So far my friends and I are busy making all the advantages necessary to facilitate the complicated world of The Wheel of Time.
Posted below is what we have so far. Some of it is obviously incomplete, as it is a work in progress. Advice and constructive criticism is welcome.
New Skills
Focus: This skill is used to calm the
mind and focus on a task. There are many ways this skill is
explained, such as the flame and the void and ko'di. A skill user
spends one round in meditation and rolls Focus against a difficulty
that depends on the surrounding distractions. If successful, the
Focus user gains bonus plot points that may be spent on the Focus
skills specialty only, or any skill if the base Focus skill is used.
The number of plot points awarded is based on the level of success.
Succeeding at the base difficulty awards three plot points, plus one
for each additional difficulty level achieved. For example: a blade
master, Lan, attempting to focus at the beginning of a battle would
spend one action and meditate. Lan would then roll his Willpower +
Focus against an average difficulty of 7 (The battle has not
started). Lan rolls a 16, a formidable success, which is 2 difficulty
levels higher than average, so Lan gains 5 extra plot points to be
used with his specialized skill focus.
Specialties: Any other general skill
category, except focus.
Ride: This skill is used to ride and
guide animals that are being ridden or pulling a cart or wagon. Most
routine uses by casual riders do not require this skill, and are not
usually rolled at all. Seasoned riders or wagon drivers will have
this skill.
Specialties: Horse, Raken, To'raken,
Grolm, S'redit, Wagons, Carriages
Sailing: This skill is used to guide
boats across the sea and waterways. Most routine uses by casual
sailors do not require this skill, and are not usually rolled at all.
Seasoned sailors and Atha'an Miere will have this skill.
Specialties: Raker, River Ship,
Darter, Caravel, Galley, Barge
Siege Engines: This skill is used to
set up and use siege engine weapons. These weapons are often used on
stationary targets. Siege Engines do large or massive scale damage.
Specialties: Ballista, Catapult,
Trebuchet, Siege Tower, Battering Ram
New Assets
Videre Ta'veren
(d
Unweaving
(d
Fast
Leaner (d
Foretelling
(d
Feel
Ter'angreal (d
Craft
Ter'angreal (d
Craft
Angreal (d
Craft
Cuendillar (d
Multi-Weaver
(d
Channeler (d2+): This asset
provides the character with access to the One Power. The asset die is
used when weaving threads and determining how many weaves the
channeler may hold. The channeler may hold one per level of the
channeler asset. In addition, the more powerful the channeler, the
less fatigue the channeler takes when weaving. This asset may be
purchased beyond d12 to a maximum of 9d12+1d4, if the GM allows.
D6+: When male channelers have this
trait at a d6 or higher, you gain the unstable trait at one die lower
than your channeler trait die.
D12: If you have this trait at D12 or
higher, you may tie off a weave.
Ta'veren (d12): A
ta'veren is a central focal point for a Web of Destiny (or
ta'maral'ailen) in the
Pattern. These people are spun out and used by the Wheel to correct
itself when the weave begins to drift from the intended Pattern.
Since the purpose of ta'veren is to influence life threads to create
change, the destinies of ta'veren themselves are more strictly
controlled by the Wheel of Time itself than those of an average
person.
Whenever a
Ta'veren would be killed, roll the trait's die. If the result is 3,
or higher, the pattern weaves in such a way that arranges for the
Ta'veren to survive. Once the pattern is finished with the Ta'veren,
or if the Wheel requires it, the Ta'veren will be no longer be
protected by this asset.
Element
Affinity (d2+): Certain channelers have special affinity for
weaves of a particular type. This asset allows a character to chose
one of the five elements (Air, Earth, Fire, Spirit, or Water) and add
their trait die to weaves of that type. When weaving threads with
more than one element, the level of the trait die is reduced by the
number of non-affinity threads. For example: When a fire affinity
(d6) channeler weaves a Globe of Light, the asset die is reduced to a
d4, because Globe of Light requires a weave of fire and air.
