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Tareh

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The Templar Class focuses on a combination of combat/swords/magik and defense. They are knights and defenders. They have some magikal talent as well and have you have not somehow gotten access to mana you will at this point with 100 starting points.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the templar's choices.

Excel Stats: Melee, Perception (1 level up gives you 10 points in each.)

Spirit/Mana - 1 level up gives you 25 points of mana

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

 

Class Advantages/Disadvantages:

Advantage: When praying, you can sometimes restore your health completely. It fails sometimes.

Advantage: You instill faith in others with your serenity.

Disadvantage: You can be stubborn in your ways and hard to pursuade at times.

Disadvantage: You are a prude most often with certain virginal things.

 

When you reach Lv. 25 with the Templar, they can either be upgraded to Knight Class or Defender Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Defense Stance: The defensive stance, while nearly an ability, is more of a talent as it's self-taught to protect you from damage and once you ground in, you're not influence you're stats and you're not attacking. This helps you take damage before you can unleash an ability or skill against an enemy.

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. 1 Class Level cost

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. 2 Class Level cost

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. 2 Class Level cost

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 1 Class Level cost

Tier 5 - Defensive Stance Form 2. The same as above, only it can take more damage before shattering. 2 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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2) Weapon Training Talent: Templars are trained with weapons and their fists. Below there are no tiers filled out because this is meant for each players to chart the tiers for their own course. The tiers are meant to be built up in the way that allows you to make your own weapon handling more devastating talent wise, not attack skills. Meaning, quick draw, quick throw, quick aim, or more accuracy, better handling with spears, etc. You could opt to go the route of various talents with weapons. You will also find one of these in abilities, for allowing you chart a course with buffing stats with your weapons, like more attack power, or defensive, or accuracy.

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3) Focus: Templars have to focus their mental combat skills and their talent for knowledge/magikal useage and other talents all into a tight knit ball. This talent is more important than one realizes due to the simple fact that templars have to face a lot along the way of combat, and situations. Below are the various tiers. This is very close to an ability, and by taking this it will open up abilities.

Tier 1 - Meditative State. Whenever a templar meditates and focuses their energy, when they have time to do so, depending on the length of time they are able to sit and do so, they are able to be more focused and able bodied during combat, capable of seeing and focusing their attacks more directly and precisely, and seeing things they might not normally see. This is aided more with perception and mind stats being higher. 1 Class Level Cost

Tier 2 - Inner Focus I: If a templar can find time within a combative situation to stand there and take a minute to breathe in and out, focusing their spiritual flow and mana and energy, they can sharpen their senses and be alert to incoming blows easier and prepare to strike faster and more alertly than before, allowing them to fight better than before. 2 Class Level cost

Tier 3 - Inner Focus II: The same as above, only the time of focus is cut down to 30 seconds instead of a minute. 2 Class Level cost

Tier 4 - Split Second Focus: This is similiar to Tier 2 and 3 but this can only be used once. This also unlocks an ability tree named after this Tier, which will let you open it up more than once. This allows the person to take their inner focus and instead of 30 seconds to focus their talents to into combative prowness, they can do it a in a split second. 2 Class Level cost

Tier 5 - Outer Focus. Allowing the templar to focus outward, they attuned to details in their environment when it comes to combat/battle. When a battle is going on, they are able to notice details of their environment others might notice, as well as unusual enemies and combative focuses of others. 1 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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4) Armor Training Talent: Templars are trained to use armor to their advantage. Because there are different types of armor and different ways to go about using it, there are no tiers below so players can make their own tier system below and create their own unique system for their templar and the armor useage that best suits them.

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5) Templar Leadership: Not all templars are leadership material, but many are trained at a young age leader like qualities and tactics to help guide them and others throughout this wild, crazy world to help them through situations. Below is a few tiers, along with some blank tiers for players to help decide how much their character might know/do.

