Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 20
  • DOB: 3.14.2370
  • Hair: Blonde
  • Cup Size: C
  • Hair Length: Shoulder
  • Eyes: Blue
  • Height: 5'6"
  • Weight: 119
  • Build: Athletic
  • Race: Human
  •  
  • Class: Warrior
  • Elemental Affinity: Wind
  • Elemental Affinity Add-on: Lightning

Elemental Immunity: Dark

  • Len+
  • Level: 252

  • Class Level: 78

  • AC Stored: 10
Stats
Health: 50 / 50 Stamina*: 100 / 100 Hand to Hand Combat: 10 / 20
Strength: 100 / 100 Energy*: 100 / 100 Melee Weapons: 50 / 70
Speed: 50 / 50 Reflexes: 40 / 40 Ranged Weapons: 10 / 20
Perception: 70 / 70 Charisma: 25 / 25 Magik Defense: 15 / 15
Mind: 10 / 20 Luck: 10 / 20 Magik Offense: 15 / 15
Slots: Special Attacks: 0/4, Race 0/4, Talents: 8/8, Abilities: 5/10, Skills: 2/10, Circuits: 1 Mana Pool: 2200

Generic Traits:

Resistance to the elements (minor)
Excel at Smithery
You can go slightly longer than usual without food or water

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Advantages

  • Advantage 1 Quick learner. You gain a tiny fraction amount more of experience.  
    Advantage 2 You sometimes can score critical hits in combat against stronger foes.  

Disadvantages

  • Disadvantage 1 You're not very good at lying, attempts to do so will often fail even against people who don't have Lie-dar.  
  • Disadvantage 2 You sometimes miss with your moves when you should not.  
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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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 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.



  • Blacksmith Armory
    Tier 1 You can make up to tier 3 armor with 2 slots with your current talent. You can also repair other armor for free of this tier.
    Tier 2 You can create up to tier 6 armor with 2 slots with your current talent.
    Tier 3 You can create up to tier 9 armor with 2 slots with your current talent. You can also take apart armor of this tier now and extract slots from it to reapply to other armors.
    Tier 4 You can create up to tier 12 armor with 4 slots with your current talent. You can take apart armor of this tier and use it's materials with your own creation now so slot bonuses are added to yours free of charge. You can repair, for free, tier 6 armor and below.
    Tier 5 You can create god tier armor now. You can make it with up to 5 slots.
    Bonus Tier 1 You can create your own speciality armors that do not fit the patterns of full, plate, bikini.
    Disadvantage 1: The slot number is a calculated roll based on your Luck stat.
    Bonus Tier 2 Using the less is more approach, you can build your own forge out of simple parts so it can travel with you and the others. This adds an additional 300 gold charge to everything you make though because of needing to spend more on materials.
    Disadvantage 1: You lose a slot on items made when using the Traveling Forge.



    Blacksmith Weaponry
    Tier 1 You can make up to tier 3 weapons with 2 slots with your current talent. You can also repair other weapons for free of this tier.
    Tier 2 You can create up to tier 6 weapons with 2 slots with your current talent.
    Tier 3 You can create up to tier 9 weapons with 2 slots with your current talent. You can also take apart weapons of this tier now and extract slots from it to reapply to other weapons.
    Tier 4 You can create up to tier 12 weapons with 4 slots with your current talent. You can take apart weapons of this tier and use it's materials with your own creation now so slot bonuses are added to yours free of charge. You can repair, for free, tier 6 weapons and below.
    Tier 5 You can create god tier weapons now. You can make it with up to 5 slots.
    Bonus Tier 1 You can create your own speciality weapons.
    Disadvantage 1: The slot number is a calculated roll based on your Luck stat.
    Bonus Tier 2 Using the less is more approach, you can build your own forge out of simple parts so it can travel with you and the others. This adds an additional 300 gold charge to everything you make though because of needing to spend more on materials.
    Disadvantage 1: You lose a slot on items made when using the Traveling Forge.



