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The Warrior Class focuses on combat above all else. They are more focused on weaponry/fists and destruction. Outside abilities/talents/skills you teach yourself for your character, they do not excel in magikal talent or other such focuses.

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 Warrior's choices.

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

Detriment Stats: Magik Offense, Magik Defense, Mind (2 level ups give you 5 points in each.)

 

Class Advantages/Disadvantages:

Advantage: You can double your strength for 1 minute when you are incrediblely angry.

Advantage: You can pick up on foreign weapons easier, coupled with certain talents below.

Disadvantage: You have trouble with magik attacks.

Disadvantage: Magik attacks sometimes do double damage against you.

 

When you reach Lv. 25 with the Warrior, they can either be upgraded to Knight Class or Master of Arms 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) Foreign Weapon Knowledge: Unknown weapons, even those from long ago or other races or beyond the stars comes naturally to you. Coupled with the advantage above, you can pick up on these weapons usage quicker with each tier learned. You might not be able to use it, per say, if the tier is too high.

Tier 1 - Visual Contact of Weapon: Your knowledge of weapons outside standard weapons used by your area/people/planet is enhanced by study and use. When you encounter a new weapon, you can grasp the basic fundamentals of it, though you can't do much with it yet. It helps if you see it in action. At this tier, if you can see a weapon being used by an enemy, you can more quickly grasp it's mechanics at this tier. 1 Class Level cost

Tier 2 - Handling Foreign Weapons: If the player can get their hands on a foreign weapon, they can begin studying. If they have the advantage, or have seen it in action with tier 1, the handling process of tier 2 can go faster and allow them more insight into how the weapon works. Based on how much mind, how much training and testing is done, this tier will reveal various aspects of the weapon. 1 Class Level cost

Tier 3 - Foreign Weapon Use: This allows, if the weapon is within your tier range, to handle the foreign weapon to some degree of capability. You cannot bring it's full baring or majestic use upon the world, but you can wield it to some degree of talent. 1 Class Level cost

Tier 4 - Foreign Weapon Normalcy: This lets you wield a foreign weapon like any other weapon with normal talent and skill that you might have picked up over the years. 1 Class Level cost

Tier 5 - Foreign Weapon Exceptional: This lets you wield a foreign weapon with as much skill as any other weapon based on your character's talents with weapons and skill. Once you have mastered the various tiers with a new weapon and learned it's handling, once you bring it to this tier, you can wield it like a broadsword or anything else. 2 Class Level cost

Bonus Tier 1 - Foreign Weapon Blueprints: You can, after you have gotten past tier 2 of a new weapon, give your experience and knowledge you a blacksmith to help them with creating it if they have the necessary talents. 5 Class Level cost

Bonus Tier 2 - Counter Foreign Weapons: You are capable of countering the weapons with basic every day objects, if at all possible, to defend yourself. If it's not possible, you will know this by this level. 3 Class Level cost

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2) Warrior Dual Wielding: Those with this talent have focused on perfecting their natural talent of wielding two weapons at once, putting to use primary and secondary weapons to use. With each tier, this leaves you with less penalities for wielding two weapons at once, though you will never be as good as a Rogue at it, this is more for Warriors.

Tier 1 - Dual Wielding Fists: This focuses on your fists as you dual wield them together. You can begin to perform chains with rapid punches, so you can take this tier into other abilities and skills below. 1 Class Level cost

Tier 2 - Dual Wielding Short Blades: This focuses on dual wielding smaller weapons, allowing you quickly use them for parrying and striking more quickly than you would without this tier. The faster your reflexes and speed, the better you will be at moving with shorter blades for striking with it, along with melee weapons. 1 Class Level cost

Tier 3 - Dual Wielding Swords: This focuses on the swords dual wielding aspect of the talent tree, allowing you to wield them both. This works on the same logic as Tier 2. 1 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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3) 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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4) Weapon Training Talent: Warriors 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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5) Focus: Warriors have to focus their mental combat skills and anger and rage into a keen spot of focus. This talent is more important than one realizes due to the simple fact that warriors 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 warrior 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 warrior 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 warrior 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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6) Mental Split: This allows a warrior to split pieces of themselves off to deal with various situations; some use it to become stone cold killers, others use to survive torture where information might be given, others use to detatch themselves during combat to do battle. Below is a few tiers, while the rest is up to the player to fill out.

