Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

  • Age: ??
  • DOB: ?.?.????
  • Hair: Golden
  • Hair Length: Mid-Thigh
  • Eyes: Green
  • Height: 5'3"
  • Weight: 103
  • Build: Shapely
  • Race: Angel Blade
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  • Class: Templar
  • Elemental Affinity: Holy
  • Len+, Cersei+
Stats
Health: 50 / 50 Stamina*: 150 / 150 Hand to Hand Combat: 10 / 20
Strength: 100 / 100 Energy*: 150 / 150 Melee Weapons: 100 / 100
Speed: 100 / 100 Reflexes: 40 / 40 Ranged Weapons: 5 / 10
Perception: 50 / 50 Charisma: 40 / 40 Magik Defense: 100 / 100
Mind: 50 / 50 Luck: 75 / 75 Magik Offense: 70 / 70
Slots: Special Attacks: 0/2, Race 7/7, Talents: 2/5, Abilities: 3/10, Skills: 0/10, Circuits: 2 Mana Pool: 4200

Generic Traits:

May retain one bond while taking on others.
Random chance to restore energy.
May change the form of your sword every time you change your bond.

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Excel Stats: Strength, Stamina, Reflexes (1 level up gives you 10 points in each.)

Detriment Stats: Charisma, Ranged, Mind (2 level ups give you 5 points in each.)

Remaining Stats: 1 level up gives you 5 points.

Spirit/Mana - 1 level up gives you 10 points of mana

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Advantages

  • Advantage 1 Demon Blades as swords by nature do not need to breathe and are unaffected by weather.  
    Advantage 2 Demon Blades are far less likely to break in sword form then even Tier 12 weapons.  

Disadvantages

  • Disadvantage 1 Demon Blades cannot develop a personality without a Master. They must bond to grow.  
  • Disadvantage 2 Enemies target you first a lot of times.
     
Special Attacks
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Race Specific Tree

Racial Abilities

  • Bonded Master
    Lv. 1 The bond is intiated with someone. Simple thoughts are shared.
    Lv. 2 Feelings and location are shared between bond partners. You can also access the Be Thy Own Smith, Repair Thyself ability.
    Lv. 3 Powers can be shared. For one overall ability or skill you can take something from that person's race that your bond partner has learned. You can shape it into your own form though.
    Lv. 4 The final level of bonding. You are completely intimate and intune with each other. You can also now begin this process over again with someone else if you meet certain parimeters. This allows you to transfer over stats to your bond partner and vice versa.



    Weapon Mimicry
    Lv. 1 This is for tier 3 weapons. It will do damage equivalent for this damage output. Energy: 20
    Lv. 2 This is for tier 6 weapons. It will do damage equivalent for this damage output. Energy: 30
    Lv. 3 This is for tier 9 weapons. It will do damage equivalent for this damage output. Energy: 40
    Lv. 4 This is for tier 12 weapons. It will do damage equivalent for this damage output. 
    Disadvantage 1: Sometimes the weapon will fizzle out and will need to reform, costing the full energy usage again. 
    Disadvantage 2: If your Bonded Master is injured in some way it may cause your weapons to weaken. 
    Disadvantage 3: Sometimes, despite using Lv. 4, your attacks are Tier 3.
    Energy: 50



    Manifest Thy Armor
    Lv. 1 Forms Tier 3 Armor, a Holy Bikini Body armor which is silvery and etched with gold. Energy: 20
    Lv. 2 Armor is now Tier 6. Energy: 30
    Lv. 3 Armor is now Tier 9.
    Diadvantage: The armor is heavy, imposing -10 Speed onto Truth when she wears it.
    Energy: 40
    Lv. 4 Armor is now Tier 12.
    Disadvantage 1: Forming the armor causes your Stamina to only work at half it's usual rate for a short time.
    Disadvantage 2: Heavy blows of magical energy can disrupt the creation energy forming the armor, causing it to dissapate, Truth with have to use more energy to reform it.

