Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: 24
  • DOB: 8.28.2365
  • Hair: Dirty Blonde
  • Hair Length: Short
  • Eyes: Blue
  • Height: 6'2"
  • Weight: 145
  • Build: Athletic
  • Race: Demon
  •  
  • Class: Hunter
  • Elemental Affinity: Ice
  • Elemental Affinity: Fire
  • Len+
  • Level - Lv. 135
  • Stored: 110

  • Class Level: 52
Stats
Health: 30 / 40 Stamina: 60 / 70 Hand to Hand Combat: 10 / 20
Strength: 10 / 20 Energy: 30 / 40 Melee Weapons: 10 / 20
Speed: 50 / 70 Reflexes: 15 / 40 Ranged Weapons: 10 / 50
Perception: 10 / 20 Charisma: 10 / 20 Magik Defense: 10 / 20
Mind: 0 / 5 Luck: 5 / 10 Magik Offense: 5 / 20
Slots: Special Attacks: 0/2, Race 4/4, Talents: 2/5, Abilities: 3/10, Skills: 0/10 Mana Pool: 1100

Generic Traits:

Can See in Darkness Extremely Well, but can be blinded by sudden brightness temporarily.
Needs less blood then normal to use abilities.
Can make your default form appear human, rather then demonic. (Does not grant any other shapeshifting.)

Advantages

  • Advantage 1 Deeply enhanced senses, can see further and pick up scents like a bloodhound.  
    Advantage 2 When being chased, you have uncanny ability to lose those chasing you.  

Disadvantages

  • Disadvantage 1 Demons slowly shed humanity, you are a natural sociopath and often find yourself in situations where you offend without even trying.  
  • Disadvantage 2 You easily make enemies amongst foes.
     
Special Attacks
  •      
Race Specific Tree

Racial Talents

  • Scent Master
    Tier 1 You are able to determine some basic facts about what it is you're smelling, if it's a person, race and gender become apparent, if it's an object or animal, basic information such as what it is (for Objects, you might be able to tell a pendant is a small piece of wood, etc).
    Tier 2 You are able to pick up some finer facts about the scents you catch, better identity of an object, for people you can determine age, material of clothes they were wearing, and if they were wounded or not. Blood becomes easily identifiable at this rank.
    Tier 3 You are able to tell some decent facts about the scents you pick up on now. You can generally match the scent of people you have encountered before or know well, you can smell potency in blood now, objects becomes almost pictures in your mind.
    Tier 4 You can now get a clear picture from your scents, you can now also pick up on the strength of scents, aiding you greatly in attempting to track by scent.
    Tier 5 - Pupumi Nose You're now able to use your nose as a primary sense when tracking, you can put that nose low to the ground and follow the scent of something like a regular Umipup.
    Disadvantage 1: Your sense of smell now works as a weakness like other senses, strong, overwhelming smells can stun or disable you like a loud noise or blinding light could.
    Bonus Tier 1 Your nose gives you an occasional warning when danger is near you, the warning is determined by the GM.
    Disadvantage 1: This can occur only a maximum of one time a session.
    Bonus Tier 2 You can use your nose to identify types of plants and poisons by scent, sure hope they aren't gas based!
    Disadvantage 1: You get high off some plants just by smelling them.
    Disadvantage 2: Occasionally your scent is clouded by other scents and you'll get it wrong.