    Blacksmith Slots
    Tier 1 You can learn all Slot Kits for free. Your Blacksmith has learned to make their own Slot Kits.
    Tier 2 You can decrease the price of all items that go into Slots. (Attack +3, Defense +5, etc.) by half.
    Tier 3 You can simply take slots from enemy weapons without needing to carry them (backpacks are a must for carrying). Slots ripped out from enemy weapons lose half their value when readded to weapons you make, but you can ... (see next tier)
    Tier 4 Combine slots together that you have laying around togther to make a large ass number, so that when you add it to a player's weapon in one slot, you have a much larger number. Just remember Tier 3 - it's divided in half.
    Tier 5 Runic Forging. You can use infuse Magik if you have a Mage, or are a Mage, to infuse Slot Kits with Magik elements.
    Bonus Tier 1 You can use Angel Magik to imbue slots yourself if not a Mage. However, the cost is doubled.
    Disadvantage: These will sometimes fail, wasting all the materials.
    Bonus Tier 2 You can reduce the cost of a Runic Forging by half optionally.
    Disadvantage 1: This may cause the Runic Forging to fail entirely, wasting the half costed materials.
    Disadvantage 2: This may cause the bonus to be halved from the forging as well, to a minimum of +1.



    Rune Smith
    Tier 1 You can now craft armor with Runes forged right into the metal. These do not occupy slots, but increase the cost of the materials greatly. You require a Mage's assitance while tempering the metal to enfuse it. This will grant the armor an element, all attacks dealt from that particular element will be reduced.
    Tier 2 You can now craft weapons with Runes forged right into the metal. These do not occupy slots, but increase the cost of the materials greatly. You require a Mage's assitance while tempering the metal to enfuse it. This will grant the weapon an element. This weapon will deal half it's damage again in that element with every successful attack.
    Tier 3 The cost for each Runic Forging is now reduced a bit.
    Tier 4 You can now use Angel Magik to temper the metals yourself for your own affinity and add-on affinities, however, you will need to rest just like the mage will after tempering and it will slow the construction of the item.
    Tier 5 You can now forge special items such as rings and pendants which include either a normal slot or a rune slot on them.
    Bonus Tier 1 You can double the elemental protection or damage from your armor and weapons.
    Disadvantage: The additional cost is also doubled.
    Bonus Tier 2 You can add a special slot to any weapon or armor already forged that can only be used for Rune Slots.
    Disadvantage 1: This will sometimes fail horribly and cannot be tried again on the item.
    Disadvantage 2: There is a rare chance fails will also break a current slot.



  • Angel Knight
    Tier 1 You now gain a special degree of trust with the Angel as her Knight.
    Tier 2 You now gain Magik Levels at the fullest possible potential as long as you are either travelling with the Angel or are performing a mission in her service.
    Tier 3 You can now sense when someone who will aid the Angel is nearby, or if something she owns is close by, you pick it up as if you had a nose for it.
    Tier 4 Due to your loyalty to Jean, she may at times forgive you for failures more readily then she would others. This represents her growing bond with you as her Knight. Don't test this too often, it won't save you from real big screwups.
    Tier 5 Attacks you take on Jean's behalf do not damage you as much as they should.
    Bonus Tier 1 You may choose when gaining an Angel Mark Level to drop one Disadvantage, or remove a Disadvantage you have already taken.
    Disadvantage: You may only perform this action once in the lifetime of your character.
    Bonus Tier 2 Jean will trust you on an intimate level, she may give you additional secrets to raising your mark level, how to even out her emotions when she is on a dark path, or seek your guidance when having to make an important decision.
    Disadvantage 1: Jean may occasionally grow moody and need to be coddled.
    Disadvantage 2: Jean may seek your disadvantages in the Mark first before others due to your role.



