Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: Unknown
  • Appeared Age: 21
  • DOB: Unknown
  • Hair: Blonde
  • Hair Length: Ankles
  • Cup Size: C
  • Eyes: Green
  • Height: 5'2"
  • Weight: 96
  • Build: Slight
  • Race: Elf
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  • Class: Songstress
  • Elemental Affinity: Wind
  • Pact: Len+
  • Level - Lv. 125
  • Stored: 100
Stats
Health: 10 / 20 Stamina: 5 / 10 Hand to Hand Combat: 10 / 20
Strength: 5 / 10 Energy: 20 / 40 Melee Weapons: 10 / 25
Speed: 40 / 45 Reflexes: 30 / 55 Ranged Weapons: 10 / 20
Perception: 40 / 75 Charisma: 10 / 20 Magik Defense: 5 / 10
Mind: 20 / 40 Luck*: 10 / 20 Magik Offense: 5 / 20
Slots: Special Attacks: 0/0, Race 0/4, Talents: 0/5, Abilities: 0/10, Skills: 0/10, Sub-Class: 0/1 Mana Pool: 100

Generic Traits:

Lightstep capable.

Can climb certain surfaces like a cat

Extremely flexible and spinal cord flexiiblity

Advantages

  • Advantage 1 Sleep restore  
    Advantage 2 Lucky Circumstance (Tend to be at the right place at the right time-- in combat improbably situations arise in favor)  

Disadvantages

  • Disadvantage 1 Phobia of water  
  • Disadvantage 2 More OG  
Special Attacks
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Race Specific Tree

Racial Talents

Racial Abilities

Racial Skills

Created Skillset Tree

Talents

    Herbology
    Tier 1 Your gasp of herbs is basic at best, however you can recognize dangerous plants from non-dangerous ones. This will allow you from making a fatal mistake in what you eat.
    Tier 2 Your grasp of herbs allows you to recognize potiential plants that can ease pain and help with minor healing in the body. This allows you to have knowledge in how to mix herbs into a basic healing item.
    Tier 3 You can concoct herbs together that allows you to make advanced healing herbs. These herbs take time to take effect and are for long distance healing. You can also mix together poisons. However, the poisons can easily be identified and take a long, agonizing time to kill.
    Tier 4 You can conconct poisons that are untraceable now. You are also able to identify rare herbs others would have difficulties with.
    Tier 5 You can mix together instantenous healing herbs that heal the body, however it takes 10 fully mixed healing herbs. Shuffle, shuffle, mix mix, make room.
    Bonus Tier 1 You can create your own potions and types. You can speak with the GM about it and what types of herbs you'll need for your ideas and where in Tareh to find them - then how to make the team go there. Disadvantage 1: Sometimes this fails.
    Bonus Tier 2 You are able to reverse engineer potions and herb based items (Disadvantage: This has a chance of failing, and costs a small fee of gold depending on the item or potion)

  • Tactics
    Tier 1 - Basic Environment Tactics Basic Environment Tactics - Basic tactical knowledge of environmental areas. What things look safe/stable.
    Tier 2 - Enviro / Situational Tactics Situational events or the surrounding environments might have you baffled. Sometimes battles aren't always the problem and you might need insight. The GM will provide up to 3 clues.
    Tier 3 - Tactical Genius 1 on 1 This is for one on one battle situations. This lets you read your enemy better and find openings and situations. If it's a boss enemy that attacks often (not a God) and runs away, each time you will gain more data and you can call upon this tier and talent for clues from the GM. If it's an enemy type, like a Templar Commander, that you are fighting one on one, or an Elite, that you fight often, you can do the same.
    Tier 4 - Enemy Tactics Enemy Tactics - You can sometimes watch enemy formations and gleam information from their patterns on what their going to attack. By using this the GM may give you clues on what they're planning.
    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.

