Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

1) What is a Sub-Class?

Sub-classes are unique things with a ton of skills/talents/abilities under them. You begin with a limit of only 1, but when you pick which sub-class you want to learn, you can opt to learn a certain number of them without penality to your skill/ability/talent limits. Each sub-class will tell you how many you can learn. The skills within cost levels and are listed as how much each talent/ability/skill costs. They vary from each and from sub-class to sub-class. You use your normal level ups (not your Class Levels) to spend on these options.

To purchase a sub-class, it costs a certain amount of levels and you have to have a slot open for one. It is wise to get a sub-class in your first 25 levels simply because you can get one there for two levels despite the cost of a Sub-Class. You can find the costs for each Sub-Class next to the Sub-Class category. You cannot, however, take a more advanced sub-class that requires another sub-class to be learned with your first 25 levels.

2) Sub-Class Limits

You begin with only 1 sub-class. You can get more sub-classes, but to raise your limit it costs levels, like everything else. To increase your sub-class limit, it costs 30 levels.

3) Can I take some of these ideas to use in my own way?

Yes. You can indeed use any of the talents/abilities/skills used in Sub-Classes below as long as you rework it in your own unique way with the GM AND you don't phrase it the same way below AND you don't take the Sub-Class they're from. Just note: you will be filling one of your talent/ability/skill slots and spending the normal levels each tier/level costs, but you can work it how you see fit and how you want to work it.

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Page 2: Advanced Sub-Classes

The Sub-Classes:

 

1) Thief Adept: A thief must be sneaky, quick on their feet, with their hands, and in their mind. They must be one with the shadows, one with their environment, and one with crowds. The thief talents, abilities, and skills below will aid one in their steps into becoming a master thief.

You can learn a variation total of 18 from the talents, 9 from the abilities, and 9 from the skills listed below.

Sub-Class Cost: 10 levels

 

Breaking and Entering Talents:

-Door Lockpicking Tier 1: You are able to pick basic locks on simple doors. Not cell doors. 1 level cost

-Door Lockpicking Tier 2: You are able to pick advanced locks on simple doors. Not cell doors. 1 level cost

-Door Lockpicking Tier 3: You are able to pick basic locks on advanced doors. Not cell doors. 1 level cost

-Door Lockpicking Tier 4: You are able to pick advanced locks on advanced doors. Not cell doors. 1 level cost

-Door Lockpicking Tier 5: You are able to pick any lock on any door. Not cell doors. 2 levels cost

Breaking Out Talents:

-Cell Door Lockpicking Tier 1: You are able to pick basic locks on basic cell doors. 1 level cost

-Cell Door Lockpicking Tier 2: You are able to pick advanced locks on basic cell doors. 1 level cost

-Cell Door Lockpicking Tier 3: You are able to pick basic locks on advanced cell doors. 1 level cost

-Cell Door Lockpicking Tier 4: You are able to pick advanced locks on advanced cell doors. 1 level cost

-Cell Door Lockpicking Tier 5: You are able to pick any lock on any cell door.2 levels cost

Treasure Chest Talents:

-Chest Lockpicking Tier 1: You are able to pick basic locks on basic chests. 1 level cost

-Chest Lockpicking Tier 2: You are able to pick advanced locks on basic chests. 1 level cost

-Chest Lockpicking Tier 3: You are able to pick basic locks on advanced chests. 1 level cost

-Chest Lockpicking Tier 4: You are able to pick advanced locks on advanced chests. 1 level cost

-Chest Lockpicking Tier 5: You are able to pick any chest. 2 levels cost

Pickpocketing Talents:

-Pickpocketting Tier 1: You have a 10% chance of successfully pickpocketting someone in a crowded area. 1 level cost

-Pickpocketting Tier 2: You have a 20% chance of successfully pickpocketting someone in a crowded area. 1 level cost

-Pickpocketting Tier 3: You have a 30% chance of successfully pickpocketting someone in a crowded area. 1 level cost