  • 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 warrior 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.
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 is a mysterious ability that I will not tell you what it does.
    Disadvantage 1: Sometimes others are able to read your thoughts



  • Mark Mastery II
    Lv. 1 Mark Misdirection. You can use this to misdirect others in the mark that are one level lower than you or more. You can make them think you're elsewhere, or that you're thinking/feeling different things. If you are of a similiar mark level, the higher your mind the better your chances at midirection. (Or luck if you want to take your chances).
    Energy: 20
    Lv. 2 Quicker (Angel/God) Magik Level Ups For Normal People. This skill will decrease the necessary exp needed to level up a magik level by half. This can be combined with the Angel Mark Lv. 5 'Quicker Magik Level Ups' and God Magik's Quicker Magik Level Ups as well.
    Lv. 3 1000 Mana Points
    Disadvantage: Sometimes random stats will drop down 50 points.
    Lv. 4 Mark Insurrection. You can use this to undermine someone else in the mark to try to get Jean not to keep increasing their marks, or possiblely even remove it from the person in question. You have to live with the consequences of this action. It can only be done one time on one person.
    Disadvantage 1: The Angel may focus on your Mark Disadvantages first in battles.



    Bodyguard
    Lv. 1 This allows you to "Mark" a single person or members of a single organization / party as your protected. Those who are under your protection share your armor bonuses whenever you are standing beside them. Energy Cost: 30
    Lv. 2 This allows you to gain a sixth sense about the intentions of others around your protected. If they have any hostile intentions or orders to harm those under your protection, you'll know. You get a special chance to protect them from an otherwise unexpected strike.  
    Lv. 3 Hits you take on behalf of others count for less.
    Disadvantage: If your protected has any disadvantages that increase the damage they would have taken, you instead take that extra damage.
    Energy Cost: 30 per hit
    Lv. 4 You can instantly switch places with your defended, even if they are some distance away from you, as long as they are within eyesight.
    Disadvantage 1: This may fail at random.
    Disadvantage 2: This may only be used once per session.
    Energy Cost: 60



    Knight Errant
    Lv. 1 Your questing and adventures have hardened you in battle. You can now withstand a good deal of damage and pain more then most fighters. You gain +10 Stamina and can choose to ignore an injury in battle in order to keep fighting, provided it isn't fatal or disabling. However, you'll have a harder time healing it after the fight.
    Disadvantage 1: There is a chance you will need twice the healing time / spells after battle.
    Lv. 2 You are shaped by countless battles and witnessing so many horrors that life really holds. You gain an additional +10 to Stamina and can now endure torture to a large extent by cutting yourself off from the moment.
    Disadvantage 1: Your exposure to the harsh elements of reality has given you a hang up, choose a phobia, you are now subject to all it can cause problems with.
    Lv. 3 A Knight lives by a code, as you have sworn against falling to fear, temptation and injustice, you now find yourself unshaken when others are frozen by fear or shock. You gain an additional +10 to your Stamina and can choose to expend energy to automatically discard any status effects that cripple your mobility, will to fight, or weaken you towards attacks.
    Disadvantage: Though you discard the effects, your energy will face a 10% deficit for every status effect you discard. It will not restore until you are cured of the status effect normally or it would normally wear off.
    Energy Cost: 50 then the 10%
    Lv. 4 When faced with injustice you may choose to unleash a heroic aura, while this aura is unleashed your enemies will be weakened against your attacks and their attacks will strike you with less accuracy and power. This allows you to do that heroic march through the enemy to right a wrong. However, you will be drained and tired after you have accomplished your task.
    Disadvantage 1: This can only be used once per session.
    Disadvantage 2: There is a chance your energy will not recover at it's usual rate until you get proper sleep after this action.
    Energy Cost: 70



    Storm Defender
    Lv. 1 You have begun to stretch your Wind Shield ability to new leaps and bounds, using this, you create a current of wind about yourself and your armor, adding a layer of damage protection, softening blows. Mana Cost: 200
    Lv. 2 You can now expend the layer of protection to counter a single spell you are hit by, nullifying it's effect. You must reapply your armor if you choose to use this.
    Disadvantage: Sometimes it will fail to nullify the spell.