This asset may be
purchased more than once, with each purchase corresponding to one of
the five elements. It is extremely rare to have a channeler with more
than one or two affinities, but it is possible. When weaving a thread
with two threads and they are both affinities, an average of the dice
are used, rounding up. When a fire affinity (d6) and air affinity
(d2) channeler weaves a Globe of Light, the asset die would be a d4,
as the average of the d6 and d2 is d4. If the air affinity was a d4,
the asset die would still be a d6, as a d5 does not exist, but
rounding up is required.
Reborn (d2+): If you are
reborn, you may access knowledge and languages that you previously
possessed in a different life. You and the game master decide on a
past era, such as the Age of Legends or After the Breaking, you gain
your trait die to all knowledge rolls corresponding to the selected
era.
D6+: If you have this Trait at d6 or
higher, you hear the voice of your previous life. Besides offering
advice, the second personality allows you to resist mine influencing
effects, including madness gained by channeling. Add your trait die
to resist mind influencing effects and Saidin induced madness.
D12+: If you have this Trait at d12 or
higher, you may choose a single specialty skill, any Plot Points you
use on rolls that include this specialty skill count for more.
Increase the bonus die you get from spending Plot Points by a +2
step. This only works on Plot Points spent before the roll, not those
you spend after.
Sniffer
(d8): With this trait, you can
literally smell violence or the residue of violence. The worse and
more recent the violent act the stronger and more foul the smell. How
long the smell lasts depends on the severity of the violence; the
smell of a murder will last much longer (up to a year for a violent
murder) than the smell of a petty robbery (a few minutes). Sniffing
is a very rare ability and it is not known how the ability works, but
it has been confirmed that it is not related to the One Power.
You may add this trait die when rolling
survival/tracking or perception tests against a violent individual or
area where violence recently took place.
Treesinging (d2+):
An ability unique to the Ogier, in the modern day, that allows you to
stimulate the growth of plants, usually trees, with special songs.
Singing for ten minutes adds about a month of time to the growth of
trees and plants. You may sing for a number of minutes equal to ten
times the trait die step and take a point of stun damage for every
ten minutes sung.
Treesingers are
known to produce extremely distinctive, valuable wooden crafts. They
are able to make these wooden crafts without in any way harming the
tree, "pulling" the shaped wooden artifact out of the tree
without hurting it, as long as the mass of the tree is at least five
times as big as the object you are forming. This costs one point of
stun damage, but reduces crafting time to a tenth of what it normally
would be. Add your trait die to any Craft/Woodworking rolls.
Dream Walker (d2+): You may
access Tel'aran'rhiod in your dreams and at higher levels, the waking
world. The trait die is added to all actions when in Tel'aran'rhiod.
D6+: If you have this Trait at d6 or
higher, any Plot Points you use on rolls that include this Trait
count for more. Increase the bonus die you get from spending Plot
Points by a +2 step. This only works on Plot Points spent before the
roll, not those you spend after.
D12+: If you have this Trait at d12 or
higher, you may physically enter Tel'aran'rhiod at will.
BUNDLES
Wolf Brother (d4): A wolfbrother
is someone who develops a relationship with wolves and gains some
wolf like characteristics. To date all wolfbrothers have been male.
Not much is known about the origins of the condition except that it
is "older than the One Power", likely dating back to a much
more primitive man. Stories of men running with wolves are older than
the Age of Legends. Some wolves claim to have memories of their
ancestors running and hunting together with men. Soon they will run
with men again, to the Final Hunt. Although suspected by some Aes
Sedai to have some involvement with the One Power, it is entirely
unrelated to the ability to channel.
Ogier may not take this bundle.
Wolf Telepathy (d8):
Wolfbrothers gain telepathic communication with wolves and other
wolfbrothers within die step times five mile circle radius. Wolves
can relay messages with each other, extending the range, if the
wolves agree to.
D6+: If you have this Trait at d6 or
higher, you may summon a number of wolves equal to a roll of your
wolf telepathy trait die, as long as enough wolves are within your
telepathic circle. The wolves are compelled to come, but do not have
a supernatural means of travel and must run or walk to you. The
wolves are also not required to do anything you request of them, but
may be bargained with.
Dream Walker (d4): You may
access Tel'aran'rhiod in your dreams and at higher levels, the waking
world. The trait die is added to all actions when in Tel'aran'rhiod.
