Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 19
  • DOB: 3.14.2369
  • Hair: Red
  • Cup Size: A
  • Hair Length: Shoulder
  • Eyes: Green
  • Height: 5'7"
  • Weight: 111
  • Build: Thin
  • Race: Human
  •  
  • Class: Rogue
  • Elemental Affinity: Fire
  • Elemental Immunity: Fire
  • Level: 370
  • Stored: 25

  • Class Level - 109
  • AC Level - 2
Stats
Health: 20 / 20 Stamina: 70 / 70 Hand to Hand Combat: 70 / 70
Strength: 20 / 20 Energy: 40 / 40 Melee Weapons*: 150 / 150
Speed*: 150 / 150 Reflexes: 20 / 20 Ranged Weapons: 90 / 90
Perception: 20 / 20 Charisma: 75 / 75 Magik Defense: 10 / 20
Mind: 10 / 20 Luck: 50 / 50 Magik Offense: 5 / 20
Slots: Special Attacks: 0/2, Race 0/4, Talents: 3/5, Abilities: 2/10, Skills: 2/10, Sub-Class: 1/1, Circuit: 1 Mana Pool: 100

Generic Traits:

Able to squeeze through narrow passageways with ease

Excels at singing

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

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Advantages

  • Advantage 1 When being chased, you have uncanny ability to lose those chasing you.  
    Advantage 2 Sometimes you can sweet talk or intimidate NPCs even if your lines are stupid. Beyond words. Get it?  
    Advantage 3 While fighting and near death you gain a surge of energy once per 2 sessions so you can stay alive to raise Finn.  

Disadvantages

  • Disadvantage 1 Enemies target you first a lot of times.  
    Disadvantage 2 Bad things seem to happen to you in situations. Even for comical effect it's painful.  
    Disadvantage 3 Everytime you get gold an immediate 25% is taken off to pay for stuff for Finn.  
Special Attacks
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Race Specific Tree

Racial Talents

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Racial Abilities

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Racial Skills

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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 With your charisma you are able to give a speech that can rile people to war en mass, or even out of it, although it may not always work. The higher your Charisma Stat is the better the chances. (Disadvantage: If you fail, they might become an angry mob towards you)
    Bonus Tier 2 A slightly higher chance of a rousing speech working. Same Charisma Stat chance help. (Disadvantage: The mod will be out for blood.)



    Sailing/Flying
    Tier 1 You can fly and sail at an average level, better than a lot, but no where near as good as many, combat is beyond you
    Tier 2 You can use your training with ships to fight with your ships, able to route any who do not know what you do, you can also out-maneuver many
    Tier 3 You are a master of your vessels, able to fight, sail, and fly with the best, able to route nearly any that stand in your way, if the odds are even
    Tier 4 Even with the odds against, you have a fighting chance thanks to your training, you are able to best nearly anybody in the seas or skies.
    Tier 5 Even vehicles you have never seen before, you are able to learn how to use them quickly, and master them very fast.
    Bonus Tier 1 Due to your experience with ships, you have learned how to assemble them. Disadvantage One: Due to a long of training sometimes odder strategies will utterly understandable to you)
    Bonus Tier 2 Due to your experience you are able to build ships with few materials, making them barebones, but still usable. Disadvantage Two: You must pay an upkeep of a ship that you own.



    Manipulation
    Tier 1 You are able to manipulate weaker or stupider npcs somewhat.
    Tier 2 You can manipulate any average npc that isn't your enemy.
    Tier 3 Even some of enemies will fall to your charms, unless they are rather smart or really hate you.
    Tier 4 Some gods/high end bosses might even lgo along with your manipulation, although it's very rare (Disadvantage: If you try this and fail, the god you were trying to manipulate will be enraged and try to kill you)
    Tier 5 Gods/high end bosses have a higher chance of falling to your charm, although it is still very rare.
    Bonus Tier 1 You are able to run cons while in cities to get extra gold (Disadvantage: If someone figures you out you will be wanted for a low bounty)
    Bonus Tier 2 Your cons will bring in even more gold (Disadvantage: Your bounty will be even higher if you are caught)