    Disadvantage: Nullifying a Fire spell will protect you but cause a burst of fire around you.
    Mana Cost: 400
    Lv. 3 Lv. 3: You can now create a sustained Wind Barrier, this takes the form of a shield which you can block attacks with, it has a certain advantage of being nearly invisible, giving you an edge others don't know you have.
    Disadvantage: Sometimes it will fail to form properly and have holes, elemental attacks will leak through and still damage you, though lessened.
    Disadvantage: Sometimes this ability will fail as the spell fails to sustain.
    Mana Cost: 800
    Lv. 4 Storm Barrier - You create a circular whirlwind around yourself and your allies, this barrier deflects projectiles and tosses around anyone who tries to walk through it.
    Disadvantage: Fire attacks can ignite the air, causing fire damage to all, less if the caster dissapates the barrier right away.
    Disadvantage: This ability can only be used once per session.
    Disadvantage: The barrier drains more mana the longer it is maintained.
    Mana Cost: 1000
Skills
  • Sundering Slash
    Lv. 1 Focusing all of your might into an attack, and using your knowledge of smithing, you slash with your sword with particularly damaging results to weapons and armor, weakening your enemies attack and defense capabilities. Energy: 30
    Lv. 2 Placing even more energy into your attack, you slash hard and firmly, using a swipe meant to sunder armor and weapons, this will weaken them even more and work on higher tiers. Energy: 60
    Lv. 3 You place even more weight behind your attack and use an attack which can strike out even higher tiers of weapons and armor to damage them. Disadvantage: Sometimes your attack fails and leaves you open to a deadly counter strike Energy: 80
    Lv. 4 Can Opener Strike - This attack reduces your enemies defenses, giving up any choices of striking their offense, you can instead strike and open weak points in their armor for others to attack, this also damages them slight due to the sheer force of your blow. Disadvantage : This skill can only be used a number of times during a session, the GM will tell you when it's up again. Energy: 100



    Wind Slash
    Lv. 1 Channeling Wind Element into a strike, you unleash an Wind Element attack from your Blade. The attack stikes at an enemy up to 30 feet away from you and deals the damage your sword would otherwise deal. It can be blocked in the same manners as a normal sword strike, if your enemy knows what's coming. Mana Cost: 50
    Lv. 2 You swing a wide, sweeping blast of wind from your blade, creating a wave of slicing wind out in front of your attack zone.
    Disadvantage: This power has a limited use per session.
    Mana Cost: 150
    Lv. 3 You thrust your blade and fire a beam of Wind Element, this Wind Element is so fast it creates a visible streak in the air and bends light. It can pierce through armor, however, it can also be dodged or blocked like a normal projectile.
    Disadvantage: This power has a limited use per session.
    Disadvantage: This strike has pullback, you may be stunned after using this strike for a moment.
    Mana Cost: 300
    Lv. 4 Hurricane Blade - Calling out the elements, you channel wind into your strike and attack, this attack may be used in tandem with another, or it may simply be delivered through a normal sword slash, furious winds surround your blade, adding devastating striking power and cutting as though the blade were covered in razors.
    Disadvantage: This attack may only be used once per session.
    Disadvantage: This attack takes an additional 20 Energy on top of it's Mana cost.
    Disadvantage: This attack slows your ability to attack again for a short period.
    Mana Cost: 500
Merchant Specific Tree

Merchant Talents

  • Appraisal
    Lv. 1 You are able to appraise basic items for their true worth now - this is for items found out in the open or low level monsters or in basic shops.
    Lv. 2 You are able to appraise more advanced tems for their true worth now - this is for items found out in the open or mid level monsters or in shops.
    Lv. 3 You are able to appraise more advanced items for their true worth now - this is for items found out in the open or high monsters or in shops.
    Lv. 4  
    Lv. 5  



    Haggle
    Lv. 1 You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 10% chance of success.
    Lv. 2 You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 30% chance of success.
    Lv. 3  
    Lv. 4  
    Lv. 5  

