Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 18
  • DOB: 6.12.2844
  • Hair: Red
  • Cup Size: B
  • Hair Length: Long
  • Eyes: Green & Blue
  • Height: 5'4"
  • Weight: 87lbs.
  • Build: Slender
  • Race: Catmew
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  • Class: Mage
  • Elemental Affinity: Fire
Stats
Health: 30 / 30 Stamina: 50 / 60 Hand to Hand Combat: 5 / 10
Strength: 5 / 10 Energy*: 100 / 100 Melee Weapons: 10 / 20
Speed: 40 / 40 Reflexes: 40 / 40 Ranged Weapons: 10 / 20
Perception: 60 / 60 Charisma: 50 / 50 Magik Defense: 40 / 40
Mind: 100 / 100 Luck: 80 / 80 Magik Offense: 40 / 40
Slots: Special Attacks: 0/3, Race 6/6, Talents: 5/5, Abilities: 3/10, Skills: 0/10, Circuits: 4 Mana Pool: 4275

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Generic Traits:

Enhanced senses/smells/sounds. As well as a deep sense of Mana and Leylines.

Alluring: The Catmew is considered especially attractive due to her well kept kitty features. This may work as a double edged knife however.

Fish Attractor Power: Can touch an object, causing it to become massively attractive to fish, makes fishing easy!


Advantages

  • Advantage 1 Every 5 Level Ups, you gain 25 Mana.  
    Advantage 2 You occasionally, despite all probability, land on your feet unharmed after a large fall.  
    Advantage 3 Animals like you.  
    Advantage 4 You can gain an extra 1000 mana points  

Disadvantages

  • Disadvantage 1 As a catmew, you have a basic stigma around you as sometimes being seen as more animal the person.
  • Disadvantage 2 Sometimes attacks do double damage to your character for no reason.  
    Disadvantage 3 You require more sleep then most others do. Damn lazy cats.  
    Disadvantage 4 Physical Attacks do extra damage to you.  
Special Attacks
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Race Specific Tree

Racial Talents

  • Psionic Adept
    Tier 1 This unlocks the Psionic Adept tree below. At this point you still cannot do anything of anything to anything.
    Tier 2 You are capable of hearing buzz from others and slight emotions from those you are close to/been around a lot.
    Tier 3 You are able to feel the emotions from those you are close to if they don't hide it from you and can feel their thoughts sometimes if they don't hide it from you.
    Tier 4 You are able to move very small objects a few feet toward you at this point.
    Tier 5 You have unlocked Psionic Adept Abilities and Skills.
    Bonus Tier 1 You can now gleam the thoughts off another person, however you can only get surface thoughts, this requires deep concetration, time with the target and drains you of all your Energy and you must rest afterwards.
    Disadvantage 1: This also can result in a migraine.
    Disadvantage 2: You must be at full energy to even begin the attempt.
    Bonus Tier 2 You can feel the emotions of anyone you have spent a good deal of time with, if they are open to you mentally you can feel them much easier. You must concetrate to do this and be phyiscally touching them.
    Disadvantage 1: You develope a migraine if you use this too often and too much.
    Disadvantage 2: This slowly drains at your energy if used for a prolonged period.

Racial Abilities

  • Psionic Adept
    Lv. 1 If you strain your mind hard, you can hear thoughts of those close to you, but they will know you are doing so. You are only picking up their surface thoughts. Energy: 10
    Lv. 2 If you focus very hard, your friends are unaware you are reading their surface thoughts. Energy: 15
    Lv. 3 If you focus very hard, you can read the surface thoughts of others without being detected.
    Disadvantage: Sometimes you are detected.
    Energy: 20
    Lv. 4 You are able to read the surface thoughts of others you are not familiar without with trying that hard and straining yourself. 
    Disadvantage 1: You are sometimes detected.
    Disadvantage 2: Sometimes your thoughts are transmitted instead. 
    Disadvantage 3: Sometimes you are left mentally vulnerable to attack.
    Energy: 30



  • Mind Delver
    Lv. 1 Focusing you can now read the surface thoughts of others without being detected. Energy: 30
    Lv. 2

    You may now attempt to delve further into the minds of others, digging in for information.
    Disadvantage 1: You are easily detected.
    Disadvantage 2: This ability will often fail with strong minded targets.
    Disadvantage 3: Failure results in minor damage, and the telepath must rest before trying again.

