Reality Strikers


Previous TAWs

Due to the pathetic leveling up by some of you with the awesome old system and forcing Seraphna to help you so often, or in the cases you did it on your own, failing, or in even other cases, never doing it at all, I have decided you are not worth it and will now suffer this new system of complete free form with a twist. Those who did level up briefly will be categorized as "Bio Completed" and those who did not, or did not do it well enough, will be listed as ordinary characters. Below is how the new system will work.

Learning New Moves

If you want to learn more moves, or increase your stats and and skills, you have to ask the GM now and he will consider it; his agreement will be based on performance in session and outside session, what types of actions your character takes and how in character they remain, and the moves they perform.

Stats will still play a big part of what your can and cannot do and they need to be increased perodically, so still continue to ask to raise them now and again. Those of you who have been deligently raising them, good job!



When you reach 100 for a stat, you have hit a barrier. You break the barrier, you must ask the GM to do so, or find other alternatives, either in session, or skills and abilities that you have made, or weapons. The same is true for 150, which is another barrier.

Currently 200 is the final cap. This may change later.



There are three types of moves that you can create with the GM; talents, skills, and abilities. Talents are things that generally enhance your character's overall knowledge, and talents in a field of expertise. Their ability to perform at something like surgery, or knowledge at knowing how to read ancient languages. A talent does not allow you to perform actual attacks, but it can lead to knowing how to do such things. An ability is something that enhances your character and allows them to perform more wicked enhancements to themselves, like increases a stat, or moving faster, or leaping over great distances, but is not an attack. And the skill is a move set that IS an attack. Below they are broken down even further.

Each character has a limit of 10 skills, 10 abilities, and 5 talents - and 4 race specific moves. To increase any of these after they are reached, you must ask the GM and he will consider based on the same criteria as the new move sets. As far as special move limits, this is harder to increase and special circumstances must be used to raise them.


1) What Are Skills?

Skills are typically moves that benefit the character in combat in someway, an attack move of some sort. There are four levels to a skill, and you slowly build off the previous level in some fashion in some overall theme to whatever your skill is, making it more devastating with each level. The GM will decide how much energy is used based on your ideas.

You do not have to put disadvantages in the first two levels, but you have to put one disadvantage in the third level of the skill and two in the fourth level. You can put them in the first and second if you want, because the more disadvantages you add, the less energy the skill will cost. Below is an example of what a skill might look like.


Slash: Lv. 1 - Wind focuses for a devastating slash attack that deals out more damage than a normal slash attack. Energy Used: 5.

Now, energy restores quickly over time. So if you have 30 energy and it dips to 25 after that, within a minute or two it'll be back to 30 unless something happens. Energy restores faster with Stamina, as a note.

ore levels each time, but you can end up with 4 levels to a single skill.

Slash: Lv. 2 - Charging his hyprspace energy into the attack, Wind creates a hyperspace slash attack that deals out critical damage. Energy Used: 15

Slash: Lv. 3 - Quickly teleporting past the enemy, Wind uses his own momentum to dash-teleport slash with his hyperspace slash attack along the enemy. Disadvantage: This leave him momentarily disoriented. Energy Used: 25

Slash: Lv. 4 - Channeling critical levels of hyperspace into the slash attack, Wind unleashes a torrent of energy into the enemy upon slashing them, creating an impact that knocks them back if it hits. Disadvantage 1: This depletes his stamina by 15. Disadvantage 2: He cannot perform this move for 20 minutes. Energy Used: 40


3) What is an ability?

Abilities are moves that enhance a character or influence their stats in some manner. An ability might be something like entering a hightened state of strength for a limited amount of time. Previously it may have been something like cooking or riding a horse, but those are now talents. An ability now are things that effect the character in some manner, even if it's healing their own body due to damage.


Abilities can take energy, like the Slash example above, or it can be infuenced by other things. A regeneration healing ability might take both energy and stamina. It various depending on what is taken. There are unique racial abilities as well, but that is covered below. An ability could also be a special move that is not 100% attack based. Below is an example:'

Teleport: Lv. 1 - Wind activates his hyperspace to instantly transport from one location to another. The maximum distance is 100 meters. Energy Used: 5.

And like skills, the leveling up of abilities is the same:


4) What is a talent?

A talent is something your character is good at - a talent that defines them amongst others. You can create talents of your own, with GM approval, of course, or pick them from a list of talents. A talent is something like - expert horseback riding, or computer expert, or cooking expert. While you don't necessarily need to have said talents (you can speak with the GM to see if your character can squeak by in something - like riding a horse without falling off, but not being good at horseback riding), but the talent in itself is what sets you apart, especially depending on what aspects of the talent you focus on, since talents have 5 tiers and 2 bonus tiers.


