Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

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

Detriment Stats: Reflexes, Luck, 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

Starting Stats:

Health: 20
Stamina: 20
Strength: 10
Energy: 10
Speed: 10
Reflexes: 5
Perception: 10
Charisma: 10
Mind: 5
Luck: 5
Hand to Hand Combat: 10
Melee Weapons: 10
Ranged Weapons: 10
Magik Offense: You must learn this in your first 25 levels. If you do, it will begin at 10
Magik Defense: 10
Spirit/Mana Pool: You must learn this in your first 25 levels. If you do, it will begin at 100 points

Cap Stats:

Health: 40
Stamina: 40
Strength: 20
Energy: 40
Speed: 20
Reflexes: 10
Perception: 20
Charisma: 20
Mind: 10
Luck: 10
Hand to Hand Combat: 20
Melee Weapons: 20
Ranged Weapons: 20
Magik Offense: 20
Magik Defense: 20

 

Generic Traits (You can only pick 3):

1) Element Affinity Powers and Spells are even more effective, but you take more damage from opposing affinity.

2) Can See in Darkness Extremely Well, but can be blinded by sudden brightness temporarily.

3) Needs less blood then normal to use abilities.

4) Minor non-ability using Pheramones.

5) Minor non-ability using your element. (Non-Combat Magik Style)

6) Can make your default form appear human, rather then demonic. (Does not grant any other shapeshifting.)

Racial Advantages/Disadvantages:

Advantage: All demons need the blood of the living to gain sustenance, however, you gain a small stamina boost after feeding.

Advantage: Deeply enhanced senses, can see further and pick up scents like a bloodhound.

Disadvantage: Demons slowly shed humanity, you are a natural sociopath and often find yourself in situations where you offend without even trying.

Disadvantage: When you don't feed for a while and grow hungry, you are seized by a bloodlust, losing 10 Mind and driven by an urge to feed so powerful you may even feed off loved ones to satisfy your needs.

Demon Talents:

Scent Master: You have grown so accustomed to your heightened sense of smell it can sometimes be said to be more reliable then your incredible eyesight, this talent represents your trained skill at using your nose to determine things.

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.

B1: Make this up on your own, disadvantages should be tooled to your idea.

B2: Make this up on your own, disadvantages should be tooled to your idea.

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Demon Abilities:

Blood Augment: By drinking excessing amounts of blood, the Demon can tap into hidden reserves and strengths uncommon even to demons.

Lv. 1: Blood Booster I - By drinking deeply of a living victim or volunteer, the Demon boosts all of it's stats by +10 for a short time. This takes enough blood from something to knock it out and put it down for a day while it recovers. Energy: 20

Lv. 2: Blood Booster II - By drinking deeply of a living victim or volunteer, the Demon boosts all of it's stats by +20 for a short time. This takes enough blood from something to knock it out and put it down for several days while it recovers. Energy: 30

Lv. 3: Blood Booster III - By drinking deeply of a living victim, the Demon boosts all of it's stats by +30 for a short time. This takes so much blood it will kill the victim. Energy: 40 (Disadvantage if Taken: Besides the obvious death needed to cause this to happen, taking a life plays an inner toll on the Demon's psyche, causing them to lose -15 to all stats once the boost wears off and until they rest.)

Lv. 4: Blood Sacrifice - While drinking till one dies is one way to draw blood, this is much more, performing a profane sacrifice, the demon slays a victim and drinks all of their lifeblood as they slowly bleed out to death. This intentional slaying boosts the Demon's Stamina by 50 and their Energy by 30 for a length of time determined by the GM, but it is a fairly long time. Energy: 50(Disadvantage 1: This is a terrible and profane act, it should go without saying, but there are consequences to such actions. Disadvantage 2: This ability takes an hour of complete concentration on the ceremoney, anything but the victim's attempts to interrupt it will cause it to fail. Disadvantage 3: This ability can only be performed around once a week, the profane powers need time to enjoy their end of the sacrifice. Fatty.)

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Elemental Augmentation: This is an energy or mana based move using the Demon's basic Elemental Affinity. It's disadvantages should reflect the element in question. Design this on your own.

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Pheramones: One signature move of the Demon is the exhalation of Pheramones, Demons use these to drug and sexually excite their victimes, the increase of hormones enriches the blood and makes it more enjoyable for the Demon to consume.

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. Energy: 40 (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.)

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. Energy: 50 (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.)

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. Energy: 80 (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.)

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.

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Shapeshifters: The Demon is also well known for it's ability to imitate life itself. Demons can alter their forms in order to appear however they want, this ability allows them to change size, shape, gender, and their general looks, the one remarkable note is Demons rarely seem able to take on anything but humanoid forms.

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. Energy: 20 (Disadvantage: Each use of this ability taxes the Demon's collected blood, the demon uses less blood based on it's base Energy score.)

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. Energy: 40 (Disadvantage: Each use of this ability taxes the Demon's collected blood, the demon uses less blood based on it's base Energy score.)

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. Energy: 50 (Disadvantage: 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 if Taken: This ability's use is limited to a certain number of times per session now.)

Lv. 4: The Demon's ability to change is far more advanced through experience now. Taking this level reduces the Energy costs of the previous levels 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.

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Demon Skills:

Elemental Energy Strike: You are able of harness the core element of your Affinity, creating powerful attacks with that element, expending your mana and energy as though it were magik spells.

Lv. 1: Energy 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 Cost: 30

Lv. 2: ?? - Fill this attack out yourself, lazy.

Lv. 3: ?? - Fill this attack out yourself, lazy. It may have one disadvantage to lower costs.

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. Energt Cost: 50 (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.)

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Master the Element: This is for you to create a special skill with your element. Look at the list below for what each element can produce and create a skill based on those parameters. You may only pick one quality for the element. If you wish a second quality, make a second skill.

Holy: Healing, Shielding, Boosting Health

Dark: Raw Damage, Energy Drain

Earth: Defense Boosts, Shielding, Poisons

Fire: Raw Damage, Magick Deflection, Heat Control

Water: Water Movement / Breathing, Magick Deflection, Status Curing

Wind: Raw Damage, Impact, Shielding

Ice: Raw Damage, Shielding, Stamina / Energy Attacking

Lightning: Raw Damage, Stuns, Energy Control

 
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