    Energy: 40
    Lv. 3 You may now delve further into the minds of others with less effort, it is far less likely that you will be detected at this level.
    Disadvantage 1: This skill has a chance of resulting in both the target and the telepath becoming damaged, especially if the target is resisting. Drugged enemies or willing participants greatly lower the risk.
    Disadvantage 2: This ability leaves Lia tired and unable to focus again until she gets rest.
    Energy: 60
    Lv. 4 Lia may enter the dreams of a sleeping person, or draw another who is with her into her own dreams. The Dreamscape is controlled by the one who is dreaming. She must travel at her own risk.
    Disadvantage 1: Obviously, this ability can only work when Lia herself sleeps.
    Disadvantage 2: Using this ability keeps Lia's mind active, while she sleeps, she is not actually getting rest.
    Disadvantage 3: From time to time, Lia's precognition ability may interfere with this ability.
    Energy: 80



  • Precognition
    Lv. 1 Lia's precognition manifests itself as a danger sense. When Lia is in sudden danger, energy will automatically be expended and grant her a temporary +30 reflexes and allowing her a second or two to get out of danger.
    Disadvantage 1: This is not a constantly reliable ability, sometimes it fails entirely.
    Disadvantage 2: There is a chance that even when this ability does work, the bonus to reflexes will be halved.
    Energy: 40
    Lv. 2

    Focusing her energies, Lia can bring out her procognition in a controlled state, allowing her to see what's coming, effectively slowing the situation around her and giving her more time to react. This allows Lia to slow down an Opposite Game.
    Disadvantage 1: This only works on Personal OGs.
    Disadvantage 2: This may only be used once per session.
    Disadvantage 3: Afterward, and when Lia is clear, her mind will experience feedback, causing her to be unable to use her psionics for a few moments.

    Energy: 40
    Lv. 3

    Focusing her energies, Lia can bring out her precognition in a controlled state, allowing her to see what's coming, effectively slowing the situation down to such a state she can practically walk around bullets or dodge incoming cars with ease. This cancels an Opposite Game, allowing automatic success
    Disadvantage 1: This only works on Personal OGs.
    Disadvantage 2: This may only be used once per session.
    Disadvantage 3: Afterward, and when Lia is clear, her mind will experience feedback, causing her to be unable to use her psionics for a few moments.

    Energy: 50
    Lv. 4 Lia's dreams are turned on to her Precognition ability. From time to time, Lia will get visions provided by the GM that give hints and prophecies of future events to come. This is a plot ability.
    Disadvantage 1: Due to constant delving into prophecy, Lia is often hit with nightmares around the times that she gets prophecies.
    Disadvantage 2: On a night when experiencing a prophecy, Lia recieves no rest from the evening's rests.
    Disadvantage 3: This ability can sometimes interfere with Dream Delving.
    Energy: 30

Racial Skills

  • Psionic Adept
    Lv. 1 If you strain your mind hard, you can throw objects at people. Energy: 10
    Lv. 2 You can throw small objects at people without straining your mind. Energy: 15
    Lv. 3

    You can lift a person a few feet and throw them a few more by straining very hard.
    Disadvantage: Sometimes this fails and you get feedback, collapsing for a few moments.

    Energy: 20
    Lv. 4 You can lift a person a few feet and throw them a few more without straining. 
    Disadvantage 1: Sometimes your psionics fail you. 
    Disadvantage 2: If you are facing another psionic, they can rebound effect you and hurl you into the wall without wasting energy.
    Disadvantage 3: Sometimes you get a headache doing this move.
    Energy: 30



    Telekenetic Warrior
    Lv. 1 Lia hurls a jolt of telekenetic force at her enemy, striking with strong force. Energy: 10
    Lv. 2 Lia grabs and lifts an enemy with TK, throwing them violently.
    Disadvantage 1: This causes physical strain on Lia, several uses can cause her physical damage.
    Disadvantage 2: This ability gradually slows Lia's Stamina as she uses it.
    Disadvantage 3: This ability cannot toss an enemy who weighs over 300 pounds.
    Energy: 30
    Lv. 3

    Lia can hold an enemy in place, exerting force to lock it up, allowing others a chance to strike at it.
    Disadvantage 1: This ability can only be used a few times in a session, the GM will let you know how often.
    Disadvantage 2: This ability's hold time is extremely short, only opening a limited window for strikes.
    Disadvantage 3: This ability temporarily stuns Lia when it is over, leaving her open for attack whiel she recovers.