-Pickpocketting Tier 4: You have a 40% chance of successfully pickpocketting someone in a crowded area. 1 level cost

-Pickpocketting Tier 5: You have a 50% chance of successfully pickpocketting someone in a crowded area. 1 level cost

Stealth Talents:

-Stealth Tier 1: You are able to blend into crowded areas with a low success rate. 1 level cost

-Stealth Tier 2: You are able to blend into crowded areas with a medium success rate. 1 level cost

-Stealth Tier 3: You are able to blend into crowded areas with a high success rate. 1 level cost

-Stealth / Blending Tier 4: You are able to blend into areas with a low success rate - crowd or not. you only need enough environmental items. Shadows do not count at this point. 1 level cost

-Stealth / Blending Tier 5: You are able to blend into areas with a moderate success rate - crowd or not. you only need enough environmental items. Shadows do not count at this point. 1 level cost

Illusion Magik Abilities:

-Illusion Magik Lv. 1: You are able to change some shapes on your face to fool one person only. Mana: 10 / 1 level cost

-Illusion Magik Lv. 2: You are able to change some shapes on your face to fool two people only. Mana: 15 / 1 level cost

-Illusion Magik Lv. 3: You are able to change some shapes on your face to fool three people only. Mana: 20 / 1 level cost

-Illusion Magik Lv. 4: You are able to change some shapes on your face, your hair color, and your voice to fool one person only. Mana: 15 / 1 level cost

-Illusion Magik Lv. 5: You are able to change some shapes on your face, your hair color, and your voice to fool three person only. Mana: 30 / 2 levels cost

Slow Magik Abilities:

-Slow Magik Lv. 1: You are able to slow time down for one person for 10 seconds. Mana: 25 / 1 level cost

-Slow Magik Lv. 2: You are able to slow time down for one person for 20 seconds. Mana: 50 / 1 level cost

-Slow Magik Lv. 3: You are able to slow time down for two persons for 10 seconds. Mana: 75 / 1 level cost

-Slow Magik Lv. 4: You are able to slow time down for two person for 20 seconds. Mana: 100 / 1 level cost

-Slow Magik Lv. 5: You are able to slow time down for three people for 15 seconds. Mana: 125 / 2 levels cost

Speed Abilities:

-Speed Boost Lv. 1: Using a temporarily 15 second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 25 / 1 level cost

-Speed Boost Lv. 2: Using a temporarily 30 second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 30 / 1 level cost

-Speed Boost Lv. 3: Using a temporarily 45 second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 35 / 1 level cost

-Speed Boost Lv. 4: Using a temporarily 1 minute speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 20 or your Speed by 20. Energy Consumption: 40 / 1 level cost

-Speed Boost Lv. 5: Using a temporarily 1 minute second speed boost, you can either choose to apply this to your arm or legs before hand. Based on your choice, it will effect either your throwing speed of weapons, or your reflexes, or your running speed if you pick your legs. It boosts either your Reflexes by 40 or your Speed by 40. Energy Consumption: 45 / 1 level cost

Stealth Stab Skills:

-Stealth Stab Lv. 1: You are able to manuever yourself, if the enemy is unaware of your presence, into a position to drive a hidden weapon into a weak spot into their body IF you are aware of such an attack. It requires quick speed to perform so that you can then slide back before the enemy reacts as this is not fatal, though it injures them severely. Energy: 10 / 1 level cost

-Stealth Stab Lv. 2: You are able to manuever yourself, if the enemy is unaware of your presence, into a position to drive a hidden weapon into a weak spot into their body IF you are aware of such an attack, then twist the weapon to do more damage. It requires quick speed to perform so that you can then slide back before the enemy reacts as this is not fatal, though it injures them severely. Energy: 20 / 1 level cost

-Stealth Stab Lv. 3: Even if you unaware of a weak point, if you can get above an enemy unseed, you can use your body weight to thrust down a weapon for a point in the armor to drive your weapon into their body to do damage, or failing that, knock them off balance, and use their body to flip off before they can react to your attack. Energy: 25 / 1 level cost

