The following list of traits are all according
to the scale below, unless noted otherwise.
Trait Ratings:
0 - Pretty-much Useless
1 - Poor
2 - Nominal
3 - Mediocre
4 - Average
5 - Fair
6 - Good
7 - Exceptional
8 - Outstanding
9 - Heroic
10 - Ungodly
These numbers are for human characters. If your
character is a non-human, please contact the GM.
The following is the list of Traits
Physical Traits: Representations of the
physical and mental pieces of your character, along with the channeling
portion, if you can channel.
Physical Strength: Your ability to lift, move,
shift, punch, or otherwise damage anything. The higher the number, the
more weight you can move, or damage you can cause. A character with a
4 in Strength would have twice as hard a time bench pressing, say, 150
lbs. as a character of Strength 5, while a character of Strength 6 does
it with about half the exertion of the Strength 5 character, etc.
Stamina: Basically it's just your body's ability
to combat strain: Running, Channeling, Fighting, etc. It's also your ability
to ignore/resist damage.
Agility: manual dexterity, hand-eye coordination,
quickness on your feet, ability to dodge, etc. Examples: Level 10 - Neo-style,
you can dodge bullets. Level 6 - You can fight from horseback with ease.
Level 1 - you drop things on a regular basis. Level 0 - people won't let
you near their breakables or sharp objects.
Speed: How fast do you run. (Humans can't exceed
7)
(What's the difference? Agility is small motions,
throwing a knife, shooting an arrow, dodging/blocking/swinging a sword
strike, seeing something coming, etc. Speed is "Can you run fast
enough to get away from the Trollocs/Whitecloaks?")
Intuition: Your characters perceptions, awareness,
etc. The immediate perception or understanding of truths, facts and events
without clear-cut reasoning, and how aware of their surroundings a character
is. For example, a character with a 10 is extremely uncanny, almost psychic,
but not quite. these characters are the ones that often can see/feel Gray
Men, etc.
Intelligence: How smart is your character, basically
a measure of the logical side, but can be role-played however you desire,
be it extremely sharp and quick to learn, etc.
Charisma: A personal appeal or power to fascinate
and attract others; mysterious power of personal magnetism or glamour
or sex appeal. Not manipulation, Charisma is more of an aura, or an appeal.
Social: Political skills, a measure of tact, diplomacy
and craftiness with political/social type stuff. It's your general adeptness
at playing the Great Game, intrigue, etc. Characters that would score
high, about 8+ on this scale are Frenzy, Moiraine, and Thom Merrilin.
One Power: All channelers have 2 Traits
that make up their total power in the One Power. Their One Power Strength
(OPS), which determines how much they can hold, and how many weaves they
can manage, and their One Power Dexterity (OPD), which is how fine they
can weave, and how quickly. Men are obviously going to have a higher score
in the Strength category, while women will have a higher score in Dexterity.
No man can exceed 8 in OPD, and no woman can exceed 8 in OPS.
One Power Strength: (Nobody can have a 10 here)
One Power Dexterity: (Nobody can have a 10 here either)
Air:
Fire:
Water:
Earth:
Spirit:
Talents: (" - " means a binary
(yes/no) skill, you have it for the points cost, while " : "
denotes a scale that you must purchase at the cost per level) (This is
not an all-inclusive list. Consult GM for point values & Major/Minor
listing.)
Scale:
0: lacking
1: beginner
2: adept
3: competent
4: proficient
5: mastery
Major Talents
Delving 2 (assessing the mineral content of the surrounding land): 1 point
per level
Dreaming* (having prophetic Dreams): 2 points per level
Foretelling (Accuracy/Clarity & Ability to interpret): 1 point per
level
Crafting (making Power objects): 2 point per level
Constructing (making living Power constructs): 2 points per level
Seeing (ability to see the ability to channel in someone, regardless of
gender) - 3 points
Ta'veren Sight - 3 points
(* Wolfkin can have this, even if they cannot channel.)