    Energy: 30
    Lv. 4 - Goddess TK Lia lifts an enemy, exerting holding force on them sharply, she begins to break bones and crush armor with the exertion.
    Disadvantage 1: This ability can only be used once per session.
    Disadvantage 2: Sometimes, your Stamina fails you when using this power.
    Disadvantage 3: This ability causes heavy strain on Lia, leaving her dazed and stunned temporarily after it's use, leaving her open to attack.

    Energy: 60
Talents
  • 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.



    Ancient Scholar
    Tier 1 Your studies have given you the ability to read and speak the Ancient Language with ease, allowing you to figure out writings found in ruins and some voices that seem to emerge from them.
    Tier 2 Your studies have given you a grasp on Ancient technology, allowing you to operate door panels, lifts, and other basic machines left behind by them.
    Tier 3 Your studies have given you the ability to operate more complex machinery, you can now start to munipulate computer systems and other strange devices left behind by the ancients.
    Disadvantage: You know how to operate them, but don't fully understand them. There's a chance you can cause such machines to break or malfunction because you're not doing the right things.
    Tier 4 Your studies have given you a much deeper understanding of Ancient Technology, you can now understand schematics and systems read outs from working Ancient Tech, even make some repairs and get broken machinery to work again.
    Disadvantage: Your fixes are still nowhere near expert, like a kid who's gotten a computer to work again, you've only delayed break down again for a short time.
    Tier 5 You are now capable of building some ancient tech on your own, you can even start to build ancient items with the help of a trained Blacksmith for the parts.
    Disadvantage: You must have acquired an original piece of the tech or the schematics to make them.
    Disadvantage 2: Sometimes, these devices fail, ruining up to 500g worth of the parts.
    Bonus Tier 1 Your fixes now last much longer and operate more efficiently. You can use ancient tech with some confidence knowing it won't explode in your face.
    Disadvantage: Your fixes have a very tiny chance of actually backfiring.
    Bonus Tier 2 You can begin to make basic programs or alterations for ancient systems, provided you can find one and get one working.
    Disadvantage: Your programs may not always work.



    Anima Pilot I
    Tier 1 - Loving Your Anima You're adept at Anima control. Name one Anima, this is your special Anima for all intents and purposes. You automatically gain a level with this Anima.
    Tier 2 - Quick Anima Learner You learn faster with Anima, gaining Anima Levels at a faster rate then others.
    Tier 3 - Stronger Animas Any Anima you ride gets +20 to all it's stats, your favored Anima gets +50.
    Tier 4 - Anima Energy Any Anima you ride takes twice as long to wear out energy wise. Your favored Anima also recharges much more quickly.
    Tier 5 - Anima Defense Your Anima now takes far less damage from blows and can handle a lot more punishment before you're thrown out of Anima form. You are the juggernaught!
    Disadvantage: If your Anima is beaten to the point of dismissal now it takes the normal amount of time it take anyone else to chage up, your Anima Energy ability is useless for this.
    Bonus Tier 1 You can now use Personal Size Mode on any Anima. You can summon an Anima in Personal Size mode without having to go to full form.
    Disadvantage: Summoning immediately into personal size mode has a small chance of not adjusting properly, causing minor damage and stunning you as it adjusts, leaving you open to attack.
    Bonus Tier 2 You can call an Anima Gauntlet to your hand instantly.
    Disadvantage 1: This rarely will sometimes fail entirely.
    Disadvantage 2: This can only be done once in a session.



