Reality Strikers


Previous TAWs

  • Age: 19
  • DOB: 3.3.2843
  • Hair: Black
  • Hair Length: Shoulders
  • Eyes: Gold
  • Height: 5'9"
  • Weight: 142
  • Cup Size: C
  • Build: Athletic
  • Race: Human
  • Elemental Affinity: Dark
Health: 10 / 20 Stamina: 20 / 20 Hand to Hand Combat: 100 / 100
Strength: 70 / 70 Energy: 80 / 85 Melee Weapons: 10 / 20
Speed: 40 / 40 Reflexes: 40 / 50 Ranged Weapons: 10 / 20
Perception: 80 / 80 Charisma: 10 / 20 Magik Defense: 10 / 20
Mind: 10 / 20 Luck: 20 / 25 Magik Offense: 10 / 20

Slots: Special Attacks: 0/4, Race 1/4, Talents: 5/5, Abilities: 2/10, Skills: 3/10 , Circuits: 0


Mana Pool: 500

Generic Traits:

Resistance to the elements (minor).
Your eyes adjust to new lighting levels more quickly (you don't see any better in low visual environments though).
Able to squeeze through narrow passageways with ease


  • Advantage 1 You are a little more slippery than others and can sometimes slither your way out of being grasped.  
    Advantage 2 You sometimes can score critical hits in combat against stronger foes.  


  • Disadvantage 1 Drama revolves around you, not for the best at times.  
  • Disadvantage 2 Must remain in physical contact with amulet to retain humanity; cannot use demon-type abilities when in contact with same amulet.
Special Attacks
Race Specific Tree

Racial Talents


Racial Abilities

  • Willpower
    Lv. 1 Expending Spirit, Cersei boosts all of her stats a little bit for a short time of a few minutes, allowing her to perform feats abnormal for humans. +10 to all stats
    Mana: 150
    Lv. 2 Expending Spirit, Cersei boosts all of her stats for a short time of a few minutes, allowing her to perform feats abnormal for humans. +20 to all stats
    Disadvantage: Cersei is left tired after the boost wears off, slowing her down and making her less able to fight until she gets rest. All stats go down by 10.
    Mana: 300
    Lv. 3 Expending Spirit, Cersei boosts all of her stats significantly for a short time of a few minutes, allowing her to perform feats abnormal for humans. +30 to all stats
    Disadvantage 1: Cersei is left tired after the boost wears off, slowing her down and making her less able to fight until she gets rest. All stats go down by 15.
    Disadvantage 2: This can only be used one time in a session.
    Mana: 600
    Lv. 4 Expending Spirit, Cersei heightens her senses, speed and thoughts so that things seem to go slower to her temporarily, this allows her to slow an OG.
    Disadvantage 1: Cersei is left tired after the boost wears off, slowing her down and making her less able to fight until she gets rest. The next OG only goes by much faster.
    Disadvantage 2: This can only be used one time in a session.
    Disadvantage 3: After passing the OG, if in combat, Cersei is stunned for a moment, temporarily leaving her open to attack.
    Mana: 200

Racial Skills

Created Skillset Tree


  • Tactics
    Tier 1 - Basic Battle Tactics Basic tactical knowledge when encountering simple monster encounters- the GM will provide clues when asked occassionally.
    Tier 2 - 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 - 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 session.
    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 Improvisation - 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.)
    Bonus Tier 2 Use the Environment - You can turn the environment against an enemy, reducing their homefield advantage or turning random object and environmental features into a veritable minefield of potential ambushes and traps.
    (Disadvantage 1: If this fails, your careful preparations can be turned against you.)
    (Disadvantage 2: If this fails really badly, you may find yourself pinned between your enemy on one side and your own traps (cliff, quicksand, etc) on the other.)