Minor Talents:
Cloud Dancing/Weaving the Winds: (must have Air and Water 4 or higher)
2 points per level
Compulsion: (must have Spirit 4 or higher) 2 point per level
Delving 1 (assessing someone's health) (must have Spirit 2 or higer):
1 point per level
Healing: (must have all seven OP traits 2 or higher) 1 point per level
Milking Earth's Tears (must have Earth 3 or higher): 2 points per level
Reading Weaves (Must have OP Dexterity of 4 or higher) - 2 points
Traveling (Must have OP Strength 4 or higher) - 3 points
UnWeaving (Must have OP Dexterity 5 or higher): 4 points
Auxiliary Talents:
Linking - 2 points (Free if OP Dexterity is 4 or higher)
Multiple Weaves - Equal to your OP Strength or OP Dexterity, whichever
is lower. But you can pay to increase your ability at 2 points per extra
Weave.
Skimming (Must be OP Strength 3 or higher) - 2 points (free with Traveling)
Shielding: free if OPS is 4 or higher, & OPD is3 or higher, but you
can pay to increase your ability to shield at 1 point per level.
Pattern Gifts: (Don't feel compelled to
pick one, they're not all that necessary) (can be purchased with Free
Points on a 1:1 conversion)
Aura Viewing (10 points)
Dreamwalking (8 points) (Free with Dreaming of level 3 or higher)
Great Luck (8 points)
Noble (3 points - minor, 6 points - moderate, 9 points - seen in court,
12 points - major)
Past Life (5 points)
Sniffer (5 points)
Terrible Luck (-8 points)
Wolf Kin (7 points)
Wealthy (3 points - minor, 6 points - moderate, 9 points - merchant prince,
12 points - major, get 9 points of Noble for free)
Basic Skills: (this is by no means an all-inclusive
list, so feel free to let your imagination take off as long as it's within
WoT bounds. Nobody playing electric guitar, & stuff like that) This
section is split into sections: Weapons, Weapon Styles, Combat Skills
and Non-Combat skills, for ease in reading. The only section that is different
in terms of cost is the Weapons Styles section. See the explanation there.
Scale: 0 to 10.
0: No knowledge of or completely lacking this ability. (There is NO need
to put all your 0s on the sheet!)
1: You know enough to make you dangerous to yourself
2: passing knowledge; know the theory, but not the practice (Passing Hobby)
3: Common (some practice, some skills) (Practiced Hobby)
4: Average ability
5: Good (Professional in the skill area)
6: Very Good
7: Approaching mastery
8: Master
9: Grand Master
10: Ungodly (you better have a damn good reason to be this high)
Weapons:
One Handed Weapons (Edged)(Swords, daggers, handaxes,
Aiel spears, etc.)
One Handed Weapons (Blunt)(Clubs, maces, jo-stick, etc.)
Two handed Weapons (Edged)(Greatswords, battleaxes, etc.)
Polearms (Basically two handed weapons. Includes spear, ashanadrei, quarterstaff,
etc.)
Bows (Longbow, Shortbow, Composite bows)
Crossbows (Light, Medium, Heavy, Hand)
Thrown Weapons (Daggers, Axes, Shruiken, etc.)
Unarmed
Weapon Styles:
Select one Weapon Style for each Weapon you have skills in. If you want
more than one style per weapon, they can be purchased for 5 Skill points
each.
One Handed Weapon Style
This style uses a one handed weapon (sword, dagger, hand axe, katar, etc
)
only. The other hand is left free, and is used for balance and to distract
opponents (by throwing cloaks in the way, knocking over tables, etc
).
The advantage of this style is that it is very mobile. One may move and
attack at the same time, and this gives those with this style a +2 to
their agility while in combat.
Two Handed Weapon Style
This style uses a two handed weapon, such as a polearm or greatsword,
to deal massive amounts of damage to the enemy while keeping them at bay
with superior reach. For the purpose of combat, those with this style
have a +2 to strength, and also tend to act first in a confrontation,
if their weapons are readied, due to range.
