Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 41
  • DOB: 10-566.11.15
  • Hair: Blonde
  • Hair Length: Short
  • Eyes: Green
  • Height: 6'2"
  • Weight: 156
  • Build: Athletic
  • Race: Human
  •  
  • Class: Soldier
  • Elemental Affinity: Fire

  • Class Level: 73
  • AC: 2 Levels Stored
Stats
Health: 10 / 20 Stamina: 100 / 100 Hand to Hand Combat: 10 / 20
Strength: 10 / 20 Energy: 100 / 100 Melee Weapons: 10 / 20
Speed: 10 / 20 Reflexes: 10 / 20 Ranged Weapons: 95 / 95
Perception: 25 / 30 Charisma: 25 / 30 Magik Defense: 10 / 20
Mind*: 75 / 75 Luck: 40 / 40 Magik Offense: 0 / 0
Slots: Special Attacks: 0/4, Race 0/4, Talents: 3/5, Abilities: 2/10, Skills: 2/10, Sub-Class: 0/1 Spirit Pool: 0

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

Detriment Stats: Magik Offense (2 level ups give you 5 points in each.)

Spirit/Mana Pool - 1 Levels Give You 25 Points

Remaining Stats: 1 level up gives you 5 points.

---

Generic Traits:

Learn New Languages Quickly

Your eyes adjust to new lighting levels more quickly (you don't see any better in low visual environments though)

Slightly longer without food or water

---

 

Advantages

  • Advantage 1 Quick Learner (Gains a tiny fraction more EXP)  
    Advantage 2 Born Leader (All charisma-based skills have a slightly better chance at success)  
    Advantage 3 You can pick up on foreign weapons easier, coupled with certain talents below.  

Disadvantages

  • Disadvantage 1 Reputation (Women will sometimes come up to you and randomly slap you... and sometimes their big, muscular brothers too.)  
    Disadvantage 2 Troubled Past (Will sometimes get flashbacks at inopportune moments when something such causes him to remember his past)  
    Disadvantage 3 You have trouble with magik attacks.  
Special Attacks
  •      
Race Specific Tree

Racial Talents

  •      
  •      
  •      
  •    

Racial Abilities

  •      

Racial Skills

  •      
Created Skillset Tree

Talents

  • 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 gold killing monsters.
    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 Due to your exceptional Leadership abilities, you know when someone is trying to pull a fast one on you, and asking for more in return than what you are asking of them. This tier allows you to call them on their bullshit. Disadvantage: Sometimes this simply doesn't work, depending on the stats of the other person. If you try to push it too much, you may lose them.
    Bonus Tier 2 The opposite of Bonus Tier 1, you are able to ask from the other person much more than they are asking of you. Disadvantage: Don't push your luck. Ask too much and they may turn on you.



    Tactics
    Tier 1 Basic Battle Tactics - Basic tactical knowledge when encountering simple monster encounters- the GM will provide clues when asked occassionally.
    Tier 2 Environmental/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 Battle Tactic 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 Enemy Tactics - You can sometimes watch enemy formations and gleam information from their patterns on what their going to attack. By using this the GM may give you clues on what they're planning.
    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. There is no second option for this one.
    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 are able to create tactics for massive amounts of people. So long as you have a way to tell the masses your crazy insane plans (communicator, bond, shouting really loudly), this has a chance of working. Disadvantage: If you make your tactics too complicated, the masses may not follow it perfectly, causing disasters.



    Lady's Man
    Tier 1 This is all for information, not sexseduction. Charisma-based checks have a better chance of working, but only if it's used against a woman.
    Tier 2 Women find it harder to manipulate or lie to you. They still can, but it's a bit harder than usual.
    Tier 3 When using Charisma-based skills to get information from women, they'll give you a bit more information than they normally would. Disadvantage: Sometimes they will give you false information to make themselves seem more impressive.
    Tier 4 Even lesbians will fall to your charms a bit. You suffer less penalties for packing a sausage between your legs. Disadvantage: If you push your luck too much, they will likely storm off before you can tone the charms down a bit.
    Tier 5 Women find it nearly impossible to manipulate you or lie to you. They still can, but it's a very rare occurance. Disadvantage: Because you aren't expecting women to lie to you anymore, it makes the actual lies that much more believable. You suffer massive penalties to determining if a woman is lying to you when you're laying down the charms on her.
    Bonus Tier 1 You swallow your pride and hit on a man. You can use up to Tier 2 on men. Disadvantage: The bonuses you get are less then that you would get on women.
    Bonus Tier 2 Even your reputation can't get in the way of women telling you what you want to hear. If a woman has heard about your knack for getting into someone's pants, you take less penalties than usual. Disadvantage: This is a fickle matter. Go too far and they may think you're just trying to get into THEIR pants as well. You'll either lose them, or take MASSIVE penalties, even if you aren't laying the charm down anymore.

