Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 22
  • DOB: 3.6.2366
  • Hair: Brown
  • Hair Length: Shoulder
  • Eyes: Blue
  • Height: 6'0"
  • Weight: 166
  • Build: Thin
  • Race: Halfling
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  • Class: Hunter
  • Elemental Affinity M: Wind
  • Elemental Affinity: Fire
  • Elemental Immunity:
  • Pact: Len+

Stats
Health: 10 / 20 Stamina: 5 / 10 Hand to Hand Combat: 10 / 20
Strength: 10 / 20 Energy: 95 / 95 Melee Weapons: 10 / 20
Speed: 15 / 25 Reflexes: 25 / 45 Ranged Weapons: 30 / 30
Perception: 20 / 40 Charisma: 20 / 40 Magik Defense: 25 / 40
Mind: 5 / 10 Luck: 15 / 15 Magik Offense: 35 / 45
Slots: Special Attacks: 0/2, Race 1/4, Talents: 2/5, Abilities: 0/10, Skills: 3/10, Sub-Class: 0/1, Circuit: 1 Mana Pool: 740

Generic Traits:

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

Can climb certain surfaces like a cat

Always land on your feet

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Advantages

  • Advantage 1 1.5 magik damage  
    Advantage 2 High IQ  

Disadvantages

  • Disadvantage 1 Early onset insanity  
    Disadvantage 2 Slow healing  
Special Attacks
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Race Specific Tree

Racial Talents

  • Tracking
    Tier 1 You get a small bonus to tracking in urban environments.
    Tier 2 You get a moderate bonus to tracking in urban environments.
    Tier 3 Your penalty to track someone in an urban environment due to the passing of time is lessened, making you capable of finding older tracks more easily.
    Disadvantage: This requires concentration, and takes some time to do. If your concentration is broken, you cannot use this tier on the same set of tracks.
    Tier 4 You get a major bonus to tracking in urban environments.
    Disadvantage: You do not get this bonus for older tracks. It is up to the GM to determine if you get this bonus or not.
    Tier 5 You can track by scent in urban environments.
    Disadvantage: This is not 100% reliable, as if someone knows you possess this, then they can mask their scent. It is also possible you pick up the wrong scent to begin with.
    Bonus Tier 1 You can move your full speed while tracking in urban environments.
    Disadvantage: This requires concentration, and if it is broken, you cannot track at full speed for 24 hours.
    Bonus Tier 2 Tracking Bonus 2: You are able to determine if someone's tracks are trying to throw you off, capable of deciding a certain set of tracks are "false".
    Disadvantage: This is not 100% reliable, especially if someone knows you possess this ability.

Racial Abilities

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Racial Skills

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Created Skillset Tree

Talents

  • Cooking
    Tier 1 Your food provides a small healing bonus over time. +20 Health restored, helps with pain, etc. (Health Stat restores. Same to below ones)
    Tier 2 Your food provides a small healing bonus immediately. +20 health restored
    Tier 3 Your food takes less time to prepare.
    Disadvantage: There is a possibility that your food will not heal.
    Tier 4 You can make food out of emergency supplies capable of healing.
    Disadvantage: There is a possibility the food is completely inedible and cannot be kept down, no matter how hearty the person eating it is.
    Tier 5 Your food provides a large healing bonus, either over time or immediately, your choice. +60 health restored Disadvantage: Unless you have time to meticuously prepare it (at least three hours or more), the food has a large chance of either being a placebo effect (they feel better when nothing has happened), shoots through them (within five minutes they have to go to the bathroom), or cannot be kept
    Bonus Tier 1 Your food imparts a strength bonus for a short amount of time. +40 strength temporarily
    Disadvantage: After the bonus is done, your strength is sapped for an equal amount of time.
    Bonus Tier 2 Your food is so delicious, it causes minor epiphinies. Your mind score is increased for a short time. +40 mind temporarily
    Disadvantage: The path of enlightenment is a slippery one. After the bonus is done, you get an equal penalty for an equal amount of time.