Tier 1 - Basic Leadership Tactics. This helps the Templar know basic tactics when it comes to dealing with people, even in situations completely foreign to them. Basic human behavior will always be the same, and the templar is taught how to use this tactically to get what needs to be done. 1 Class Level Cost

Tier 2 - Basic Templar Manipulation: This helps the templar manipulate the common person in the world by appealing to their basic human nature. It's up to the templar to decide how to approach it. Even acolytes in churches are taught this much to help them when dealing with godless men out there. Kindness, or a heavy hand, is up to the individual though. 1 Class Level cost

Tier 3 - Leadership. This helps the templar do basic leadership with the basic NPC on the street, getting them to trust in them. If you have taken the advantage that gives faith in the templar/character, then this tier is greatly enhanced. Charisma is also helpful in this. This helps mostly with every day NPCs and allows the player to instruct them into basic commands and the GM provides insight into how far they can be pushed in their comfort zone. 2 Class Level cost

Tier 4 - You chart your path from here. Speak with the GM. ? Class Level cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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6) Templar Scholar I: Templars are given certain fields of study that they can research and learn more of if they are interested. Below there are no tiers listed because the player can fill in how they wish to learn. Scholars can learn more about prophecy, templar warfare/tactics, about the gods, more about magik, more about the church, more about ancient tomes, etc. Speak with the GM if you have your own ideas.

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7) Templar Scholar II: Templars are given certain fields of study that they can research and learn more of if they are interested. Below there are no tiers listed because the player can fill in how they wish to learn. Scholars can learn more about prophecy, templar warfare/tactics, about the gods, more about magik, more about the church, more about ancient tomes, etc. Speak with the GM if you have your own ideas.

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8 Talent will be filled in later. Keep in mind you can make your own templar talents.

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Abilities:

1) Templar Meditation: Templars meditate and are capable of shifting stats upward in order to further do better in combat. The more time they have, the better they can do before combat. This is very similiar to Focus Tier 1 and that is needed to take this.

Lv. 1: If a templar is able to get more than two hours meditation before combat, all their stats are doubled for that battle for 30 minutes. 3 Class Level cost

Lv. 2: If a templar can manage even an hour meditation before combat, their stats will all rise by 50 points for 30 minutes. 2 Class Level cost

Lv. 3: This can only be done once and a while and has a high chance of failure if either perception, mind, or luck stats are low - if any of those are high enough this has a better chance of working. When this does work, a templar can focus if they have 1 minute before a battle and pick 3 stats to double instantly before a battle for 1 minutes. 3 Class Level cost

Lv. 4: The same as above, but for 5 minutes. 3 Class Level cost

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2) God/Unnatural Sense: Due to their powers coming from the 13 Gods of Tareh, Templars are attuned to the unnatural of Tareh, like the Angel and more. With the following four levels, they are able to sense various things that others might not. Sometimes it is hit or miss or they need to encounter it a few times for the god sense to really begin working well.

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. 1 Class Level cost

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. 1 Class Level cost

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. 1 Class Level cost

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. 1 Class Level cost

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3) Rally: A Templar can rally their allies together to raise certain stats, including their own, by channeling certain kinds of spiritual/mana within them and sending it outward. This works mostly on those that trusts the templar and has close ties to them. Each level can only be done once per session and the effects are for 5 minutes.

Lv. 1: You are able to rally two people who trust you and raise all their stats by 20 points. Energy Cost: 30 / 1 Class Level cost

Lv. 2: You are able to rally three people who trust you and raise all their stats by 40 points. Energy Cost: 50 / 1 Class Level cost

Lv. 3: You are able to rally four people who trust you and raise all their stats by 60 points. Energy Cost: 80 / 2 Class Level cost

Lv. 4: You are able to rally five people who trust you and raise all their stats by 100 points. Energy Cost: 140 / 2 Class Level cost

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4) Templar Focus: Templars are trained to focus their will and training into various methods of the mind. In combat, in life, in reasoning. Below are a few applications of which they use it to overcome the odds of the Opposite Game. Focus needs to have been taken in the Talent section.

Lv. 1: When faced with the Opposite Game, you can activate Level 1 to slow it down by typing Lv.1. Energy Cost: 40 / 1 Class Level cost

Lv. 2: If you're about to lose and you haven't completed the OG, you can type Lv. 2 to take minimal damage to your character. Energy Cost: 60 / 1 Class Level cost

Lv. 3: If you're about to lose you can type in Lv. 3 and skip the OG for yourself or another and skip it without penality. One time use per session. Energy Cost: 80 / 1 Class Level cost

Lv. 4: If you're about to lose you can type in Lv. 4 and skip the OG for the entire grouip. One time use per session. Energy Cost: 100 / 2 Class Level cost

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5) Templar Heart: This is a general ability that you can use to influence how your templar's heart functions in general. The heart of a templar influences how and what stats you can raise in battle, what type of actions they are better at - defense, magik strikes, cap raises. Speak with the GM more to find out if you have Heart of a Defender, Heart of a Destroyer, Heart of a Knight, Heart of a Warrior, etc.