Merchant Abilities

  • Increased Item Drop
    Lv. 1 When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 10%
    Lv. 2 When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 20%
    Lv. 3 When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 30%
    Lv. 4  
    Lv. 5  



    Increased Money Drop
    Lv. 1 When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 10%
    Lv. 2 When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 20%
    Lv. 3 When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 30%
    Lv. 4  
    Lv. 5  

Merchant Skills

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Warrior Class Specific Tree

Warrior Class Talents

  • Defensive Stance
    Tier 1 - Defensive Footing This allows you to find your footing against basic attacks that would knock you over; it will not stop any damage, merely help you against the weakest of attacks meant to knock you over, like someone trying to barrell past. It takes a few seconds to shift so you need time to form up as the person runs at you.
    Tier 2 - Solid Ground A more superior version of the tier above, this allows you to shift into this stance faster to stop basic barrelling into you and basic attacks instantly to pervent people trying to escape your clutches.
    Tier 3 - Quick Stance Dodge This factors heavily in with your speed and reflex stats as well. If you feel you cannot dodge an attack, or the GM warns you, if you use this tier you can attempt to dodge the attack altogether with a rapid shuffle move, or at least move your fatal areas.
    Tier 4 - Defensive Stance Form 1 Forming up with your weapons or your own arms/armor, you are able to block certain attacks that come in at you, turtling up to take damage. If it's clear you cannot take the attack, you can fall back on Tier 3 above and use it instead. This allows you to take full strikes from enemies up to a certain number before it breaks. It depends on the strength of the enemy and your own stats before this form breaks
    Tier 5 -Defensive Stance Form 2 The same as above, only it can take more damage before shattering.
    Bonus Tier 1 You have a much easier time blocking attacks if you are holding a shield or weilding two weapons, in defensive stance, this blocking adds to the length of time you can maintain your stance.
    Bonus Tier 2 10 Stamina



    Focus
    Tier 1 - Meditative State Whenever a warrior 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 warrior 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 warrior 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

Warrior Class Abilities

  • Thick Skin
    Lv. 1 You can focus your energy into making your skin thicker to prevent damage. This is a constant flow and will slowly drain your energy until you stop using it or your energy is used up.
    Lv. 2 This uses up half the energy but it still drains continually to protect you.
    Lv. 3 If you have mana you can supplement it for energy to drain, but it drains much faster than energy does.
    Lv. 4 The mana you can use drains slower now, and energy even less.



    Shield Focus
    Lv. 1 Kaelan's training with a shield has made her an adept with placing and blocking, any shield she uses is doubled in it's block value and protection.
    Lv. 2 When in defensive stance with a shield, Kaelan can reduce all damage dealt to her, attacks that get through her blocks are far less effective due to her ability to place her shield to minimize the impact.
    Lv. 3 Kaelan is especially adept at using a shield to it's maximum potential, she may use shields up to Tier 12 with ease.
    Lv. 4 20 Health



    Weapon Training Ability
    Lv. 1 Kaelan is highly skilled with a sword, when wielding one, she gains bonus attack power representing such skill. +3 attack with sword
    Lv. 2 Kaelan has mastered a special grip on her weapon handles that makes it harder for her to be disarmed to drop her weapon due to a stunning or impact, her hand naturally tenses up, gripping the weapon tighter in most cases.
    Lv. 3 Kaelan can weild any sword up to Tier 12 with ease.
    Lv. 4 10 Melee Weapons

Warrior Class Skills

  • Slash
    Lv. 1 - Gale Slice Kaelan channels a small amount of Wind Element over her sword as she slashes, paying a small amount of mana to give an extra bite as she slashes her sword out, this deals slightly more damage then a usual blow. Energy: 20 and Mana 200
    Lv. 2 - Gale Slash Kaelan channels her strength into a mighty blow, encorporating her Gale Slice technique to deal a decent amount of damage with her slash. Energy: 40 and Mana 300
    Lv. 3 - Gale Strike Kaelan channels her strength into a deadly blow, the speed and ferocity of the attack also causes the wind element suffusing the blade to streak out from her blow, adding an additional cutting wind to her blow as an after effect. Energy: 60 and Mana 400
    Lv. 4 - God Slash God Slash. This powerful strike is powered by a combination of your energy, and if you have mana you can pump it into the strike as well. The devastating blow is able to cut through tier 7 armor like butter. It also allows you to open the God Slash Special Attack, which you can speak with the GM about building to your special needs. Energy: 80