    Anima Pilot II
    Tier 1 - Anima Repair Your Anima now universally gain the Repair ability, and can repair themselves in combat.
    Tier 2 - Anima Magik You can now use magik of your Affinity and Sub-Affinities through your Anima.
    Tier 3 - Anima Command Aura When fighting with multiple Anima on your team, your Stat Boost, Energy and Repair bonuses apply to all other allies Anima.
    Tier 4 - Anima Saint Your Anima's form has altered, making it's appearance less monstrous and more inspiring. While it still takes the form of a beast, those not in Anima are filled with Awe seeing it. Causing friendlies not to run in fear and those you target to experience dread looking at you.
    Disadvantage: This also means the enemy will be more likely to target your anima then any others on the field.
    Tier 5 - Anima God Your favored Anima gains a substancial boost when you pilot it. It now is a glass above the rest, like Cheryl to the Alphas, top of your class. Your Anima's Weapons now rate Omega Tier and their stats are boosed an additional +50. No one messes with you and your Anima.
    Disadvantage 1: Any other Anima you pilot doesn't respond as well, like a limb that doesn't belong.
    Disadvantage 2: If you somehow lose your Anima, you must give up 15 levels exerting energy to bond a new Anima to you.
    Bonus Tier 1 The Armor on your Anima is now Doubled.
    Disadvantage 1: Your Anima takes a -20 on Speed due to the added weight.
    Bonus Tier 2 Your Anima Magik ability now extends to spell schools outside your affinities.
    Disadvantage 1: Spells of these schools take an extra 100 mana.
    Disadvantage 2: Spells of these schools are less effective.



    Mason Master Mage
    Tier 1 Your intense studies have given you the rank of a Master within the Mason Guild.
    Tier 2 You are granted a Mason Guild Cloak, which carries a special defensive attachment, giving you the protection of Tier 6 Cloth Armor with a special +4 Defense Bonus to it. This occupies the Body Armor slot of your equipment.
    Disadvantage: The Mason Guild Cloak is easily recognized, and may cause trouble if you run into people who don't like the Guild.
    Tier 3 You gain a special understanding of Leylines and how they work, as well as a slight help in analysing one you run across.
    Disadvantage: This only grants working knowledge, and in no way helps with manipulating or using one.
    Tier 4 You have a working knowledge of all Mason Guild service locations and outposts, this helps you find one when you need help or get you and your group into into one when needed.
    Tier 5 You are granted the Mason Guild Sigil, a rank insignia which can be worn anywhere on your body, while you wear it, it will negate a Magical Attack directly cast on you once a session. This takes up one of your Special Item slots.
    Disadvantage: The protection very rarely may fail. The GM makes this call.
    Bonus Tier 1 +100 Mana
    Bonus Tier 2 Unlocks the Master Mage Ability.

    Abilities
  • Rune Drawing
    Lv. 1 You can draw a rune that contains a spell, to contain the spell you must expend mana as though you had already cast it. You can put any Air, Fire, or Water spell into a Rune. The spell will be cast when it is either tapped by the original writer or looked at by it's intended target. Mana Cost: 200
    Lv. 2 You can draw a more complex rune now for even more complicated spellwork. You can put any Earth, Lightning or Ice spell as well as those from Tier 1 Mana Cost: 300
    Lv. 3 You can draw a very complex rune, your spells can now include Dark and Holy elements as well as Mage spells.
    Disadvantage: The spells are weaker then if they had been immediately casts as the mana fades slowly.
    Mana Cost: 500
    Lv. 4 You can draw an intricate rune, your spells include all those above and you can now combine them into multiple spells.
    Disadvantage: They must be of the same element or must be Mage Spells. Or else they will backfire dangerously.



    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 



  • Mason Master Mage
    Lv. 1 - Arcane Sight A Master Mage of the Guild knows how to use their own energy to give themselves Arcane Sight, which will temporarily make mana sources radiate, helping identify Leylines, Magically Imbued Items, and Casters. Energy: 20
    Lv. 2 Quicker Magik Level Ups - This skill will decrease the nessecary exp needed to level up a magik level by half. (Or, without Angel Magik, this skill will slightly decrease the exp for Mage Class Levels. Helping the Mage gain spells.) This ability, if the former, stacks with similar abilities.
    Lv. 3 1000 Mana
    Disadvantage: Sometimes a random stat will drop down 50 points temporarily.
    Lv. 4 - Mana Draw The Mage Expends a small amount of energy, immediately converting it into Mana, the Mage can effectively tap her Energy Pool to Refill Her Mana Pool in this way. Energy Cost: ?? for ??? Mana.
    Disadvantage 1: Using this ability can cause your Stamina stat to work only at half power for a combat duration.
    Disadvantage 2: Sometimes your normal Mana Regeneration will slow to half speed when using this.
    Energy: 20 for every 200 Mana regained. 



