Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 26
  • DOB: 8.28.2363
  • Hair: Cobalt
  • Hair Length: Short
  • Eyes: Blue
  • Height: 6'3"
  • Weight: 152
  • Build: Swimmers
  • Race: Human
  •  
  • Class: Templar
  • Elemental Affinity: Fire
  • Len+, Revi+, Cersei+
  • Level - Lv. 135
  • Stored: 110

  • Class Level: 65
Stats
Health: 20 / 20 Stamina: 20 / 20 Hand to Hand Combat: 10 / 20
Strength@: 30 / 30 Energy: 10 / 20 Melee Weapons: 20 / 40
Speed: 20 / 40 Reflexes: 20 / 40 Ranged Weapons: 10 / 20
Perception: 10 / 20 Charisma: 10 / 20 Magik Defense: 10 / 20
Mind: 30 / 40 Luck: 10 / 20 Magik Offense: 10 / 20
Slots: Special Attacks: 0/2, Race 0/4, Talents: 4/5, Abilities: 4/10, Skills: 2/10 Mana Pool: 100

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).
You can go slightly longer than usual without food or water.

Advantages

  • Advantage 1 Gain EXP slightly faster.  
    Advantage 2 Sometimes you can sweet talk or intimidate NPCs even if your lines are stupid. Beyond words. Get it?  

Disadvantages

  • Disadvantage 1 Sometimes attacks do double damage to your character for no reason.  
  • Disadvantage 2 You get more OG situations.  
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

  • Tactics
    Tier 1 - Basic Battle Tactics Basic tactical knowledge when encountering simple monster encounters- the GM will provide clues when asked occassionally.
    Tier 2 - Enviro / 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 - Tactical Genius 1 on 1 This is for one on one battle situations. This lets you read your enemy better and find openings and situations. If it's a boss enemy that attacks often (not a God) and runs away, each time you will gain more data and you can call upon this tier and talent for clues from the GM. If it's an enemy type, like a Templar Commander, that you are fighting one on one, or an Elite, that you fight often, you can do the same.
    Tier 4 - 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 You can create your own tactics in a situation. When you use this tier, you ask the GM to allow your 'tactics to have a chance a working'. When this is in play, you will put forth your insane plan to see if it will go through. 
    Disadvantage 1: Sometimes this fails and fails hard.
    Bonus Tier 2 You can improvise in tough situations and create a new way out of a tough problem. Call it "Pulling a Captain Kirk", but you can use the resources and people you have unhand to make the impossible quite possibly possible.
    Disadvantage 1: This sometimes fails and fails hard.
    Disadvantage 2: You may find yourself paying a bigger price then you anticipated for your actions.

  • 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 find more gold off 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 You can use your leadership abilities to rally your allies in battle, causing them to fight harder and push to their goals with more ferocity.
    Disadvantage 1: This can only be used once per session.
    Disadvantage 2: If you are injured while the push is made, it will automatically demoralize the crowd.
    Bonus Tier 2 You have a higher chance of finding rare items off enemies.
    Disadvantage 1: Sometimes, rarely, a monster will drop no gold or items at all.
    Disadvantage 2: If your Luck stat is low, items you find will sometimes be broken.

    Horseback Mastery
    Tier 1 With this skill you can speed up horses over uneven terrain with more grace than your average no-talent hack of a rider.
    Tier 2 You are able to ride over hills and make jumps over small gaps in the terrain now, and can now match speed with targets.
    Tier 3 You can now leap from one horse to another or to another moving target. You can also defend yourself with a weapon if attacked on a horse. You are capable of also driving a wagon behind you over rough terrain and avoid attacks while doing so. And larger gaps are easier to jump.
    Tier 4 You are capable of combat on the back of horses now and carriage driving is much easier. Taking aim with bows and arrows also is much more easily done. Terrain travel is a synch and you are able to cut travel down by a 1/4th of the time with your knowledge of horses, who trust you much easier.
    Tier 5 If you must get somewhere, you are able to get there in record time, able to cut ride time - if you are alone with one other person - down to minimal. The distance you can cover makes you the perfect messanger and you are able to stealth your way through the night past droves of enemies.
    Bonus Tier 1 You know how to pace your horses now so that they take twice as long and twice as much work to tire out before needing rest.
    Disadvantage: Your horse may sometimes disagee with this and your attempt to go twice as long will fail entirely.
    Bonus Tier 2 Your ability to cut down on travel time extends to those travelling with you, even on another horse, as you help them out.
    Disadvantage: Your horse will occasionally become unruly itself and you will be forced to calm it somehow.

