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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