Racial Abilities

  • Pheramones
    Lv. 1 The Demon exudes Pheramones which can sexually excite and dope up a person who breathes them in. This works sort of like a poisoned gas attack, contact with the target affects them. This ability can easily be resisted by someone with a high Health or Mind Score, determined by the GM, either through natural resistance or being able to keep the mind focused from the affects. It can also be resisted by player characters and NPCS who are in LOVE with someone. When using it on a player, the player using it should let them know they cannot automatically ignore it and explain how it works so they can turn to the GM.
    Disadvantage 1: This is a temporary affect, if used to control or cooerce someone, they'll know what's up as soon as it wears off. 
    Disadvantage 2: The Demon takes a -10 hit to their Health and loses a portion of their Blood Potency from their last feeding whenever they use this ability.
    Energy: 10
    Lv. 2 The Demon exudes potent Pheramones which can sexually excite and dope up a person who breathes them in. This works sort of like a poisoned gas attack, contact with the target affects them. This ability can be resisted with some effort by someone with a high Health or Mind Score, determined by the GM, either through natural resistance or being able to keep the mind focused from the affects. It can be resisted by player characters who are in LOVE with someone. When using it on a player, the player using it should let them know they cannot automatically ignore it and explain how it works so they can turn to the GM.
    Disadvantage 1: This is a temporary affect, if used to control or cooerce someone, they'll know what's up as soon as it wears off. 
    Disadvantage 2: The Demon takes a -10 hit to their Health and loses a smaller portion of their Blood Potency from their last feeding whenever they use this ability.
    Energy: 20
    Lv. 3 The Demon exudes powerful Pheramones which can sexually excite and dope up a person who breathes them in. This works sort of like a poisoned gas attack, contact with the target affects them. This ability can be resisted with a lot of effort with some effort by someone with a high Health or Mind Score, either through natural resistance or being able to keep the mind focused from the affects. Resistance through means not having high mind or health stat is determined by the GM and the player targetted can speak in query with the GM to see if they think they can get out of it. When using it on a player, the player using it should let them know they cannot automatically ignore it and explain how it works so they can turn to the GM. When using it on a player, the player using it should let them know they cannot automatically ignore it and explain how it works so they can turn to the GM.
    Disadvantage 1: This is a temporary affect, if used to control or cooerce someone, they'll know what's up as soon as it wears off. 
    Disadvantage 2: The Demon takes a -10 hit to their Health and loses a much smaller portion of their Blood Potency from their last feeding whenever they use this ability.
    Energy: 50
    Lv. 4 When you take this final level, the energy costs of all previous levels is reduced by 30, however, you gain this general disadvantage: 
    Disadvantage: Due to your abnormal balance of hormones and Pheramones, you will find that your mind is slowly addled. You take a -5 to your Mind score for every 25 levels you gain. This is a permenant loss.

    Shapeshifter
    Lv. 1 The Demon alters it's form in basic ways, changing hair, eye, or skin color, and build, in this level, it is restricted to the race it was (normally human), before it became a demon. Use of this ability only expends energy and potency during the chance, the Demon can usually hold the form for quite some time, however, a lack of blood potency may cause them to shift back to their true forms.
    Disadvantage: Each use of this ability taxes the Demon's collected blood, the demon uses less blood based on it's base Energy score.
    Energy: 20
    Lv. 2 The Demon can now alter it's race and gender, it can take the form of any race (besides Gods) that it has encountered previously. 
    Disadvantage: Each use of this ability taxes the Demon's collected blood, the demon uses less blood based on it's base Energy score.
    Energy: 40
    Lv. 3 The Demon can now alter it's scent and other less obvious details, as well as change the age in which it looks.
    Disadvantage 1: Each use of this ability taxes the Demon's collected blood, the demon uses less blood based on it's base Energy score. 
    Disadvantage 2: This ability's use is limited to a certain number of times per session now.
    Energy: 50
    Lv. 4 The Demon's ability to chance is far more advanced through experience now. Taking this level reduces the Energy costs by 20 on Lv. 3 and 2 only. It also reduces the Blood Potency lost per change over. It also means you must gain this overall disadvantage: 
    Disadvantage: The constant changing of your forms has caused an identity crisis. Prolonged use of any particular form draws a chance of that form becoming your base form, it also will slowly affect your personality, making you more like what you've chosen to be.