Tier 1 - Combative Split. During combat, this split allows you to detatch yourself, if you feel it necessary to get a job done, from yourself so you can focus on the task at hand; it will allow you to shelf the emotional carnage you might feel to the side to deal with later when you reunite it with your main mindset when you have the time to deal witih it. 1 Class Level Cost

Tier 2 - Torture Split. If you are being tortured, you can split off a piece of yourself to deal with the pain; this allows you to find a place within yourself as you're being tortured so you can try not to give up the information the enemy might want from you, no matter how vital it may be. The problem is after it's all over, you have to deal with it sooner or later. 3 Class Level cost

Tier 3 - You chart your path from here. You can choose many different paths; the GM can give you different ideas on how to proceed. ? 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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7-8 Talent will be filled in later. Keep in mind you can make your own warrior talents.

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Abilities:

1) Thick Skin: This allows you to take more damage in combat before your skin bursts open with grevious wounds. Granted, some attacks will rip through you no matter what, but below are various benefits from thicker skin - it does not mar your beauty.

Lv. 1: You can focus your energy into making your skin thicker to prevent damage. This is a constant flow and will slowly drain your energy until you stop using it or your energy is used up. 1 Class Level Cost

Lv. 2: This uses up half the energy but it still drains continually to protect you. 1 Class Level Cost

Lv. 3: If you have mana you can supplement it for energy to drain, but it drains much faster than energy does. 1 Class Level Cost

Lv. 4: Your own level to make up ? Class Level Cost

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2) Why Won't You Fall? I: This allows you to remain standing when all odds say you should have fallen to the ground, broken and bloodied, before your foe, and be KOed and defeated.

Lv. 1: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/3rd their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 40 / 1 Class Level Cost

Lv. 2: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/2th their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 80 / 2 Class Level Cost

Lv. 3: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 3/4ths their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 120 / 2 Class Level Cost

Lv. 4: If you're knocked down with a very powerful strike from a powerful foe who is within 30 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at full power except stamina, since stamina is needed to use this ability. Stamina Cost: 160 / 3 Class Level Cost

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3) Why Won't You Fall? II: This allows you to remain standing when all odds say you should have fallen to the ground, broken and bloodied, before your foe, and be KOed and defeated.

Lv. 1: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/3rd their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 50 / 2 Class Level Cost

Lv. 2: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 1/2th their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 90 / 2 Class Level Cost

Lv. 3: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at 3/4ths their normal state except stamina, since stamina is needed to use this ability. Stamina Cost: 130 / 2 Class Level Cost

Lv. 4: If you're knocked down with a very powerful strike from a powerful foe who is within 100 levels of you (the GM will let you know when you attempt to use this level) you can get back up with your stats at full power except stamina, since stamina is needed to use this ability. Stamina Cost: 170 / 3 Class Level Cost

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4) Weapon Training Ability: Warriors are trained with weapons and their fists. Below there are no levels filled out because this is meant for each players to chart the levels for their own course. The levels are meant to be built up in the way that allows you to make your own weapon handling more devastating ability buffing wise, not attack wise. Allowing you to chart a course with buffing stats with your weapons, like more attack power, or defensive, or accuracy. Above, in talents, is another version for more natural talent.

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5) Rage Focus: Warriors are able to take rage and anger and use it various practical manners during combat and outside, focusing their abilities. Look at a few levels below. You can only take this if you took the Talent tree Focus above.

