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Character Creation
1.
Write a Biography
2.
Choose a Starting Template or create one of your own.
3.
Distribute your skill scores with no rank going above 3. You start out with 35 points.
4.
Choose your three starting Talents. The first Talent is determined by your Template and is always a background Talent. The second one should also be a background Talent, but the third one can be either a combat Talent, a Unique Talent or a third background Talent. However, you may make your second Talent also a combat Talent by sacrificing 10 of your starting skill points. This represents the focus your character has put into honing the Talent in expense of focusing on other skills.
Starting templates
2.
Choose a Starting Template or create one of your own.
Aegean templates (notice that Swimming and Sailing skills are appreciated)
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Pirate - Sailor 3 (Piracy, Navigating, Uncharted Waters), Melee 3 (Sabers, Dodging, Multiple Opponents), Athlete 2 (Speed swimming, Climbing), Crafter (ropemaking) 2 & Scoundrel 1 (Gambling)
Free Talents: The Dark One's Own Luck + 2 other Talents
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Treasure hunter - Athlete 3 (Long distance swimming, Diving x 2), Sailor 3 (Weathering storms, Small ships, Open ocean), Sage 2 (Legends, Servants of All), Crafter (tailoring) 2 & Tinker 1 (Testing Age of Legends Items)
Free Talents: Soul Item + 2 other Talents
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Tinker - Tinker 3 (Alchemy, Poisons, Drugs), Healer 3 (Herbs, Poisons, Torturing), Sage 2 (Natural Sciences, Local knowledge Aegea), Athlete 2 (Swimming, Diving) & Ranged Combat 1 (harpoon)
Free Talents: Read & Write + 2 other Talents
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Camarian templates (notice that Performing and Crafts skills are held in high esteem)
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Child of a Light - Melee 3 (Swords, Disarming, Parrying), Ranged 2 (Bows x 2), Brawl 2 (Dirty maneuvers, Stunning), Perform 2 (Singing, Poetry), Soldier 1 (tactics) & Craft 1 (weapon smithing)
Free Talents: Legendary Leader or Unnerving Presence + 2 other Talents
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Scholar - Sage 3 (Architecture, History, Legends), Craft (architecture) 3, Perform 2 (Poetry, Violin), Merchant 2 (Evaluate, Bargain) & Ranged Combat 1 (improvised weapons)
Free Talents: Read & Write + 2 other Talents
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Schemer - Scoundrel 3 (Fast talking, Disguise, Gambling), Perform 3 (Poetry, Flute, Singing), Melee 2 (swords x 2), Sage 2 (Personalities, Local area Camaria) & Soldier 1 (tactics)
Free Talents: Player of the Great Game + 2 other Talents
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Deadgrove templates (notice that Merchant and Scoundrel skills are seen as desireable)
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Peacekeeper - Melee 3 (Pikes, Swords, ), Soldiering 3 (Strategy, Carousing, Womanizing), Farmer 2 (Horses, Riding), Scoundrel 2 (Gambling, Shadowing) & Merchant 1 (bargaining)
Free Talents: Mounted Combat or Mounted Archery + 2 other Talents
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Waterseeker - Hunter 3 (Foraging, Tracking, Stealth), Melee 3 (Swords, Daggers, Nightmares), Athlete 2 (Climbing, Long distance running), Scoundrel 2 (Sneaking, Hiding) & Healer 1 (First aid)
Free Talents: Legendary Tracker or Eagle Eyes + 2 other Talents
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Whore - Scoundrel 3 (Fast talking, Womanizing, Gambling), Perform 3 (Storytelling, Dancing, Singing), Melee 2 (Daggers, Single Oppinents), Merchant 2 (Haggling, Information gathering) & Crafter (sewing) 1
Free Talents: Irresistible + 2 other Talents
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Valehall templates (notice that Hunting, Fighting and Crafting skills are found useful)
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Shaman's apprentice - Sage 3 (History, Local Knowledge Valehall, Legends), Healer 3 (Herbs, First aid, Diagnosing), Performer 2 (Storytelling, Drumming), Hunter 2 (Foraging, Setting snares) & Ranged combat 1 (Bow)
Free Talents: Latent Animal Sibling or Latent Dreamwalker or Latent Dreamer + Read & Write + 1 other Talent
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Warder Trainee - Melee 3 (Swords, Nightmares, Parrying), Soldier 3 (Tactics, Strategy, Scouting), Hunter 2 (Stealth, Tracking), Sage 2 (Servants of All, Local area Valehall) & Crafter (leatherworking) 1
Free Talents: Armor + 2 other Talents
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Nightmare hunter - Hunter 3 (Foraging, Tracking, Stealth), Melee 3 (Swords, Multiple opponents, Nightmares), Athlete 2 (Short distance running, Long distance running), Crafter (woodworking) 2 & Healer 1 (First aid)
Free Talents: Legendary Tracker or Eagle Eyes + 2 other Talents
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Common Templates
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Wisdom’s Apprentice - Healing 3 (Herbs, Broken bones, Wounds), Farmer 3 (Gardening, Handling, Ride), Sage 2 (Local Knowledge, Legends), Crafter (cooking) 2 & Hunter 1 (Foraging)
Free Talents: Latent Channeler + 2 other Talents