    Disadvantage 3: When suffering a heavy blow, the armor can become heavily damaged, restricting Truth's movement until it is dismissed.
    Energy: 50



    Be Thy Own Smith, Repair Thyself
    Lv. 1 When in sword form, the sword's weilder can choose to use their own energy to repair the weapon when damaged, the cost listed is paid by the Bonded Master.  
    Lv. 2 The sword can now choose to repair itself and expend it's own energy. Energy: 50
    Lv. 3 When not in combat, the sword can choose to repair and maintain itself. Expending this energy, the sword must remain in sword form and sheathed for an hour, if it does so, it repairs itself fully, and gains a small attack bonus for being extra sharp for it's next battle.
    Disadvantage: This ability takes the total concentration of the sword, it must use the full hour and remain in sword form or waste the energy. (Time jumps to work to the sword's advantage. If they declare before the jump.)
    Energy: 40
    Lv. 4 The sword, if ever broken, can use this level of the ability to restore itself. It's weilder must hold both ends of it together and concentrate its' energies while the sword performs this. The cost is paid by both the weilder and the sword.
    Disadvantage 1: Both Master and Sword will be weakened after using this ability, their stamina scores will not work for a little while after using the power.
    Disadvantage 2: The Sword also suffers a deficit equal to the mana it spends until it is properly repaired or takes the time to use the Lv. 3 ability.
     
    Disadvantage 3: This can only be used once every 5 sessions.
    Energy: 50
    & Mana: 300



  • Master Thy Form, Master Thy Looks
    Lv. 1 The Demon Blade can take on human form, to switch between Sword and Human form, the Demon Blade must expend a small amount of energy. The form they take is set, a certain look and featuers that reflect the Human Soul used to forge them. Energy: 10
    Lv. 2 The Demon Blade may now alter it's features and looks in human form to make itself look however it pleases. These changes are minor, from altering hair and eye colors to facial structure and certain body proportions. Energy: 30
    Lv. 3 The Demon Blade can now make drastic alterations to it's humanoid form, taking on features similar to other races, from an Azuha Tail and Ears to Elven Ears, all the way to the full on Wolf looks of a Mar'Kus.
    Disadvantage: The Demon Blade's looks aren't natural to it, and may not fool someone if they're using it as a disguise.
    Energy: 30
    Lv. 4

    The Demon Blade can alter themselves drastically, tapping into their inner spirit, they can take on the form of an animal which reflects their spirit. The size of the animal is relative and controllable by the Demon Blade, and the form is chosen by their player when this skill is taken.
    Disadvantage 1: This form does not fool other animals of what you are, you will need another ability to communicate and talk to them like this. 
    Disadvantage 2: The Demon Blade becomes slightly feral in this form, acting more like the animal they have taken the form of.
    Disadvantage 3: There is a chance your control of this form can fizzle, forcing you back into your normal body.

    Energy: 40



    Master The Element (Holy)
    Lv. 1 - Energy Restore Truth uses her Holy Energy to convert some of her mana into a direct boost to her Energy, refilling it rapidly. Mana: 500
    Lv. 2 - Stamina Booster Truth expends Holy Energy, temporarily granting +30 Stamina to whomever she touches.
    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 - Light Heal Truth uses her energy to convery Holy Energy into Healing Energy, replicating a Heal I Lv. 1 Spell, but using Energy instead of Mana.
    Disadvantage 1: This ability can sometimes cause a slight mana burn, costing a small amount of mana on top of the energy cost.
    Disadvantage 2: This ability causes strain on the user, leaving them vulnerable for a few moments after the attack to incoming attacks.
    Energy: 30
    Lv. 4 - Holy Repair Truth touches a wounded person and draws out her energy, replicating a Heal I Lv. 2 Spell, but using her energy instead of mana.
    Disadvantage 1: This ability can sometimes cause a slight mana burn, costing a small amount of mana on top of the energy cost.
    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 Blade tired, causing their stamina to only work at half it's normal strength until the end of combat.
    Energy: 50

Racial Skills

  • Seize the Element (Holy)
    Lv. 1 - Mana Sheath Truth sheaths her Holy Swords in Holy Energy, increasing their attack damage. Mana: 200
    Lv. 2 - Holy Blast Truth flings Holy Energy out from her hands, or channeled through her sword, blasting at enemies with her Holy Might. Mana: 250
    Lv. 3 - Holy Blast II Truth adds some extra punch to her Holy Blast, the attack burns with residual Holy Power after it hits, dealing extra damage to Dark Elementals.
    Disadvantage 1: This ability causes strain on the user, leaving them vulnerable for a few moments after the attack to incoming attacks.
    Energy: 30
    & Mana: 400
    Lv. 4 - Holy Smite Truth channels Holy Energy into her swords, firing out an intense blast of Holy Energy from them.
    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 may only be used when Truth has her swords summoned.
    Energy: 40
    & Mana: 400
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.