    Disarming
    Lv. 1 This is very dependant on your speed and reflexes stats for success, but if a player is quick enough, this level allows them quickly use their weapon or hands to knock items, not weapons, from another's hand if they are within a certain stat level of the target. Energy: 20
    Lv. 2 This is very dependant on your speed and reflexes stats for success, but if a player is quick enough, this level allows them quickly use their weapon or hands to knock weapons from another's hand if they are within a certain stat level of the target. Energy: 60
    Lv. 3 Kaelan blocks a melee attack with her weapon, then uses the block to initiate a disarming attempt through locking blades. This attempt at disarming is based on Strength and Reflexes, not so much speed, as it depends on overpowering the enemy. Energy: 50
    Lv. 4 Kaelan's focus on swordplay has given her an ultimate disarm using weapons. This cannot be used with hand to hand, launching a normal strike, Kaelan launches a strike at her opponents weapon hand, damaging or temporarily stunning the muscles in the hand with her weapon to force the enemy to let it go. This is dependant on her Strength and how strong the enemy is. Energy: 100
Angel Magik
  • Wind Shield Lvl 1: (Mana Cost: 12)
  • Wind Shield Lv. 2: (Mana Cost: 25)
  • Wind Barrier: (Mana Cost: 75)
  • Wind Retrieval:(Mana Cost: 12)
  • Wind Jump: (Mana Cost: 7)
  • Gale Burst Lv.1: (Mana Cost: 7)
  • Gale Burst Lv. 2:(Mana Cost: 12)
  • Gale Burst Lv. 3:(Mana Cost: 25)
  • Gale Storm:(Mana Cost: 50)
  • Tornado:(Mana Cost: 25)
  • Tornado Storm: (Mana Cost: 75)
  • --
  • Heal: (Mana Cost: 75)
    Cure: (Mana Cost: 75)
    Holy Weapon: (Mana Cost: 50)
    Dispel: (Mana Cost: 50)
  • --
  • Ice Blade: (Mana Cost: 25)
  • --
  • Earth Armor: (Mana Cost: 7)
  • Earth Spike Lv. 1: (Mana Cost: 12)
  • Earth Spike Lv. 2: (Mana Cost: 25)
  • Earth Projectile Lv. 1: (Mana Cost: 7)
  • Earth Projectile Lv. 2: (Mana Cost: 25)
  • Earth Impalement: (Mana Cost: 50)
  • Earth Crunch: (Mana Cost: 50)
  • Earth Coffin: (Mana Cost: 100)
  • Earth Divide: (Mana Cost: 25)
  • Earth Step: (Mana Cost: 7)
  • Earth Shield Lv. 1: (Mana Cost: 25)
  • Earth Shield Lv. 2: (Mana Cost: 50)
  • Quagmire: (Mana Cost: 25)
  • --
  • Lightning Blade: (Mana Cost: 25)
  • Thundering Blade: (Mana Cost: 25)
    Thunder Recharge: (Mana Cost: 75)
    Empowering Field: (Mana Cost: 100)
    Lightning: (Mana Cost: 50)
    Chain Lightning: (Mana Cost: 100)
    Ball Lightning: (Mana Cost: 75)
    Storm Hammer: (Mana Cost: 150)
  • --
  • Flame Weapon: (Mana Cost: 25)
  • --
  • Water Creation: (Mana Cost: 7)
  • Water Blast Lv. 1: (Mana Cost:7)
  • Water Blast Lv. 2: (Mana Cost: 25)
  • Water Blast Lv. 3: (Mana Cost: 50)
  • Water Torrent: (Mana Cost: 75)
  • Water Trap: (Mana Cost: 87)
  • Waterflow Lv. 1: (Mana Cost: 62)
  • Waterflow Lv. 2: (Mana Cost: 125)
  • Bubble Snap: (Mana Cost: 62)
  • Acid Rain: (Mana Cost: 37
  • Veiling Mist: (Mana Cost: 25)
  • Effervescence: (Mana Cost: 12)
  • Geyser: (Mana Cost: 18)
  • --
  • Quicker Magik Level Ups: God Magik Category I 1 of 4
  • Mana Pool Increase: God Magik Category I 2 of 4
  • Less Mana Consumption: God Magik Category I 3 of 4
  • Quicker Mana Restoration: God Magik Category I 4 of 4
  • --
  • All Earth Magik: God Magik Category II
  • --
  • All Water Magik: God Magik Category III