-Stealth Stab Lv. 4: A fill it in yourself level! Energy: Depends / 1 level cost

-Stealth Stab Lv. 5: A fill it in yourself level! Energy: Depends / 1 level cost

Throw Stab Skills:

-Throw Stab Lv. 1: This skill's success rate is highly dependent on your ranged attack stat. If you are in the shadows and unseen, the success rate rises for this skill. You are able to focus and throw a weapon that is light toward an enemy, if you are aware of a weak point, to stab them from a distance to bring them down. Energy: 15 / 1 level cost

-Throw Stab Lv. 2: This skill's success rate is highly dependent on your ranged attack stat. If you are in the shadows and unseen, the success rate rises for this skill. You are able to focus and throw a weapon that is light toward two enemies, if you are aware of a weak point, to stab them from a distance to bring them down. Energy: 30 / 1 level cost

-Throw Stab Lv. 3: This skill's success rate is highly dependent on your ranged attack stat. If you are in the shadows and unseen, the success rate rises for this skill. You are able to focus and throw a weapon that is light toward three enemies, if you are aware of a weak point, to stab them from a distance to bring them down. Energy: 45 / 1 level cost

-Throw Stab Lv. 4: This skill's success rate is highly dependent on your ranged attack stat. Even if you are seen by an enemy, you are given a brief window to throw your blade with the same success rate as if you were in the shadows one time before the fight breaks out completely to strike one enemy's weak point. Energy: 30 / 1 level cost

-Throw Stab Lv. 5: This skill's success rate is highly dependent on your ranged attack stat. Even if you are seen by an enemy, you are given a brief window to throw your blade with the same success rate as if you were in the shadows one time before the fight breaks out completely to strike two enemies weak point. Energy: 45 / 1 level cost

Drop Log Attack Skills:

-Replace Body Lv. 1: You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with a nearby object, or something from your backpack, to take the attack, then appear behind the enemy to strike their back with a normal attack. Energy: 30 / 1 level cost

-Replace Body Lv. 2: You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with a nearby object, or something from your backpack, to take the attack, then appear behind the enemy to strike their back with two normal attack. Energy: 45 / 1 level cost

-Replace Body Lv. 3: You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with another enemy to strike the first enemy's back with a single normal attack. Energy: 55 / 1 level cost

-Replace Body Lv. 4: You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with another enemy to strike the first enemy's back with two normal attacks. Energy: 65 / 1 level cost

-Replace Body Lv. 5: You are able to use this level one time (and every other level one time each) in a single body to avoid an attack by replacing your body with another enemy to strike the first enemy's back with a special attack. Energy: 75 / 1 level cost

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2) Mystifae Adept: Trained by Azuha, the Mystifae art has been passed through the group as a spiritual and energy flowing technique that enhances both physical, spiritual, magikal, mana, and energy prowness in all forms. Able to center one and bring about great power through meditative focus despite chaos about them, the best mystifae masters can literally slow time about them and solidify even a drop of water.

You can learn a variation total of 10 from the talents, 15 from the abilities, and 5 from the skills listed below.

Sub-Class Cost: 10 levels

 

Elemental Affinity Talent:

-Elemental Affinity Tier 1: Those trained by a Mystifae Master are capable of tapping into a Mystifae Element outside their own Natural Elemental. This level determines what that element is by the GM. 1 level cost

-Elemental Affinity Tier 2: With the chosen element, the Mystifae Adept is able to grasp it's basic compents enough to use it in Mystifae abilities and skills now, but considerablely weaker to Mage magik or their natural element. 1 level cost

-Elemental Affinity Tier 3: The Mystifae Element is now as strong as the Natural Element when applied to Mystifae Skills and Abilities. 1 level cost

-Elemental Affinity Tier 4: The Mystifae Element can be applied at half strength to other things as a sub-element in addition to the Natural Element. 1 level cost

-Elemental Affinity Tier 5: The Mystifae Element can be applied at full strength to other things as a sub-element in addition to the Natural Element. 1 level cost