    Sailing / Flying
    Tier 1 You are capable of performing tighter turns than most others who can sail or fly, giving you a bit more options when navigating.
    Tier 2 You can get extra speed out of your craft of choice, without extra energy expendeture. Disadvantage: Your perception is shot to all hell, causing you to become disoriented after the fast movement for an amount of time determined by the GM.
    Tier 3 Your prep time for moving out is lessened, either by the crew itself following your orders better (sailing), or knowing the exact sequence of buttons you need to press (flying). Disadvantage: Despite the faster deployment, your speed suffers, causing your ship to move slower than full speed (at a rate determined by the GM) until you can take the time to make proper deployment
    Tier 4 Even tighter turns are capable now, with even the largest of ships under your control capable of almost turning on a dime. Disadvantage: By using this too much (too much being determined by the GM, as few as even one time) you could potentially damage the ship, it unable to take the stress of such tight turns.
    Tier 5 Sailing/Flying Tier 5: You can pilot your ship through even the worst conditions with ease. Things such as storms, whirlpools, and tidal waves mean little to you, and you can navigate them almost as easy as a clear blue sky. Disadvantage: Just because you can navigate them easy doesn't mean your ship can take the damage. By continuing onward at dangerous paces, you can run the chance of ruining
    Bonus Tier 1 Due to your time aboard ships and your study of them, you are able to do patchwork repairs with less materials than usual. Disadvantage: They are no match for a true repair. The patches degenerate quickly and you must keep constant maitenence on them (determined by the GM) until they can be truly repaired.
    Bonus Tier 2 You've learned how to conserve energy on the Ulieah type ships, causing you to use less power when doing cool stuff such as fire lasers or go really fast. Disadvantage: It takes concentration to do this. If it is broken it has no effect, and you can maneuver her less while you are concentrating.

Abilities

Skills

  • Prime Elemental Bow
    Lv. 1 With a quick, negligible chargeup, Lucky unleashes an arrow infused with fire into an enemy for slightly more damage. Energy: 30 / Mana: 100
    Lv. 2 With a quick, negligible chargeup, Lucky unleashes an arrow infused with water into an enemy for slightly more damage. Energy: 30 / Mana: 100
    Lv. 3 With a quick, negligible chargeup, Lucky unleashes an arrow infused with water into an enemy for slightly more damage. (Disadvantage: Lucky cannot move during this chargeup, leaving him open to attack.) Energy: 30/ Mana: 100
    Lv. 4 With a quick, negligible chargeup, Lucky unleashes an arrow infused with Holy into an enemy for slightly more damage. Disadvantage: Lucky cannot move during this chargeup, and if he is hit, there is a chance that his arrow could explode in his face. He also cannot use Prime Elemental Bow for an amount of time determined by the GM. Energy: 80 / Mana: 300



    Secondary Elemental Bow
    Lv. 1 With a quick, negligible chargeup, Lucky unleashes an arrow infused with earth into an enemy for slightly more damage. Energy: 30
    Lv. 2 With a quick, negligible chargeup, Lucky unleashes an arrow infused with ice into an enemy for slightly more damage. Energy: 50 / Mana: 40
    Lv. 3 With a quick, negligible chargeup, Lucky unleashes an arrow infused with lightning into an enemy for slightly more damage.(Disadvantage: Lucky cannot move during this chargeup, leaving him open to attack.) Mana: 100
    Lv. 4 With a quick, negligible chargeup, Lucky unleashes an arrow infused with dark into an enemy for slightly more damage. Disadvantage: Lucky cannot move during this chargeup, and if he is hit, there is a chance that his arrow could explode in his face. He also cannot use Prime Elemental Bow for an amount of time determined by the GM. Energy: 100 / Mana: 400



    Multiarrow
    Lv. 1 Lucky can fire up to two arrows at once. He cannot channel magik into these arrows. Energy: 30
    Lv. 2 Lucky can fire up to three arrows at once. He cannot channel magik into these arrows. Energy: 40
    Lv. 3 Lucky's accuracy with multiple arrows increases, able to accurately hit his targets with more ease. Disadvantage: This requires concentration, and leaves him open to attack if one should notice. There is still no guarantee that you will hit. Energy: 50
    Lv. 4 Lucky can channel magik into one of his arrows while using this ability, but only one. Disadvantage: The channel either takes one and a half times as much mana (if two arrows are being fired), or two and a half times as much mana (if three arrows are being fired) more than normal. The chargeup time is also increased. Energy: 40 / Mana: See above Skills
Sub-Class Specific Tree

N/A Talents

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N/A Abilities

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N/A Skills

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Hunter Class Specific Tree

Hunter Class Talents

  • The Kill Box
    Tier 1 - Monsters/Creatures Rank D-B Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 2 - Monsters/Creatures Rank A-S Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 3 - Humanoids Rank D-B Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 4 - Humanoids Rank A-S Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Tier 5 - Bosses Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double.
    Bonus Tier 1 - Magic Susceptibility Lucky's magic arrows deal more damage than usual. This tier can only be done a few times per session.
    Bonus Tier 2 - Finding the Gap Lucky's arrows are more likely to hit armored or thick-skinned opponents to damage them. This can only be done a few times per session, and sometimes an opponent's armor is just too good to hit anything but the eye slots, which has proven to be a problem in the past.



