Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 129
  • Appeared Age: 30ish
  • DOB: 12.1.2260
  • Hair: Brown
  • Cup Size: C
  • Hair Length: Short
  • Eyes: Green
  • Height: 5'7"
  • Weight: 99
  • Build: Slim
  • Race: Elf
  •  
  • Class: Mage
  • Elemental Affinity: Wind
  • Elemental Affinity-Add On: Holy
  • Level: 536
  • Stored: 33

  • Class Level: 85

  • AC Stored: 13
Stats
Health: 15 / 25 Stamina: 15 / 15 Hand to Hand Combat: 10 / 20
Strength: 0 / 5 Energy: 100 / 100 Melee Weapons: 10 / 20
Speed: 10 / 20 Reflexes: 10 / 20 Ranged Weapons: 10 / 20
Perception: 100 / 100 Charisma: 10 / 20 Magik Defense: 50 / 50
Mind*: 150 / 150 Luck: 10 / 20 Magik Offense@: 200 / 200
Slots: Special Attacks: 0/2, Race 6/6, Talents: 2/5, Abilities: 1/10, Skills: 1/10, Sub-Class: 1/1, Circuits: 4 Mana Pool: 3000

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

Detriment Stats: Speed, Stamina and Strength (2 level ups give you 5 points in each.)

Remaining Stats: 1 level up gives you 5 points.

Spirit/Mana - 1 level up gives you 10 points of mana

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Generic Traits:

Lightstep capable.

All elves have keen sight/smell. This adds sharper dimensions like a bloodhound/can see like a hawk

Extremely flexible and spinal cord flexiiblity

Advantages

  • Advantage 1 Your Mana charges faster  
    Advantage 2 You are able to stay up for days at a time with seemingly no adverse effect to your mind  
    Advantage 3 You can gain an extra 1000 mana points  
    Advantage 4 You can chant spells twice as fast.  

Disadvantages

  • Disadvantage 1 Your stamina stat recovers slower after refilling your energy stat.
    Disadvantage 2 If you stay up for days at a time, every stat but mind is lowered to 5, and you are useless in battle until you sleep for an extened period of time
    Disadvantage 3 Physical attacks do extra damage to you.
    Disadvantage 4 Sometimes spells fizzle out for no reason depending on your Luck stat.
Special Attacks
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Race Specific Tree

Racial Talents

  • Sculptur
    Tier 1 You are able tom make very simple crystal sculptures
    Tier 2 You are able to use your sculpting to make more complex sculptures
    Tier 3 You are able to make some of your sculptures come to life if they are very simple (Disadvantage: Your sculptures have a chance of exploding, and will if they become weakened)
    Tier 4 You can make large sculpture just past the size of a man, they will fight for you and have very base intellegence (mechanical in nature). It requires mana to be infused into the crystal. (Disadvantage: You will become extremely drained after doing this, and your sculpture have a chance of becoming aggresive towards you if they are mistreated and unloved)
    Tier 5 Your constructs of crystals will be able to be much larger and have the ability to use basic melee weapons sculpted with them
    B. Tier 1 You are able to sculpt some very basic seige weapons that fire ammo manifested based on your elemental affinity (Disadvantage: Your siege weapons have a chance of failing and making massive explosions dealing huge damage to all who are in proximity to them)
    B. Tier 2 Your catapaults can fire ammo based on any element you wish aside from dark and holy (Disadvantage: For each time they fire the element not based on your affinity you will take some form of small internal damage)

Racial Abilities

  • Basic Elven Creation
    Lvl. 1 Elves can create basic objects like cups, stools, crude tools like hammers or spades. These creations are easily breakable after either a short useage or duration of time. Energy Used: 5
    Lvl. 2 The same thing as above, however the durablilty is much higher and the time of existence is nearly an hour now. Energy Used: 5
    Lvl. 3 Elves can create more complex structures up to either 5 feet in height or width. This allows for stepping stones to reach higher places or other tool assisted features. Unlike the smaller tools, the durability on the largest structures are much weaker and the duration much shorter.(Disadvantage: It takes 1 minute before another can be created unless you automatically use up 30 stamina) Energy Used: 15
    Lvl. 4 Same as above, but this strengthens the durability of the structures so they do not easily break and increase the duration of existence. This allows it to become more permenant outside an enemy shattering it. The elf is capable of dissolving it with a snap of their fingers after they are done with this level instead of waiting for the time to run out. Disadvantage: A random chance the structure will shatter - decided by the GM. Energy Used: 25