    Hunter
    Tier 1 Your years of tracking and hunting monsters has given you an instinct in dealing with them, you have a slight edge over others in tracking down monsters.
    Tier 2 You have a base knowledge of various monster types and their capabilities, you may get some small hints on how to overcome a monster encounter.
    Tier 3 You can now identify and collect sellable trophies off monster kills.
    Tier 4 You can easily find monster lairs once you encounter a monster, this is great for tracking a monster if it runs away.
    Tier 5 You can identify the Class of monsters that you're facing with a fair amount of accuracy, this helps in knowing the usefulness of some abilities and whether or not you should flee in terror.
    Bonus Tier 1 You gain a slight boost to your attack when fighting monsters you have previously encountered.
    Disadvantage: You may sometimes misjudge due to overconfidence and do less damage.
    Bonus Tier 2 You gain a slight boost to your defenses when avoiding the attacks of monsters you have previously encountered.
    Disadvantage: You may sometimes misjudge due to overconfidence and take more damage.

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 - Though Defense This allows you to block your thoughts from anyone trying to invade your thoughts that are 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

    Animal Whisperer
    Lv. 1 This allows you to understand Rank D/C monsters or baby monsters' intentions. You cannot influence them but you know what they are about.
    Lv. 2 This allows you to understand Rank B/A monsters intentions. You cannot influence them but you know what they are intending.
    Lv. 3 You are able to speak with lower ranking monsters (D/C) and baby monsters. You can get them to understand your intentions. Once you learn this particular level you can raise baby monsters to follow complex orders overtime.
    Disadvantage: Sometimes the baby monster can be grumpy
    Lv. 4 You are able to try to force Rank B and sometimes A monsters to obey you. This does not always work. Better chance to work with higher Mind. 
    Disadvantage 1: If you fail to get them to obey you the monster will get a free hit on you. 
    Disadvantage 2: Sometimes your orders can be completely misunderstood and a teammate might be attacked - better them than you. 
    Disadvantage 3: A monster can become more out of control sometimes.
    Energy: 30 

  • Battle Dancer
    Lv. 1 Crim enters into a dancing, ever changing stance which makes it hard for his opponents to read and easy for him to change up his approach for attack. He gains 30 Refexes until the end of combat. Energy: 30
    Lv. 2

    Crim counters a hand to hand or melee attack made against him by shifting in his dance under or over the attack, cancelling the strike and opening the enemy to a followup attack of his own.
    Disadvantage 1: After the attack, there is a chance Crim will stumble, leaving him open to a strike as well.
    Disadvantage 2: There is a chance Crim will recover energy at half the normal rate for a short time after this attack.

    Energy: 40
    Lv. 3

    Crim does a series of nondamaging, but distracting sweeps and twirls, in the mix, using the opponents temporary need to try and follow the movements to trip up and push the enemy, leaving them open to attack temporarily.
    Disadvantage 1: Crim may not follow this up with an attack of his own.
    Disadvantage 2: There is a chance this ability will completely fail. Leaving Crim open to attack instead.
    Disadvantage 3: This can only be used a limited number of times per session.

    Energy: 40
    Lv. 4 Crim channels his mana into the dance, giving him further advantages with his erratic movements and rythmnic attacks. He gains 50 to Speed and 50 to Melee until the end of combat.
    Disadvantage 1: This can only be used once per session.
    Disadvantage 2: After combat, Crim will be exhausted, requiring rest.

    Mana: 250

    Acrobat
    Lv. 1 You are more able to move on the fly, this allows you to bounce off objects and walls, leaping around in a Prince of Persia style as well as Freerun around.
    Lv. 2

    Crim expends energy to leap higher into the air, using his body and agile movements to boost the heights he can leap to. This can be used in tandem with Wind Jump to reach even greater heights.
    Disadvantage 1: Unless you find someone to land on or another way to brace your fall, you can take damage coming back down.