  • Nomadic Cooking
    Tier 1 You can cook food that doesn't make people die horrible deaths from scrounged items, herbs, animals.
    Tier 2 You can make a presentable meal out of otherwise unpresentable ingredients...
    Tier 3 You're adept at finding odd combinations of foods that can energize and revitalize, even if temporarily, boosting Stamina and Energy by 30.
    Tier 4 Your food now provides heavier bonuses and extends to Health as well. +40 Stamina, Energy, Health / Disadvantage 1: They don't work for EVERYONE. You might make someone minorly ill.
    Tier 5 You make cuisine out of garbage like a stray cat. Restores Health / Mana instead of providing a boost. +500 Spirit/Mana restoration
    Disadvantage 1: Shares the same disadvantages as Tier 4.
    Disadvantage 2: The effects of this witchdoctor-like recipe are more likely to backfire than the sure things of simpler foods. It isn't prime ingredients after all.
    Bonus Tier 1  
    Bonus Tier 2  

    Master Thief
    Tier 1 - Street Cat Origins Abandoned at a young age, Nephilim had to learn how to steal and grew up along with Pari, a halfling who showed her a fascinating world of 'right and wrong' by the Book of Pari the Halfling. Following in the footsteps of the God Pariah, the two street orchins grew up pickpocketing and stealing food from vendors and this helped shaped Nephilim's quick hands. +20 reflexes.
    Tier 2 - Alley Cat Leader Growing up, Nephilim began to apply her trade more sparingly, but the young Nephilim still was shaping the woman she would become. Others would follow her as she would make her rounds in taking and breaking into places and getting into trouble across Tareh, and she learned how to be light footed, move softly, and never stay in one place long, even if the going was good. She also learned how to manage people, even if she never stayed in one spot too long. +20 speed
    Tier 3 - Thief Guild Origins Beginning a guild in Sinai when she was older due to the corruption and seeing the young suffering, an older Nephilim began to apply the trade she grew up with and became what was known as a Robin Hood Thief, stealing from the rich for the poor. She set the laws and became the Thief Guild Master, her first true apprentice being a young girl named Ruun. This taught her how run an oranization and expanded her skills; she learned who to hit, where to hit them, how to study floorplans, how to charm people, where to use those, when to use them.
    Tier 4 - Thief Guild Master A Master Thief now, Nephilim is able to do what many have trouble doing. She can typically, with 50% chances, take something off most NPCs without noticing them, with a 75% chance if she can replace it with something of equal value. Her chances are almost near 100% if she works with the group to distract, due to her origins of using orchins and others in management. Disadvantage: Sometimes her looks can draw attention to Nephilim that is unwanted and she absolutely needs others to be her smokescreen. Even if it's using NPCs.
    Tier 5 - Thieving Cat Breaking into things is slightly easier for Nephilim because of her lockpicking skills, and she typically has a 50% chance of breaking into most normal boxes - this rises higher if she has certain tools. She also has the ability to take a manifestation ability in her racial talents to form a crystal the right size to form a key. Disadvantage: This only works if she has enough time to form the crystal.
    Bonus Tier 1 If Nephilim can plan ahead an operation, her percentage rates in stealing rise dramatically - this helps if she can get floor plans, access to guards or anything that will give her an advantage once getting inside. Disadvantage: Sometimes she may be remembered afterward and need to leave the city afterwards.
    Bonus Tier 2 Nephilim can sometimes mimic certain things from those with Thief Adept Sub-Class, picking one person to mimic whatever talents/abilities/skills they have for one session, but this needs a cool down of 5 sessions afterwards. Disadvantage: This can sometimes half her reflexes and luck afterwards for 2 sessions.

    Social Charming
    Tier 1 - A Nice Girl She has a way with words and is a charmer, when she wants to be she can play the part where people are just more agreeable to her, which can reap benefits as opposed to being gruff or emo.
    Tier 2 - Gypsy Lady She naturally has a way of moving and speaking that seems foreign, but intoxicating to everyday sorts. People are more inclined to take a positive note when performing services or cutting deals if she's involved.
    Tier 3 - If She Were Mine Her presence turns heads when she wants it to. When she lays on the charm, people tend to wonder what it'd be like if they had a woman like her around. Too bad there aren't many. This leaves a lasting impression, and they will usually always try to get on her good side, for some reason.
    Tier 4 - Unforgettable It takes a certain kind of person not to like her, and the vast majority will never forget her face or voice. If she asks a favor, it's unlikely that they'll put it off, and even less that they'll turn her down unless it's completely unreasonable, and even then...
    Tier 5  
    Bonus Tier 1  
    Bonus Tier 2  

Abilities

  • 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.