Environmental Awareness Talent:

-Environmental Awareness Tier 1: You are more aware of your surroundings than most, but it's not completely perfect yet. When you're awake, you take note of things in front of you and to the sides of your vision more than others. 1 level cost

-Environmental Awareness Tier 2: You are more aware of your surroundings than most, but it's not completely perfect yet. When you're awake, your awareness extends, with your mystifae senses, to include an area behind you as well, up to 5 meters. 1 level cost

-Environmental Awareness Tier 3: You are more aware of your surroundings than most, but it's not completely perfect yet. When you're awake, your awareness extends, with your mystifae senses, to include an area around you up to 10 meters. 1 level cost

-Environmental Awareness Tier 4: You are more aware of your surroundings than most, but it's not completely perfect yet. When you're asleep, your awareness extends, with your mystifae senses, to include an area around you up to 5 meters. 2 level cost

-Environmental Awareness Tier 5: You are more aware of your surroundings than most, but it's not completely perfect yet. When you're asleep, your awareness extends, with your mystifae senses, to include an area around you up to 10 meters. 2 level cost

Summon Fairy Talent:

-Summon Fairy Tier 1: You are able to speak, through great effort, with spirits that approach you, though you cannot see them, you can hear their voices on the wind, or in dreams. 1 level cost

-Summon Fairy Tier 2: The Mystifae, through great mana and energy, can opt to summon a lesser spirit with no form of the same natural element as their own, to speak with. 1 level cost

-Summon Fairy Tier 3: The Mystifae, through great mana and energy, can opt to summon a lesser spirit with no form of the same natural element or mystifae element as their own, to speak with. 1 level cost

-Summon Fairy Tier 4: The Mystifae, through great mana and energy, can opt to summon a greater spirit with no form of the same natural element or mystifae element as their own, to speak with. 2 levels cost

-Summon Fairy Tier 5: The Mystifae, through great mana and energy, can opt to summon a spirit into corporeal form (it chooses what it will look like) of a certain element that are good to do them a favor. 3 levels cost

Zen Abilities:

-Zen Lv. 1: You can find your own spiritual center and use it to increase your health temporarily to allow for greater healing time. This allows you to recover faster and become more resistant to diseases and ailments. +10 health restoration Energy: 30 / 1 level cost

-Zen Lv. 2: You can find your own spiritual center and use it to increase your health temporarily to allow for greater healing time. This allows you to recover faster and become more resistant to diseases and ailments. +20 health restoration and 5 health regen every 30 seconds Energy: 45 / 1 level cost

-Zen Lv. 3: You can find your own spiritual center and use it to increase your health temporarily to allow for greater healing time. This allows you to recover faster and become more resistant to diseases and ailments. +30 health restoration and 10 health regen every 30 seconds for 5 minutes Energy: 60 / 1 level cost

-Zen Lv. 4: You can find your own spiritual center and use it to increase your health temporarily to allow for greater healing time. This allows you to recover faster and become more resistant to diseases and ailments. +60 health restoration and 30 health regen every 30 seconds for 5 minutes. One time use per battle. Energy: 70 / 1 level cost

-Zen Lv. 5: You can find your own spiritual center and use it to increase your health temporarily to allow for greater healing time. This allows you to recover faster and become more resistant to diseases and ailments. +100 health restoration and 50 health regen every 30 seconds for 5 minutes. One time use per battle. Energy: 100 / 1 level cost

Channeling Abilities:

-Channeling Lv. 1: This opens the doorway to begin learning to channel your Energy through your body, not your weapons, to prepare to use to enhance your attacks. This level does nothing in itself yet. / 1 level cost

-Channeling Lv. 2: This allows you to apply up to 20 energy points into your strength stat so you can do more damage with your unarmed attacks for 1 minute. / 1 level cost

-Channeling Lv. 3: This allows you to divide up to 50 energy points into your strength stat or your hand to hand so you can do more damage with your unarmed attacks for 2 minutes. / 1 level cost

