Prime

Tareh

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Previous TAWs

1) What is a talent?

A talent is something your character is good at - a talent that defines them amongst others. You can create talents of your own, with GM approval, of course, or pick them the list of talents. A talent is something like - expert horseback riding, or computer expert, or cooking expert. While you don't necessarily need to have said talents (you can speak with the GM to see if your character can squeak by in something - like riding a horse without falling off, but not being good at horseback riding), but the talent in itself is what sets you apart, especially depending on what aspects of the talent you focus on, since talents have 5 tiers and 2 bonus tiers.

2) The example

Talents do not take up energy or anything to use. They are what you are innately good at doing. With five tiers, you can develop your talent as you see fit. When you are picking a talent from the list, you may see different choices you can take within that talent's field. You cannot take a more advanced form of the talent right away, you have to fill that into tier 5. When making talents, keep that in mind. Lets say you want to focus on a computer systems expert.

Tier 1: Computer Understanding - you understand computers and can use them better than the average person, capable of doing feats on them others can't always manage.

Tier 2: Computer Hacking - you can hack computers to get into their data storage units. This allows you to attempt to invade computers of the enemy.

Tier 3: Computer Programming - you can create your own programs to run on computers, aiding you in various tasks.

Tier 4: Computer Infostruction - you are able to build computer infostructures better than others so that you can run high end information.

Tier 5: Plugged In - you can plug into computers remotely and access them with your programs you've designed. This allows you not to have to be at the computer to use it. This takes up an item slot to use your datapad to plug yourself in.

Like skills and abilities, it costs levels to take the tiers.

A New Talent / Tier 1: 5 levels

Tier 2: 5 levels

Tier 3: 10 levels

Tier 4: 10 levels

Tier 5: 15 levels

You can also get two bonus tiers added after you have all 5 tiers. Bonus Tier 1 costs 10 levels and 1 disadvantage and Bonus Tier 2 costs 10 levels and 2 disadvantages, but you can make your talent stronger or add a more powerful level to it.

3) Talent Limits

You can have 5 talents before you reach your talent limit. To get a new talent slot it costs 15 levels.

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One final reminder, just because a talent is listed below doesn't mean your character can't have rudamentary knowledge of how to do it - they just suck at it.

One other final reminder: If you see an idea here you like but you want to develop it DIFFERENTLY, you can ask the GM and you might can work out something where you develop a different tier system than what is included. It never hurts to ask. Sometimes I'm just not inclined to include 100 different possibilities. This system encourages you to make your own stuff.

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The Talents:

1) Tactics: Tactics allows you to make command decisions about battles and the lay of the land, helping you to help yourself. You can pick and choose what you want for each tier. To actually USE the tactics, you have to call out that you want to use which tier and which one you're using, so the GM knows. So if you pick Tier 1 Basic Battle Tactics for your character, state that so the GM doesn't have to look. The higher your Mind stat is the more detailed the clues will become.

Tier 1: Basic Battle Tactics - Basic tactical knowledge when encountering simple monster encounters- the GM will provide clues when asked occassionally. Basic Environment Tactics - Basic tactical knowledge of environmental areas. What things look safe/stable.

Tier 2: Moderate Battle Tactics - More tactical knowledge when encountering moderately difficult battle situations. The GM will provide clues more often when asked - up to 3. Moderate 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. Deadly Situations - for situations where things are quickly going to hell and things are quickly going out of control, you can use this skill to pause time briefly to ask for clues on which direction/way to go. This will only work once per sesison.

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. 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: Make your own tier. Lazy people. The disadvantages will be based on your idea.

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2) Creator Armory: A Creator focuses creating various tools, armor, weapons, and other objects needed in this new world items. They create anything and everything possible. Your abilities to create weapons of great power and armors of great defense are quite important, to you and other players. And it's a likely the only way for players to get better armor outside finding deals in shops or in ruins. This is for armor focused Creators.