    Soft Paws
    Lv. 1 - Cat and Mouse

    While tracking a target for over a minute, you get a higher chance of using your quick hands to make a cupping, paw like motion to dive into their person to steal whatever object you're looking for; this chance raises if you can replace it with an object of equal weight. If you're caught, you can sometimes use you're charisma to make a gesture like you were feeling them up, 'pawing' them as it were.

    Energy: 20
    Lv. 2 - Prey

    Like a cat, sometimes you can shift off three walls max and bounce off one ceiling to land behind a target, or get away from a target depending on what order you're taking. This allows you to quickly get up or away from who you're after to steal from.

    Energy: 30
    Lv. 3 - Ceiling Claws If you're desepate to get away from an aware target, you can choose to cling to a wall or ceiling with you're cat like reflexes, hanging on with your hands; this causes damage to your hands as the seconds tick away, but you're out of sight. After the initial energy cost, energy ticks away the longer you're forced to cling to the ceiling or wall. Disadvantage: Sometimes, even if the wall is not slippery and it's an automatic slip off, you'll fall off. Energy: 30 and 10 every 20 seconds
    Lv. 4 - Cat Swipe

    Like a cat with it's quick reflexes after a mouse, you can make a wild swipe for whatever you're after with quiet agility and grace, slipping you're hand inside a person's coat without being felt, despite you're rapid speed. Then you're off and hoping you weren't seen. This level costs a lot but it's high success rate is worth it. Disadvantage: 1) Sometimes things just go wrong. 2) You can only use this once per session.

    Energy: 40

    Lightbringer
    Lv. 1 - Light Thief

    The user can steal the very light around them to an extent, causing areas to become dimmer or dark, and then channel that light into other Lightbringer or wielder abilities.

    Mana: 100
    Lv. 2 - Light Ward

    The user's stored light grants them beneficial resistances to attacks, especially of dark nature. Increased resistance to dark element attacks and magiks.

    Mana: 150
    Lv. 3 - Luminous Barrier When the user would be struck, light energy disperses at the impact point of the attack or magik, defending or lessening the would be damage or effect. More effective against dark element. Disadvantage: Sometimes an extra 200 mana is spent for no reason protecting Nephilim. Mana: 150 per strike when used
    Lv. 4 - Light Binding

    The user can use stored light to bind the limbs or snare enemies to render them helpless or slow them down. In either case, the enemy bound by light becomes more susceptible to damage from light element. Disadvantage: Sometimes the snaring just refuses to work. Sometimes the snarring costs double mana. Sometimes the light will grow dimmer, allowing the enemy a chance to break free

    Mana: 250 to snare and bind

    Improviser
    Lv. 1 - Clever Girl

    One with this ability can use their surroundings to distract an opponent, dropping things in the way of a pursuer or scrambling over it without missing a beat. Temporaryt Speed +20

    Energy: 30
    Lv. 2 - One with Surroundings

    This is a further use of environment to hinder attackers or pursuers, improvising surrounding objects or furniture to be used as temporary armor to take hits instead of damage. Temporary Reflexes +20

    Energy: 30
    Lv. 3 - Rubbish Flower
    • Amidst rubble, fallen objects or another person who similarly uses improvised objects and surroundings to hinder them, this person isn't hindered, or at least as much, knowing how to navigate and do the same. They can also move through collapsing areas and the likes with less challenge. +10 Perception. Disadvantage: Sometimes due to their ability to this, they can become over confident and go the wrong way without realizing it, becoming trapped.
    Energy: 30
    Lv. 4 - Drunken Monkey

    This user is so experienced that they can tumble, twirl and move, even against other great improvisers and still manage to utilize the surroundings or even the impromptu objects of other users to make distracting or even stunning moves to throw their opponents or pursuers off-balance and create openings. This lasts for 1 minute. Disadvantage 1: This can only be done 3 times per session. Disadvantage 2: This works best in enclosed areas or open areas like markets only. Disadvantage 3: If the user is knocked off balance, they will be knocked off their game some of the time and fall over for 10 seconds - determined by the GM.