  • Stealth Movement
    Tier 1 - Stealth Movement in Shadow Adept If there is shadow, you are capable of rudamentary stealth approach through it, able to stealthily move and stand in place to hide your presence from others. You're not perfect, though.
    Tier 2 - Stealth Movement in Shadow Master If there is shadow, you are capable of very good stealth approach through it, able to stealthily move and stand in place to hide your presence from others. You're close to perfect, though.
    Tier 3- Stealth Movement in Urban Open Areas In open areas like roof tops and alley ways, you are able of stealth like movements if there is cover you can move between quietly, using people or other things as distractions.
    Tier 4 - Terrain Stealth Adept Terrain stealth is the hardest to master with many things that can give you away out there. You have rudamentary stealth tactics moving through open spaces and darting in and out, using the terrain to your advantage.
    Tier 5 - Terrain Stealth Master Terrain stealth is the hardest to master with many things that can give you away out there. You have near perfect stealth tactics moving through open spaces and darting in and out, using the terrain to your advantage.
    Bonus Tier 1 - Fast Stealth in Urban Areas You can move as fast as you can in urban areas while being stealthy and only take minor penalties to being spotted.
    Bonus Tier 2 - Fast Stealth in Forest Areas You can move as fast as you can in forest areas while being stealthy and only take minor penalties to being spotted.

Hunter Class Abilities

  • Quick Draw
    Lv. 1 You can get your weapon in hand within 15 seconds. You have to use an actual skill to make your move. Energy Cost: 30
    Lv. 2 You can get your weapon in hand within 10 seconds. You have to use an actual skill to make your move. Energy Cost: 60
    Lv. 3 You can get your weapon in hand within 5 seconds. You have to use an actual skill to make your move. Energy Cost: 100
    Lv. 4 You can get your weapon in hand within 1 seconds. You have to use an actual skill to make your move. One time use per session. Energy Cost: 150



    Path of the Arrow
    Lv. 1 Taking enough time, one can line up angles and paths so they attempt to bounce off a single wall to strike a target - this is a wild strike, meant simply to hit.
    Lv. 2 Taking enough time, one can line up angles and paths so they attempt to bounce off a single wall to strike a target - this is more precise and one can line up where they are aiming.
    Lv. 3 Taking enough time, one can line up angles and paths so they attempt to bounce off two walls to strike a target - this is a wild strike, meant simply to hit.
    Lv. 4 Taking enough time, one can line up angles and paths so they attempt to bounce off two walls to strike a target - this is a precise strike



    Feint
    Lv. 1 Shifting one's body language, a Hunter can act relaxed when they are at ready, prepared to attack. Requires no energy, but the more charisma, the better prepared they are at looking nonchalant.
    Lv. 2 A quick attack to the left, allows the Hunter to focus their movements to the right to do what they need to do. This can be done in reverse. Energy Cost: 30
    Lv. 3 You shift your aim at the last second, giving an opponent less time to react to where you'll be firing. Energy Cost: 40
    Lv. 4 Lucky fires an arrow that misses on purpose, but is very close to hitting, giving him time to run away or ready another arrow to shoot. Energy Cost: 40



    Smoke Cloud
    Lv. 1 The smoke cloud radius covers 1 foot, allowing the Hunter to decide how to use it to their best advantage.
    Lv. 2 The smoke cloud radius covers 3 feet, allowing the Hunter to decide how to use it to their best advantage.
    Lv. 3 The smoke cloud radius covers 5 feet, allowing the Hunter to decide how to use it to their best advantage.
    Lv. 4 Lucky can throw up two smoke clouds at once, but the max radius they can cover is only one and a half times that of one cloud instead of two. This can only be done once per session.

Hunter Class Skills

  • Arrow into the Eye
    Lv. 1 With perfect concentration, if the character has no distractions and 30 seconds to line up the shot, they can fire a deadly accurate shot either with arrows or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. Energy: 50
    Lv. 2 With perfect concentration, if the character has no distractions and 15 seconds to line up the shot, they can fire a deadly accurate shot either with arrows or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. Energy: 80
    Lv. 3 If something goes horriblely wrong with the line up shot, the player can aim and bounce it off one wall if they have another 10 seconds after whatever level they use it on to strike the weak spot. One time use per session. Energy: 100
    Lv. 4 Lucky can activate his magik arrow AFTER the arrow hits his mark. This uses a bit more mana than normal. The magik activates inside the person, allowing for a devistating hit. This is in addition to the energy used for the previous attack. Energy: 70 and Mana: 400