26 Levels Unspent

Angel Mark
    • Advantages:
    • Lvl 1: Increased Stamina, Faster Healing Time, Increased Strength
    • Lv. 2: Improved Healing Time, Superhuman Stamina, Superhuman Str.
    • Lv. 3: Angel Stamina, Angel Strength, Half MP Use
    • Lv. 4: P. Sta. Increase, P. Str. Increase, Elem. Affinity Add-On
    • Lv. 5: Ang Perm. Str Inc., Ang Perm. Sta Inc., Quicker Magik Lvl Ups
    • Lv. 6: Elemental Affinity Spells Learned, 10 Free Magik Levels
    • Lv. 7: Angel Temptation, 20 Free Magik Levels, Elemental Immunity (Lightning)
    • Lv. 8: Angel's Destiny, Elemental Immunity (Dark), Mark Manipulation II
    • Disadvantages:
    • Lvl 1: Lifeforce Drain, Speed Impairment, No Magic Use
    • Lv. 2: Stat Impairment 2, Skill Loss
    • Lv. 3: Advantages Gone, Complete Immobility
    • Lv. 4: Perm Stamina Decrease, Perm Speed Decrease
    • Lv. 5: Angel Control, Perm Magik O&D Loss
    • Lv. 6: Complete Loss
    • Lv. 7: No Magik Level Ups for 10 Levels, Lose 2 Cap Points to E, MO and MD (* Mastery to Loss of 5 Points)
    • Lv. 8: No Magik Level Ups for 25 Levels
    Anima
    • Anima T
    •  
    • PWR: 70
    • EGY: 100
    • ARM: 100
    • SPD: 20
    • SKI: 40
    • FIST: 10
    • FOOT: 10
    •  
    • Weapon Creation Lv 1: 5 of 5 (Two Handed Sword)
    • Weapon Creation Lv 2: 10 of 10 (Two Handed Sword)
    • Auto-Repair: 5 of 5
    • T Wings: 10 of 10
    Items
    • Primary Weapon: Ancient Sword (+7 attack, +1 Wind, +1 Lightning, +2 Attack, +2 Attack, +2 Durability)
    • Secondary Weapon: Di'neer Longsword
    • Special Item: Mother's Locket
    • Special Item 2: Backpack
    • -??? Potion
    • - Strange Marble
    • -Merchant Storage
    • Body Armor: Tier 6 Ore Bikini Armor
    • Hand Armor: Tier 6 Metal Bracers
    • Foot Armor: Tier 6 Battle Boots
    Background

    Your Beliefs:

    Right before Wrong, Family First, and the heart is one's only true soverign. In this new and strange world, all I have left is the legacy Mercy left behind and my possibilities are limitless, still, I am responsible for this world as much as I was for changing the last.

    Your Goals:

    To find peace. A rage of loss and an unfulfilled need to establish true justice boils within. I must quench it, I must find a balance behind the angry beast and my own needs. I must find a path, and guarantee a happy ending for my friends.

    Your Instinct:

    Follow the heart, do what is right even at the cost of oneself, never compromise on your morals for the easy out.