    Bind Aegis Ability
    Lv. 1 Allows Lia to Bind an Aegis to her, there is only one slot for an Aegis at this level. The Aegis shares in Lia's pain and pleasure, and has an empathic link. Energy: 10
    Lv. 2 Allows Lia to Bind two Aegis to her, this opens a second slot for an Aegis. At this point, the Aegis' and Lia can share energy pools. Energy: 30
    Lv. 3

    Allows Lia to enhance a binding, no new slots are added, but Lia can now telepathically speak to her Aegis as long as they are nearby and tbe Aegis gains quicker healing and the ability to handle greater periods of stretch as a benefit. Disadvantage 1: The Aegis can now tap into Lia's feelings and thoughts if she does not guard them.
    Disadvantage 2: Lia now shares the Aegis' pain more readily.

    Energy: 20
    Lv. 4

    Allows Lia to make a perfect binding. This adds one extra slot and of the three, Lia can choose one who is bound to her on a near Dragoon / Pilot level.
    Disadvantage 1: Death of the Aegis will hit Lia much more heavily, it can have health or mental reprocussions.
    Disadvantage 2: This binding causes Lia to lose 10 Stamina and 10 Energy permenantly, while the Aegis gains them.
    Disadvantage 3: This full binding takes an entire day to perform and recover from, Lia must rest for a day, not something to be used on the battlefield as she will be useless until she rests.

    Energy: 20 for every 200 Mana regained. 
Skills
  • Water Magik Skill
    Lv. 1 - Water Paw Lia summons forth a gout of water in the shape of a giant paw and sends it crashing at her target. Mana: 200
    Lv. 2 - Water From a Stone Lia touches a surface and pulls water element from it to power her spells and make them easier to cast. Disadvantage: If pulling water from Ice, it will weaken it's integrity, if pulling it from something biological, it will dehydrate the target. Disadvantage 2: Cannot pull water from people or animals. Mana: 300
    Lv. 3 - Water Bubble

    Lia creates a bubble of water, if done above water or on the ground, this creates an orb like shield that deters physical blows or fire. If done below water this creates a breatheable, but stationary bubble. Disadvantage: Bubble is stationary. Disadvantage 2: Bubble drains mana slowly while maintained.

    Mana: 200 (50 per 30 seconds)
    Lv. 4 - Chaos Water

    Lia creates an amorphous monster formed from water and hurls it at an enemy, it kicks, stabs, bites, bashes, and thrashes whatever gets in it's path with blasts of water. Disadvantage 1: The Chaos Water fears Bunnyhops. Don't ask why. Disadvantage 2: This spell can only be cast once per session. Disadvantage 3: There is a small chance that the Chaos Water travels randomly off target.

    Mana: 400



Subclass Specific Tree

Subclass Talents

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Subclass Abilities

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Subclass Skills

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Mage Class Specific Tree

Class Talents

  • 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 - Basic Blood Healing Rudimentary knowledge of blood, blood diseases and how blood affects the body when lost, mixed, and how it affects sugeries. Daily study of blood, books on blood medicine and even examining samples from friends will help you learn from it.
    Bonus Tier 1 Your knowledge of the complete body and what comes out of it helps you better diagnose diseases and ailments that others are affected by. When trying to determine what's ailing someone, you'll recieve physically related symptom hints.
    Bonus Tier 2 You can quickly recognize the effect of poisons and toxins in someone's blood due to your extensive studies.