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

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.



    Mark Mastery III
    Lv. 1 - Mark 7 Clues This gives you clues on how to raise you mark to Lv. 7 and what you need to say to Lorelei to convince her.
    Lv. 2 - Mark 8 Disadvantage Help This allows you to get an advantage without one disadvantage; for example if you pick four advantages, you have to pick three normally; with this learned you only have to get two.
    Lv. 3 - Mark Level 8 Advantage Help This allows you get a fifth advantage instead of the max of four.
    Disadvantage: Sometimes Jean may act hostile towards you for no reason and make things difficult in raising the mark, require pacification)
    Lv. 4 - Mark Mastery II If you took Mark Mastery before, you can take this. It grants certain unknown abilities like before that you will learn about once you take it from the GM.
    Disadvantage 1: Sometimes your inner most fears and secrets are revealed to all



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

Skills

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Sub-Class Specific Tree

Sub-Class Talents

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Sub-Class Abilities

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Sub-Class Skills

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Templar Class Specific Tree

Templar Class Talents

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



    Armor Training
    Tier 1 Truth is at home in all Ore type armor and can move naturally while wearing any.
    Tier 2 Truth has exceptional training using Bikini Type armor and gains a +1 Armor bonus to any armor of thus type worn.
    Tier 3 Truth can remove the speed penalties incurred by armor in any one slot.
    Tier 4 "" two slots.
    Tier 5 Truth's Armor Bonus increases to +2 and she can remove speed penalties from all three slots now.
    Bonus Tier 1 Armor bonus increased to +3.
    Bonus Tier 2 Truth's Armor Ability from Demon Sword can now be upgraded by replacing the armor with forged armor, allowing it to be enhanced and slotted.

Templar Class Abilities

  • God/Unnatural Sense
    Lv. 1 When any of the 13 Gods of Tareh are near, if they are not in disguise, you can sense them if you have encountered them at least one time.
    Lv. 2 When any of the 13 Gods of Tareh are near, no matter the disguise, you can sense them if you have encountered them at least one time.
    Lv. 3 You are attuned to the unnatural and can sense demonic and dark energy of beings of God power like strength after you have encountered them once before and they have gotten away.
    Lv. 4 You can sense the unnatural no matter what from now on if it is on a certain level. You cannot tell if it's good or bad, though, simply that there is something nearby and of a certain power level.



    Heart of the Defender
    Lv. 1 You are able to project a Defender's presence, when the person you are trying to defend is being attacked, the enemy will turn their focus onto you instead, allowing you to distract them away from your charge. Energy Cost: 50
    Lv. 2 You take less damage when defending another from attacks by taking them yourself. This bonus stacks with any other abilities that reduce damage for defending. Energy Cost: 10 per damage
    Lv. 3 Any time your target of defense is injured in battle, you gain a battle fury to aid you, giving you a temporary bonus in Strength, Reflexes and Stamina. Energy Cost: 40 to use
    Lv. 4 30 to Health, 10 to Reflexes

Templar Class Skills

  • Templar Slash
    Lv. 1 - Justice Slash Attacks the enemy with a hard hitting slash, delivering out justice with great deliberation, causes a good deal of damage. Energy: 20
    Lv. 2 - Just Strike Attack the enemy with a hard slash, materializing a temporary second blade for a quick instant to make the attack strike twice, causing a good deal of damage. Energy: 40
    Lv. 3 - Furious Justice Attack the enemy with a hard slash, while materializing two swords for a split second that slash on either side of the opponent for a serious blow. Energy: 60
    Lv. 4 - Lightning Slash Lightning Slash. This powerful strike is powered by a combination of your energy and mana. The devastating blow is able to cut through tier 6 armor like butter, then send a devastating shoke through the person's body, no matter the tier. It also allows you to open the Lightning Slash Special Attack, which you can speak with the GM about building to your special needs. Energy: 60 and Mana Cost: 100