    Basic Elven Weapon Creation
    Lvl. 1 Creating a tier 3 weapon of any shape or form, this weapon is easily shatterable. Energy Used: 15
    Lvl. 2 The same as above, this solidifies the weapon to allow for a longer battle with it before it breaks. Energy Used: 25
    Lvl. 3 Creating a tier 6 weapon of any shape or form, this weapon is easily shattered by anything that is tier 6 or above. (Disadvantage: It takes 1 minute before another can be created unless you automatically use up 30 stamina) Energy Used: 30
    Lvl. 4 The same as above, this soldifies the weapon so it does not shatter so easily. While higher tiers like 9-12 and God/Omega may break it easily, it's a good tier 6 weapon and can be shattered at will by the user to send shards flying outward in front of them. Disadvantage: Sometimes another elf can shatter your own weapon in your direction.) Energy Used: 40

Racial Skills

  • Spark
    Lvl. 1 A tiny spark emits from the elf's fingers due to a snap and flies at the target, striking them for minor fire damage. Energy Used: 15
    Lvl. 2 With a snap a larger burst of flames burst forth and are controllable from the user Energy Used: 30
    Lvl. 3 With a clap and massive burst of flame is summoned up, basting forward towards a group (Disadvantage: It can fail and turn towards the user light you on fire and doing massive damage Energy Used: 60
    Lvl. 4 You now have the ability to create a construct from you fire that is brainless and follows your commands in any form you wish under 10 feet tall (Disadvantage: If you fail, the construct will be mad and attack all around him without mercy) Energy Used: 100



    Mending
    Lvl. 1 You are able to mend basic minor wounds in others Energy Used: 20
    Lvl. 2 You are able to heal larger gashes with some difficulty (Disadvantage: You can become very sick from using this to often) Energy Used: 40
    Lvl. 3 You are able to heal massive enternal wounds (Disadvantage: You can potentially take on there wounds from doing this) Energy Used: 80
    Lvl. 4 You might be able to raise the recently dead if they are still in one piece (Disadvantage: You are extremely likely to lose your own life doing this) Energy Used: 120



    Crystal Projectile
    Lvl. 1 You are able to send a small storm of sharp crystals at a group of enemies (Disadvantage: They are complete useless against armour, unless you get really luck) Energy Used: 30
    Lvl. 2 You are able to send out a huge crystal at a single enemy, able to impale nearly any enemy Energy Used: 80
    Lvl. 3 You are able to send a storm of giant crystals at a group (Disadvantage: These can fail and shatter, raining over you and doing massive damage) Energy Used: 120
    Lvl. 4 You are able to rend many sharp crystals from the ground to hurt enemies or even destroy the foundation of a bulding (Disadvantage: There is a chance the crystals may come up under you and your allies) Energy Used: 140
Talents

 

  • 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 are able to reverse engineer potions and herb based items (Disadvantage: This has a chance of failing, and costs a small fee of gold depending on the item or potion)