Abilities

  • Battle Analysis
    Lv. 1 You have a better chance of knowing if an opponent is holding back or not.
    Lv. 2 You are capable of knowing exactly who the biggest threat is, even if it isn't apparent.
    Lv. 3 You have a chance of knowing if a battle is a distraction or trap before it's too late. Very handy, since we're prone to falling into those. Disadvantage: If the distraction or trap is exceptionally well done, you might not know until after it's sprung.
    Lv. 4 You get a sixth sense about battles now. You get a split second to react before an ambush is sprung, you know if there are sneaky bastards about waiting until the battle is at it's thickest to gank you, and you generally can't be caught by surprise. Disadvantage: This only works for so many people and for so long. If a battle goes on long enough or has a bunch of fighters in it, you will be too distracted to think about sneakers.



    Inspiration
    Lv. 1 Allies that can see and hear you gain small bonuses to health and their main attack stat (hand-to-hand, ranged, or melee. If tied, then it is GM's choice). + 10 heath and +10 to H2H, or ranged, or melee Energy Used: 30
    Lv. 2 Allies that can see and hear you gain small bonuses to damage with their attacks. +30 to H2H, ranged, or melee Disadvantage: If they cannot possibly see you after gaining this effect, YOU gain a penalty equal to the bonus. Energy Used: 50
    Lv. 3 Allies keep their bonuses for a small amount of time after no longer being able to see or hear you anymore. Disadvantage: You, however, gain TWICE the normal penalty immediately if they do.  
    Lv. 4 Every bonus you grant is tripled. (30 x 3) Disadvantage: And your penalty is quintupled (X5) if they lose sight and sound of you. Energy Used: 80

Skills

  • Rifle Trickers
    Lv. 1 Hale can blind-fire his rifle with more accuracy. Energy: 30
    Lv. 2 Hale can fire his rifle in such a way that it can briefly blind or disorient an opponent. Disadvantage: This requires more ammo than usual. Energy: 40
    Lv. 3 Hale can bounce his bullets a few times off various objects (such as walls, the floor, boxes, etc) to hit an opponent or part of an opponent that would otherwise be tricky to hit. Disadvantage: The bullets do far less damage than usual, and requires a bit of concentration to determine the angles at which the bullets will bounce. Energy: 60
    Lv. 4 Much like he can bounce bullets off walls, Hale can bounce bullets off bones, organs, and other hard tissue in the body, causing tremendous amounts of damage to a target. Disadvantage: Doing so requires a special bullet he must load into his gun beforehand. It also requires a vast amount of concentration, leaving him open to attacks. The bullet is also more innacurate than a normal bullet. Energy: 90



    Grenade Expert
    Lv. 1 Grenades you throw or shoot out of your rifle's launcher deal slightly more damage than usual. Energy: 30
    Lv. 2 Grenades you throw or shoot out of your rifle's launcher deal less damage to friendlies. Disadvantage: They do, however, deal more damage to you. Energy: 40
    Lv. 3 Grenades you throw or shoot out of your rifle's launcher have better explosion timings, exploding to hit the most posible enemies. Disadvantage: Because of the timing, the damage is reduced by a signficant amount. Be sure to snag as many people as you can! Cannot be used with Tiers 1 or 2. Energy: 60
    Lv. 4 Grenades you throw or shoot out of your rifle's launcher have larger explosions, catching more people in their blast radius. Disadvantage: Cannot be used with Tiers 1 or 2. Damage against friendlies is increased dramatically, so those caught in the explosion will get hurt a LOT. Damage is reduced by a small amount as well. Energy: 80
Sub-Class Specific Tree