Racial Skills

  • Elemental Energy Strikes (Ice)
    Lv. 1 - Ice Blast A basic energy strike using the element you have an affinity with, this may manifest as a beam or a blast of energy projectile. Energy: 30
    Lv. 2 - Ice Blast II Seth fires a blast of pure ice energy, impacting with force and freezing things that it touches, rapidly covering them ice and slowing them down.
    Disadvantage 1: This ability causes strain on the user, leaving them vulnerable for a few moments after the attack to incoming attacks.
    Energy: 40
    Lv. 3 - Cone of Cold Seth holds out his hands and blasts a chilly wind of ice and cold outward, striking enemies with sudden chill, doing little damage, but massively slowing them with sudden winter.
    Disadvantage 1: This attack is wildly innaccurate, being a blast of wind.
    Disadvantage 2: This ability causes strain on the user, leaving them vulnerable for a few moments after the attack to incoming attacks.
    Energy: 50
    Lv. 4 - Ultimate Strike You harness the element and blast it outward in a powerful strike, this attack stuns the enemy on top of causing powerful damage.
    Disadvantage 1: This attack may only be performed once per session. 
    Disadvantage 2: This ability causes strain on the user, leaving them vulnerable for a few moments after the attack to incoming attacks.
    Disadvantage 3: This attack leaves the Demon tired, causing their stamina to only work at half it's normal strength until the end of combat.
    Energy: 50
Created Skillset Tree

Talents

  • Tactics
    Tier 1 - Basic Battle Tactics Basic tactical knowledge when encountering simple monster encounters- the GM will provide clues when asked occassionally.
    Tier 2 - Enviro / Situational Tactics Situational events or the surrounding environments might have you baffled. Sometimes battles aren't always the problem and you might need insight. The GM will provide up to 3 clues.
    Tier 3 - Tactical Genius 1 on 1 This is for one on one battle situations. This lets you read your enemy better and find openings and situations. If it's a boss enemy that attacks often (not a God) and runs away, each time you will gain more data and you can call upon this tier and talent for clues from the GM. If it's an enemy type, like a Templar Commander, that you are fighting one on one, or an Elite, that you fight often, you can do the same.
    Tier 4 - Puzzle Tactics This helps you solve puzzles sometimes without trying. The chances of this working is rare. But you may be given a clue or two that can help.
    Tier 5 - Big Bad Tactics  This tier is devoted to the tactics of the big bads of the RPG. Either it be Gods, the Darkness, or something else throughout the long running time, this tier begins weak and slowly grows stronger each time you fight them as you gain more data. At first when you ask the GM for clues you will get nothing. Then a little something, then more.
    Bonus Tier 1 You can create your own tactics in a situation. When you use this tier, you ask the GM to allow your 'tactics to have a chance a working'. When this is in play, you will put forth your insane plan to see if it will go through. 
    Disadvantage 1: Sometimes this fails and fails hard.
    Bonus Tier 2 You can improvise in tough situations and create a new way out of a tough problem. Call it "Pulling a Captain Kirk", but you can use the resources and people you have unhand to make the impossible quite possibly possible.
    Disadvantage 1: This sometimes fails and fails hard.
    Disadvantage 2: You may find yourself paying a bigger price then you anticipated for your actions.

    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.

Abilities

  • Mark Mastery I
    Lv. 1 - Mark Senses Allowing you sense marks higher than your own anywhere in the world at any time.
    Lv. 2 - Though Defense This allows you to block your thoughts from anyone trying to invade your thoughts that are the same level or lower. Even if you fail you are alerted to their attempt.
    Lv. 3 - Mark Talk This allows you to communicate with those with lower marks across greater distances than should be allowed. Disadvantage: Sometimes things backfire and you are left vulnerable to whatever you took
    Lv. 4 - Mark Mastery Mark Mastery is a mysterious ability that I will not tell you what it does.
    Disadvantage 1: Sometimes others are able to read your thoughts

    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 Magick Level Ups 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 - Mark Bonus 1000 Mana Points
    Disadvantage if Taken: Sometimes random stats will drop down 50 points
    Lv. 4 - Mark Insurraction 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.