    Non-Fatal Strike
    Lv. 1 When facing low level enemies, using weapons or your fists, you are capable of delivering blows along the main body to cripple the insides without killing them, aiming to cause blood loss or internal damage that does not kill. Your goal is quick blows. Energy: 40
    Lv. 2 When facing mid level enemies, using weapons or your fists, you are capable of delivering blows along the main body to cripple the insides without killing them, aiming to cause blood loss or internal damage that does not kill. Your goal is quick blows. Energy: 80
    Lv. 3 When facing high level enemies, using weapons or your fists, you are capable of delivering blows along the main body to cripple the insides without killing them, aiming to cause blood loss or internal damage that does not kill. Your goal is quick blows. Energy: 120
    Lv. 4 This move is for a devastating strike against a target so close to their heart or what passes for it that if they dare move or attempt to move, they will risk tearing themselves asunder into death, giving you control over their life, and putting you close enough to do a palm strike if you have enough energy after this attack. Some enemies may be able to dodge this and the high energy cost will leave you worn down until stamina can restore it. Energy: 160



    Templar Heal Magik
    Lv. 1 The most basic form of the heal magik, it restores basic flesh damage done to the surface layer of the body and restores some lost health points to the Health Stat. Mana Cost: 50
    Lv. 2 This restores even more damage done to the outer layer of the body, mending rendered flesh and stopping bleeding that is occurring, but it does not touch damage inside. It restores moderate health points to the Health Stat. Mana Cost: 150
    Lv. 3 This patches the insides of a person temporarily to allow them to move and act in battle long enough to get proper treatment from a healer. Mana Cost: 300
    Lv. 4 This can restore moderate damage done to a person's insides, allowing them to move about and fight again with 1/5th of proper healing restoration done to them. This healing level can only be done a few times per session. Mana Cost: 500