Abilities

  • Mark Mastery I
    Lv. 1 - Mark Senses Allowing you sense marks higher than your own anywhere in the world at any time.
    Lv. 2 - Emotion Defense This allows you to protect your emotions from anyone with the same level or lower. Even if you fail you are alerted to their attempt.
    Lv. 3 - Mark Talk This allows you to communicate with those with lower marks across greater distances than should be allowed. Disadvantage: Sometimes things backfire and you are left vulnerable to whatever you took)
    Lv. 4 - Mark Mastery Mark Mastery is a mysterious ability that I will not tell you what it does. Disadvantage 1: Sometimes others are able to read your thoughts



    Drunken Master
    Lv. 1 While drunk, you are some how able to talk your way out of situations you normally would not be able to due to your drunken wisdom
    Lv. 2 While drunk you have a slight boost to your strength (+10 strength)
    Lv. 3 While you drunk you are able to gain allies that normally would not want to be with you (Disadvantage: They have a high chance of leaving one all parties sober up)
    Lv. 4 Your charisma is boosted by a vast amount while drunk (+30) (Disadvantage: While your charisma is boosted you mind is lowered to 5 until you are sober.)

Skills

  • Slash
    Lv. 1 You are able to unleash a quick slash for high damage. Energy: 30
    Lv. 2 You are able to unleash a quick slash, followed by a jump and a wave of fire from your sword Energy: 50 / Mana: 40
    Lv. 3 You are able to deal a massive wave of fire from you sword at a group of enemies (Disadvantage: This can backfire and light you on fire.) Mana: 100
    Lv. 4 You are able to slash into an enemy and your sword will let loose a torrent of fire inside of him (Disadvantage: If you do not break skin or armour your weapon can shatter and send out a huge wave of fire in all direction, hurting every on in proximity) Energy: 80 / Mana: 150



    Swashbuckling
    Lv. 1 - Flurry Strikes You are able to let loose a flurry of weak strikes very quickly to disorient your opponent. Energy: 30
    Lv. 2 - Riposte You are able to parry and counter any incoming attack from a melee weapon twice per session. Energy: 30
    Lv. 3 - Lunge You are able to rush and lunge in for a devastingly strong attack
    Disadvantage 1: This leaves you very open to attack if you miss
    Energy: 40
    Lv. 4 - Coup de Grace Coup de Grace: You are able, once per session, to deliver an instant kill strike to an enemy that has already been wounded at least once. This does not work on certain enemies, and it will not be wasted on them unless for dramatic purposes.
    Disadvantage 1: You are unable to defend yourself while delivering the blow
    Disadvantage 2: You will take double damage while delivering and directly after the blow
    Disadvantage 3: The blow will enrage other enemies if they witness it and might make them immediately try to attack you while you take double damage after the blow
    Energy: 60
Thief Adept Specific Tree

Thief Adept Talents

  • Stealth
    Lv. 1 You are able to blend into crowded areas with a low success rate.
    Lv. 2 You are able to blend into crowded areas with a medium success rate.
    Lv. 3 You are able to blend into crowded areas with a high success rate.
    Lv. 4 - Blending You are able to blend into areas with a low success rate - crowd or not. you only need enough environmental items. Shadows do not count at this point.
    Lv. 5 - Blending You are able to blend into areas with a moderate success rate - crowd or not. you only need enough environmental items. Shadows do not count at this point.



    Door Lockpicking
    Lv. 1 You are able to pick basic locks on simple doors. Not cell doors.
    Lv. 2 You are able to pick advanced locks on simple doors. Not cell doors.
    Lv. 3 You are able to pick basic locks on advanced doors. Not cell doors.
    Lv. 4 You are able to pick advanced locks on advanced doors. Not cell doors.
    Lv. 5 You are able to pick any lock on any door. Not cell doors.



    Cell Door Lockpicking
    Lv. 1 You are able to pick basic locks on basic cell doors.
    Lv. 2 You are able to pick advanced locks on basic cell doors.
    Lv. 3 You are able to pick basic locks on advanced cell doors.
    Lv. 4 You are able to pick advanced locks on advanced cell doors.
    Lv. 5 You are able to pick any lock on any cell door.