To understand a bit more about how things work for pricing for Creator, I shall go over it now. There are three types of materials that can be used. Tactical Material, Form Fitting Material, Progenitor Material. Tactical is 100 credits. Form Fitting is 200 credits. Progenitor Material is 500 credits.

There are three types of body armor that can be made. Bikini Armor, Tactical Suits, Full Armor. Bikini is 100 credits. Tactical is 200 credits. Full is 300 credits. Any speciality you make will be judged by the GM price wise based on your skill. For body armor, to determine the price of making armor, you take the price of the material used, add it to what type of body armor you are making, then x the tier you want. If you want to add slots, slot kits are needed and cost the Creator a certain amount of coin too, and shops sell them. You can also create your own slots with enough talent.

There are three types of hand armor that can be made. Gloves. Bracers. Gauntlet. Gloves are 50 credits. Bracers are 125 credits. Gauntlers are 250 credits. To determine the price of making armor, you take the price of the material used, add it to what type of hand/arm armor you are making, then x the tier you want. If you want to add slots, slot kits are needed and cost the Creator a certain amount of coin too, and shops sell them. You can also create your own slots with enough talent.

There are three types of leg armors. Comfy boots. Travel boots. Battle boots. Comfy boots is 50 credits. Travel boots is 100 credits. Battle boots is 200 credits. Any speciality you make will be judged by the GM price wise based on your skill. For leg/feet armor, to determine the price of making the armor, you take the price of the material used, add it to what type of boot you are making, then x the tier you want. If you want to add slots, slot kits are needed and cost the Creator a certain amount of coin too, and shops sell them. You can also create your own slots with enough talent.

Tier 1: You can make up to tier 3 armor with 2 slots with your current talent. You can also repair other armor for free of this tier.

Tier 2: You can create up to tier 6 armor with 2 slots with your current talent.

Tier 3: You can create up to tier 9 armor with 2 slots with your current talent. You can also take apart armor of this tier now and extract slots from it to reapply to other armors.

Tier 4: You can create up to tier 12 armor with 4 slots with your current talent. You can take apart armor of this tier and use it's materials with your own creation now so slot bonuses are added to yours free of charge. You can repair, for free, tier 6 armor and below.

Tier 5: You can create god tier armor now. You can make it with up to 5 slots.

Bonus Tier 1: You can create your own speciality armors that do not fit the patterns of full, plate, bikini. Disadvantage 1: The slot number is a calculated roll based on your Luck stat.

Bonus Tier 2: Using the less is more approach, you can build your own forge out of simple parts so it can travel with you and the others. This adds an additional 300 credits charge to everything you make though because of needing to spend more on materials. Disadvantage 1: You lose a slot on items made when using the Traveling Forge. Disadvantage 2: Sometimes the Traveling Forge breaks and needs 200 credits to repair.

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3) Creator Weaponry: A Creator is a honored and long standing job within the medieval community. Your abilities to create weapons of great power and armors of great defense are quite important, to you and other players. And it's a likely the only way for players to get better armor outside finding deals in shops or in ruins. This is for weapon focused Creators.

To understand a bit more about how things work for pricing for Creator, I shall go over it now. There are three types of materials that can be used. Platnium, Energy, Hyperspace. Platnium is 200 credits. Energy is 500 credits. Hyperspace is 1000 credits.

A Creator can make any type of weapon imaginable that a client requests if they have the talent. The cost of making the weapoin is based on the following. You take the cost of the material x the tier. If a Creator gains the talent to reuse weapons in the meltdown, it may offset the costs. The player can speak with the GM when that occurs.

Tier 1: You can make up to tier 3 weapons with 2 slots with your current talent. You can also repair other weapons for free of this tier.

Tier 2: You can create up to tier 6 weapons with 2 slots with your current talent.

Tier 3: You can create up to tier 9 weapons with 2 slots with your current talent. You can also take apart weapons of this tier now and extract slots from it to reapply to other weapons.