  • Ancient Researcher
    Tier 1 You have researched anchients for sometime now, you have a decent grasp of there language as well as some tech.
    Tier 2 You now completely understand the language aside from a few grammar parts, you can understand some tech, although nothing that high-tech
    Tier 3 The tech, you understand it all aside from the largest and most complicated of it, there energy source still alludes you though, but you can take apart a blaster and put it back together with your eyes closed (Disadvantage: Do to your time around the tech you have become more frail and easier to become sick, you have also developed a nasty cough that somes and goes frequently)
    Tier 4 You can utilize some of the tech to do great good for the people, although they might not trust it (Disadvantage: There is a very high chance if you try this you will be branded evil and no longer be trusted by the town or village you were in)
    Tier 5 Your good deeds will spread when enough have been done, you become known as a person who does great miracles for people in need (Disadvantage: There are still some who do not believe this, and will seek you out actively trying to kill you)
    B. Tier 1 You can weaponize some tech if you salvage it to create new weapons for the teams (Disadvantage: There is a chance that the tech might backfire for a large amount of damage)
    B. Tier 2 Your weapons have been refined greatly, they are now much stonger and malfunction less (Disadvantage: YOu now need more tech to create your better weapons, they may also still malfunction and have a slight chance of crippling or killing the user)
Abilities
  • Mana Font
    Lvl. 1 Your mana font can only be used by you, giving off a decent amount of mana for you Energy: 20
    Lvl. 2 Your mana font can be used by two people including yourself, it gives slightly less than if it was being used by one person Energy: 40
    Lvl. 3 Your mana font gives off a huge amount of mana for two people (Didavantages: It has a chance of taking all of the mana from the person who summoned it) Energy: 80
    Lvl. 4 Your mana font gives off huge amount of mana and supercharges spells of your affinity for the two people using it as well and making all other spells slightly stronger as well (Disadvantage: There is a chance your font may take all of your mana as well and causing you to take a decent amount of damage from it) Energy: 100
Skills
  • Mana Bow
    Lvl. 1 You are able to form a bow out of your mana that does base damage of a weak bow based on your Magical Offense Mana: 100
    Lvl. 2 You can form a slightly stronger bow, dealing the damage equivalent of high leveled bow. Mana: 150
    Lvl. 3 Your bow can now deal the damge of a tier 6 bow, you can also but extra energy into it's arrows based on your affinity (Disadvantage: If used frequently this can cause some health damage and leave you completly drained) Mana: 300
    Lvl. 4 Your bow now deals the damage of a god tier bow as well as being able to embue any element aside from holy and dark to the arrows (Disadvantage: After use you will be very weak with low heath and no mana, you will also feel sick for a few days after use) Mana: 1000
Scholar Specific Tree

Scholar Talents

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Scholar Abilities

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Scholar Skills

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Mage Class Specific Tree

Mage Class Talents

  • Mage Scholar I
    Tier 1 - Noble Knowledge Due to working for a noble family for years, you know more about how to do business with the nobles to get the information you need, although, this does not mean you can personally do this unless your charisma is high, you could tell someone who could do it what to do though.
    Tier 2 - Knowledge of the Ancients You have advanced knowledge of ancient machines, weaponry, vehicles, and how to build them with proper resources
    Tier 3 - Basic Scientific Knowledge You understand basic scientific knowledge, biology, basics physics and chemistry.
    Tier 4 - Advanced Scientific Knowledge You understand Physics and Chemistry well, as well as a functioning knowledge of how to apply them.
    Tier 5 - Science Master You can use your knowledge of science to think up weapons or other application (Check with DM on how this can be applied)
    Bonus Tier 1 You can appy your knowledge to create upgrades to exsisting items
    Bonus Tier 2 You can apply your knowledge to fight better, knowing where the weaknesses of the body are



    Student Doctor
    Tier 1 - The Upper Body Rudamentary knowledge of the upper body of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents.
    Tier 2 - The Middle Body Rudamentary knowledge of the middle body of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents.
    Tier 3 - The Lower Body Rudamentary knowledge of the lower body of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents.
    Tier 4 - The Head Rudamentary knowledge of the head of most humanoids is basic, and the more you use this tier - especially on dead bodies and living bodies - to examine them or explore them on a daily basis, the more knowledge you will get. Just asking players to examine their upper body will help you gain more knowledge for later tiers and talents.
    Tier 5 - The Head 2 You have greater knowledge of the head, choosing it as your focus.
    Bonus Tier 1 - Application 2 You can use your knowledge to create basic remedies.
    Bonus Tier 2 - Application 2 Your remedies are slightly better.



    Surgeon
    Tier 1 - Surgical Upper Body You are able to do surgical operations in the upper body region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have.
    Tier 2 - Surgical Middle Body You are able to do surgical operations in the middle body region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have.
    Tier 3 - Surgical Lower Body You are able to do surgical operations in the lower body region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have.
    Tier 4 - The Head Body You are able to do surgical operations in the head region if absolutely necessary with your knowledge of the area. The more knowledge you have, the better off your chances are - including the number of times you perform surgery and the amount of talent trees/abilities you have.
    Tier 5 - Better Head You are able to operate on heads better, although you still can learn more and better yourself.
    Bonus Tier 1 - Herbal Anesthetic You are able to use your knowledge to create anesthetia for surgery
    Bonus Tier 2 - Herbal Anesethetic Your anesthetias work better.