    Pickpocket
    Lv. 1 You have a 10% chance of successfully pickpocketting someone in a crowded area.
    Lv. 2 You have a 20% chance of successfully pickpocketting someone in a crowded area.
    Lv. 3 You have a 30% chance of successfully pickpocketting someone in a crowded area.
    Lv. 4  
    Lv. 5  

Thief Adept Abilities

  • Slow Magik
    Lv. 1 You are able to slow time down for one person for 10 seconds. Mana: 25
    Lv. 2 You are able to slow time down for one person for 20 seconds. Mana: 50
    Lv. 3 You are able to slow time down for two persons for 10 seconds. Mana: 75
    Lv. 4 You are able to slow time down for two person for 20 seconds. Mana: 100
    Lv. 5 You are able to slow time down for three people for 15 seconds. Mana: 125



    Speed Boost
    Lv. 1 Using a temporarily 15 second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 25
    Lv. 2 Using a temporarily 30 second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 30
    Lv. 3 Using a temporarily 45 second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 35
    Lv. 4 Using a temporarily 1 minute speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 40
    Lv. 5  

Thief Adept Skills

  • Replace Body
    Lv. 1 You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with a nearby object, or something from your backpack, to take the attack, then appear behind the enemy to strike their back with a normal attack. Energy: 30
    Lv. 2 You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with a nearby object, or something from your backpack, to take the attack, then appear behind the enemy to strike their back with two normal attack. Energy: 45
    Lv. 3 You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with another enemy to strike the first enemy's back with a single normal attack. Energy: 55
    Lv. 4 You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with another enemy to strike the first enemy's back with two normal attacks. Energy: 65
    Lv. 5 You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with another enemy to strike the first enemy's back with a special attack. Energy: 75



    Throw Stab
    Lv. 1 This skill's success rate is highly dependent on your ranged attack stat. If you are in the shadows and unseen, the success rate rises for this skill. You are able to focus and throw a weapon that is light toward an enemy, if you are aware of a weak point, to stab them from a distance to bring them down. Energy: 15
    Lv. 2 This skill's success rate is highly dependent on your ranged attack stat. If you are in the shadows and unseen, the success rate rises for this skill. You are able to focus and throw a weapon that is light toward two enemies, if you are aware of a weak point, to stab them from a distance to bring them down. Energy: 30
    Lv. 3 This skill's success rate is highly dependent on your ranged attack stat. If you are in the shadows and unseen, the success rate rises for this skill. You are able to focus and throw a weapon that is light toward three enemies, if you are aware of a weak point, to stab them from a distance to bring them down. Energy: 45
    Lv. 4 This skill's success rate is highly dependent on your ranged attack stat. Even if you are seen by an enemy, you are given a brief window to throw your blade with the same success rate as if you were in the shadows one time before the fight breaks out completely to strike one enemy's weak point. Energy: 30
    Lv. 5  
Rogue Class Specific Tree

Rogue Class Talents

  • Rogue Dual Wielding
    Tier 1 - Dual Wielding Daggers This focuses on very small blades, such as daggers and knives. You can make rapid stabs and cuts, and you can take this tier into the other abilities and skills below.
    Tier 2 - Dual Wielding Swords This focuses on larger blades than that of daggers. Unlike a warrior, you go straight from daggers to swords of all kinds. Your reflexes and speed allow you to weild two swords without equal.
    Tier 3 - Dual Wielding Focus Your ability to dual weild weapons is even more honed. You can swing both weapons almost as easily as most people swing one, taking even less penalties than before.
    Tier 4 - Dual Wield All Things You are able to use a variety of weapons when dual wielding, as long as you are holding it with one hand you are able to use two of them to varying degrees of sucess.
    Tier 5 - Dual Wielding Master You are able to use your chosen weapons while dual-wielding to an extreme degree of sucess, you use them to such sucess you recieve no penalties. Reflexes still play a big part in how well you dual wield.
    Bonus Tier 1 - Trick Dual Wielding You are able to dual wield so well that you can add in fascinating movements to confuse enemies while fighting them and can take advantage of it, you can also use this to entertain crowds for various reasons. The former varies depending on well trained the enemy is.
    Bonus Tier 2 - Better Dual Wielding You are able to dual wield you actually gain a small bonus while you do (+10 Melee Weapons while dual wielding)