Sub-Class Talents

  •      
  •      
  •      
  •    

Sub-Class Abilities

  •      

Sub-Class Skills

  •      
Soldier Class Specific Tree

Soldier Class Talents

  • Foreign Weapon Knowledge
    Tier 1 - Visual Contact of Weapon Your knowledge of weapons outside standard weapons used by your area/people/planet is enhanced by study and use. When you encounter a new weapon, you can grasp the basic fundamentals of it, though you can't do much with it yet. It helps if you see it in action. At this tier, if you can see a weapon being used by an enemy, you can more quickly grasp it's mechanics at this tier.
    Tier 2 - Handling Foreign Weapons If the player can get their hands on a foreign weapon, they can begin studying. If they have the advantage, or have seen it in action with tier 1, the handling process of tier 2 can go faster and allow them more insight into how the weapon works. Based on how much mind, how much training and testing is done, this tier will reveal various aspects of the weapon.
    Tier 3 - Foreign Weapon Use This allows, if the weapon is within your tier range, to handle the foreign weapon to some degree of capability. You cannot bring it's full baring or majestic use upon the world, but you can wield it to some degree of talent.
    Tier 4 - Foreign Weapon Normalcy This lets you wield a foreign weapon like any other weapon with normal talent and skill that you might have picked up over the years.
    Tier 5 - Foreign Weapon Exceptional This lets you wield a foreign weapon with as much skill as any other weapon based on your character's talents with weapons and skill. Once you have mastered the various tiers with a new weapon and learned it's handling, once you bring it to this tier, you can wield it like a broadsword or anything else.
    Bonus Tier 1 - Foreign Weapon Blueprints You can, after you have gotten past tier 2 of a new weapon, give your experience and knowledge you a blacksmith to help them with creating it if they have the necessary talents.
    Bonus Tier 2 - Counter Foreign Weapons You are capable of countering the weapons with basic every day objects, if at all possible, to defend yourself. If it's not possible, you will know this by this level.



    Focus
    Tier 1 - Meditative State Whenever a soldier meditates and focuses their energy, when they have time to do so, depending on the length of time they are able to sit and do so, they are able to be more focused and able bodied during combat, capable of seeing and focusing their attacks more directly and precisely, and seeing things they might not normally see. This is aided more with perception and mind stats being higher.
    Tier 2 - Inner Focus I If a soldier can find time within a combative situation to stand there and take a minute to breathe in and out, focusing their spiritual flow and mana and energy, they can sharpen their senses and be alert to incoming blows easier and prepare to strike faster and more alertly than before, allowing them to fight better than before.
    Tier 3 - Inner Focus II The same as above, only the time of focus is cut down to 30 seconds instead of a minute.
    Tier 4 - Split Second Focus This is similiar to Tier 2 and 3 but this can only be used once. This also unlocks an ability tree named after this Tier, which will let you open it up more than once. This allows the person to take their inner focus and instead of 30 seconds to focus their talents to into combative prowness, they can do it a in a split second.
    Tier 5 - Outer Focus Allowing the soldier to focus outward, they attuned to details in their environment when it comes to combat/battle. When a battle is going on, they are able to notice details of their environment others might notice, as well as unusual enemies and combative focuses of others.
    Bonus Tier 1 - Adreniline Focus Hale can use his focus to concentrate on tasks that require extreme concentration. By typing in "focus" before an OG starts, he can slow down the time. The slowdown is based on his mind stat, since he is concentrating, rather than blindly acting.
    Bonus Tier 2 - Extreme Focus Hale can use his Bonus Tier 1 again one extra time during session, bringing the total to two.



    Soldier Leadership
    Tier 1 - Basic Leadership Tactics This helps the Soldier know basic tactics when it comes to dealing with people, even in situations completely foreign to them. Basic human behavior will always be the same, and the Soldier is taught how to use this tactically to get what needs to be done.
    Tier 2 - Basic Leadership Manipulation This helps the Soldier manipulate the common person in the world by appealing to their basic human nature. It's up to the Soldier to decide how to approach it. Even acolytes in churches are taught this much to help them when dealing with godless men out there. Kindness, or a heavy hand, is up to the individual though.
    Tier 3 - Leadership This helps the Soldier do basic leadership with the basic NPC on the street, getting them to trust in them. If you have taken the advantage that gives faith in the Soldier/character, then this tier is greatly enhanced. Charisma is also helpful in this. This helps mostly with every day NPCs and allows the player to instruct them into basic commands and the GM provides insight into how far they can be pushed in their comfort zone.
    Tier 4 - Child At Heart Hale, having come far from when he first joined the team, is actualy fairly okay with kids now. When dealing with children, no matter their emotional state, he gains a small bonus to his diplomacy.
    Tier 5 - Chain of Command Hale is able to keep those of lower rank than him in line more easily. People of a rank lower than Hale's current (ties are not included in this) have a harder time ignoring direct orders, even if they really want to. Useful for if John snaps again.
    Bonus Tier 1 - Seniority Hale can use Chain of Command on those the same rank as him, but only if he's been the same rank as them for a longer amount of time.
    Bonus Tier 2 - The Daddy Voice Hale's gotten good at raising kids. Once per session, if a child is acting out of hand, or is somehow otherwise unruly or ignoring Hale, he can tap into his inner father and they'll snap to attention and obey him.



