Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

Humans:

No longer the dominant species on Tareh, after 100 years past the Angelic War and the end of the God Era, a virus began to wipe out humans so much that their numbers decreased drastically. When the virus finally ended 50 years later, their numbers were depleted so much they were one of the smallest number races left, with only Bunpers after them.

With only a few kingdoms left are strictly human, humans only had two major kingdoms that were human centered. The Kingdom of Gelus and the Empire of Alrhyl. The Kingdom of Gelus is strictly humanphobic and a poor Kingdom, trashed by years of war with the Kingdom of Badelf that has attacked it over and over. The Empire of Alrhyl allows other races to live there and welcomes other races to pass through, but it is a religions nation devoted to the Angel and it's ideals, and is mostly human-centric, with a focus on religious Knights.

A human queen also rules over the Kingdom of Neer, but it is a heavily tri-center focus of races: human, azuha, and elf/halfling. It's clear the time of the human is no more, though, despite the Empire being a powerful nation and a queen on the throne of Neer. The Elven and Azuha populations are much greater. And that scares many humans now.

Age Limit Typically: 70-100

Excel Stats: None

Detriment Stats: None

Remaining Stats: 1 level up gives you 5 points.

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

Starting Stats:

Health: 10
Stamina: 10
Strength: 10
Energy: 10
Speed: 10
Reflexes: 10
Perception: 10
Charisma: 10
Mind: 10
Luck: 10
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: 20
Stamina: 20
Strength: 20
Energy: 20
Speed: 20
Reflexes: 20
Perception: 20
Charisma: 20
Mind: 20
Luck: 20
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) Resistance to the elements (minor)

2) Able to squeeze through narrow passageways with ease

3) Choose one thing (such as reading, writing, singing, etc) that you can excel at. This does not grant any in combat abilities, but it does allow you to do it faster, better, or more throughly than others.

4) You learn new languages quickly

5) Your eyes adjust to new lighting levels more quickly (you don't see any better in low visual environments though)

6) You can go slightly longer than usual without food or water

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Racial Advantages/Disadvantages:

You can decide for mandatory advantages/disadvantages to pick among the choices below or from the Advantage/Disadvantage tab.

Advantage: Quick learner. You gain a tiny fraction amount more of experience.

Disadvantage: Weak willed. More subject to mind control or psionic attacks.

Disadvantage: Sickly. Catch diseases more easily. Even if you have immunity to diseases, there is a small chance you can contract one.

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Humane Abilities:

Willpower: Humans are able to center their spirit and boost their abilities in times of crisis, performing superhuman feats.

Lv. 1: Expending Spirit, the Human boosts all of his stats a little bit for a short time of a few minutes, allowing him to perform feats abnormal for humans. +10 to all stats. Spirit Cost: 150

Lv. 2: Expending Spirit, the Human boosts all of his stats for a short time of a few minutes, allowing him to perform feats abnormal for humans. +20 to all stats. Spirit Cost: 300 (Disadvantage: the Human is left tired after the boost wears off, slowing him down and making him less able to fight until he gets rest. All stats go down by 10.)

Lv. 3: Expending Spirit, the Human boosts all of his stats significantly for a short time of a few minutes, allowing him to perform feats abnormal for humans. +30 to all stats. Spirit Cost: 600 (Disadvantage 1: The Human is left tired after the boost wears off, slowing him down and making him less able to fight until he gets rest. All stats go down by 15. Disadvantage 2 If Taken: This can only be used one time in a session.)

Lv. 4: Expending Spirit, the Human heightens his senses, speed and thoughts so that things seem to go slower to him temporarily, this allows him to slow an OG. Spirit Cost: 200 (Disadvantage 1: The Human is left tired after the boost wears off, slowing him down and making him less able to fight until he gets rest. The next OG only goes by much faster. Disadvantage 2: This can only be used one time in a session. Disadvantage 3: After passing the OG, if in combat, The Human is stunned for a moment, temporarily leaving him open to attack.

 

 

 
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