  • Leather Armor Focus
    Tier 1 - Bull's Hide This makes any leather armor you wear slightly thicker, providing a bit more protection all around.
    Tier 2 - Cat's Feet The leather armor you wear makes even less noise than before, providing bonuses to sneaking around.
    Tier 3 - Cucumber's Guts Allows the wearer to quickly slide out of their armor, no matter the situation. Handy if you get grabbed by the cuff.
    Tier 4 - Leather Armor Understanding You understand leather armour well enough you are sometimes able to see weakness on enemies wering leather armour you normally would not be able to
    Tier 5 - Cheetah's Speed While wearing leather armour you are able to move faster than normal, be it running or while attacking.
    Bonus Tier 1  
    Bonus Tier 2  



  • Silver Tongue
    Tier 1 - Con Artist You can use your abilities as a liar and thief to cheat someone out of minor amounts of money. By doing this to multiple people in a short span, you can get quite a bit of money, but you also risk getting caught more easily. Energy Cost: 30 each person
    Tier 2 - Slippery Tongue You use your words to talk quickly and confusingly, trying to get someone to believe what you want is best for them, but when in truth it really profits you. Think Jack Sparrow when he tries to swindle someone. Energy Cost: 40
    Tier 3 - Con Master Your con artist skills are near their peak, and you're able to pull more conviluted cons for more money and less chance to get caught. Energy Cost: 50
    Tier 4 - He Went That Way You are a master of deceit, and as thus you might be able to trick people chasing you into thinking you are not who you are (This will not work if they know you too well or are too strong)
    Tier 5 - Yeah! You are able to turns mobs in your favour with a few well thought out words when normally they would not; you still need to make the speeches. This just gives weight to your words and might help you if your character fucks up. You only get a few fuck up freebees.
    Bonus Tier 1 - Words of the Gods Sometimes you might be able to trick people into believing that you are an agent of the Church and of the Gods
    Bonus Tier 2 - Inflitration with your Mouth You are such a master of words that you have a better chance of people believeing you when you try to talk your way into places you normal would not be able to.



  • Slippery
    Tier 1 - Can't Touch This You are simply harder to grab. This may be because you duck and weave, this may be because you're so fast, or it may be because you're just plain small, but when you don't want to be caught, you're hard to get a good grip on. Energy Cost: 30
    Tier 2 - Wiggles Yeah Okay, so you've been grabbed. What do you do? It's simple, use this ability to try and get away. This makes you harder to keep ahold of, allowing you to make your escape. Energy Cost: 40
    Tier 3 - Greased Lightning You've escaped. Congratulations. Now what? Run away, right? You're in luck. If you escape from being grabbed, this tier gives you a small, temporary speed boost to get away. Use it wisely. Energy Cost: 30 (after Tier 2)
    Tier 4 - Where Did She Go You are able to use your abilities to make a stealthy eascape from behind bars, via a lockpick you happen to have hidden on you, or via sliping through your binds
    Tier 5 - Look, a Distraction You are able to use a well timed distraction to amazing effect, whether the distraction is from you or you got lucky, you have a better chance of breaking free during it.
    Bonus Tier 1 - Well Placed Items You are able to smuggle two small items, hidden on you somewhere. These must be in your backpack beforehand
    Bonus Tier 2 - How In The... You are able to smuggle four small items and a large item, hidden on you somehow. These must be in your backpack beforehand.