Two Weapon Style
This style uses a one-handed weapon in each hand. The advantage of this
is obvious. With two weapons, a person is able to make twice as many attacks
as most, giving a clear advantage in single combat, and leveling the odds
in multiple combat. Those with this style may also defend and attack at
the same time, by parrying with one weapon and striking with the other.
Ranged Style
This style is associated with missile weapons. It lets you shoot your
bow, toss your knife, etc. (As opposed to using your bow as a club or
your knife as a dagger)
Weapon and Shield Style
Despite the name of the style, a sword is not required. One needs to have
a shield on one arm and a one-handed weapon in the other hand. The Aiel
use this fighting style for their bucklers and spears. The advantage of
the style is its ability to defend and attack at the same time. A shield
of any type is superior than a weapon in parrying, and easier to use,
so those using this fighting style gain a +2 to defense during combat.
Unarmed Combat Style
This is the Aiel style of fighting, using arms and legs as weapons. Those
with this advantage are able to do more damage than those used to brawling.
For this reason, those with this style are able to do damage just as if
they held a weapon in hand. A number of holds are also practiced by those
with this style, and one may attempt to incapacitate an opponent rather
than do damage.
Combat Skills: (note: these cost 4 Skill points
a piece, and they are binary: you either have it or you don't)
Blindfighting
This talent allows a persona to fight in complete blackness with no penalty.
Those who attempt to fight in darkness without this talent fight at only
one quarter of their skill level.
Combat Reflexes
Those with this talent are trained to react quickly, and learn to predict
an opponent's moves.
Disarm
Those with this talent gain a +3 to attempt a disarm on an opponent's
weapon. To attempt a disarm, simply compare your base weapon level with
that of your opponent. If your amount is higher, including the +3, then
you disarm them. A tie always goes to the defender.
Fastdraw
Those with this talent can pull their weapons from their sheaths with
a free action. This allows them to act before those who must draw their
weapon, then attack. Those without this talent must determine their order
of action by adding their agility to one-half their weapon skill. They
must still use an action to draw the weapon, however, so those with this
talent will likely have a weapon to their opponent's neck before they
can draw. In the case of two foes with fastdraw, they both use their free
action to draw, and initiative is determined as normal.
Mounted Archery
Those with this talent are able to ride a steed and fire missile weapons
at the same time. Those without this talent who attempt to ride and shoot
at the same time find both their riding and their weapons skills cut in
half.
Mounted Combat
This talent is essential to calvary. It allows a persona to ride and fight
with a melee weapon at the same time. Those without this talent are at
half skill for both riding and fighting if they attempt to fight from
a steed.
Rapid shot
This simple talent allows one to make an extra attack with a missile weapon,
due to the familiarity and speed with which the persona is able to wield
the weapon. This talent includes thrown weapons.
Sheathing the Sword
This talent is taught to all Warders. It allows a person to make an all-out
defense with their weapon, forgoing all attacks. The person is able to
parry up to four opponents this way, and may parry attacks directed at
someone else, such as their Aes Sedai. The talent gives a +2 bonus to
defense while it is employed.
Stunning Fist
This talent may only be used by those with the unarmed fighting style.
It uses a knowledge of vital areas on the body to land particularly devastating
blows. Aside from the damage they do, the opponent will also be penalized
by -3 to attack and defense, unless the opponent has combat reflexes or
combat channeling. In that case, simply add 2 to damage, but the opponent
receives no penalties.
Brawl
This is the form of unarmed combat that comes most naturally to the human
body, and is most often found in street fights and tavern brawls.
Non-Combat Skills:
Alcohol Tolerance:
Your ability to resist the effects of alcohol.
Armorer:
The ability to make and repair arms and armor, this is a specific form
of blacksmithing and does not grant normal blacksmithing abilities. Examples
of Specializations: Swords, Plate Mail, Axes, etc.
Animal Husbandry:
The skill of training and taking care of domesticated animals. This skill
does not grant ability with wild animals. When choosing this skill, specify
animal type as if a specialization. Examples: Hawks, Dogs, Horses, etc.
Bargaining:
The ability to get what you want through bargaining. Examples of Specialization:
Strong Arm Tactics, Lengthy Haggling, etc.