  • Master Doctor
    Tier 1 - What Infects Us This represents knowledge of viruses and bacteria that affect the body and cause illness. 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 them and samples from them will help you gain more knowledge for later tiers and talents.
    Tier 2 - What Will Affect Us This represents the ability to detect and figure out how conditions, current illness, and other such things may affect the body as time goes by, great for spotting that potential pulled back or a genetic defect that will affect the body as time goes on.
    Tier 3 - What Affects Our Spirits This represents the ability to detect both the natural and the supernatural affects on the body. This is great for spotting mental conditions which could lead to further problems down the road, or ailments not caused by practical, physical means. While this may not tell you how to treat such things, it helps you find a specialist who can help the patient better.
    Tier 4 - Effective Affectiveness This tier represents putting together both the problems of the mind, body and soul to reach a prognosis. The doctor with this tier can use their diagnositc abilities to determine solutions and cures for problems, the more knowledge you have about the patient and the more you know about what's ailing them helps in reaching this conclusion. You can't find answers going in blind.
    Tier 5 - Bloodletter's Solution Lia's intense study on what affects the blood and her ability to look into the minds of others has granted her a unique perspective in medicine. After careful analysis she can often find a solution using one or the other, telling the body itself to purge diseases or remind it of what it once was when it was healthy.
    Bonus Tier 1 Potions and Herbs administered by Lia will be far more effective then others.
    Bonus Tier 2 Lia's studies have sharpened her mind. +10 Mind Points (Not Cap).



  • 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 - Surgical Head 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 - Battle Surgeon You are able to perform basic surgery on the fly with minimal tools on hand. This is not the best solution, nor is a patient permenantly healed by it, but this is the form of surgery that could mean the difference between life and death in an emergency situation.
    Bonus Tier 1 Due to an intense attention to detail which can sometimes cause social problems, Lia as a surgeon is less likely to make a mistake during surgery, even rushed.

    Bonus Tier 2 Due to Lia's intensive study and practice with Surgery while studying on the subject, she has better hand eye coordination. +10 Points to Reflexes. (Not Cap)



    Magkial 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 - Circuits 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 - Battle Surgeon Lia has attuned her body to consume the circuits of a willing target during a severing ritual. She needs the aid of 5 other Mages to perform the ritual as is usually done, however at the end, the Mage's Circuits are transferred into Lia. Boosting her total while leaving the target unable to use Mana.
    Bonus Tier 1 +1 Circuit
    Bonus Tier 2 +1000 Mana

Class Abilities

  • Surgeon Ability
    Lv. 1 - Tis Only A Flesh Wound! Lia can perform surgery in combat, this works to stop bleeding out or other quickly needed first aid in the middle of trouble. This merely delays the inevitable.
    Mana: 300
    Lv. 2 - Now That We're Safe... Lia can perform follow up surgery to any battle surgery she performed once things are safe. She will need time and resources to work on wounds, however, this helps someone speed up towards a full recovery. Combined with Magik, this can easily get someone back on their feet.
    Mana: 600
    Lv. 3 - Don't Go Into The Light! Lia can turn around someone who's for most others, gone past the point of no return. She can attempt to restart a heart, transfuse blood from one person into another, or even push someone back into conciousness if slipping out of it will kill them.
    Mana: 900
    Lv. 4 - Synthesis of Scalpel and Magika Lia combines her Healing Magik and her Surgeons talents to perform complicated surgery. This allows her to fix problems that other healers cannot easily turn around, like a long term disability or a ruined limb.
    Mana: 1500 & Energy: 50



  • 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.

Class Skills

  • 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: 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: 200
    Lv. 3 You can give the Golem it's own personality based on present commands: offensive, defense, balanced.
    Mana: 200
    Lv. 4 Your golem can be sustained for a long time without your concentration, "tying off" the spell, the Golem exists with it's personality for a time until you release it or it's destroyed. The personality increases at this point from present commands, to preset attitudes. It is not yet sentient, more like a well programmed robot.
    Mana: 300