  • Shadow Adept
    Tier 1 The Adept has learned an affinity for shadows, whenever in a shaded area or in darkness, the Shadow Adept can exert 10 Energy to gain +5 Speed. This is a temporary bonus that lasts only a few minutes.
    Tier 2 The Adept is better at hiding and stealth in shadowy places. The Adept gets a small bonus to all attempts at sneaking in shadowy places.
    Tier 3 The Adept has learned the secret of nightwalking, that real black isn't the best for sneaking in the dark, using clothes colored in dark grays and browns, the Adept is nearly invisible at night.
    Tier 4 The shadows are as silent as they are inperceptable, in shadowy places, the Adept now moves much more quietly, making it less likely for the sound of their movements to be heard by average hearing.
    Tier 5 The Shadow Adept can now attempt to hide as long as there are any shadows nearby cast by stationary objects. Minor NPCs and monsters will be fooled by this, but anyone with a Perception score higher then yours, or a powerful NPC, will not be fooled.
    Bonus Tier 1 - Low Level Dark Vision You are able to see in dark areas better once your eyes adjust.
    Bonus Tier 2 - You Think the Darkness is Your Ally? You are able to use the darkness to an extreme effect, using it to fight against enemies at the level you would normally be able to in the light; this varies in efficency depending on how good they are too

Rogue Class Abilities

  • Evasive
    Lv. 1 - Watch Where You're Aiming That Thing! If you see the attack coming at you, you can leap out of the way quickly to try and avoid it, or at least minimize the damage. You still have trouble with attacks you can't plainly see, however. Energy: 20
    Lv. 2 - You Almost Hit Me You can avoid the attack even if you can't easily spot it. Energy: 30
    Lv. 3 - Missed By a Mile! Allows your to avoid an attack that would otherwise have been a surprise to you, use this when the GM states you've been attacked without any chance of dodging, cheat fate itself. However, it comes at a cost: Disadvantage: Your Luck Score drops by 10 for a session, this disadvantage stacks with every use, even into the negatives! Karma can catch up quick. This ability also can sometimes fail completely, some attacks are just plain unavoidable. Energy: 40
    Lv. 4 - You're too Slow! You can dodge any attack with your speed, as long as you are faster than the opponent you can dodge any attack with this ability Disadvantage: Your speed is lowered by 10 for the rest of the session after using this, this will stack with every use Energy: 30



    Blade Defense
    Lv. 1 - Swordplay By using this ability you shift your stance from attack to defense, while you have this active, you cannot make attacks, but you can easily block incoming strikes with your weapons. Energy: 20
    Lv. 2 - Swift Swordplay You declare a defensive stance like Level 1, however, you can now counterattack your enemies after you block an attack. Energy: 30
    Lv. 3 - Reposite Immediately after you are damaged by an enemy, you can use this Level of the ability to declare a counterattack, the attack can either be one of your own abilities, or a strike that deals the same amount of damage you were dealt. Karma pays back quick. If the attack you deal back was too powerful for your own body, you can damage your health permenantly and injure yourself. Energy Cost: 100 if dealing back the attack or whatever cost of your ability plus 10
    Lv. 4 - Blur of Blades You declare a defensive stance like levels 1 and 2, though now you can block any incoming attacks or deal a counter attack back as well for a large amount of damage Constant drain on energy using this - use at own risk. For counter attack: 50



    Acrobatic Fighting
    Lv. 1 - Feint You use a feint to change your position, this allows you to make a quick change to how you're facing even a fast enemy without any risk of them attacking you or throwing someone in your way. Perfect for getting up behind the enemy! Energy: 30
    Lv. 2 - Tumble You can use uneven ground and footing to press an advantage, using this ability you can adjust yourself so your enemy is at a disadvantage, lowering their ability to block your attacks. Energy: 30
    Lv. 3 - Leap You launch yourself into the air, allowing you to react to one of two different things: You can use this to avoid an attack, or stop an enemy from changing your position themselves. Energy: 40
    Lv. 4 - Acrobat You can fight in extremely dangerous areas as if they were normal, on ledges, roofs, etc. with no fear of mistep or losing your footing.  