-Channeling Lv. 4: This allows you to channel 1/4 of your mana or 1/4th of your energy into your hands and feet so you can strike both your opponent's body and soul for more damage for 30 seconds. / 1 level cost

-Channeling Lv. 5: This allows you to channel 1/2 of your mana or 1/2th of your energy into your hands and feet so you can strike both your opponent's body and soul for more damage for 1 minutes / 2 levels cost

Flow Abilities:

-Flow Lv. 1: This allows you to begin learning the flow of battle. You can not begin dodging attacks yet with this ability, but you can begin to feel the rhythm of battle and attune it to your heart own heart beat, timing it. / 1 level cost

-Flow Lv. 2: You can begin flowing now. You can use this ability in two ways when you call out this level. 1) You can use it for an OG if you call it once the countdown has begun, resetting the OG letters and timer so that the OG is longer but the timer is slower with a beat pattern like a heart or 2) if you are in normal combat you can use up energy to dodge a series of attack, using up 40 energy per attack until you are out. / 1 level cost

-Flow Lv. 3: You can begin flowing now. You can use this ability in two wise when you call out this level. 1) You can use it for an OG if you call it once the countdown has begun, resetting the OG letters and timer so that the OG is shorter and the timer is slower with a beat pattern like a heart or 2) if you are in normal combat you can use up energy to dodge a series of attack, using up 20 energy per attack until you are out. / 1 level cost

-Flow Lv. 4: With this level you can dodge one super, automatic hit by the GM. One time use per session. / 1 level cost

-Flow Lv. 5: With this you can use it to slow the flow down on the battle to save another team mate or yourself from a wound that would normally cause damage or be fatal, flow so it does not, and deliver a retaliatory strike or dodge into a better position / 3 levels cost

Spiritual Healing Abilities:

-Spiritual Healing Lv. 1: You are able to influence the healing of anothers' soul, restoring their stamina and health by 10 points each by focusing your own inner energy. Consumption: Energy 10, Health 10, Stamina 10 / 1 level cost

-Spiritual Healing Lv. 2: You are able to influence the healing of anothers' soul, restoring their stamina and health by 40 points each by focusing your own inner energy. Consumption: Energy 20, Health 20, Stamina 20 / 1 level cost

-Spiritual Healing Lv. 3: You are able to influence the healing of anothers' soul, restoring their stamina and health by 80 points each by focusing your own inner energy. Consumption: Energy 40, Health 40, Stamina 40 / 1 level cost

-Spiritual Healing Lv. 4: You are able to influence the healing of anothers' soul, restoring their stamina and health completely by focusing your own inner energy. One time per battle. Consumption: Energy 40, Health 40, Stamina 40 / 1 level cost

-Spiritual Healing Lv. 5: You are able to influence the healing of two people's souls, restoring their stamina and health completely by focusing your own inner energy. One time per battle. Consumption: Energy 40, Health 40, Stamina 40 / 1 level cost

Dragon Punch Skills:

-Dragon Punch Lv. 1: You are able to deliver a powerful spinning uppercut to your enemy that somehow damages them more greatly than a regular punch. You can channel either 1/10 of your mana into it or an element of your choice for more damage. Once per battle. Energy: 30 / 1 level cost

-Dragon Punch Lv. 2: You are able to deliver a powerful spinning uppercut to your enemy that somehow damages them more greatly than a regular punch, then dash behind them if you use this level to strike them in the back before they can react if you have decent enough speed. You can channel either 2/10s of your mana into it or an element of your choice for more damage. Once per battle. Energy: 45 / 1 level cost

-Dragon Punch Lv. 3: You are able to deliver a powerful spinning uppercut to your enemy that somehow damages them more greatly than a regular punch, then strike them in such a way to stun them for another skill of your choice if you have decent strength. You can channel either 5/10s of your mana into it or an element of your choice for more damage. Once per battle. Energy: 60 / 1 level cost