    Multi-Strike
    Lv. 1 If you have 30 seconds, you can line up the multi-strike shot to fire off three arrows at an enemy head on with no fanciness to it. Energy: 50
    Lv. 2 If you have 15 seconds, you can line up the multi-strike shot to fire off three arrows at an enemy head on with no fanciness to it. Energy: 70
    Lv. 3 If you have 5 seconds, you can line up the multi-strike shot to fire arrows at an enemy head on with no fanciness to it. Energy: 90



    Stealth Kill
    Lv. 1 If you are completely undetected and within 5 feet of the enemy, you can fire an arrow point blank into a kill zone. This is a very noisy kill and may alert nearby guards. This is for weaker enemies. Energy: 30
    Lv. 2 If you are completely undetected and within 10 feet of the enemy, you can fire an arrow point blank into a kill zone. This is a very noisy kill and may alert nearby guards. This is for weaker enemies Energy: 50
    Lv. 3 By taking 30 seconds to keep an eye on the target, you can use level 1 silently, arrowing the person quietly and in such a way they won't make a noise upon death. This is for weaker enemies Energy: 40
Angel Magik
  • Gale Burst Lv. 1: Mana Cost: 12
  • Gale Burst Lv. 2: Mana Cost: 25
  • Gale Burst Lv. 3: Mana Cost: 50
  • Gale Storm: Mana Cost: 100
  • Tornado: Mana Cost: 50
  • Tornado Storm: Mana Cost: 125
  • Wind Jump: Mana Cost: 12
  • Wind Retrieval: Mana Cost: 25
  • Wind Shield Lv. 1: Mana Cost: 25
  • Wind Shield Lv. 2: Mana Cost: 50
  • Wind Barrier: Mana Cost: 100
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  • Flame Weapon: Mana Cost: 50
  • Inferno: Mana Cost: 100
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  • Earth Projectile Lv. 1: Mana Cost: 12
  • Earth Projectile Lv. 2: Mana Cost: 50
  • Quagmire: Mana Cost: 50
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  • Water Creation: Mana Cost: 12
  • Water Blast Lv. 1: Mana Cost: 12
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  • Ice Hands Practical: Mana Cost: 12
  • Ice Climb: Mana Cost: 25
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  • Flashbomb: Mana Cost: 50
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  • Heal: Mana Cost: 150
  • Light: Mana Cost: 100
  • Holy Lv. 1: Mana Cost: 100
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  • Blind: Mana Cost: 50
  • Soul: Mana Cost: 50
Angel Mark
  • Advantages:
  • Lvl 1: Faster Healing Time, Increased M. Use, Increased M. Effectiveness
  • Lvl 2: Free Magik Level, Increased Stamina, Increased Energy
  • Lvl 3: Superhuman Energy, 1/2 Magic Use
  • Lvl 4: Permenant Energy Increase, Elemental Affinity Add-On
  • Lvl 5: Increased Magik Offense and Magik Defense, Quicker Magik Level Ups, Ressurection
  • Lvl 6: Mana Pool Increase, Angel Magik Offense and Magik Defense, Elemental Affinity Spells Learned
  • Lvl 7: Permenant Magik Offense and Magik Defense, Elemental Immunity, Lost Souls
  • Disadvantages:
  • Lvl 1: Lifeforce Drain, Speed Impairment, Strength Impairment
  • Lvl 2: Stat Impairment 1, Skill Loss
  • Lvl 3: Advantages Gone
  • Lvl 4: Angel Control
  • Lvl 5: Permenant Reflexes and Perception Decrease, Permenant Strength Decrease
  • Lvl 6: Sacrifice, Complete Loss
  • Lvl 7: Lose 2 cap poins to Strength Stamina and Speed, Puppet
Items
  • Primary Weapon: Tier 3 Bow
  • Secondary Weapon: Tier 3 Dagger
  • Special Item:
  • Special Item 2: Backpack (Large Coin Purse)
  • Body Armor: Tier 3 Leather Armor
  • Hand Armor:
  • Foot Armor:
Background

Your Beliefs:

Everyone should live free and do the best they can to help each other.

Your Goals:

To help Jean save Tareh, and afterwards to live a hopefully quiet life with Lit.

Your Instinct:

Tends to sometimes act without thinking.

Relatives:

Your Background:

Newt was born a slave, and if his former master had anything to say about it, he would have died a slave too. Never knowing his parents, real birthday, or even name, Newt was treated cruely by his owner. If he so much as let the food singe a little too much past his master's likings, the beatings were long and unforgiving. He hated his master, and wished to escape. Which is just what he did.

Newt slipped his master and his guards sleeping herbs in their food and drink, having obtained some without his master's knowledge while running other errands. As they slept, he took enough coin to get him to Nagev without starving and ran as fast as he could, hiding his ears the entire time.

 
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