    Energy: 40
    Lv. 3 Crim can expend Energy to move quicker then normal for a split second, allowing him to dodge a ranged attack using a quick dodge move.
    Disadvantage 1: This ability causes Crim to strain his muscles, slowing him down a little after it's use.
    Disadvantage 2: There is a chance that Crim's reflexes can fail him after using this ability, due to a pulled muscle.
    Energy: 30
    Lv. 4

    Crim tucks and rolls when falling from a great height, greatly reducing the damage he would suffer from such a height, even possibly saving his life.
    Disadvantage 1: Using this ability leaves Crim vulnerable to attack while he gets back up.
    Disadvantage 2: Using this ability has a chance of making Crim randomly lose 20 to a stat for a limited time.
    Disadvantage 3: Crim loses his Stamina score temporarily while he recovers from the fall.

    Energy: 30

Skills

  • Battle Dancer
    Lv. 1 - Quick Swipe Crim launches a quick strike from his dance out at the enemy, his movements providing a slight bonus to his accuracy in hitting the target due to distraction. Energy: 30
    Lv. 2 - Sweeping Strike

    Crim launches an attack with his weapon and follows it up with a sweeping kick, the real attack being the kick, the swipe meant to force the enemy to give up his defense.
    Disadvantage 1: The dancer's effective attack is an average between both his Melee and Hand to Hand ability, in most cases, this means it is overall less effective.
    Disadvantage 2: This attack has a chance to miss due to the wild combination.

    Energy: 30
    Lv. 3 - Lion's Swipe Crim leaps out of his dance seizing a weapon by both hands, or if wielding two weapons, swings them along the same arc to create a powerful momentum, this attack has a lot of force and the sudden movement as combination stumbles the enemy if it hits.
    Disadvantage 1: This attack takes a lot of effort, when Crim lands he needs a moment to recover, leaving him open to attack.
    Disadvantage 2: This ability can only be used a limited amout of times per session.
    Energy: 40
    Lv. 4 - Dance of the Dragon Crim begins to swing and slash wildly in his dance, twisting suddenly into a whirlwind of deadly strikes. This attack hits anyone standing nearby Crim. He puts his full strength and backs it with a minor amount of Mana energy to make it possible.
    Disadvantage 1: Using this attack leaves Crim tired afterwards, causing his stamina to fail entirely for a short time.
    Disadvantage 2: This attack leaves Crim temporarily open to attack after the last blow.
    Disadvantage 3: This can only be performed once per session.
    Energy: 50
    & Mana: 100

  • Momentum Flurry
    Lv. 1 Crim begins rapidly striking and moving, using the momentum of his movements to strike rapidly and solidly.
    Disadvantage: As Crim strikes, he cannot quickly bring up a defense while moving forward and using his momentum, he sacrifices his abilities to parry and block for rapid strikes.
    Energy: 30
    Lv. 2 Crim begins rapidly striking and moving, using the momentum of his movements to strike rapidly and solidly. He now strikes with more force and with rapid increases to his movement speed.
    Disadvantage 1: As Crim strikes, he cannot quickly bring up a defense while moving forward and using his momentum, he sacrifices his abilities to parry and block for rapid strikes.
    Disadvantage 2: This ability now slowly drains stamina if it's maintained.
    Energy: 40
    Lv. 3

    Crim begins rapidly striking and moving, using the momentum of his movements to strike rapidly and solidly. He now strikes with more force and with rapid increases to his movement speed. His strikes now pass through many forms of defense, armored and shielded opponents will be force backward if struck.
    Disadvantage 1: As Crim strikes, he cannot quickly bring up a defense while moving forward and using his momentum, he sacrifices his abilities to parry and block for rapid strikes.
    Disadvantage 2: This ability now slowly drains stamina if it's maintained.
    Disadvantage 3: At the end of the flurry, Crim is tired and stunned momentarily, left open to attack.