-Dragon Punch Lv. 4: You are able to deliver a powerful spinning uppercut to your enemy that somehow damages them more greatly than a regular punch, then you can follow it up with any skill of your choice before they can react period. You can channel either 8/10s of your mana into it or an element of your choice for more damage. Once per battle. Energy: 100 / 2 levels cost

-Dragon Punch Lv. 5: You are able to deliver a powerful spinning uppercut to your enemy that somehow damages them more greatly than a regular punch, then use a Special Attack. You can channel either all of your mana into it or an element of your choice for more damage. Once per battle. Energy: 150 / 3 levels cost

Tigroar Uppercut! Skills:

-Tigroar Uppercut! Lv. 1: Using the channeling of energy and mana, you are able to combine 1/4th of your mana and 1/5th of your energy into an uppercut attack against an enemy. This can only be used once per battle. / 1 level cost

-Tigroar Uppercut! Lv. 2: Using the channeling of energy and mana, you are able to combine 2/4ths of your mana and 2/5ths of your energy into an uppercut attack against an enemy. This can only be used once per battle. / 1 level cost

-Tigroar Uppercut! Lv. 3: Using the channeling of energy and mana, you are able to combine 3/4ths of your mana and 3/5ths of your energy into an uppercut attack against an enemy. This can only be used once per battle. / 1 level cost

-Tigroar Uppercut! Lv. 4: Using the channeling of energy and mana, you are able to combine all of your mana and 4/5ths of your energy into an uppercut attack against an enemy. This can only be used once per battle. / 2 levels cost

-Tigroar Uppercut! Lv. 5: Using the channeling of energy and mana, you are able to combine all of your mana and allf your energy into an uppercut attack against an enemy, as well as an element of your choice. This can only be used once per battle. / 3 level cost

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3) God Pact: By making a pact with a God like Lenneth, or another willing God - the few remaining - or other being capable of doing so, you will have access to the talents, abilities, and skills below, as well as the unique category of God Magik which can be found in the Tarehian Misc tab above and uses the Angel Magik Levels to spend on it.

You can learn a variation total of 12 from the talents, 10 from the abilities, and 0 from the skills listed below.

Sub-Class Cost: 20 levels and pact. Cannot be picked in first 25 levels unless already have pact. To see if you have a pact, it will appear in your bio as Len+

 

Defeated God Talents:

(each God will have 2 Talents. Keep this in mind)

-Solitice's Trials Tier 1: With Solistice defeated, his unique ability to use trials to test people's worthiness can now be applied to actual traps and puzzles by the user. The higher your mind stat, the more hints the GM will give you to bypass the puzzle. This can only be used 3 times per session. 1 level cost

-Solitice's Trials Tier 2: With Solistice defeated, his unique ability to use trials to test people's worthiness can now be applied to actual traps and puzzles by the user to completely bypass it. This can only be used twice per sesison. 2 levels cost

-Harbinger's Visions Tier 1: With Harbinger defeated, his unique ability to see into the future is not accessible for those with foresight and knowledge. This allows them to see the future - though not usually when they are prepared for it or ready for it. The visions come not when the person wants it and typically not with anything useful or comprehensible. 1 level cost

-Harbinger's Visions Tier 2: If a person is willing to push it hard enough with this skill, and has a high enough stat in either mind, perception, or luck, they may can force a vision of some use to form, though it's painful and draining. It can only be done once every few sessions. 1 level cost

Angelus' Cunning Tier 1: This allows you to work with the GM to cunningly prepare something before the battle or to deal with the other players, and the GM will do a check system to see if it's successful. Good or evil, your cunning may turn the tide in a situation. It can only be used once per 3 sessions. 1 level cost

Angelus' Cunning Tier 2: This allows you to work with the GM to cunningly prepare something before the session or to deal with the other players, and the GM will do a check system to see if it's successful. Good or evil, your cunning may turn the tide in a situation. It can only be used once per 3 sessions. 1 level cost