    Energy: 30

    Uncanny Form
    Lv. 1 - Cat-like

    This ability is representative of a nature reflex in the said character that makes them innately good at dodging things even if they weren't aware of it until the last second, or catching/reacting to something by instinct. Need to catch something dangerous before it impacts you weren't expecting? Temporary Reflexes +30

    Energy: 30
    Lv. 2 - Missed Me

    It's just plain harder to hit this character with ranged attacks from weapons and single-target spells such as magik bolts and arrows or thrown objects. Can synergize with Improviser to catch impromptu weapons or objects, or things like keys while in a position of outstretched hands through a window and such.

    Energy: 40
    Lv. 3 - Even Trying?
    • The character's instinctive ability to dodge things extends to certain attacks and situations such
      as falling objects. Due to senses being keener than humans and a knack for getting out of trouble, the character is less likely to be caught offguard or injured by an ambush or falling ceiling or the likes. This only lasts 5 minutes. Perception +10 Disadvantage: This is not perfect; this ability needs to be in play to prevent being caught off guard. The GM will determine if successful. Also the more used in a session the more the reflexes/perception stat will suffer after a certain number of uses.
    Energy: 30
    Lv. 4 - Know Before it Happens

    The character is the epitome of instinct and reflexes when it comes to ambushes, traps or even unpredictable natural occurances. The subtle rumbling or vibrations in the air or ground can alert them to an eruption, a cave-in, those lying in wait or snipers. They can pass through a gauntlet with an OG easier, or miraculous sense and dodge a lethal shot from afar once in a while without any way of knowing ahead of time. This must be in play to be used and lasts 10 minutes per use. Disadvantage 1: The more this is used, the more the perception and reflex stats are degraded that session. Disadvantage 2: A person with higher stats might get around this - determined by the GM.

    Energy: 30

Skills

  • Lightwielder
    Lv. 1 - Flash

    The user uses stored light to blast enemies using an explosive-like magik that doesn't deal damage, but creates an overbearingly bright burst of light to blind them for a short time. It lasts less than a minute.

    Mana: 200
    Lv. 2 - Divine Form

    The users attacks and defenses automatically leech minor light attacks against the attacker or target when contact is made making their attacks more effective or the enemy's attacks hurt when they land or are defended.

    Mana: 300 to cast and 100 per strike
    Lv. 3 - Searing Light Light is pulled into a more direct-style attack. It envelopes and lengthens blade weapons, bursts from the hands or feet, doing direct damage. Disadvantage: Sometimes the light magik will shut off and leave Nephilim weakened for a few moments for counter attack before she can redo the move. Mana: 250
    Lv. 4 - Dispel

    Light is dispersed across a struck target, dealing further damage and removing an augment or beneficial form or spell on the target. What it can dispel is based on the amount of light used and the strength of the enchantment. Disadvantage: The more mana pumped into the spell the more likely Nephilim is to cause an overload to her own body and weaken her stats. Nephilim after using this spell can be more suspectible to Dark Magik for a short time.

    Mana: 250 minimum and 700 maximum

Scholar Specific Tree

Scholar Talents

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Scholar Abilities

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Scholar Skills

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Mage Class Specific Tree

Mage Class Talents

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Mage Class Abilities

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Mage Class Skills

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Angel Magik
      • Wind Retrevial - Mana: 25
      • Wind Jump - Mana: 25
      • Gale Burst Lv. 1 - Mana: 25
      • Earth Shield Lv 1 - Mana: 100
      • Earth Shield Lv 2 - Mana: 200
      • Earth Armor - Mana: 50
      • Earth Step - Mana: 25
      • Flame Invulnerability - Mana: 100
      • Flame Weapon - Mana: 100
      • Evaporate - Mana: 50
      • Ice Blade - Mana: 100
      • Ice Climb - Mana: 50
      • Ice Hands Practical - Mana: 25
      • Flashbomb - Mana: 100
    Angel Mark
        • Advantages:
        • Lvl 1: Faster Healing Time, Increased Speed, Increased Strength
        • Lv. 2: Super Strength, Super Speed, Imp. Healing Time
        • Disadvantages:
        • Lvl 1: No Magic Usage, Speed Impairment, Strength Impairment
        • Lv. 2: Stat Impairment 2, Skill loss
      Items
        • Primary Weapon: Tier 3 Crescent Dagger
        • Secondary Weapon:
        • Special Item: Backpack
        • Special Item 2: Violin
        • Body Armor: Tier 3 Leather Armor
        • Hand Armor:
        • Foot Armor:
        Background

        Your Beliefs:

        Everyone should be free

        Your Goals:

        Travel the world in search of ways to liberate others, not just physically, but socially, mentally. The world should be a better place.