    Energy: 50
    Lv. 4 When Crim ends his strike, he can use this move to take all the momentum for a brutal, final strike, this attack is backed with Wind Magik, causing a blast of powerful, cutting wind behind the brutal, cutting blow.
    Disadvantage 1: This attack can only be used following a Lv.1-Lv.3 Momentum Flurry.
    Disadvantage 2: Crim's Stamina works at half strength for a short time after this attack.
    Disadvantage 3: Crim is stunned at the end of his flurry, if he used a Lv. 3 flurry, the stun lasts longer.
    Energy: 50
    & Mana: 200
Templar Class Specific Tree

Templar Class Talents

  • Focus
    Tier 1 - Meditative State Whenever a templar meditates and focuses their energy, when they have time to do so, depending on the length of time they are able to sit and do so, they are able to be more focused and able bodied during combat, capable of seeing and focusing their attacks more directly and precisely, and seeing things they might not normally see. This is aided more with perception and mind stats being higher.
    Tier 2 - Inner Focus I If a templar can find time within a combative situation to stand there and take a minute to breathe in and out, focusing their spiritual flow and mana and energy, they can sharpen their senses and be alert to incoming blows easier and prepare to strike faster and more alertly than before, allowing them to fight better than before.
    Tier 3 - Inner Focus II The same as above, only the time of focus is cut down to 30 seconds instead of a minute.
    Tier 4 - Split Second Focus This is similiar to Tier 2 and 3 but this can only be used once. This also unlocks an ability tree named after this Tier, which will let you open it up more than once. This allows the person to take their inner focus and instead of 30 seconds to focus their talents to into combative prowness, they can do it a in a split second.
    Tier 5 - Outer Focus Allowing the templar to focus outward, they attuned to details in their environment when it comes to combat/battle. When a battle is going on, they are able to notice details of their environment others might notice, as well as unusual enemies and combative focuses of others.
    Bonus Tier 1 Focus time for Inner Focus is reduced to 15 seconds.
    Bonus Tier 2 20 Mind

Templar Class Abilities

  • God/Unnatural Sense
    Lv. 1 When any of the 13 Gods of Tareh are near, if they are not in disguise, you can sense them if you have encountered them at least one time.
    Lv. 2 When any of the 13 Gods of Tareh are near, no matter the disguise, you can sense them if you have encountered them at least one time.
    Lv. 3 You are attuned to the unnatural and can sense demonic and dark energy of beings of God power like strength after you have encountered them once before and they have gotten away.
    Lv. 4 You can sense the unnatural no matter what from now on if it is on a certain level. You cannot tell if it's good or bad, though, simply that there is something nearby and of a certain power level.

    Heart of a Warrior
    Lv. 1 The Templar can expend 200 Mana during combat to temporarily raise his Strength, Speed and Reflexes by 10, giving him an edge in combat. This cannot be stacked.
    Lv. 2 The Templar is able to name a target during battle, as long as that target remains, the Templar does more damage then normal against it.
    Lv. 3 10 Strength & 10 Speed
    Lv. 4 Strength Cap Break

Templar Class Skills

  • Templar Slash
    Lv. 1 - Falling Slash Crim makes a quick leap and slashes downwards, combining the momentum of his swing with that of gravity to cause a devastating blow. Energy: 40
    Lv. 2 - Rebound Blow Crim blocks a blow and shifts to make a quick retaliatory blow, the attack is swift and sudden, making it harder to block then normal. Energy: 30
    Lv. 3 - Lancer's Drop Crim channels all of his strength into a blow, creating a devastating attack with the force of his muscles combined with his weapons, the damage is doubled if done while falling from a height of 10 feet or more. Energy: 60
    Lv. 4 - Lightning Slash Lightning Slash. This powerful strike is powered by a combination of your energy and mana. The devastating blow is able to cut through tier 6 armor like butter, then send a devastating shoke through the person's body, no matter the tier. It also allows you to open the Lightning Slash Special Attack, which you can speak with the GM about building to your special needs. Energy: 60 and Mana Cost: 100

    Templar Heal Magik
    Lv. 1 The most basic form of the heal magik, it restores basic flesh damage done to the surface layer of the body and restores some lost health points to the Health Stat. Mana Cost: 50
    Lv. 2 This restores even more damage done to the outer layer of the body, mending rendered flesh and stopping bleeding that is occurring, but it does not touch damage inside. It restores moderate health points to the Health Stat. Mana Cost: 150
    Lv. 3 This patches the insides of a person temporarily to allow them to move and act in battle long enough to get proper treatment from a healer. Mana Cost: 300
    Lv. 4 This can restore moderate damage done to a person's insides, allowing them to move about and fight again with 1/5th of proper healing restoration done to them. This healing level can only be done a few times per session. Mana Cost: 500

