attack that person. Disadvantage: If you are distracted at any point, the illusion is broken and they can never be fooled again.

    Energy: 50
    Lv. 3 Using your energy, you can temporary boost your mind by 40 points to make an attempt to break a target's bones. You only get 3 attempts to break their bones. Disadvantage: You are left out of breath out of words and with a nosebleed. Energy: 50
    Lv. 4

    If you have managed to break a bone in a target, you can psionically shift it and attempt to stab their internal organs with the broken bone. This requires a high mind stat to be successful, and high luck. Disadvantage: You only get one try at this per target.

    Energy: 70
Mystic Class Specific Tree

Mystic Class Talents

  • Magikal Flow Lines
    Tier 1 - Leylines of the World You are able to sense out leylines in the wortld and the various magikal ones and predict/chart them. There's one leyline for each element in the world and they criss cross.
    Tier 2 -Leylines of the World II If a disaster occurs or something has the leylines shift, like years passing or strong weather or other things, or arriving on another planet, you can trek the new leylines positions and predict where they will move.
    Tier 3 - Circuits of the Body You can trace the various circuits of the body and know that most Mystics start off with three, while most non Mystics have 1 or 2. This helps you learn more about the circuits and how Mystics tap into them.
    Tier 4 - Circuit Increase Knowledge Your knowledge of how to help Mystics increase circuits increases the more you encounter Mystics with higher numbers, charting how circuits open and following the process of the opening and how each element has their own circuits branching out and spells use certain ones.
    Tier 5 - Circuit Flourish Taking your knowledge of Level 4, you can chart what helps increase circuit and begin to apply it to help you begin working to increase your 3 circuits to make them more.
    Bonus Tier 1 - 4th Circuit You have 4 circuits. 1000 spirit points
    Bonus Tier 2 20 mind



  • Spiritual Senses
    Tier 1 - Spiritual Senses Around One Your senses are of a spiritual nature, not a natural one; you may have natural senses that you can develop in other places, but for this talent and tier tree, they are of a spiritual nature. This allows you to sense around you things that are of a spiritual sense; if anyone enters your field of about 5 meters, you can sense their spiritual nature to a degree unless they are strong enough to hide it from you. You can also sense things that may or may not be wrong at that range.
    Tier 2 - Extending Spiritual Senses Your spiritual senses are extended to cover more distance, so you can feel out things that may be wrong. Your spiritual senses pick up things that are of a spiritual nature that are wrong. This can only be extended so far and can only pick up so much.
    Tier 3 - Reading Others' Spirit You can attempt to read other's spiritual essence with your own spiritual power. This can tell you a lot about their alignment. They can sometimes block it or this may fail ,depending on the player and the GM. When you use this, if they attempt to block it, they will let the GM know who will let you know if it passes or fails.
    Tier 4 - Psionic Spiritual Senses Using her psionics, Erevis can power her spiritual senses to give it a more powerful arcane sweep about her, allowing her to try to pick up the minds and thoughts of spiritual beings around her to detect them. This has to be actively used to work.
    Tier 5 - Hyper Spiritual Senses Using her hyperspace powers, Erevis can power her spiritual senses to give it a more powerful arcane sweep about her, picking up things that even kitsune and gods cannot, on a primal universal level. However, it eats away at her physically to do so.
    Bonus Tier 1 +30 reflexes
    Bonus Tier 2 +30 perception



    Spiritual Defenses
    Tier 1 - Spiritual Inner Defense Your spiritual defenses have been built up by using spiritual flow and magik type stuff.
    Tier 2 - Spiritual Inner Defense II You earn 500 Spirit Points
    Tier 3 - Spiritual Inner Defense III This unlocks the Spiritual Defenses Abilities I below.
    Tier 4 - Magik Defense I This helps give you some defense against magikal attacks and unlocks Spiritual Defenses Abilities II below.
    Tier 5 - Hyper Spiritual Defense Tying her hyperspace into spiritual powers, Erevis can make a powerful spiritual shield to protect herself for a time against all spirit attacks, eating away Spirit and her physical body. This is not a catch all defense, as attacks drain the Spirit Points and hyperspace will flare up to protect her, damage her body on a certain level - especially once her spirit points run out.
    Bonus Tier 1 +30 health
    Bonus Tier 2 +30 stamina



    Psionic Spiritual Talent
    Tier 1 - Detection Erevis can tie her psionics and spiritual talent together to sense out the supernatural more easily; this allows her to detect low level supernatural disturbances around her, or feel 'wrongness' around her if it's more.
    Tier 2 - Other Side Communication Erevis can communicate, sometimes, with the supernatural with her psionics/supernatural abilities. This allows her to be a channel for the other side, or higher powers. That doesn't mean she can be easily taken over though
    Tier 3 - Mystic Psionics With her mystic abilities and psionics, Erevis can tie her psionics and magik abilities together; this allows her to create psionic based attacks with magik backings.
    Tier 4 - Psionic Connecting Point Erevis can use her psionics to boost other spiritualists, giving them either temporarily low level psionics, tying them all mentally so they can work mentally together, or boosting them by giving them more spirit points
    Tier 5 - Sun Talent Due to years of sexing Ama, Erevis can use her psionics and mystic powers to use the the sun in various methods.
    Bonus Tier 1 +30 magik offense
    Bonus Tier 2 +30 magik defense