    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 

Skills

  •  
         
Thief Adept Specific Tree

Thief Adept Talents

  •      
  •      
  •      
  •    

Thief Adept Abilities

  •      

Thief Adept Skills

  •      
Hunter Class Specific Tree

Hunter Class Talents

  • The Hunt
    Tier 1 - Understanding the Prey It helps to understand humanoid nature when it comes to them on the run or simply what they might do when you're following them across long distances. This gives you simple knowledge where you can ask the GM in query using this tier possible things the prey might do if they follow normal structures.
    Tier 2 - What the Environment Says The environment leaves behind clues if you're willing to stay and look for it. A lot of times RPers simple walk and travel, not bothering to look at the ground or around them. If you actively use this tier the GM will inform you of what's out of place. At this point he won't say what it means.
    Tier 3 - What the Enivornment Means Now he tells you what it means.
    Tier 4 - Covering Your Own Tracks If you're the unhunted, the GM informs you of things you can do to hide your tracks with this tier if you use it.
    Tier 5 - If The Prey Is Unusual If you're hunting something unsual and it's not following protocol, the GM will inform you of it with this tier and point out things that do not add up, giving you somethingt to arm yourself when it comes time to track the prey.
    Bonus Tier 1 - The Deadliest Prey If you're hunting a person, rather then a beast, you're given slight bonuses to your tracking as you apply a study of human behavior to your tracking to figure out what they plan to do next.
    Bonus Tier 2 - Dogging the Prey When you finally reach your prey, if you move into combat or attempt to kill them, you deal more damage to them then others would as your desire to finish the job fuels your actions.
  • 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 - Silent Preparation You are especially skilled in readying a weapon or getting out tools and working with them in silence, this helps you set up a stealth kill or pick a lock while sneaking without anyone hearing you and giving away your location.
    Bonus Tier 2 - Without a Trace If you are in danger of being spotted, you are occasionally given the oppurtunity to slip away and hide somwhere and the enemy's suspicions will pass quickly, allowing you to continue in your sneaking.

    Monster Understanding
    Tier 1 - What is a Monster? This level gives you basic knowledge about most ordinary monsters, so that when you encounter one you can query the GM and use this tier to get information on them to dazzle other players about the monster. Note this is for ordinary monsters.
    Tier 2 - Advanced Species - Tigroars You can opt to have your character pick a particular type of monster breed to focus on above others - like felines or etc. to know more about them in intimate detail than just basic details. This tier lets you choose one to be an expert in above all others so you can hunt them better than anything else in the world.
    Tier 3 - Applying Overall Knowledge Taking the first tier over all knowledge, you can apply it into hunting and tracking monsters and their patterns, so that you can ask the GM various methods to use against them in tracking them, and then doing battle against them.
    Tier 4 - Applying Tigroars Knowledge This lets you apply Tier 2 knowledge to do more keen knowledge to the branch of your speciality field.
    Tier 5 - Applying Overall Knowledge II Taking the second tier over all knowledge, you can apply it into hunting and tracking monsters and their patterns, so that you can ask the GM various methods to use against them in tracking them, and then doing battle against them. The hints you get will be much stronger and your application of the knowledge more effective.
    Bonus Tier 1 Your study and use of knowledge has given you a grasp on using your intelligence more effectively. 20 Mind.
    Bonus Tier 2 Your study of animal movements and behaviors has given you a better edge in combat, applying such behaviors to your own movements, you're better equipped to take on enemies. 10 Reflexes & 10 Speed.

Hunter Class Abilities

  • 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

    The Monster in Me and You
    Lv. 1 This allows you to speak with Rank B/A monsters. You can get them to understand your intentions.
    Lv. 2 You can inflence Rank B/A monsters and get them to work with you, no longer having to directly force them to obey you. Also, when you gain this level, you have a lower chance of failing to force them to obey if you have to fall back to the Animal Whisperer ability.
    Lv. 3 Getting eye to eye with a monster up to Rank A, you can expend energy and form a temporary link with the monster, getting it to see to your way of thinking. The chance of success is much higher with Rank D monsters, and gets less and less likely as you progress. There is a small chance the bond can stay after it's usual period and the monster may attempt to follow you from that point after. Depends on what you do to the poor thing. Energy Cost: 20 - D, 40 - C, 60 - B, 80 - A
    Lv. 4 You are able to try to force Rank S monsters to sometimes obey you. This does not always work. Better chance to work with higher Mind. Energy: 100