    Relatives: Mercy - Wife (Deceased), Children - Aretha and Kaely (Deceased), Decendants - Zegretta, Fi'Anna, Henry, and many other Di'Neers.

    Your Background:

    Kaelan was always an unruly girl, a sort of tomboy who rebelled against her mother's repeated attempts to get her into a dress as she grew up. Constantly picking fights with boys her age, sometimes older, and getting into trouble so often, it could be said she was the reason her mother got gray hairs so early on. The daughter of a Blacksmith who had once been a militia man, Kaelan grew up around swords and armor. Originally from Oas, Kaelan grew up without much influence from the powers that be. This peace was shattered when the infrequent monster attacks the Oasian's faced grew out of hand. A particularly nasty attack which killed many and injured even more forced her father's hand and for the safety of his daighter, her father made the choice to set up shop at one of the many military outposts nearby Thar.

    A mecca to the young lady, she spent her days sneaking around to watch the soldiers train or learning the family craft from her father, as much as he would teach his little girl. At night as she got older she would sneak out to try and hang out with the soldiers, even getting a few of them to teach her the basics in holding a sword and weilding it. When she should have been learning table manners, she learned marching orders, when she was supposed to know knitting, she knew how to throw on chainmail. It was no surprise that she took to her father's craft far faster then she did her mother's, and soon she learned to smelt and bang out metal in favor of knitting together cloth. Her mother was a weaver, a very skilled artisan in the finer cloths, remants of which Kaelan still carries today with her.

    All this changed one night a year ago, when the empire began it's march. In the dark of night the outpost was attacked. Kaelan, who was out with a soldier at the time, was spirited away as the attack became a disaster and a retreat was ordered. In the flames and confusion, Kaelan ran into a Templay named Zeal Silas, and together, with her father, Zeal and Tam battled their way out of the chaos with Kaelan. Along the way they came face to face with imperial soldiers, and to ensure Kaelan's safety, Arethia gave her life, with Tam taking serious personal injury attempting to prevent it from happening, her sacrificing allowing the trio to make their escape.

    After seeing her father was tended to, the two began to travel with the single surviving soldier, she led them to a port and bade them on their way to Navarro for a new, third start. Tam would find his next employment under the nobleman, Lord Kalo. Her father worked harder then ever to drive out the grief and Kaelan right alongside him the whole way. They became a regular part of a troops entourage, producing weapons and armor, maintaining gear. By nights Kaelan would take lessons in the sword from the soldiers and knights of the company. She was driven, she wanted to become stronger, better, able to take revenge on the soldiers that killed her mother.

    A year passed, and Lord Kalo grew eager to join the tournament in Navarro, along with their prized blacksmith and his daughter, who now held the position of Blacksmith's Apprentice and worked between her lessons as Kalo's servant. Tam, crafting his very finest masterpieces in weapons and armor, intending to let the entire world know his smithy stamp. Kaelan saw this as a chance not only for her family name to rise, but for her to test her strength in the tournment, the first step on her path to avenge her mother.

    Fate would fall heavily on this girl, on her 20th birthday she entered the tournament only to be struck down in dishonor by her own lord. Following her friends to aid in saving Rachael, she found Jean Al'ryn, the Fallen Angel as she fell from the sky. It took little time for her to be implicated as a conspirator with the Angel and her Father arrested, the two betrayed by Lord Kalo, who was also Tam Di'neer's executioner. Travelling with the Angel and her followers, Kaelan has literally gone through death itself and come back, slowly forged from a girl who dreamed of being a knight into the sworn protector of Jean Al'ryl. Honing both her ability to craft a sword as well as use one, Kaelan intends to forge a path to sanity within the world.

    Kaelan has been marked by the Angel, her mark appears as a winged shape with a heart, just over her breasts. Kaelan survives the battle with Gartareh to find her wife and children long since dead of old age in the new world. Now with a much increased family through their decendants, she must find her place and a path towards true peace.

 
 
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