  • Fire Magik
    Lv. 1 - Explosive Flame The Mage Conjours an orb of fire in their hands and launches it out, it explodes on impact causing fire damage to what it touches and burning all in a space around the impact.
    Mana: 250
    Lv. 2 - Flame Whip The Mage creates a whip of flame attached to her hand, she can lash out with it, causing impact and burning damage at whomever it lashes.
    Mana: 700
    Lv. 3 - Burning Circle The Mage conjours a ring of fire around a target, if the target does not move, it does nothing, however, if anything inside the circle attempts to cross it, the flames rise to burn at them fiercely.
    Mana: 600
    Lv. 4 - Chaos Flame The Mage hurls a cluster of three fireballs, which travel forward in an erratic pattern, burning whatever they hit. This makes the fireballs harder to dodge, but at the same time makes them a hazard if an ally is in their path.
    Mana: 500
Angel Magik
  • Earth Spike Lv. 1
Angel Mark
  • Advantages:
  • Lvl 1 Advantages: Faster Healing Time, Increased Magik Use, Increased Magik Effectiveness
  • Disadvantages:
  • Lvl 1: Lifeforce Drain, Energy Impairment, Speed Impairment
Anima
  • Anima D (Lvl. 10)
  • PWR: 80
  • EGY: 90
  • ARM: 300
  • SPD: 50
  • SKI: 130
  • FIST: 30
  • FOOT: 30
  • E. Defense Skill: 5 of 5
  • P. Defense Skill: 5 of 5
  • Ore Drill: 10 of 10
  • Teleport: 10 of 10
  • High Tier Drill: 15 of 15
Items
  • Primary Weapon: Mage's Staff
  • Secondary Weapon: Throwing Knives
  • Special Item: Mason Guild Sigil (Absorb 1 Magik Attack 1/day)
  • Special Item 2: Backpack
  • -large coin purse
  • -egg shell remains of Melody's hatching
  • Body Armor: Mason Guild Cloak (Tier 6, +4 Defense)
  • Hand Armor:
  • Foot Armor:
Background

Your Beliefs:

The Angel will return someday, my ancestor laid out everything we need to do to help her when she returns. I'm the youngest of my generation, it's my job, as it has been for the youngest of every Mason pairings, to await her. I believe the sickness can be cured and that I can save my brother from downfall.

Your Goals:

To cure the Sickness that inflicts male Mages, to bring about sanity to the fight between people who should be working beside us for the good of all. All in all, I just want to do my duty and make my big sister proud of me.

Your Instinct:

Heal the wounded, correct injuries, teach those who don't know better. I'm no great fighter, but I can make a difference with the gifts I have been granted.

Relatives: Sister - Tanya, Brothers - Rory and Samuel, Lizard Queen - Anne

Your Background:

Lia was born into a family of mages. The Mason family has for generations been the heart and soul of the Guild. Lia, the youngest of four, was not expected to rise to any form of greatness in comparison to her older siblings. Her eldest brother, Samuel, proved quite adept at the skills of an Aegis, and currently serves as the Chief Aegis of Lia's big sister, Tanya. Sorrow struck the family when Rory Mason, the younger of the family's two sons, showed the gift for Magik.

Rory currently resides confined within the barracks where the Guild keeps several of it's hosted Male Casters. Lia is often known to visit and give him gifts, or show him the progress of her charge. Lia, as the youngest and not in any danger of needing to rise to the rank of First Wizard like her sister, has focused her Mastery on research and augmentation. Her studies are especially focused behind the care of a Lizard Queen, as well as the care and study of the Anima units which the Mason family has guarded over for eons.

Lia has taken over as the Guild's Librarian, her research having taken her to the books so often she's found her niche, and with no great expectations held over her, she has seen no reason to expand her Mastery past this duty. What this has allowed her to do however, is become a deep fan of the writings of her ancestor, Sia Mason. She has read every word written that Sia transcribed about the Angel War, coming to know almost each of the heroes the same way a child comes to know heroes in a storybook.

Lia in looks is remarkably similar to Sia Mason, however, her hair is darker and redder, due to crossing with the Di'Neer family line over the generations. Her eyes are her inheritance, Sia's eyes, as well as her ears and tail, a catmew like her predecessor. She is a slight girl, with a cheery exterior and a well educated and adjusted past. The strife between the Guild and the New Guild has hardly touched her, as she herself tries to keep out of most Guild business, not the thing a Librarian cares for.

Her full name is Liliana Anne Mason, she goes by Lia out of a reverence for her great, great, great grandmother, the founder of her order. Her specialities are Healing Magik, the Fire Element and the use of Anima. While they have rarely been brought out for combat, Lia secretly trains with D, purely out of an academic interest.

 
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