-Manus Dei's Art Tier 1: Sometimes, your coldness is a work of art, in it's own way. You are able to withdraw yourself from everything so that nothing can break you, mentally or physically, then you can become a different person to completely full all tests and scans to get close to your target to strike them. However, it sometimes takes a lot of effort to return to who you were, so at this tier you need a momento of who you were to return. 3 levels cost

-Manus Dei's Art Tier 2: Sometimes, your coldness is a work of art, in it's own way. You are able to withdraw yourself from everything so that nothing can break you, mentally or physically, then you can become a different person to completely full all tests and scans to get close to your target to strike them. You can return without a momento at this level. This is only do able once every once and awhile RP wise. 6 levels cost

-Pariah's Indifference Tier 1: Your indifference is sometimes a shield to hide your difference. You really are invested in those who are different from other and due to that they recognize that spark in you; people who are outcasts are more likely to give you information and to seek you out to help you in situations. 1 levels cost

-Pariah's Indifference Tier 2: Outcasts will flock to your aid to help you in the streets, providing you with protection in the streets by providing distractions and other incidents when you need it most; people who are different need to stick together. What a pain... 1 levels cost

Defeated God Abilities:

-Solitice's Winter Breath Lv. 1: One can either use mana or energy to encase the area in a frozen wasteland of ice (not enemies), to make it a harazardous zone for all. 100 Mana or 50 Energy / 1 Level Cost

(Yeger when defeated)

(Amazo when defeated)

(Di'Mantha when defeated)

( Gartareh when defeated)

One with Tareh Ability:

-One with Tareh Lv. 1: You are able to contact the planet itself and get a sense of it's energy and if you can even even tap into it at this point - this gives you a sense of how much mana is in the area which will let you know if using the next levels is even possible. Energy: 10 / 1 level cost

-One with Tareh Lv. 2: You can begin to tap into the mana of the planet to form tiny vines that can grab the ankles of enemy to temporarily trip them up. Energy: 20 / 1 level cost

-One with Tareh Lv. 3: You can begin to tap into the mana of the planet to form vines to crawl up the sides of walls to climb up to higher places. Energy: 30 / 1 level cost

-One with Tareh Lv. 4: You can begin to tap into the mana of the planet to form vines to cross large distances to cross them, or bind together broken objects. Energy: 50 / 1 level cost

-One with Tareh Lv. 5: You can begin to tap into the mana of the planet to form vines to smash enemies and knock them down painfully. Energy: 80 / 1 level cost

Reconstruction Ability:

-Reconstruction Lv. 1: This prepares the body to begin breaking down an item on a molecular level. This undergoes the process needed, but does not allow it. Energy: 0 / 5 levels cost

-Reconstruction Lv. 2: This allows you to break down the molecules of anything that is made up of anything no more complex than a cup. Energy: 30 / 1 level cost

-Reconstruction Lv. 3: This allows you to break down the molecules of anything no more complex than a simple weapon of a tier 7 or below Energy: 80 / 1 level cost

-Reconstruction Lv. 4: This allows you to break down the molecules of a structure enough to leave a hole to either enter or weaken enough to try to topple, depending on where you do it. Energy: 140 / 1 level cost

-Reconstruction Lv. 5: This allows you to break down the molecules of part of a person's body to damage them internally - no to kill them, but injure them internally, or damage their armor, etc. Energy: 180 / 1 level cost

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4) Merchant: Merchants as a sub-class have unique talents have haggering, storing items for others, and can do other nifty little things that give them all sorts of little advantages. They do not have any skills though.

You can learn a variation total of 13 from the talents, 10 from the abilities, and 0 from the skills listed below.