Lv. 1: When a warrior becomes incrediblely angry due to something, their strength increases incrediblely. This allows you to raise your strength by 100 points but you are blind to friend or foe during this state and it only wears off once the GM states it. / 2 Class Level Cost

Lv. 2: You are able to channel the rage from the previous level; you only get a 40 strength boost but you can tell who is who. You have to remember which level you want to pick for which benefits. / 1 Class Level Cost

Lv. 3: By focusing your anger into your strength you can increase your cap level by two levels on strength and mind. 1 Class Level Cost

Lv. 4: You can create your own level. ? Class Level Cost

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6) ____ Focus: You can take another form of focus and use it to influence another set of stats and levels of your choosing. Work with the GM on how you want to work our the various levels and forms of it.

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7) Fists of Pain: When a warrior has fallen back onto their fists because they have been disarmed or made weaponless, this ability is vital because it enhances the damage they can make their hands do. It doesn't necessarily make them a hand to hand expert, and certainly having a high H2H stat helps, but this is to do high damage quickly when in a sticky situation.

Lv. 1: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 40 points temporarily for 1 minute. Energy Cost: 30 / 1 Class Level Cost

Lv. 2: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 60 points temporarily for 1 minute . Energy Cost: 50 / 1 Class Level Cost

Lv. 3: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 80 points temporarily for 1 minute . Energy Cost: 70 / 2 Class Level Cost

Lv. 4: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 100 points temporarily for 1 minute . Energy Cost: 90 / 2 Class Level Cost

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8 Ability will be filled in later. Keep in mind you can make your own warrior abilities.

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Skills:

1) Warrior 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 God 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: God Slash. This powerful strike is powered by a combination of your energy, and if you have mana you can pump it into the strike as well. The devastating blow is able to cut through tier 7 armor like butter. It also allows you to open the God Slash Special Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80 / 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 warrior 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) Attack Barrage: This is a constant attack torrent begun by the warrior that can be devastating, but certain levels have certain disadvantages of leaving you open to counter attacks.

Lv. 1: The warrior begins their opening barrage with their weapon of choice, committing themselves to the attack and beginning a 15 second long attack fire where they cannot stop, rapidly attacking so fast that they get multiple hits in, but are left open to retaliation if it's dodged/another enemy comes in. The faster they are, the more attacks can be done in the 15 seconds and the stronger they are the more damage each attack will do. Energy Cost: 80 / 1 Class Level cost

Lv. 2: The warrior begins their opening barrage with their weapon of choice, committing themselves to the attack and beginning a 30 second long attack fire where they cannot stop, rapidly attacking so fast that they get multiple hits in, but are left open to retaliation if it's dodged/another enemy comes in. The faster they are, the more attacks can be done in the 30 seconds and the stronger they are the more damage each attack will do. Energy Cost: 120 / 2 Class Level cost

Lv. 3: This allows the warrior to stop either level 1 or 2 immediately if they have enough energy. Energy Cost: 80 / 1 Class Level cost

Lv. 4: This allows the warrior to stop either level 1 or 2 immediately if they have enough energy. Energy Cost: 40 / 2 Class Level cost

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5) ____ Strike: This branch of strikes can be crafted by the player to be what they need it to be. You can go for what suits you: 4 levels of quick strikes, or power strikes, or other things. You can work with the GM to build what suits your player best in making a nice strike that is meant to not be a full head on slash like above.

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6) Impale: This skill is definitely meant for weapon, unless you can craft it toward hand to hand. This is to impale your opponent and then fling them into other enemies.

Lv. 1: The most basic of impales, this works on armor tier 4 and lower. Depending on your strength stats and other factor, like how strong the enemy, at this point your goal is to simply impale. Energy Cost: 20 / 1 Class Level cost

Lv. 2: After impaling your foe at this level, the warrior flings them at other enemies or obstacles nearby, going for more damage. Strength stat helps greatly. Certain enemies will resist being thrown. Energy Cost: 50 / 1 Class Level cost

Lv. 3: If you use this level, it allows you to attempt to impale mid-level normal enemies and tier 8 armor. Energy Cost: 80 / 1 Class Level cost

Lv. 4: This allows you once chance per session to impale a high end enemy or monster or boss and fling them, but will cost you a great deal of energy. If they are massive compared to you, it may injure your muscles. Energy Cost: 100 / 2 Class Level cost

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

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