  • Herbology
    Tier 1 Your gasp of herbs is basic at best, however you can recognize dangerous plants from non-dangerous ones. This will allow you from making a fatal mistake in what you eat.
    Tier 2 Your grasp of herbs allows you to recognize potiential plants that can ease pain and help with minor healing in the body. This allows you to have knowledge in how to mix herbs into a basic healing item.
    Tier 3 You can concoct herbs together that allows you to make advanced healing herbs. These herbs take time to take effect and are for long distance healing. You can also mix together poisons. However, the poisons can easily be identified and take a long, agonizing time to kill.
    Tier 4 You can conconct poisons that are untraceable now. You are also able to identify rare herbs others would have difficulties with.
    Tier 5 You can mix together instantenous healing herbs that heal the body, however it takes 10 fully mixed healing herbs. Shuffle, shuffle, mix mix, make room.
    Tier 1 You can create your own potions and types. You can speak with the GM about it and what types of herbs you'll need for your ideas and where in Tareh to find them - then how to make the team go there. Disadvantage 1: Sometimes this fails.
    B. Tier 2 You have mixed so many plant-based poisons that you have built up a resistance to plant-based toxins.
    (Disadvantage 1: You may still feel ill even if it doesn't kill you, depending on the streangth of the poison.)
    (Disadvantage 2: Some rare plant poisons may still affect you until you have worked with it firsthand.)

    Tier 1 You can manipulate weak or dim-witted, non-hostile NPCs (moderate fail rate - based on Charisma)
    Tier 2 You can manipulate average, non-hostile NPCs. (moderate fail rate - based on Charisma))
    Tier 3 You have a chance of charming weak, hostile NPCs. (moderate fail rate - based on Charisma)
    Tier 4 You have a chance of charming average, hostile NPCs. (moderate fail rate - based on Charisma)
    Tier 5 You have a chance of charming strong NPCs. (high fail rate - based on Charisma)
    Bonus Tier 1 You can run scams for fun and profit.
    (Disadvantage 1: Failure can earn you a bounty on your head)
    Bonus Tier 2 Your scams are more lucrative, yielding more fun and more profit.
    (Disadvantage 1: Failure can earn an even larger bounty on your head)
    (Disadvantage 2: The target of your scam will probably be very ticked off at you.)

    Tier 1 - Beginner You can play cards and dice and know the rules of the game, but not much else.
    Tier 2 - Professional You are better than average, knowing the ins-and-outs of the game.
    Tier 3 - Card Sharp A sucker is born every minute, and you know how to spot them at the gaming tables. (based on perception)
    Tier 4 - Hustler You know how to cheat without being caught, at least most of the time. (based perception/reflexes)
    Tier 5 - Poker Alice Your skill is the stuff of gambling legend. (based on perception/reflexes)
    Bonus Tier 1 You gain a bonus to gold won.
    (Disadvantage 1: Failure can lose you more gold than usual.)
    Bonus Tier 2 You gain even more gold when you win
    (Disadvantage 1: Failure can lose you even more gold than usual. Maybe your clothes too.)
    (Disadvantage 2: You can cross the wrong people when you win too much.)

    Lock Picking
    Tier 1 - General Lock Picking You have practiced learning how to lock pick again and again until you have some skill at it in general.
    Tier 2 - Nominal Lock Picking You have nominal lock picking skill in general and can now engage in moderately long OG games if you choose this tier in any situation that comes up.
    Tier 3 - Door Lock Picking You can pick doors with this skill twice per session with a high chance of success (based on either luck or reflex) for pass or a small OG test
    Tier 4 - Chest Lock Picking You can pick chests with this skill twice per session with a high chance of success (based on either luck or perception) for pass or small OG test
    Tier 5 - Other Lock Picking You can try to pick pocket other things like cabinets or high tech things twice per sesion with a high chance of success (based on unknown stats) for pass or small OG test
    Bonus Tier 1 +20 perception
    Bonus Tier 2 You are able to sneak easier when in shadow


  • Martial Arts - Defensive
    Lv. 1 - Tumbling You can reduce the damage that you take when struck by rolling with the blows. Energy: 10
    Lv. 2 - Float like a Butterfly

    With fancy footwork, you can dodge enemy attacks with some success.