    Weapon Training Talent - Gun
    Tier 1 - Quick Draw No matter the weapon, Hale can draw it out almost immediately.
    Tier 2 - "Lucky" Gun So long as Hale is using his automatic with the Wraith symbols painted on it, he does a bit more extra damage to the targets he hits.
    Tier 3 - Pistoleer Hale can fire his pistol quicker than most people can, allowing for more shots per action with any pistol.
    Tier 4 - Shotfun Hale's shotgun has a narrower spread, allowing him to hit who he's aiming for more easily.
    Tier 5 - Dual Weilding Hale can temporarially dual weild two full sized guns, such as his shotgun and semiauto.
    Bonus Tier 1 - Say Hello To My Little Friend Hale is able to conceal his automatic more easily than most people can. Disadvantage: In order to do this, he has to detach the grenade launcher. This means until he can reattach it, firing them from his gun isn't an option.
    Bonus Tier 2 +30 ranged

Soldier Class Abilities

  • Rally
    Lv. 1 You are able to rally two people who trust you and raise all their stats by 20 points. Energy Cost: 30
    Lv. 2 You are able to rally three people who trust you and raise all their stats by 40 points. Energy Cost: 50
    Lv. 3 You are able to rally four people who trust you and raise all their stats by 60 points. Energy Cost: 80
    Lv. 4 You are able to rally five people who trust you and raise all their stats by 100 points. Energy Cost: 140

Soldier Class Skills

  • Disarming
    Lv. 1 This is very dependant on your speed and reflexes stats for success, but if a player is quick enough, this level allows them quickly use their weapon or hands to knock items, not weapons, from another's hand if they are within a certain stat level of the target. Energy: 10
    Lv. 2 This is very dependant on your speed and reflexes stats for success, but if a player is quick enough, this level allows them quickly use their weapon or hands to knock weapons from another's hand if they are within a certain stat level of the target. Energy: 30



    Non-Fatal Strike
    Lv. 1 When facing low level enemies, using weapons or your fists, you are capable of delivering blows along the main body to cripple the insides without killing them, aiming to cause blood loss or internal damage that does not kill. Your goal is quick blows. Energy: 40
    Lv. 2 When facing mid level enemies, using weapons or your fists, you are capable of delivering blows along the main body to cripple the insides without killing them, aiming to cause blood loss or internal damage that does not kill. Your goal is quick blows. Energy: 80
    Lv. 3 When facing high level enemies, using weapons or your fists, you are capable of delivering blows along the main body to cripple the insides without killing them, aiming to cause blood loss or internal damage that does not kill. Your goal is quick blows. Energy: 120l
    Lv. 4 This move is for a devastating strike against a target so close to their heart or what passes for it that if they dare move or attempt to move, they will risk tearing themselves asunder into death, giving you control over their life, and putting you close enough to do a palm strike if you have enough energy after this attack. Some enemies may be able to dodge this and the high energy cost will leave you worn down until stamina can restore it. Energy: 160
Items
    • Primary Weapon: Tier 8 Adaptable Assault Rifle
    • Secondary Weapon: Tier 8 Handgun
    • Special Item: One-Shot Shield Pin
    • Special Item 2:
    • Body Armor:
    • Hand Armor:
    • Foot Armor:
    Background

    Your Beliefs:

    Always better yourself. Oh, and ladies first.

    Your Goals:

    Marry Em, start a family with her, and actually try to be a competent father.

    Your Instinct:

    Think before you leap.

    Relatives: Emeralda - Bond Partner/Wife, Christopher Hale - Brother, Tabetha - Sperm Daughter

    Mal - Son, Jade - Daughter

    Your Background:

    Jonathan Hale wasn't always military material. Smoking by the age of nine, petty larceny charges by eleven, grand theft auto at fourteen, it seemed that John's life was destined to be just another thug in a long list of faceless prisoners. It was going that way until his parents had gotten fed up with him and shipped him off to Military School to scare him straight. It turns out John ended up loving the rigid lifestyle and just need some old-school discipline.

    After two years at military school, John worked various dead-end jobs until he was old enough to join the army, and on his eighteenth birthday he was off to boot camp. There it was found he had a great tactical mind, as well as a not-unimpressive ability to think on his feet. He was soon assigned to a commando squad where he excelled, quickly getting command of his own squad.

    Since then, John has gone through four tours with his team, each one getting harder than the last, and having gotten a reputation for getting things done, quickly and cleanly. Sometimes he seems a bit obessed with his job, but in his defense, it's keeping him from something far worse that was far more likely to happen.

    UPDATE ME PLZ. THIS IS SO OLD.

 
 
Site Design © 2010 by Gabriella N. Creighton
TAW is © 1997-2010 Kevin T. Bell