    Mystic Weapon Talent
    Tier 1 - Spirit Damage Erevis can use her mystic abilities to tie her spiritual powers into her weapon, so it has a spiritual damage to it.
    Tier 2 - Magik Damage Erevis can use her mystic abilities to tie magik powers to her weapon, so a chosen element can be tied to it. She has to have access to whatever element to tie it to it.
    Tier 3 - Melee Expert +30 melee
    Tier 4 - Mystic Counterer Erevis can use her psionics, mystic magik, and spiritual powers at once to tap into the future briefly, bending the spirit veils to see how the flows of time will likely go, and the leylines of a person's magik attack will strike at her. This only works against other mystics. Few times per session
    Tier 5 - Never Without Weapons If Erevis ever loses a weapon, she can recall it either psionically, using her mystic powers she can infuse a weapon with wind arcane magik to knock it back if she has done it BEFORE losing it (must have access to wind magik) or she can use spirit magik using 500 spirit points.
    Bonus Tier 1 +30 melee
    Bonus Tier 2 +30 luck

Mystic Class Abilities

  • Spiritual Defenses Ability I
    Lv. 1 If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate 1/5th of the damage. Spirit Cost: 300
    Lv. 2 f someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate 2/5ths of the damage. Spirit Cost: 300
    Lv. 3 If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate 1/2th of the damage. Spirit Cost: 400
    Lv. 4 If someone hits you with a Spiritual attack, not a magik attack, you have low defenses which helps negate all of the damage. One time per session use. Spirit Cost: 500



    Spiritual Defenses Ability II
    Lv. 1 If someone hits you with a magik attack, you have low defenses which helps negate 1/5th of the damage. Spirit Cost: 300
    Lv. 2 If someone hits you with a magik attack, you have low defenses which helps negate 2/5ths of the damage. Spirit Cost: 300
    Lv. 3 If someone hits you with a magik attack, you have low defenses which helps negate 1/2th of the damage. Spirit Cost: 400
    Lv. 4 If someone hits you with a magik attack, you have low defenses which helps negate all of the damage. One time per session use. Spirit Cost: 500



    Magik Shield
    Lv. 1 The most basic form of the magik shield, it's a quickly made shield meant to stop just a single attack in desperation at the last second and will shatter after the blow. Spirit Cost: 100
    Lv. 2 A stronger, more sturdy form, this can be cast, like level one, only on the caster. It's a more sturdy form and can take a few hits depending on the power of the magik/physical attack. Spirit Cost: 300
    Lv. 3 The same level of strength as the second level, this can be cast on anyone - but it's still a single person. Spirit Cost: 300
    Lv. 4 As long as the caster keeps their hands out and has Spirit, this will slowly eat it up and keep up a shield in front of them and two others, protecting them from damage. The damage inflicted will eat up Spirit at a rapid rate until the caster hits 0 and runs out. Until then the shield remains up - they can not cast anything else and must keep their hands out.



    Magik Boost
    Lv. 1 The spell caster can opt for 1 of their 2 uses of this ability per session to increase their damage output by double for 3 mins. Spirit Cost: 500
    Lv. 2 The spell caster can opt for 1 of their 2 uses of this ability per session to increase their damage output by triple for 3 mins. Spirit Cost: 800
    Lv. 3 The spell caster can opt to tap into the land and suck up Spirit to completely restore all their Spirit for 1 of their 2 uses of this ability per session.
    Lv. 4 The spell caster can opt to restore all their damage received as one of their 1 of 2 uses of this ability per session. Spirit Cost: 600



    Heal Magik I
    Lv. 1 The most basic form of the heal magik, it restores medium flesh damage done to the surface layer of the body and restores medium lost health points to the Health Stat. Spirit Cost: 100
    Lv. 2 This restores most damage done to the outer layer of the body, mending rendered flesh and stopping bleeding that is occurring immediately, but it does not touch damage inside. It restores a lot of health points to the Health Stat. Spirit Cost: 200
    Lv. 3 This can restore moderate damage done to a person's insides, allowing them to move about and fight again with 1/5ths of proper healing restoration done to them. This healing level can only be done a few times per session. Spirit Cost: 300
    Lv. 4 This can restore moderate damage done to a person's insides, allowing them to move about and fight again with 2/5ths of proper healing restoration done to them. This healing level can only be done twice per session. It also dulls the pain consideriblely at this level. Spirit Cost: 500

Mystic Class Skills

Items
  • Primary Weapon: Emerald Sword (God Tier)
  • Secondary Weapon: Rune Blade (God Tier)
  • Special Item:
  • Special Item:
  • Body Armor: Tier 9 Progenitor Bikini Armor
  • Arm Armor:
  • Leg Armor:
Background

Your Beliefs: I have to keep balance to this universe that is tipping toward darkness. One wrong step and everything will fall into eternal night.