6) The example

Talents do not take up energy or anything to use. They are what you are innately good at doing. With five tiers, you can develop your talent as you see fit. When you are picking a talent from the list, you may see different choices you can take within that talent's field. You cannot take a more advanced form of the talent right away, you have to fill that into tier 5. When making talents, keep that in mind. Lets say you want to focus on a computer systems expert.

Tier 1: Computer Understanding - you understand computers and can use them better than the average person, capable of doing feats on them others can't always manage.

Tier 2: Computer Hacking - you can hack computers to get into their data storage units. This allows you to attempt to invade computers of the enemy.

Tier 3: Computer Programming - you can create your own programs to run on computers, aiding you in various tasks.

Tier 4: Computer Infostruction - you are able to build computer infostructures better than others so that you can run high end information.

Tier 5: Plugged In - you can plug into computers remotely and access them with your programs you've designed. This allows you not to have to be at the computer to use it. This takes up an item slot to use your datapad to plug yourself in.



You should check out the races for racial moves that you can take, and what your beginning stats are like. Then go to the character creation form and begin to create your character!



Disadvantages are unique things that put your character at, well, a disadvantage. They can be picked from a list or created by yourself and okayed by the GM. While it may not seem like a great thing to have a disadvantage, in the long run it will help define your character and you might find hidden surprises in the more deadly the disadvantage is that you pick.

Check out the Disadvantages tab above for more details.


Special Attack Slots

Special Attack Slots are slots that allow you to perform devastating attacks. There are four tiers to them, but you only get to add a tier at a time as the GM allows you, as they are quite powerful. They all have to follow a similiar theme, and cost a good deal of energy. You can add a disadvantage to each tier to lessen the energy cost, buthe final tier will definitely come with a disadvantage. You can purchuse SAS at the beginning of creating a character, but other wise you must get more by either asking the GM, which is hard to get, or waiting for special circumstances to give them to you.


Special Stuff and Items/Armor/Weapons

1) Stores, Quests, Items, Armor, Weapons

Whew, that's a lot above. Lets break it down a bit.

1-A) Weapons

When you begin you have a Primary Weapon and a Secondary Weapon. This includes, for dragoons, your dragoon weapon if you place it in one of these slots. An example, Alpha Cheryl uses her electric whip, that is her primary weapon. Secondary weapons are back up weapons for users or just another big ass weapon you want to use in addition to your main, like a super sword you might have found.

Certain Classes or abilities may allow you to hold more weapons if you find them. You can eventually ask for a third slot for a weapon from the GM.

1-B) Items

You can only hold a Primary and Secondary Item. They have to be okayed by the GM much like the weapons. These items are useful items you may find on your journeys. For example, in Tareh, to hold more items like rope or glowstones or your coinpurse, it's recommended you buy a Backpack. That would go into a primary or secondary item slot.

Like Weapons, certain classes or abilities may give you more slots, or you can ask for a third slot from the GM.

1-C) Armor

Armor is protective pieces of armor that defend you. You are given a tier 3 armor/gauntlet/foot armor of your choice to begin with and you can even make up your own armor, but it's still a tier 3 with no slots.

Armor includes: body, hands, feet. It comes in many forms and goes up to tier 12, then there's tier omega, and maybe something even more out there.

Blacksmiths can create special armor with slots added to it. If you take that talent you can work with the GM more on the subject. Armor varies on requirements to wear it, so you should look at it - Blacksmiths who make the armor can lower the requirements by spending extra coins on armor reduction stats.

1-D) Stores

There are various stores in towns that you can drop in to find good deals.

1-E) Quests

You can find out about side-quests in the Quests tab.

2) Angel Mark

The Angel Mark is something unique to Tareh. If you are marked by the Angel, you gain access to her magik and are given, automatically, 1 stat in MO and 100 mana. You should see the Angel Mark tab for more details on the various levels of the Angel Mark and Angel Magik for her magik.



Animas are unique devices that can be discovered throughout Tareh. They have their own level up system and you will be alerted immediately after sessions if your Anima has leveled up. There are abilities that can enhance Anima performance that you can spend your normal character levels on if you choose to do so.

You should check out the Anima tabs for the various animas to see what all there is to discover Anima wise, as well as the Animas tab in general for more information on them.


What if I have my Old Bio?

If you have your old bio, you have a jump on others. You get to keep your old moves, your sub-class stuff, your class stuff, etc. You have all that and your levels spent. You also have the choice to go to Levels Character Forum and keep using the old system, but you have to do it on your own - no help from me, or Seraphna. And you have to double check your work. You cannot make any mistakes with the system. You have to set it up a certain way, which the GM will show you how.

You can also use the new system with your Old Bio intact, just with a edge above everyone else with all your move sets in place, and higher stats and moves they will never have access to. Like the class stuff, and etc. Because you worked harder and faster than everyone else. Be proud.


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