    Magikal Flow Lines
    Tier 1 - Leylines of the World You are able to sense out leylines in the wortld and the various magikal ones and predict/chart them. There's one leyline for each element in the world and they criss cross.
    Tier 2 - Leylines of the World II If a disaster occurs or something has the leylines shift, like years passing or strong weather or other things, or arriving on another planet, you can trek the new leylines positions and predict where they will move.
    Tier 3 - Circuits of the Body You can trace the various circuits of the body and know that most Mages start off with three, while most non mages have 1 or 2. This helps you learn more about the circuits and how mages tap into them.
    Tier 4 - Circuit Increase Knowledge Your knowledge of how to help Mages increase circuits increases the more you encounter mages with higher numbers, charting how circuits open and following the process of the opening and how each element has their own circuits branching out and spells use certain ones.
    Tier 5 - Using Your Knowledge You can use your knowledge of body leylines to make your magic stronger based on how much you know about them and make them work to a better effect once per session
    Bonus Tier 1 - Meditation You can use your knowledge of Leylines to make them work to a greater effect by meditating for 4 hours before you use your magic, giving you a +10 to magical offense.
    Bonus Tier 2 - Meditation Master You can use your knowledge of Leylines to make them work to a greater effect by meditating for a full day before you use your magic, giving you a +50 to magical offense.

Mage Class Abilities

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



    Cure Magik I
    Lv. 1 If a Mage is poisoned by something, they can flush their system of it with this spell within one minute. If it's some new poison never encountered and they have Student Doctor Talent, they can still use this. This might not entirely wipe thier system clean, but it will allow them to keep from being killed.
    Mana: 200
    Lv. 2 If a deadly poison pierces the Mage's skin through a blade or arrow and begins to take effect long after the wound and they realize once it's in their system, they can flush their system after the fact though they are left weakened. If it's a new poison and they have Student Doctor, they can still flush it. They will be alerted to the effects sooner if they also have SD.
    Mana: 400
    Lv. 3 If another has been poisoned and the Mage acts within 1 minute they can flush their system. With SD they are alerted to the symptons faster.
    Mana: 200
    Lv. 4 If another is poisoned and dying after a length of time, the Mage can attempt to flush their system despite the length of time. The person will be left weakened afterwards. With SD they alerted to the symptons much faster.
    Mana: 400



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



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

Mage Class Skills

  • Wind Magik
    Lv. 1 - Utility Wind You can use your wind magik to do various tasks, making you jump farther, pulling items to you, parting water. Mana Cost: 300
    Lv. 2 - Wind Cutter You can use your wind magik to attack enemies with a massive amount of small cuts, dealing low damage but being disorientating. Mana Cost: 400
    Lv. 3 - Gust You can release a large wave of wind to push a group of enemies away from you, deaing no damage unless they are pushed into something. Mana Cost: 500
    Lv. 4 - Wind Slash You can use your wind magik to attack a single enemy with a devestating wind, sharp enough to cut through a person and even some armour Mana Cost: 700



    Fire Magik
    Lv. 1 - Flame Blast You are able to summon in a large orb of flame that can hit multiple enemies. Mana Cost: 350
    Lv. 2 - EXPLOSION You are abe to summon in a massive explosion where you wish it to be. Mana Cost: 700
    Lv. 3 - Flame Shield You are able to summon in a shield of flame around your body, making people touching you cause damage and making you invulnerable while it is active. Mana Cost: 600 and mana drains slowly
    Lv. 4 - Flame Breath You are able to breath fire, it isn't strong, but it does not require a large amount of mana. Mana Cost: 200