Hunter Class Skills

  • Hunter Strike
    Lv. 1 - Fierce as the Wolf The Hunter makes a strike, ranged or melee, with their weapon that is so fast and sudden that it catches the enemy by surprise. The speed sacrifices power, causing the blow to deal less damage then normal, however, the sudden disorienting move causes the enemy to be far less accurate with their own attacks for the duration of combat. Energy: 40 weaker, 80 stronger, 140 bosses
    Lv. 2 - Strike of the Swallow The hunter swiftly aims low and strikes with their weapon, attacking the legs, this hamstring attack causes normal damage, but immobilizes a leg, causing the enemy to move much slower then usual, making them easy to catch. Energy: 30 weaker, 60 stronger, 130 bosses
    Lv. 3 - Winter's Bite Seth channels mana into his strike and coats his blade in a layer of frost, causing the next strikes to freeze skin or armor on contact, to the unarmored, this deals more damage then usual, to the armored, this weakens their armor and causes it to be easier to bypass temporarily. Energy: 60 / Mana: 300
    Lv. 4 - Cripple Strike Cripple Strike. 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 carefully be aimed around armor to strike at weak points, or if there is none, force it's way through the weakest part of an armor so it can impale even with an arrow through tier 7, crippling that particular area aimed at. It also allows you to open the Cripple Strike Special Attack, which you can speak with the GM about building to your special needs. Energy: 80

    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 Clearing the mind for a split second, the Hunter gives up all distractions able to concentrate even in an extreme circumstance. Given 10 seconds without interruptions, the Hunter takes aim and strikes a critical spot, causing heavy damage, fatal to weaker enemies. If the enemy survives, they begin to bleed out from where they were struck. One time per session Energy: 100

Angel Magik
  • Wind Retrieval: 25 Mana
  • Wind Jump: 13 Mana
  • Gale Burst Lv. 1: 13 Mana
  • --
  • Fireball Lv. 1: 13 Mana
  • Fireball Lv. 2: 38 Mana
  • Fireball Lv. 3: 75 Mana
    Super Fireball: 150 Mana
    Flame Thrower: 75 Mana
    Inferno: 100 Mana
  • Flame Weapon: 50 Mana
  • --
  • Water Creation: 13 Mana
    Water Blast Lv. 1: 13 Mana
    Water Blast Lv. 2: 50 Mana
    Geyser: 38 Mana
    Veiling Mist: 50 Mana
  • --
  • Ice Shard Lv. 1: 25 Mana
  • Ice Shard Lv. 2: 50 Mana
  • Ice Shard Lv. 3: 100 Mana
  • Ice Impalement: 175 Mana
  • Ice Rain: 150 Mana
  • Blizzard: 175 Mana
  • Ice Blade: 50 Mana
  • Ice Shield Lv. 1: 50 Mana
  • Ice Shield Lv. 2: 100 Mana
  • Winter's Chill: 100 Mana
  • Stasis: 100 Mana
  • Ice Barrier: 125 Mana
  • Ice Slide: 25 Mana
  • Ice Hands Practical: 13 Mana
  • Ice Hands Offensive: 38 Mana
  • Ice Climb: 25 Mana
  • Freeze: 150 Mana
  • Frozen: 275 Mana
Angel Mark
  • Advantages:
  • Lvl 1: Increased Speed, Faster Healing Time, Increased Magic Useage
  • Lv. 2: Superhuman Speed, Improved Healing Time, Increased Stamina
  • Lv. 3: Angel Stamina, Angel speed, 1/2 Magic Use
  • Lv. 4: Perm Sta Inc, Perm Speed Inc, Elemental Affinity Add-on
  • Lv. 5: Ang Perm. Sta Inc, Ang Perm. Speed Inc, Quicker Magik Lvl Ups
  • Lv. 6: Elemental Affinity Spells Learned, 10 Free Magik Levels
  •  
  • Disadvantages:
  • Lvl 1: Lifeforce Drain, Stamina Impairment, Strength Impairment
  • Lv. 2: Stat Impairment 1, Stat Impairment 2
  • Lv. 3: Advantages Gone, Lose Magic Level
  • Lv. 4: Perm Sta Decrease, Perm Speed Dec
  • Lv. 5: Angel Control, Lose 5 Magik Levels
  • Lv. 6: Complete Loss
Anima
  • Anima D
  • PWR: 40
  • EGY: 50
  • ARM: 120
  • SPD: 10
  • SKI: 40
  • FIST: 40
  • FOOT: 10
  •  
  • E. Defense Shield: 5 of 5
  •  
  • Anima L
  • PWR: 200
  • EGY: 230
  • ARM: 60
  • SPD: 40
  • SKI: 80
  • FIST: 10
  • FOOT: 10
  •  
  • Blaster Creation Lv. 1: 10 of 10
Items
  • Primary Weapon: Tier 9 Longbow (+5 Attack)
  • Secondary Weapon: Broadsword (Tier 3)
  • Body Armor: Ore Chestplate (+3 Defense, +1 Durability)
  • Arm Armor: Steel Arm Guard (+3 Defense)
  • Leg Armor: Leather Leg Armor (+1 Defense)
  • Special Item: Backpack
  • Special Item: Black Arrow (1/Session +4 Attack Shot)
Background