    Master of Poisons
    Lv. 1 - Slothwort This poison slows the metabolism when it enters the blood stream, any enemy afflicted with this poison will suffer -20 speed, applications do not stack, however, if not cured, the target will continue to lose 5 speed every few minutes until they can no longer move. Energy: 40
    Lv. 2 - Rotweed This poison attacks the enemy's organs, slowly causing them to malfunction and quickly rot away, an enemy afflicted with this poison suffers -20 Health when attacks, applications do not stack, however, the target will continue to lose 5 health every to minutes unless cured. The enemy will lose conciousness and go comatose if left untreated for long. Energy: 40
    Lv. 3 -Cerebluck This poison runs straight to the mind, a powerful narcotic, it begins to attack thoughts and make it hard for the enemy to concentrate. On application the target suffers -20 Mind, however, the applications do not stack, instead, the target loses -5 Mind every few minutes, until the brain stops functioning properly and they are lost in a stupor until cured. Energy: 40
    Lv. 4 - Deathshade Unlike other poisons, this one's affects are immediate and horrible, this poison causes terrible pain on the target once afflicted, they continue to suffer pain as long as afflicted, slowly draining away their life. Energy: 60



    Fighting Dirty
    Lv. 1 - You Cheated You attack with a feint that causes the enemy to be distracted from your real blow, this attack does no damage, but makes your next attack more likely to hit. Energy: 10
    Lv. 2 - Contemplatable Sneak You attack with a feint that is likely to fool even the divine, this allows you slightly more time to get in attacks with the enemy's guard down. Energy: 30
    Lv. 3 - Stop Cheating, Dammit You attack with a double feint, if the first one didn't throw them off, the second attack just might! Enemies even with super high perception and reflexes are affected by this level of feint and you have time for at least two strikes afterwards. Energy: 50 and Mana: 100
    Lv. 4 - Pocket Sand You are able to use POCKET SAND against enemies, throwing sand from your pocket at them and blinding them momentarily. This depends on them having the necessary scenario of having access to their eyes, and their eyes being suspectible. Item Needed: Sand

Rogue Class Skills

  • Back Stab
    Lv. 1 - Hey, Quit It You stab at an enemy's weak point or soft spot, causing greater then normal damage, the enemy must have their attention focused on another for this to succeed. Energy: 20
    Lv. 2 - That Really Hurts! Your backstab deals 2x the damage. Energy: 30
    Lv. 3 - Seriously, Ow! Your backstab deals 2.5x the damage and causes the enemy to slowly bleed out as well. Energy: 40
    Lv. 4 - Hurgurkugurk! Your backstab might be able to insta-kill weaker enemies if they are unaware of you. Energy: 60



    Slash
    Lv. 1 - Deep Cut This Level of slash does a little bit of extra damage. Enough to be noticable, but not enough to turn the tide of battle. This depends on it getting through armor. Energy: 20
    Lv. 2 - Wounding Cut An improved version of slash, you deal more damage with it. Could potentially turn a battle in your favor. This depends on it getting through armor. Energy: 40
    Lv. 3 - Bleeding Cut Rather than deal more damage, this Level of slash allows a rogue to cause a bleeding effect, dealing a small amount of damage over a length of time. With backstab, this effect is either longer or causes more damage, up to the rouge when he uses this ability. This depends on it getting through armor. Energy: 60
    Lv. 4 - Deadly Cut If you are able to backstab with this skill it will almost always cause instant death unless used against a very strong or perceptive enemy. It varies depending on enemy type. Energy: 60



    Hamstring
    Lv. 1 - Calf Strike The Rogue strikes low, swiping at the enemies legs and cutting for the tendons in them, a successful hit deals normal weapon damage and hinders the enemy's speed by 20 as you give them a bad limp. Energy: 30
    Lv. 2 - Backbreaker The Rogue strikes for the sweet spot in the enemy's back, this attack will deal only normal damage, however, it will also cause wracking pain and weaken them, causing them to lose 20 Strength. If it gets through armor. Energy: 30
    Lv. 3 - Shoulder Strike The rogue strikes the spot between shoulder blade and arm, disabling an arm while dealing normal damage, this can cause an enemy to drop their weapon, be unable to use two handed ones, or lose a shield. It may also interfere with enemy spellcasting. If it get through armor. Energy: 50
    Lv. 4 - Go for the Middens This is an almost unforgivable move, the rogue strikes the vitals of the enemy, causing excutiating pain and damaging normally, the enemy is stunned momentarily and completely open to attacks due to reeling from such a horrible strike. Stun time varies depending on weapon strength, Rogue strength stat, and enemy stamina. Energy: 60