    Earth Magik
    Lv. 1 - Earth Wall You are able to summon a wall of stone from the ground that will be protect you from minor magik and weaker physical attacks. Mana Cost: 250
    Lv. 2 - Earth Wall Lvl. 2 You are able to summon a wall of stone from the ground that will be protect you from stronger magik and physical attacks. Mana Cost: 400
    Lv. 3 - Earth Wall Lvl. 3 You are able to summon a wall of stone from the ground that will be protect you from nearly all magik and physical attack. Mana Cost: 700
    Lv. 4 - Stone Armour You are able to summon in an armour of stone to protect you from attack, equal to tier 10 armour. Mana Cost: 900



    Golem
    Lv. 1 You are capable of creating a Golem at this level. It is unable to move, but you can use it to climb up it to reach heights or stand behind for protection. Until it's destroyed or you desummon it, the Golem is going nowhere. Your mana will slowly restore after summoning it while it stands around. Mana Cost: 1000
    Lv. 2 You are able to put your own mind into the Golem, leaving your body vulnerable. You are able to control the Golem, though you can only pick Earth spells to use at this point. Mana Cost: 200
    Lv. 3 You can give the Golem it's own personality based on present commands: offensive, defense, balanced. Mana Cost: 200
    Lv. 4 You are able to infuse your golem with an element that you have magik of, making it able to use it for itself. Mana Cost: 400



    Lightning Magik
    Lv. 1 - Lightning Bolt You are able to summon a single lightning bolt from the sky for high damage on a single enemy Mana Cost: 200
    Lv. 2 - Lightning Storm You are able to summon a storm of lightning from the sky for many high damage attacks on a group of enemies Mana Cost: 700
    Lv. 3 - Lightning Crack You are able to summon a lightning bolt from you hand to deal massive damage on a single enemy Mana Cost: 500
    Lv. 4 - Lightning Bomb You able to summon a massive explosion from your hand that can be thrown, it explodes on contact. Mana Cost: 600
Angel Magik
  • Lightning: 5 of 5
  • Wind Jump: 5 of 5
  • Tornado Storm*: 15 of 15
Angel Mark
    • Advantages:
    • Lvl 1: Inc. Magic Effect, Increased Magic Duration, Increased Energy
    • Lvl 2: Free Magic Level, Improved Healing Time, Superhuman Energy
    • Lvl 3: Free Magic Level, Angel Energy, 1/2 Magic Use
    • Lvl 4: Perm Energy Increase, 2 Free Magic Levels, Elemental Add-On
    • Disadvantages:
    • Lvl 1: Life Force Drain, Strength Impairment, Stamina Impairment
    • Lvl 2: Stat Impairment 1, Stat Impairment 2
    • Lvl 3: Complete Immobility, Advantages Gone
    • Lvl 4: Angel Control, Permenant Strength Decrease
    Items
    • Primary Weapon:
    • Secondary Weapon:
    • Special Item: Backpack
    • -1 mana ball
    • -2 mana vial
    • -dark magik spector (tentacles)
    • -magik stick
    • -strange rod
    • -medium coin purse
    • -large coin purse
    • Special Item 2: NAG Braclets (1000 Mana)
    • Body Armor: Cheryl Freezing Armor (Tier Omega)
    • Hand Armor:
    • Foot Armor:
    Background

    Your Beliefs:

    In order for people to flourish evil must be eradicated.

    Your Goals:

    To research anchient technology to a point where it can be understood and applied for all.

    Your Instinct:

    Make the world better, no matter what the cost.

    Relatives: Unknown

    Your Background:

    Originally Butler remembers having a family that is nearly forgotten and probably dead, she has also forgotten her original name and goes only by Butler. Taken long ago in a time she cannot remember Butler has been with a single family, the Wardsons in the city of Matias, for nearing a century, working at first as a maid, and then working herself up to a position as the head butler, giving her her current moniker for her position. They treated her well after she attained her postion, giving her her own room in the family home, before that she was still treated with some kindness.

    She was able to escape after the last of the Wardsons died, and joined with the Navarro elves before their fleeing after a long journey to get to them. On her journeys she realized she had some ability with magic, and used them to win at games of chance to fund herself. This did not sit well with the people in the towns she visited and in Cade, where she arrived at, she was run out of town by a man names Cinkade and his gang after beating him for all of his money. This forced her to make a quick retreat through the mountains and then the desert, finally arriving at the elven village and seeking refuge.

 
 
 
 
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