Your Beliefs:

Humanity is just as beautiful and as sickening as any other nature on Tareh, there is no perfect race, no perfect people.

Your Goals:

Make a future for my unborn child, find a way to attone for my crimes, find Parita, give her a better life.

Your Instinct:

Do what is needed, ethics, rules, honor? None of this shit matters, not if it costs people lives.

Relatives: Sister: Sally Vimes, Baby Momma: Carly, Adopted Sister-Master: Parita, Truest Bro: Leruste

Your Background:

Seth never knew his parents, one of the lovable urchins of Navarro, Seth grew up learning the arts of slight of hand, bare faced lying and not being there when the guard turned to look at who was liberating fruit from a stand. He and his older sister, Sally, found refuge in the life of the street gang and took very logical jobs for their backgrounds. Sally folded herself into the services of the Church as a Templar beore Seth reached adulthood, using the church's kind support to set her brother up with more then an alleyway to sleep in.

Seth, never having been a huge fan of the Church, which as far as he was concerned cost him the lives of his parents, both former Templars who died in action, didn't stay too long in such care. When he was old enough to enlist he signed up into the city guard, a job well liked by the urchins of the city, to them it was simply elevating into a postion that held power over them their whole lives. It was here, in the days of his Cadet training that Seth met his best friend, Toliver. The two became fast friends, Toliver the son of a lord who was serving to gain some real life perspective, was the polar opposite of Seth in terms of upbringing.

However it was this very difference that allowed them to work well together, going from simple street patrols to the positions of investigators, looking into crimes and murders, forbid they ever occured in the streets of Navarro. It was on one such assignment that they began to track a killer with no real pattern or motive, Carcer Troisei. Carcer was simply mad, a man who enjoyed the taste of blood on his knife and the thrill of taking away all anyone ever had.

One fateful night, Toliver bumped right into Carcer stepping out of an inn he was entering, assuming the guard had found him at last, Carcer slit the man's throat and made a run for it, but for once in his life left a trail that could be followed. Finding his friend and partner dead on the street, Seth set out with a mission to take down Carcer once and for all, and in a blood fight, succeeded. In his rage he sent Carcer all about the small hovel the man hid in, ending his life in such a way that the guard was forced to discharge Seth.

Without his duty, having lost his friend, Seth sought out the comfort of his sister, who offered him a spot in the Church's soldiery. Seth refused her, and set out on his own to wander, deciding he should look for another meaning to his life. Seth has spent the last few years hunting monsters, seeking some sort of feeling of accomplishment, favoring jobs where the monsters have killed innocent people or attacked villages. He doesn't know the sort of hunt he's about to step into, but the young guard hasn't looked ahead for ages.

 
 
 
 
 
 
Site Design © 2010 by Gabriella N. Creighton
TAW is © 1997-2010 Kevin T. Bell