    Magebane
    Lv. 1 You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 50 mana is taken from the enemy with this strike. Energy: 20
    Lv. 2 You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 100 mana is taken from the enemy with this strike. Energy: 40
    Lv. 3 You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 200 mana is taken from the enemy with this strike. Energy: 60
    Lv. 4 You strike at an enemy, if they have the Mana Stat, your strike affects this instead of normal damage, your cut bleeds, but what it's bleeding is the enemy's mana flow. 400 mana is taken from the enemy with this strike. Energy: 80



    Relentless Assault
    Lv. 1 Swiping quickly, you make two attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy: 30
    Lv. 2 Swiping quickly, you make three attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy: 50
    Lv. 3 Swiping quickly, you make four attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy: 80
    Lv. 4 Swiping quickly, you make five attacks in the same speed most would manage a single one, each dealing normal damage with your weapon. Energy: 110
Angel Magik
  • Fireball: Mana Cost: 25
  • Fireball Lv. 2: Mana Cost: 75
  • Evaporate: Mana Cost: 50
Angel Mark
  • Advantages:
  • Lvl 1: Increased Speed, Increased Stamina, Faster Healing
  • Lvl 2: Improved Healing, Superhuman Speed, Superhuman Stamina
  • Lvl 3: Angel Speed, Angel Stamina
  • Lvl 4: Perm Speed Increase, Perm Sta Increase
  • Lvl 5: Increased Melee, Hand to Hand, and Ranged Weapons - Quicker Magik Level Ups.
  • Lvl 6. Ang. Perm. Speed, Stamina, Permenant Melee, Hand to Hand and Ranged Weapons.

  • Lvl 7: Angelic Melee, H2H, and Ranged Increase, Elemental Immunity (Fire), Lost Souls, 20 Free Magik Levels
  • Disadvantages:
  • Lvl 1: No Magik Use, Energy Impairment, Strength Impairment
  • Lvl 2: Decreased Magik Level, Skill Loss
  • Lvl 3: Advantages Gone
  • Lvl 4: Angel Control
  • Lvl.5: Double MP.
  • Lvl 6: Sacrifice, Complete Loss.
  • Lvl 7: Disability (Sexual Taste), No Magik Level Ups for 10 Levels, and Lose 2 Cap Points to Energy, MO and MD
Items
  • Primary Weapon: Cutlass Ore Tier 10 (4 generic slots - blank)
  • Secondary Weapon: Tier 10 Plat Ore Dagger (4 generic slots - blank)
  • Special Item:
  • Special Item 2: Backpack
  • -Medium Coinpurse
  • -flute of beautiful music
  • - dildo
  • - register information for Gelus - Citizenship
  • -pouch for 50 daggers
  • -
  • Body Armor: Tier 10 Leather Armor
  • Hand Armor:
  • Foot Armor:
Background

Your Beliefs:

All people can do good, regardless of of how they were born or raised, unless they do not want to be.

Your Goals:

To become a duke or some otherform of rotalty with her loved ones.

Your Instinct:

Do whatever required to meet her goals

Relatives: Libet - Sister.

Your Background:

Belit was born to a family she never knew, as they were killed by pirates when she was a child, these pirates took pitty on her and rose her as one of their own. She quickly acceled into this life, taking her first ship at the age of 13 and very rapidly becoming feared across the seas and the Child Terror, and eventually built up an entire fleet for her adoptive father. Eventually during a drunken bout her father beat her within an inch of her life, this made her decide to break from him and start over. She sneaked off on a port at the age of 15 and gathered a crew thanks to her reputation as a brilliant leader and fighter, and a brutal pirate. After 4 years of emassing riches, her ship was ambushed by her former father and his fleet and all of her work was lost and she washed onto an unknown shore with all of her life before lost.

 
 
 
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