    Templar Cure Magik
    Lv. 1 If a templar is poisoned by basic poisons and they cast this within a minute of it occurring, they can completely flush their system. This might not get rid of the effects completely, but it will keep them from dying. Mana Cost: 200
    Lv. 2 If a deadly poison pierces the templar'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. Mana Cost: 400
    Lv. 3 If another has been poisoned and the templar acts within 1 minute they can flush their system. Same as Lv. 1 Mana Cost: 200
    Lv. 4 If another is poisoned and dying after a length of time, the templar can attempt to flush their system despite the length of time. The person will be left weakened afterwards. Mana Cost: 400
Angel Magik
  • Wind Jump: 5 of 5
  • Wind Retrieval: 5 of 5
  • --
  • Lightning Blade: 5 of 5
  • --
  • Flame Blade: 5 of 5
  • Fireball Lv. 1: 2 of 2
  • Fireball Lv. 2: 5 of 5
  • Fireball Lv. 3: 5 of 5
  • --
  • Water Creation: 3 of 3
Angel Mark
  • Advantages:
  • Lvl 1: Faster Healing Time, Inc Magik Use, Inc Magik Effect
  • Lvl 2: Improved Healing Time, Increased Stamina, Increased Strength
  • Lvl 3: Angelic Stamina, Angelic Strength, 1/2 Magik Use
  • Lvl 4: Perm. Stamina & Strength Increases, Two Free Magik Levels
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  • Disadvantages:
  • Lvl 1: Lifeforce Drain, Speed Impairment, No Magik Uses
  • Lvl 2: Stat Impairment 2, Skill Loss
  • Lvl 3: Advantages Gone, Lose Magik Level
  • Lvl 4: Perm. Energy Decrease, Perm Strength Decrease
Anima
  • Anima E
    (Data to be filled in.)
Items
  • Primary Weapon: Tier 9 Spear
  • Secondary Weapon: Templar Longswords x2
  • Body Armor: Leather Chestguard
  • Arm Armor: Steel Arm Guard
  • Leg Armor: Steel Legguards
  • Special Item: Hunter Liceense
  • Special Item: Spear Family Crest
Background

Your Beliefs:

Every life is worth saving, but family comes first.

Your Goals:

To heal the wounded and keep the people she loves safe.

Your Instinct:

Do whatever required to meet her goals

Relatives: Mother - Malia Crimson Spear, Father - Gregor Crimson Spear (Deceased), Sister - Arianna Spear, Brother - Michael Crimson Spear, Brother - Jacov Spear

Your Background:

He was a drifter, the son of a pair of Hunters, he was born into a life of travel, hard work, and facing monsters on a regular basis. While his first few years were spent in the home of his aunt in Nuege, his parents sent money regularly and when he reached his fifth year of life, his father came to take him under his wing. Crimson never knew a slow or easy life, trained in the way of the spear, to throw and to fight, Crim knew by his 10th year more about combat and how to kill a monster then most chefs knew how to prepare a dinner.

On his 12th year, his father was killed in a fight with a deep forest behemoth. Crim would take up his father's spear, the family heirloom which gave each member of the family their names, Crimson Spear. His mother travelled with him still until his 16th year, when an accident claimed her left arm and she was forced to retire, the family was wealthy, years of ending the lives of monsters had filled their coffers for generations, so Malia Crimson Spear retired to a life as a Nuege noble, a luxury they had bought hundreds of years before, and used as a reward for a long career, rather then a status they were born into.

Crimson would go on to hunt, to slay, to kill, many years of tackling demons and fighting wild monsters had taught him that the gods were not reliable, that Templars would fall long before the true hunters would ever fade. Crimson was in the Island Nations, seeking new and interesting game when he came across those who follow the Angel, and all Crim could see was an oppurtunity to face even greater challenges, for no prophecy could shake a man who knew fate and destiny were easily shattered in the teeth of a tigroar.

 
 
 
 
 
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