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6) Templar Magik Boost: This magik boost influences the Templar in 4 different ways.

Lv. 1: The templar infuses their weapons with their elemental affinity or Lightning. Mana Cost: 40 / 1 Class Level cost

Lv. 2: The templar forms a magik shield about them to deflect damage up to the cost of the mana they input into the shield. This can only be done so many times per session. 1 Class Level cost

Lv. 3: The Templar is able to temporarily change their element to a picked element by the GM for 1 minute and use that element on their weapon for 1 minute. Mana Cost: 200 / 1 Class Level cost

Lv. 4: The Templar can join their Mana Flow to another, either toward themselves and accept the flow to increase their flow, or to another and increase theirs. Physical touch aids this. 1 Class Level cost

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7-8 Abilities will be filled in later. Keep in mind you can make your own templar abilities.

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Skills:

1) Templar Slash: This allows you to build your own unique version of the Slash attack, culiminating in a super powerful version on Level 4 known as Lightning Slash. The first three levels you can make up to uniquely suit your own character's playstyle.

Lv. 1: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 2: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: 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 Cost: 60 and Mana Cost: 100 / 3 Class Level Cost

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2) Disarming: This skill allows for a quick disarming like movement - a few levels have been filled out, but the rest are blank, allowing players to create their own unique forms of disarming.

Lv. 1: This is very dependant on your speed and reflexes stats for success, but if a player is quick enough, this level allows them quickly use their weapon or hands to knock items, not weapons, from another's hand if they are within a certain stat level of the target. Energy Cost: 20 / 1 Class Level cost

Lv. 2: This is very dependant on your speed and reflexes stats for success, but if a player is quick enough, this level allows them quickly use their weapon or hands to knock weapons from another's hand if they are within a certain stat level of the target. Energy Cost: 60 / 1 Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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3) Non-Fatal Strike: With precise strikes, a templar can aim for non-fatal areas on the body for maximum damage while keeping the target alive. This requires keen focus and knowledge of the body when attacking.

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 Cost: 40 / 2 Class Level cost

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 Cost: 80 / 2 Class Level cost

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 Cost: 120 / 3 Class Level cost

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 Cost: 160 / 4 Class Level cost

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4) Templar Heal Magik: This allows a templar to cast restorative magik to heal their wounds inflected during combat or other means. While not as potent as a Mage or others with stronger mana, a Templar is not incapable of healing fairly well. Below are the levels of the templar healing 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 / 1 Class Level cost

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 / 1 Class Level cost

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 / 1 Class Level cost

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 / 2 Class Level cost

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5) Templar Lightning Magik: Templars are lightning inclines naturally. They channel lightning into their fighting style no matter their element affinity.

Lv. 1: Basic Lightning magik, thrown from the hand at the enemy, it causes nothing but Lightning based damaged. Mana Cost: 50 / 1 Class Level cost

Lv. 2: Generated from the hand as well, this causes shock damage as well as Lightning based damaged. Mana Cost: 100 / 1 Class Level cost

Lv. 3: A Lightning ball is generated and bounced at any angle the templar can manage to smash into an opponent, shocking and knocking them over; small chance of paralysis. Mana Cost: 200 / 1 Class Level cost

Lv. 4: Templar Storm. A small storm appears over two to three people and begins to generate lightning bolts from the clouds generated, shocking and zapping the targets repeatedly. This forces the templar to remain in place to generate the cloud and if they move it's broken. It can only be generated a few times per session. Mana Cost: 500 / 2 Class Level cost

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6) Templar Cure Magik: Due to poisons being the work of the heathen, some templars are trained to flush their systems of such toxins.

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 / 1 Class Level cost

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 / 1 Class Level cost

Lv. 3: If another has been poisoned and the templar acts within 1 minute they can flush their system. Same as Lv. 1Mana Cost: 200 / 1 Class Level cost

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 / 1 Class Level cost

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7-8 Skills will be filled in later. Keep in mind you can make your own templar skills.

 

 

 

 
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