Blacksmithing:
This skill grants a character ability to do blacksmithing work. With a
high enough skill level, a character can make very ornate ironwork easily.
Examples of Specialization: Farming Tools, Horse-Shoeing, Decorative Ironwork,
etc.
Brewing:
The skill of making your own alcoholic drinks. Examples of Specialization:
Ale, Wine, oosquai, Everclear, etc. ~grin~
Business (operating an Inn, pub, shop, etc.):
Running a business, involving supply and demand, etc. Examples of Specialization:
specific type of shop.
Cooking:
The ability to prepare food. Examples of Specialization: Trail Cooking,
Cairhien Cuisine, Stews, etc.
Ciphering:
The ability to create and decrypt ciphers in order to hide writing. Any
time you want something encrypted when you write it, you must state that
you are doing so, and it doubles the length of time that it would normally
take to write it. From that point on, what you wrote would be listed as
such: Verin's Notebook, Ciphered 9. The Ciphered value is the skill level
that you have. To break another person's cipher, you must have a point
higher than what the work is listed as, and take 4 times the amount of
time to decipher the work as it took to cipher it the first time.
Daes Dae'mar:
This skill represents a character's ability to play the Game of the Houses.
Examples of Specialization: Finding Weaknesses, Spreading Rumors, Arranging
"Accidents," etc.
Detection:
The ability to find secret doors, latches, traps, and other various hidden
objects. When you think that you are looking for one, you should tell
a GM and ask if there are things to be detected about, and the GM will
decide if you would have noticed them based on your skill ranking. Examples
of Specialization: Poisoned Needle Traps, Hidden Doors, Movable Candle
Fixtures, etc.
Dancing:
This skill represents how well a character dances. They can be intricate
or simple steps, as the player chooses. Examples of Specialization: Arafellan
Court Dancing, Tiganza, Sa'sara, etc.
Disguise:
The ability to pass one's self off as a different type of person. This
does not make one able to become another specific character, but merely
disguising one's self as a general soldier, servant, etc. This does not
grant a character any skills that the type of person disguised as would
generally have, but to merely look as though they are that type of person.
Examples of Specialization: Servant, Gleeman, Soldier, etc.
Etiquette:
The character knows the small nuances of social situations, and is able
to conduct her/himself in a way that is both unobtrusive and gracious.
This skill will oft times help in dancing, diplomacy, bargaining, and
even seduction. Examples of Specialization: Aravalon court etiquette,
towns meetings, University Balls, etc.
Engineering & Construction:
The ability to design and build structures of stone and wood. When combined
with Siege Tactics, this skill also allows you to create siege engines.
Examples of Specialization: Castle Walls, Mayener town homes, Palace Complexes,
etc.
Farming:
The ability to work the land and cause plant life to grow. Gives a character
knowledge of soil capability, etc. Examples of Specialization: Tabac Planting,
Zemai, Wheat, etc.
Fishing:
The ability to work the tools necessary to catch fish. Also gives knowledge
of the right equipment to catch the right fish, and locations of general
fish populations. Examples of Specialization: Silverfish, Trout, Salmon,
etc.
Forgery:
The creation of false documents. Examples of Specialization: A specific
government's decrees, Amyrlin Seat treaties, etc.
Holistic Medicine:
The ability to use herbs and herb lore to help a character heal naturally.
This skill can also be used to make and administer poisons effectively.
Examples of Specialization: by region.
Heraldry:
Enables the character to identify the different crests and symbols of
major families in a kingdom. Examples of Specialization: by specific kingdom,
Cairhien, Aravalon, etc.
Illuminator:
The ability to make fireworks. Examples of Specialization: Sky Blossoms,
specific type of firework, etc.
Instruction:
The ability to lead willing students in a skill that you know. A character
can only instruct someone up to a skill level one less than his or her
own. You must pick the skill that you are instructing on before any class.
Intimidation:
The skill of intimidation can take many forms, from subtle suggestions
to outright use of physical force. Each has its time and place. Your character
understands how to be overbearing, and to use it to get what he/she wants.