        Your Instinct:

        Fight with reluctance but conviction. She doesn't want to fight, but she'll observe and place all her skills, abilities and tenacity into making it happen. She won't run from something others would find hopeless, but instead find the least probably situation in which she can turn the tables; this doesn't make her suicidal, but instead the ultimate optimist, even if she won't admit it. If there's a way, she wills it.

        Relatives: Ruun - Wife

        Your Background:

        Some orphans are raised on the street and some claim to be learned in the 'ways of the world.' Few can honestly say that they were truly raised by the world itself. The beginnings of her memories start afloat a river in a reed basket. The trite start was followed by a brief time with plainsdwellers, taken in like a stray by an elder couple with no children of their own. It wasn't many years before the couple passed, and the child, hardly looking any older than a handful, was set apart from the rest, a secret the couple had kept even from her, that she wasn't exactly human. Not one raised to pay much mind to it, but bored of simply existing by following them, she went her own way, using what she learned to make a simple life of wandering from place to place.

        At times, she would join other tribes and villages, taking advantage of her apparent age and female wiles to gain entrance and perhaps even pity to a degree, and then spend days amongst them-- that is, until the suspicions would start to arise, or her whims simply told her it was a nice day to move on. Sometimes it was prudent to stow away on ships to other lands, just to be forgotten for a few seasons. During certain seasons, and especially certain times of boredom, the girl would shift her talents from simply foraging for herself, to living amongst people, liberating them of their own belongings, some to sell and barter, some simply caught her eye. A dangerous habit, but one that would lead her to meet another like her, or so she thought.

        They tried to steal, from the same place, at the same time. A fated encounter, the two glaring at one another, then frantically fleeing for better grounds from the guards and would-be imprisoners. She would be confronted by the other, only to learn they were half-elf, and living not unlike she was. Though she didn't talk much, the halfelf boy had plenty to say between them both, boasting of accomplishments and techniques he'd learned-- ones she'd make her own. They spent a few years together, and she learned that he did not age as quickly as the other humans, like her. Maybe he was trying to impress her, maybe he was just out to prove himself, whatever the case, his curiousity with his next target was his last that she knew of. She participated as an observer; momentarily amused by his aim in collecting a church artifact, and morbidly horrified of the results therein. Halfelves were certainly not taken lightly in thievery and miscreant behavior, and it wasn't long he was strung before he failed to take breath.

        She returned to her wanderings, keeping more to herself than ever. When she entered places of people, she rarely interacted with them. Though in her recent years her older body-- her lithe and graceful appearance, has attracted much more attention than it used to, and her voice, seldom used like always, is occasionally heard, and perhaps the root for rumors of the songstress that follows the blowing wind, enticing those out of their homes late at night and into the wilds. Her singing continues to be the stuff that creates bedtime stories to fascinate merchants and nobles, and frighten children into behaving. Her habits are more daring than they used to be, her own curiousity developed, or in fact affected by the boy who had so much and yet so little in common with her, one who considered herself human, but unable to deny she was not.

        Enticed by his memory, she oft seeks dangerous still habits of sneaking into archives and places of information on halfelves, thinking she still might be one, and information the church and kingdoms hold secret, as if continuing to grow further in her own wonders. She became intrigued by the prophecies and stories about the Angel who would come, disliked by all and couldn't help but feel a slight connection. Especially after a few encounters with subjects of her thievery and humor during dark knights, in which her appearance could be mistaken in her victim's hysteric anger, for the angel herself. A thought usually soon cast aside for absurdity, but amusing her to no ends regardless.

         

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