Sub-Class Cost: 20 levels

 

Personal Storing Talent:

-Personal Storing Tier 1: For all the tiers below, this counts as one of the items you are able to hold, this is called the Merchant's Backpack. At Tier 1, you are able to hold 5,000 coins and 10 items. 2 levels cost

-Personal Storing Tier 2: You are able to hold 10,000 coins and 20 items. 3 levels cost

-Personal Storing Tier 3: You are able to hold 15,000 coins and 25 items. 4 levels cost

-Personal Storing Tier 4: You are able to hold 20,000 coins and 30 items. 5 levels cost

-Personal Storing Tier 5: You are able to hold 30,000 coins and 40 items. 6 levels cost

Group Storing Talent:

-Group Storing Tier 1: You are capable of storing up to 15,000 coins for the group and 20 items for the group. 1 level cost

-Group Storing Tier 2: You are capable of storing up to 25,000 coins for the group and 30 items for the group. 2 levels cost

-Group Storing Tier 3: You are capable of storing up to 35,000 coins for the group and 40 items for the group. 4 levels cost

-Group Storing Tier 4: You are capable of storing up to 50,000 coins for the group and 50 items for the group. 6 levels cost

-Group Storing Tier 5: You are capable of storing up to 100,000 coins for the group and 100 items for the group. 10 levels cost

Appraisal Talent:

-Appraisal Tier 1: You are able to appraise basic items for their true worth now - this is for items found out in the open or low level monsters or in basic shops. 1 level cost

-Appraisal Tier 2: You are able to appraise more advanced tems for their true worth now - this is for items found out in the open or mid level monsters or in shops. 1 level cost

-Appraisal Tier 3: You are able to appraise more advanced items for their true worth now - this is for items found out in the open or high monsters or in shops. 1 level cost

-Appraisal Tier 4: You are able to appraise more basic items for their true worth now - this is for items found in ruins. 1 level cost

-Appraisal Tier 5: You are able to appraise more advanced items for their true worth now - this is for items found in ruins. 1 level cost

Haggle Talent:

-Haggle Tier 1: You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 10% chance of success. 1 level cost

-Haggle Tier 2: You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 30% chance of success. 2 levels cost

-Haggle Tier 3: You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 50% chance of success. 3 levels cost

-Haggle Tier 4: You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 70% chance of success. 4 levels cost

-Haggle Tier 5: You can haggle with store owners to attempt to sell your items at a higher price or buy items at a lower cost. This has a 100% chance of success. 5 levels cost

Increased Item Drop Ability:

-Increased Item Drop Lv. 1: When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 10% 1 level cost

-Increased Item Drop Lv. 2: When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 20% 2 levels cost

-Increased Item Drop Lv. 3: When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 30% 2 levels cost

-Increased Item Drop Lv. 4: When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 40% 3 levels cost

-Increased Item Drop Lv. 5: When you kill monsters/enemies, you have a higher chance at getting an item drop. The better your luck, the more likely this ability will work and the better the chance it will be a better item. This increases your chances of a rare item by 50% 4 levels cost

Increased Money Drop Ability:

-Increased Money Drop Lv. 1: When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 10% 1 level cost

-Increased Money Drop Lv. 2: When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 20% 2 levels cost

-Increased Money Drop Lv. 3: When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 30% 2 levels cost

-Increased Money Drop Lv. 4: When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 40% 3 levels cost

-Increased Money Drop Lv. 5: When you kill monsters/enemies, you have a higher chance at getting more gold. The better your luck, the more likely this ability will work and the better the chance it will be more gold. This increases your chances by 50% 4 levels cost

Lucky Ability:

-Lucky Lv. 1: You are able to influence your luck stat by 10 points by focusing your energy temporarily for 2 minutes (the same for below levels as below). Energy: 20 / 1 level cost

-Lucky Lv. 2: You are able to influence your luck stat by 30 points by focusing your energy. Energy: 30 / 1 level cost

-Lucky Lv. 3: You are able to influence your luck stat by 50 points by focusing your energy. Energy: 40 / 1 level cost

-Lucky Lv. 4: You are able to influence your luck stat by 70 points by focusing your energy. Energy: 50 / 1 level cost

-Lucky Lv. 5: You are able to influence your luck stat by 100 points by focusing your energy. Energy: 70 / 1 level cost

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Scholar, Anima Pilot, Gypsy Dancer, Knight, Battle Dancer - Kit/Sera need to work on subclasses with GM to do over. Can be done later.

 
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