Examples of Specialization: Veiled Threats, Overt Violence, Social, etc.
Investigation:
Your character is trained to notice details that others would miss. This
can allow you to function as a detective at higher levels, providing the
ability to find clues, and analyze patterns in crimes. Examples of Specialization:
Tailing, Detective Work, Minute Observations, etc.
Knitting:
You know how to knit and sew clothing and other household objects together.
Examples of Specialization: Quilts, Sweaters, Scarves, etc.
Leadership:
This is the ability to lead people. It can be substituted by Charisma
in some situations, but someone trained in leading will usually be able
to hold people's attention better than someone not trained. Examples of
Specialization: Military, Religious, Political, etc.
Lore:
This is general knowledge about any specific group, be it Trollocs and
what they eat, where they originate, etc. to specific cultures, to groups
of people within a kingdom, such as the practices of the Queen's Guard
from Old Andor, etc. There are no specializations, as each lore is it's
own skill.
Maiden Handtalk:
You can use the Maiden sign-language. Examples of Specialization: Combat
Phrases, Cursing, etc. (you MUST be a Maiden to have this)
Meditation:
Your character knows the simple art of meditation. This can calm him,
reducing the influences of combat rage, etc, and give him more restful
sleep, and helping to gather energy. There are really no specializations
for this.
Mining:
You have the ability to direct and conduct the mining of ores out of the
earth. This includes the digging of tunnels, and prospecting sites to
mine. It also allows for the digging of wells and extracting the water.
Examples of Specialization: Iron, Coal, Diamonds, by mineral/metal, etc.
Old Tongue, Trolloc, Ogier:
Your character can speak one of these languages at your choice. You must
take all three as separate skills though. Ability to speak is determined
by how skilled you are at the language. Examples of Specialization: Old
Tongue cursing, Old Tongue political words, Trolloc battle commands, etc.
Palming / Sleight of Hand:
Your character can make small things, no larger than a knife, seemingly
disappear into a pocket, up a sleeve, etc. He/she can also seem to make
things appear in the same way. Examples of Specialization: eggs, knives,
flowers, dice, etc.
Performance:
Select any performing art skill, juggling, acting, singing, playing an
instrument, but not palming or dancing. You may take as many different
performing skills as you want, points permitting. Examples of Specialization:
8 juggling balls at a time, vibrato, crying on command, etc.
Pick Pockets:
The ability to pick a person's pockets. This is always much easier in
a crowd, or where the target is not that aware. Examples of Specialization:
snatch and run, disappear into the crowd, etc.
Pick Locks/Disarm Traps:
The ability to disarm traps and pick locks. Yes, you must have already
found them, making Detection a required skill to go with this one. Examples
of Specialization: by lock/trap type.
Philosophy:
Your character has studied the different forms of philosophies from throughout
the Ages. He or she can draw conclusions (to some extent these may be
correct) about the nature of what is going on in a certain situation,
given that the character knows of the philosophies of the person/persons
that he/she is dealing with. Examples of Specialization: Philosophy of
the Dragon, of the Children of the Light, of Darkfriends, etc.
Research:
The ability to find obscure data in a library. Examples of Specialization:
about a subject, the Dragon, Ishamael, etc.
Riding Skills:
The ability to ride and care for a mount. You must specify the type. The
higher your level of skill with this, the more things you can do astride
your steed. Examples of Specialization: different mounts.
Rudimentary Sciences:
This skill gives your character knowledge of basic sciences, including
astronomy, basic biology, mathematics, and some alchemy. Examples of Specialization:
any of the above sciences.
Sailing:
Your character has the ability to sail a boat, whether by the stars, or
with instruments such as an astrolabe, etc. You must specify the size
of ship that your character works with. Examples of Specialization: Running
Rigging, Working the Tiller, Docking, etc.
Seduction:
The use of wiles to get an NPC of the opposite sex to do what you want,
however, this can not cause the person harm, nor can it put them in a
situation that would cause them great trouble without a LOT of seducing.