    Energy: 10
    Lv. 3 - Butterfly Dance

    Moving beyond mere footwork, you can dodge and evade enemy attacks with far greater success.
    (Disadvantage 1: This does not always succeed)

    Energy: 20
    Lv. 4 - Barehanded Block Your martial training is such that you can parry an opponent's weapon with your bare hands
    (Disadvantage 1: You can suffer serious wounds if this fails.)
    (Disadvantage 2: You are focused on a single opponent and can be easily flanked by multiple foes.)
    (Disadvantage 3: You may be left open to a followup attack by your opponent.)
    Energy: 20

    Lv. 1 You are able to execute a few fancy maneuvers to get through various environments quicker than others. Energy: 10
    Lv. 2

    You have become a veritable master of the cityscape, as long as you know the layout of the city you can evade most pursuers or reach your destination via the quickest route possible.

    Energy: 10
    Lv. 3

    You are able to climb up houses and smaller buildings with ease and very quickly to reach vantage points and entrances normally unavailable.
    (Disadvantage 1: If you try to go to quickly or if there isn't enough grip prepare to fall and fall hard)

    Energy: 20
    Lv. 4 Towers are anthills to you, able to climb them quickly and with no need for safety rigging, rope, harnesses or anything else to aid you.
    (Disadvantage 1: If you fall, you are almost sure to die.)
    (Disadvantage 2: You cannot perform this type of movement if you are encumbered.)
    (Disadvantage 3: This type of climb can be strenuous, reducing your energy recovery for a period afterward.)
    Energy: 20


  • Martial Arts - Offensive
    Lv. 1 - Open Hand Strike Your martial training allows you to strike at an enemy with your bare hands for respectable damage. Energy: 25
    Lv. 2 - High Kick Your martial training allows you tyo strike at an enemy with your feet for respectable damage. Energy: 25
    Lv. 3 - Sting Like a Bee Your punches and kicks now deliver improved damage.
    (Disadvantage 1: Your defence may suffer as you focus more on doing damage.)
    Energy: 40
    Lv. 4 - Crouching Tiger, Hidden Dragon You can deliver a flurry of kicks and punches to overwhelm an opponent with physical force. (Disadvantages: Your defense is wide open while you focus completely on offense. There is a chance that your attack can miss entirely.)
    (Disadvantage 1: You will probably leave openings in your defence when you go all out offensively.)
    (Disadvantage 2: Your accuracy will likely suffer as you try to deliver alot of damage in a short amount of time.)
    (Disadvantage 3: If you miss outright, you could be knocked off balance.)
    Energy: 60

  • Iaido Draw
    (Note: usable only with a sheathed single-handed, blade weapon of shortsword size or larger)
    Lv. 1 - Quick Draw You may draw your blade and deliver a surprise slash. Energy: 20
    Lv. 2 - Quick Block You may draw your blade and deflect an opponent's attack. Energy: 20
    Lv. 3 - Unbalancing Draw You may draw your blade and deliver a surprise strike that can unbalance an opponent for a followup attack.
    (Disadvantage 1: You could end up leaving your defense open if this fails.)
    Energy: 35
    Lv. 4 - Disarming Draw You may draw your blade and disarm your opponent with a surprise strike.
    (Disadvantage 1: You could end up leaving your defense open if this fails.)
    (Disadvantage 2: You could be disarmed of your blade if this fails.)
    (Disadvantage 3: Your could fumble your strike, damaging yourself.)
    Energy: 40

    Nerve Strike
    (only works against human or human-like opponents)
    Lv. 1 - Deafening StrikeYou may deliver a strike to your opponent's head that produces a ringing in their ears, effectively deafening them for a temporary time. Energy: 40
    Lv. 2 - Silencing Strike

    You may deliver a strike to the opponent's throat to prevent them from spreaking or screaming out.