D6+: If you have this Trait at d6 or
higher, any Plot Points you use on rolls that include this Trait
count for more. Increase the bonus die you get from spending Plot
Points by a +2 step. This only works on Plot Points spent before the
roll, not those you spend after.
D12+: If your Tel'aran'rhiod Mastery
die is d12 or higher, you may physically enter Tel'aran'rhiod at
will.
Enhanced Senses (d4): Your
senses improve to the point that you can see and hear twice as well
as a normal human. Your senses also improve to such a degree that
you can see in near pitch darkness, identify and track by scent, and
smell strong emotions, especially fear. The game master may allow you
to add your trait die to any appropriate rolls, such as perception
rolls.
Formidable Presence (d4):
You are scary. Add your trait die to rolls to bully people, make
people back down, or generally intimidate others.
Eerie Presence (d4): Your eyes
look like wolf eyes that are gold or green. This puts most people on
edge. Add your Trait die to the difficulty of any rolls to socially
interact with humans or Ogier, except intimidation.
Out for Blood (d4): In the case
of serious offenses, like combat, you may succumb to frenzy,
attacking those you do not like and attempting to kill them with no
thought to tactics. Often wolf brothers growl and foam at the mouth
while succumbing to blood lust. You may restrain yourself, with an
average Willpower + Discipline/Concentration roll, the difficulty is
increased by your trait die.
Call of the Wild (d8): You risk
losing yourself to the wolf. In moments of extreme stress (no more
than once every two sessions), you should roll an average Willpower +
Discipline/Sense of Self. If this roll is failed, you believe that
you are a wolf and no longer human. This loss lasts for a trait die
roll number of days, or until confronted with some aspect of your
humanity. You roll again at the end of this time, or when confronted
with the aspect of your humanity. If this roll is failed, you
continue to behave and believe you are a wolf. After this time, roll
once more, if this roll is failed, you lose yourself to the wolf
forever. If any of the rolls are successful, you remember that you
are human.
Ogier (d):
A race of non-human creatures who have an intense love of
knowledge and peace. Known as Tree brothers by the Aiel, they are
great architects and stonemasons, responsible for many of the most
impressive structures and cities of the world. Ogier stonework is
known for its organic nature, often appearing to have been grown like
plants. However, it is of lesser importance than their first love,
forestry. They love the trees of their stedding, and grew groves near
the cities they built to remind them of their home. Even their
written language resembles growing leaves and vines.
Ogier may not be channelers or
wolfbrothers.
Longevity
(d6): The average human life expectancy is sixty five years, but
Ogier can live to 400 years old, or more.
Formidable Presence
(d4): You are scary. Add your trait die to rolls to bully people,
make people back down, or generally intimidate others.
Fast on your Feet
(d12): Your base movement is 35 feet.
Tough
(d4): Add half of the value of your trait die to your life points.
You may also add your trait die to any rolls you make to keep from
dying, shrug off fatigue, or endure pain and suffering.
Master of Wood
(d6): You are a master carpenter. Add your trait die too all craft
rolls when crafting with wood.
Master of Stone
(d4): You are a master stonemason. Add your trait die too all craft
rolls when crafting with stone.
Reputation
(d4): Add your trait die to all social rolls with humans who are used
to dealing with Ogier. You are a member of a respected race.
Strong as an Ox
(d6): You are very strong. Add your trait die to all rolls involving
strength, including strength based damage rolls.
Longing
(d6): You feel the pull of the stedding and must return to one, or
die.
Slow to Act
():
Infamy
(d4): Add your trait die to all social rolls with humans who are not
used to dealing with Ogier, because you are often mistaken for a
Trolloc.
Gullible
(d4):
Honest to a Fault
(d4):
Westland Ogier
Pacifist (d6):
Seanchan Ogier
Restricted (d6):
You may not bear arms outside of stedding, unless under the command
of a Seanchan noble.
Channeling
Weaving multiple
threads increases the difficulty for each corresponding thread. The
second is twice as difficult and third is twice again as difficult.
For example: If the difficulty is 4 for the first weave, it is 8 for
the second, and 16 for the third.
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