Examples of Specialization: Wine and Dine, Sweet Talking, Innuendo, etc.
Siege Tactics:
Knowing the proper use of siege engines and military equipment to lead
an effective siege or repel one. Examples of Specialization: Sappers,
Siege Engine Placement, Hidden Defenses, etc.
Stones:
The ability to play the complex strategy game of Stones. Takes tremendous
forethought and incredible feints, and it is often said that the best
players are those who play Daes Dae'mar well also.
Storytelling:
The ability to tell stories, in all three Voices, and some acting ability.
This is often a skill of gleemen and bards, and also can incorporate props
and other things to make the story more interesting. Examples of Specialization:
High Chant tales, Tales of Anla, etc.
Stealth:
This is the ability to move about or hide without being seen or heard;
this is often going to be pitted against another character's Intuition.
Examples of Specialization: Hiding, Shadowing, Crawling, etc.
Survival:
The ability to find shelter, a direct route through and relative safety
in your chosen environment. When you take this skill, you must specify
an environment, and each choice counts as a different skill. Examples
of Specialization: Finding Water, Building/Finding Shelters, Catching
Food, etc.
Tracking:
This skill allows a character to follow the trail of creatures and characters
across most types of terrain. The creature tracked has to be able to leave
a trail for the tracking to succeed. Examples of Specialization: Trolloc
Trails, Horses, Counter-Tracking, etc.
Weaving: A character with the Weaving skill is
able to create garments, tapestries and draperies from wool or cotton.
This requires a spinning apparatus and a loom. Examples of Specialization:
Tapestries, Rugs, Shirts, etc.
Non-Power abilities, Possible Strengths & Weaknesses: (also
not all-inclusive. Consult GM for point values)
Addiction: 5 point Weakness - You are completely
addicted to a substance. You are -3 on all skills if you do not have the
substance every 4 hours.
Ambidextrous: 3 point Strength - ability to use
both hands equally
Amnesia: 8 point Weakness - You have no recollection
of your past. The GM makes it up, and this could become very dangerous
for your character.
Bad Reputation: 3 point Weakness - Your character
is well known and very disliked by a certain group. What this entails
is completely up to the GM.
Berserker: 2 point Strength - You have a fire burning
within your soul, and you are very eager to make it burn your enemies.
While in combat, ignore all damage and strain inflicted on you. Be careful
though, this could easily cause you to ignore fatal injuries to keep going,
or collapse from strain that you never even felt.
Child: 3 point Weakness - You have a young child
to take care of. The GM will be sure to make this painful on you.
Clumsy: 2 point Weakness - You are a natural klutz.
You have -1 to any skill that requires a high amount of agility/dexterity,
like tightrope walking.
Danger Sense: 8 point Strength - You have an almost
supernatural sense of danger. This allows your character to be ready whenever
he/she is threatened, even if they normally would not be aware.
Daredevil: 3 point Strength - You are good at taking
risks, and even better at surviving them. In a very risky situation that
YOU initiated, you gain +2 to all of your skills till the risk is over.
Dark Secret: Variable Weakness - Discuss with GM.
He/she will decide on the point value based on how harmful the secret
is to your character.
Deep Sleeper: 1 point Weakness - You easily sleep
through thunderstorms.
Deranged: 6 point Weakness - For some reason, your
character is permanently insane. This can not be used to your benefit.
Get your derangement approved by a GM.
Disfigured: 3 point Weakness - You are horribly
disfigured. This makes you easy to notice and remember. Like Monstrous
Looking, but Charisma and Socials are considered 2s.
Double Jointed: 1 point Strength - +1 Agility point
to any Agility use that involves flexibility
Driving Goal: 5 point Weakness - You have some
personal goal that compels and directs you, even though it is limitless
in depth and could never be fully achieved. This could be to rid the world
of Darkfriends, or atone for an ancestor's sins, etc.
Enemy / Rival: 3 point Weakness - You have an enemy/rival
that seeks to damage you in any way possible. He/She is approximately
the same power as your character, although the points value of this Weakness
could be increased if you wish to have an enemy MORE powerful than you.