    Templar Cure Magik
    Lv. 1 If a templar is poisoned by basic poisons and they cast this within a minute of it occurring, they can completely flush their system. This might not get rid of the effects completely, but it will keep them from dying. Mana Cost: 200
    Lv. 2 If a deadly poison pierces the templar'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. Mana Cost: 400
    Lv. 3 If another has been poisoned and the templar acts within 1 minute they can flush their system. Same as Lv. 1 Mana Cost: 200
    Lv. 4 If another is poisoned and dying after a length of time, the templar can attempt to flush their system despite the length of time. The person will be left weakened afterwards. Mana Cost: 400
Angel Magik
  • Flame Weapon: 50 Mana
  • --
  • Lightning Blade: 50 Mana
  • Thundering Blade: 100 Mana
  • --
  • Wind Jump: 13 Mana
  • Gale Burst Lv. 1: 13 Mana
  • Gale Burst Lv. 2: 25 Mana
  • Gale Burst Lv. 3: 50 Mana
  • --
  • Heal: 150 Mana
  • Cure: 150 Mana
  • Holy Lv. 1: 100 Mana
  • Holy Lv. 2: 175 Mana
  • Holy Light: 250 Mana
  • Holy Will: 250 Mana
  • Holy Pillar: 150 Mana
  • Holy Weapon: 100 Mana
  • Barrier: 250 Mana
  • Dispel: 100 Mana
  • Light: 50 Mana
  • --
  • Ice Shard Lv. 1: 25 Mana
  • Ice Shard Lv. 2: 50 Mana
  • Ice Shard Lv. 3: 100 Mana
  • Ice Rain: 75 Mana
  • Blizzard: 175 Mana
  • Ice Shield Lv. 1: 50 Mana
  • Ice Shield Lv. 2: 100 Mana
  • Ice Slide: 25 Mana
  • Ice Climb: 25 Mana
  • ---
  • Earth Divide: 50 Mana
  • Earth Step: 12 Mana
  • Earth Crunch: 100 Mana
  • Earth Coffin: 250 Mana
Angel Mark
  • Advantages:
  • Lvl 1: Faster Healing Time, Increase M. Use, Increase M. Effectiveness
  • Lvl 2: Improved Healing Time, Increased Stamina, Increased Energy
  • Lvl 3: Superhuman Stamina, Superhuman Energy, 1/2 Magic Use
  • Lvl 4: Perm. Sta Inc., Perm. Energy Inc., Elemental Affinity Add-On
  • Lvl 5: Ang. Perm Sta Inc., Ang. Perm Energy Inc., Quicker Magik Lvl Ups
  • Lv. 6: Elemental Affinity Spells Learned, Mana Pool Increase, Gain 10 Magik Levels
  • Lv. 7: Angel Temptation, 20 Free Magik Levels
  • Lv. 8: Angel's Destiny, Angelic Stamina Cap, Angelic Energy Cap, Rapid MP Regen
  • Lv. 9: Gear Form, Mana Increase
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  • Disadvantages:
  • Lvl 1: Lifeforce Drain, Energy Impairment, Strength Impairment
  • Lvl 2: Stat Impairment 1, Stat Impairment 2
  • Lvl 3: Complete Immobility, Advantages Gone
  • Lvl 4: Perm. Stamina Loss, Perm. Energy Loss
  • Lvl 5: Los 5 Magik Levels, Angel Control
  • Lvl 6: Complete Loss, Permenant Magik O&D Decrease
  • Lv. 7: No Magik Level Ups for 10 Levels
  • Lv. 8: No Magik Level Ups for 25 Levels
  • Lv. 9: -Copped Out-
Anima
  • Anima D
  • PWR: 40
  • EGY: 50
  • ARM: 120
  • SPD: 10
  • SKI: 40
  • FIST: 40
  • FOOT: 10
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  • E. Defense Shield: 5 of 5
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  • Anima L
  • PWR: 200
  • EGY: 230
  • ARM: 60
  • SPD: 40
  • SKI: 80
  • FIST: 10
  • FOOT: 10
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  • Blaster Creation Lv. 1: 10 of 10
Items
  • Primary Weapon: Tier 7 Truth-Swords
  • Secondary Weapon: Tier 7 Arm Blades
  • Special Item 1: Face Guard (Bonus to Armor)
  • Special Item 2: Backpack
  • Body Armor: Demon Blade Armor (Tier 12 Bikini)
  • Hands Armor: Arm Deflectors (Tier 6)
  • Feet Armor: Leg Deflectrs (Tier 6)
  • * Armor Skill Applied
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  • Backpack (Medium Coinpurse, Rope x2, Glowstone x2, Ancient Tareh Female Middle Class Dress, 10 Healing Herbs, Dark Orb, Monster Flute, Fruit: blue, purple, and a yellow-blue)
Background

Your Beliefs:

There is good in everyone, deep down, and the only one who can save this world if my Angel. I was made to be her Blade.

Your Goals:

Defend my Angel, protect her, help guide her to a good end to these problems.

Your Instinct:

Defend the weak, protect the innocent, above all, protect my Angel.

Relatives: Momma: Rachael, Angel: Jean

Your Background:

Forged in secret, held in ruins till the end of days. It is said that the Demon Blades were made from the souls of the living, or from Demons who gave their lives for their creation. Legends, myths, the truth of their creation is a mystery that not even the Church has a proper answer for. This however, was no Demon Blade, this was the Angel Blade. Secured in the Ice Caves of the Wastes near Agata, buried behind traps and puzzles and requiring the knowledge of the ancients to acquire, this sword hung around writing too hard for the adventurers to decipher. "By this... with this blade... will protect you..."

The Angel Blade awoke when taken out of it's thousands years old slumber, buried with Anima C. It awoke with the kiss of a mortal, marked by the Angel named Valen. She came into being with only two pieces of memory to her. She was the Blade, her Master the Angel. Given the name Truth by Nephilim, she has decided her best course of finding her Master is to travel with those marked by her.

Etched into the fine blade which is her base form, are words in ancient, they speak the truth to her purpose and her being, why she was born. Soon someone might read them and know who and what she really is.

 
 
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