Your Goals: To use the Suisen Empire to bring light to the galaxy; even if I must seem like the bad guy, I must not give into the demands of other races, even if I must watch them fall. When they are broken and bloodied, perhaps they will be willing to then accept my hand instead of slapping it away.

Your Instinct: To wait until the other races realize the true threat, even if it means they have to be ground under the heel of the enemy; then I will turn them against the Others and save this universe and those in it. Forgive me my sins.

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Relatives: Wives: Megumi and Amaterasu

Children: Isis and Athena, Iko and Ako, Lenneth and Ama's child, Jaime and James

Daughter in Laws: Jennifer and Sammael Zhenmei, Miyuki and Kasha and Hi'Saa

Sister: Ao

The rest: Too many. Especially grandchildren

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Your Background:

A Progenitor Princess, Erevis was found by Wind in the Classic Reality - she had no memories of her former life, and together the two created the Prime Reality. However, the process was taken over by Dark Ones, and Erevis made a failsafe that would ressurect herself in a psionics body once they arrived at her planet. Katrina McCormick was the person, and Erevis took over her body, but was defeated by the team. They spared her life, and she slowly began to learn humanity from Xanatos Durran, Katrina's lover. Over time, he began to teach her everything she needed to know.

Having her ups and downs, such as Xanatos trying to kill her to get Katrina back, Erevis grew to be a confidant warrior who valued honesty and loyality above all else, refusing to ever lie as it was beneath her. She aided the team in the war against the Dark Ones, having insight knowledge into both Wind and their enemy as pieces of her memory returned. Eventually, however, her world would be turned upside down when Xanatos Durran died to save the Earth. Finding herself depending on Megumi to keep from sinking into despair, the two eventually became closer over the next year and when Megumi confessed her feelings of love, Erevis was unsure how to react. However, as the monster Legion appeared, and time travel became an issue, the two became closer, and eventually married, with Erevis becoming pregnant with Isis.

During this time, a Progenitor known as Ao showed up, attempting to take Isis and convert Erevis back to her true self - a cruel being that wanted to restore the Progenitor race. The 'real' Erevis was defeated and sent through a time gate, and everyone believed that would be the end of her. Also, they managed to save Xanatos Durran's clone from the monster Legion, and he became a close friend to Erevis once more. Eventually, though, Erevis would have to lead a group of people onto an unknown Progenitor ship to find out about a new enemy from the future called the Legacy, where she met older future versions of Isis and Athena, whom Megumi was pregnant with at the time. Learning Legacy was made from the 'real' Erevis, they managed to destroy the future timeline and erase it.

After returning to Earth, Erevis decided to use the ship as the new PAX, deciding she wanted to help bring peace to the galaxy by giving a safe place for the alien governments to meet together. With her family, she ran the PAX and helped build it up over the following year into an organization that the universe has come to acknowledge and depend upon. Though it hasn't been without it's bumps - including the fact the new Tsivrixsh Ambassador is named Kyun, after Xevil's 'son' from the multiverse, Erevis has managed to keep her own feelings in check so that the PAX can remain. After a long year, she finally consumated her relationship with Xanatos Durran, and shortly after that, Megumi did as well before leaving on a mission to find a colony ship with her people.

All seemed to be going well, before disaster after disaster struck. The greed of the universe began to tear the fragile alliance of the PAX asunder when the Fellowship of Order arose, and wanted the technology of the PAX spread throughout all races, and Erevis knew it would be disasterous, along with the new threat of the Others. With Xanatos' death and even Earth becoming a threat in wanting the technology and having Order support, Erevis ended the PAX program and began the Suisen Empire with the guidance of a fellow goddess, Amaterasu, who was living on the ship at the time due to Isis falling in love with Ama's miko, Miyuki. Creating the Empire and throwing off all on the ship who did not want to become citizens of her Empire, or submit to strict alliance guidlines that favored the Empire, Erevis began to prepare for the 15 year long wait for war with the Others after destroying the hyperspace lanes.

Erevis as the war with the Others began, following the destruction of the hyperspace lanes, fell in love with Amaterasu, and had a child with her. Bringing her into the relationship with Megumi, the family began to grow strong and large as they all grew close and strong, even as the Order tried to rip them apart and the Others spread, bringing down races like the Cartel, allowing the Order to take them over. The war with the Others and the Orders took a toil on the PAX and EarthGov, who the Suisen Empire finally reunited with. Finally, the Others were brought down after great loss and damage to the Suisen Empire, with many of the family lost for 5 years.

Now that Erevis is back, and having taken damage that has cost her the ability to use psionics for a few months, she is trying desperately to hold her family together while her Suisen Empire grows and tries to hold together while new empires are rising up around them.

 

 
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