Tier 4: You can create up to tier 12 weapons with 4 slots with your current talent. You can take apart weapons of this tier and use it's materials with your own creation now so slot bonuses are added to yours free of charge. You can repair, for free, tier 6 weapons and below.

Tier 5: You can create god tier weapon now. You can make it with up to 5 slots.

Bonus Tier 1: You can create your own speciality weapons. Disadvantage 1: The slot number is a calculated roll based on your Luck stat.

Bonus Tier 2: Using the less is more approach, you can build your own forge out of simple parts so it can travel with you and the others. This adds an additional 300 credits charge to everything you make though because of needing to spend more on materials. Disadvantage 1: You lose a slot on items made when using the Traveling Forge. Disadvantage 2: Sometimes the Traveling Forge breaks and needs 200 credits to repair.

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4) Creator Slots: Though a certain number of slots are available to Creators at certain tiers, you still have to buy the kits. And then you have to spend the coins on what you want to put in there and that can begin to add up - unless you find them in the wild or you rip them off other armor. This Talent tree gives Creators some options. First you ust have learned at least all 5 Tiers of one of the previous Creator branches. (Bonuses not counted).

Tier 1: You have two options. Option 1: You can learn all Slot Kits for free. Your Creator has learned to make their own Slot Kits. Option 2: You can increase your slots by 3.

Tier 2: Option 1: You can decrease the price of all items that go into Slots. (Attack +3, Defense +5, etc.) by half. Option 2: You can gain access Runic Forging Slots now. (you buy the Slot Kit and can then buy Fire +1, Lightning +3. You need a Mage to infuse Slot Kits.)

Tier 3: You can simply take slots from enemy weapons without needing to carry them (backpacks are a must for carrying). Slots ripped out from enemy weapons lose half their value when readded to weapons you make, but you can ... (see next tier)

Tier 4: Combine slots together that you have laying around togther to make a large ass number, so that when you add it to a player's weapon in one slot, you have a much larger number. Just remember Tier 3 - it's divided in half.

Tier 5: Runic Forging. You can use infuse Magik if you have a Mage, or are a Mage, to infuse Slot Kits with Magik elements.

Bonus Tier 1: Up to you. GM approval

Bonus Tier 2: Up to you. GM approval

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5) Creator Item/Misc: This is for creating items or other misc that is not covered above or is left up to your imagination. The tiers below are up to you to shape under the GM's approval. Go wild.

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6) Leadership: You have developed your talents into leadership and influencing others into following you into battle, or getting civilians and NPCs to follow your lead in other areas, political or otherwise. You have honed your tongue and actions to lead.

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 and 2: Up to you

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7) Cooking: Anyone can cook a meal that's edible and won't kill you dead. Only a select few can make meals with various effects, either it be meals so incredible they are memorible or meals that effect stats in or out of battle or whatnot. The combinations of tiers are limitless for you to pick from really so speak with the GM on what you see yourself building.

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8) Manipulation: Manipulating NPCs, other players, or Gods are all possible if you have the right stats to back up the tiers you take. What I mean by that is you can create the most brilliant of tiers with this talent tree, but you need to make sure you have the stats to back it up against the person you're targetting. Or at least a good combination of stats. Speak with the GM and create the perfect branch of tiers that work for you.

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9) Psionic Adept: This talent tree has to be pre-approved by the GM to take. You have to ask the GM if your character can be psionic and use their mind to move objects about. Once approved, you can begin to take the tree below. Afterwards, you create your own Psionic talent trees. There is also a Psionic Adept Ability tree you need to take and a Psionic Adept Skill tree you need to take before you can take Psionic Abilities and Psionic Skills.

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 and 2: Up to you

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I have not made a talent for computer like talents or anything like that. There's certainly talents in creating such things. They may appear in the future if people do not create their own unique versions at any time. I want to encourage people to make their own talents and whatnot, so if you want to make a computer expert, make your own talent tree at this time.,

 
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