Be careful, this could easily get deadly.
Favors: Variable Strength - Someone somewhere who
is high up owes you, but you can only call on this once. Discuss this
with a GM for points value, and what the actual favor would entail.
Fine Balance: 2 point Strength - +1 skill value
when using a skill that requires great balance
Good Reputation: 3 point Strength - Your character
is well known and liked by a certain group. What this entails is up to
the GM.
Huge Size: 4 point Strength - You are literally
huge, and your size could get you mistaken for an Ogier to the unobservant
onlooker. You easily top 7 feet in height and easily weigh over 400 pounds.
You gain +1 Stamina and people find it very difficult to wound you in
hand to hand combat.
Intolerance: 2 point Weakness - You have an irrational
dislike of something. -2 skill points to all skills when the object of
your intolerance is around. Also, in combat, this must be your first target.
Iron Will: 7 point Strength - You can not be Compelled
in any way. You are also immune to other forms of mind attacks.
Lame: 3 point Weakness - legs are injured or prevented
for correct use, or one is missing; -2 skill values for any skill that
requires the use of legs, Speed is a max of 1
Light Sleeper: 2 point Strength - You awaken at
very very small noises.
Mistaken Identity: 3 point Weakness - You have
a face that is recognized as another's VERY often. This can lead to some
very difficult situations, depending on who it is that thinks that you
are who.
Monstrous Looking: 5 point Weakness - You look
hideous. You may not be accepted in society. In all situations not involving
VERY open-minded individuals or Darkfriends, your Charisma and Social
are considered 1s.
Moral Code (Way of the Leaf, etc.): 2 point Strength
- You hold to a moral cold strictly. Any Compelling that would cause you
to violate that code is immediately broken.
Mute: 4 point Weakness - No ability to speak, this
can cause serious problems in a world without sign language
Network of Contacts: 7 point Strength - You have
a network of contacts that can inform you of strange events, and sometimes
be trusted to perform some LIMITED spying.
One Arm: 3 point Weakness - -2 skill values for
all skills that require 2 hands
One Eye: 2 point Weakness - Choose right or left;
no peripheral vision on that side, -1 skill value with any skill requiring
depth perception
Paranoid: 3 point Weakness - Everyone is out to
get you. This weakness will lead to very irrational behavior, and should
be role-played accordingly.
Past traumatic and/or scarring experience: Variable
Weakness - see Dark Secret.
Permanent Wound: 5 point Weakness - You have a
wound that never seems to heal properly. Any strenuous activity reopens
the wound, and your character will faint from blood loss within 5 minutes,
and will die within 10 if not treated.
Pet: 2 point Weakness - You have a pet that you
are extremely attached to. Read Child for further reference.
Sense Shadowspawn:
2 point strength - you have the ability to sense the Dark One's minions,
such as Trollocs and Myrddraal
4 point strength - you have the above ability enhanced to the point where
you can detect deeply-dedicated Darkfriends
Short (must be less than 5 foot tall): 2 point
Weakness - You find it hard to see over some things, and you are slower
than most. -2 Speed and people often treat you as if you were fragile
or a child.
True Love: 1 point Strength - You have found your
one true point of joy and inspiration in life. You gain +1 to a skill
when using the skill to perform in some way an action for your loved one.
Uncorrectable Bad Sight: 2 point Weakness - -1
to all skills that require distance vision, suffers from night blindness
Vengeful: 3 point Weakness - You have an extreme
need to gain revenge on something or someone. This should be role-played
as your first priority when a situation involving the object of your vengeance
comes up.
Weak Willed: 3 point Weakness - People find it
very easy to influence your mind, and you are easily swayed on decisions.
Wilder, or otherwise blocked: 8 point Weakness
- You must pick some form of strange block. You may not channel unless
this block is filled or broken.
Warder Bond: 3 point weakness - The Bondee (Aes
Sedai or Asha'man) has nominal control over the Warder's action. Acts
as a low-level Compulsion.
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