    Energy: 40
    Lv. 3 - Disarming Strike You may deliver a strike that can cause an opponent to drop their weapon.
    (Disadvantage 1: This does not always work.)
    Energy: 50
    Lv. 4 - Stunning Strike You may deliver a strike to an opponent that stuns them for a valuable moment.
    (Disadvantage 1: Stronger opponents can more easily resist this effect.)
    (Disadvantage 2: Does not work on completely armored opponents (helm, chestplate, etc.))
    (Disadvantage 3: An opponent may be able to instantly counterattack should this fail.)
    Emergy: 50
  • Primary Weapon: Shortsword (Tier 3)
  • Secondary Weapon:
  • Body Armor: Leather Bikini Armor (Tier 3)
  • Arm Armor:
  • Leg Armor: (*Armor Skill Applied)
  • Special Item: ┬áDemon Anklet
  • Special Item 2: Thief's Tools (allows lockpicking up to 5 times per session - either chests, doors, or cells. Chance of failure)
  • Special Item 3: Backpack (Mist Emblem)

Your Beliefs:

Asha is a broken and accursed woman, and she knows this all too well. She has little self-worth, but no taste for dying right off. Life has pushed her into a corner, and she does bite back.

Your Goals:

While she has pushed the memories out of her own mind, a part of her hungers for vengeance. She focuses on finding the beautiful woman in the fog, though not realizing that her misery started long before. In the short term, her goals are simple survival mixed with indulgence.

Your Instinct:

In combat Asha tends toward unarmed, disdaining a dependence on weaponry that she could be taken from her. She has adapted a form of witchcraft that is fueled by her own demon's blood curse to deliver hexes to opponents. She does keep a shortblade secured to the back of her waist should the need arise. On occassion she may fall back to more mundane tricks such as flashpowder and poisons should she prepare such ahead of time. Her overriding instinct is survival. Despite her nightmares and dark emotions, a primitive struggle to survive fuels her.


Relatives: None, bitch rides alone.


Your Background:

Hidden amongst mist-shrouded peaks that hugged the south-eastern coast of Alrhyl was a village nestled within a vale. A woman stumbled through the mists, blinded and dying. All that remained of her passing was a daughter who would be raised amongst the village. However, this village was no mere farming community, but home to the descendants of a crumbling order of assassins whose time was passing by. It was Asha's adopted father who was the master of this village, and since she could walk, her days have been spent mastering stealth and martial arts.

This life was not to last for something in Asha's blood, a stain upon her soul, awakened as she began to bloosom into womanhood. An evening when the fog was particularly thick and oppressive, there was a figure in the mist. Asha gave chance to find a woman of unnatural beauty, draped in loose robes of shadowing night. Her touch was like lightning, a strange surge through Asha's body and spirit. However, the door was now open and things were allowed inside. Asha was dragged back by her hair and forced to watch as her adopted family perished.

Her existence destroyed, Asha drifted from the lofty mountains into the lands below. She felt herself dying on the inside, letting memory slips away like sand between her fingers, only to be revisted in her nightmares. She was ragged and starved when she stumbled among the gypsy camp. They took her in, and it was from her time amongst them that she learned how to survive. Fingers were trained to slip babbles from pockets and to work open locks. It was during this time that Asha met the woman known as Naynai Benict, a so-called witch. It was she who bound and sealed Asha's curse with a cleverly crafted anklet of ore. This tamed the curse, now only allowing Asha live as a human once more, unable to access her powers save when she removes her amulet.

Though she had found a place for a time, Asha left to wander on her own, crossing land and sea. She lived as a thief, stealing from unwatched pockets in the marketplace or slipping across the rooftops into night-shrouded homes. What she pilfered could buy her not only food and shelter, but buy her a place at the gaming tables and attract pleasing company. The nightmares would come back if she didn't drown them in sensation. That is where life finds Asha Syao now...

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