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Inn Keeper - Merchant 3 (Bargaining, Trade Routes, Information Gathering), Crafter (brewing) 3, Scoundrel 2 (Fast talking, Gambling), Melee 2 (Cudgel, Disarming) & Performer 1 (Storytelling)
Free Talents: Empath + 2 other Talents
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Fallen Dedicated - Hands & Feet Combat 3 (Kicks, Locks, Takedowns), Crafter (tinkering) 3, Hunter 2 (Bow, Stealth), Farmer 2 (Drive carriage, Animal Handling) & Performer 1 (Singing)
Free Talents: Hands & Feet Combat + 2 other Talents
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Assassin - Scoundrel 3 (Sneaking, Hiding, Shadowing), Ranged Combat 3 (Throwing knives, Ambushes, Assassinations), Melee 2 (Sword, Dagger), Performer 2 (Acting, Disguise) & Crafter (basketweaving) 1
Free Talents: Running Shot or The Dark One's Own Luck + 2 other Talents
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Thief - Scoundrel 3 (Picking pockets, Picking locks, Burglary), Athlete 3 (Climbing, Jumping, Short distance running), Melee 2 (Sword, Dagger), Crafter (locksmithing) 2 & Fisher 1 (Small boats)
Free Talents: Lightning Reflexes + 2 other Talents
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Performer - Performer 3 (Acting, Storytelling, Presdigitation), Scoundrel 3 (Picking pockets, Disguise, Fast Talking), Merchant 2 (Trade Routes, Information Gathering), Sage 2 (Legends, Personalities) & Brawl 1 (Dirty Maneuvers)
Free Talents: Lightning Reflexes or the Dark One's Own Luck + 2 other Talents
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Skills
2.
Distribute your skill scores with no rank going above 3. You start out with 35 points.
Skills measure character's training, education and development in certain field. Most skills represent a rather broad area of knowledge. But often, a character's concept focuses around someone who has mastered only some facets of a skill. For example, a character could be a master with swords, but not so gifted with other hand-to-hand weapons. To reflect this, skills have specialties.
For every of level of a skill that you purchase, you can choose one specialty in that skill. You may even take the same specialty many times to show an extreme expertise in one narrow area.
Below in the skill descriptions, we list a number of sample specialties. These are not the only possible specialties, simply examples of possible specialties for the skill. Work together with your Org Leader if you wish the create specialties of your own.
Skill list
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FIGHTING SKILLS
Melee
combat
Ranged combat
Brawl
Hand & feet style |
PROFESSIONAL SKILLS
Athlete
Crafter
Farmer
Healer
Hunter/Gatherer
Merchant
Performer
Sage
Sailor/Fisher
Scoundrel
Soldier
Tinker
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ONE POWER SKILLS
One Power Finesse
(Spring)
One Power Finesse (Oneness)
Air
Earth
Fire
Spirit
Water
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Skill levels
1 – Novice
2 – Competent
3 – Experienced/Practiced
4 – Professional
5 – Expert
6 - Master
Skill descriptions
Fighting skills
Melee combat - This skill reflects the character's ability with
hand-to-hand weapons, from swords and spears to axes, hammers and maces.
Specialties: Specific weapon (eg. sword, dagger, flail), Parrying,
Dodging, Disarming, Ripostes, Lunges, Multiple opponents, Single opponents,
Gladiator combats.
Ranged combat - This skill covers the use of bows, slings and hurled
weapons, such as throwing knives, throwing axes, javelins and improvised thrown
weapons such as rocks and bottles.
Specialties: Woodland environments, Aiming, Ambushes, Improvised
weapons, Specific weapon (eg. bow, sling, javelin), Assassinations, Flaming
arrows.
Brawl - This skill covers styles of unarmed combat ranging from
tavern brawling to wrestling and moves that imitate some of the melee techniques
and forms only performed without a weapon. Brawl also covers fighting with
improvised weapons such as kegs of ale, barstools, small opponents and so on.
Specialties: Dirty maneuvers. Multiple opponents, Fighting while drunk,
Wrestling, Punching, Takedowns, Locks, Breaking joints, Disarming, Improvised
weapons, Stunning, Blocking, Dodging.
Hand & feet style - This unarmed fighting style is the formalized and
peaceful shadow-fighting style of True Dedicated turned lethal. According to its
name, Hand & feet style includes speedy strikes and flying kicks.
Specialties: Opponents in armor, Multiple opponents, Blocking, Breaking
joints, Stunning, Disarming, Locks, Throws, Takedowns, Kicks, Punching, Dodging.
Professional skills
Athlete - These people rely on their strength, stamina and agility to do all kind
of physical labor for their job such as diving, working at dock and delivering
messages by foot.
Specialties: Lifting, Climbing, Jumping, Speed swimming, Diving, Running long
distances, Running short distances.
Crafter (type) - You are trained in a craft, trade or art, such as armorsmithing or basketweaving. Craft is actually a number of separate skills.
For instance, you could be a master potterer [ie. have 6 ranks in Crafter
(Pottery)], but have 0 ranks in wood or metalworking. So if you want to be good
at two different crafts, you need to have ranks in both of them.
Types of crafts: Armorsmithing, Basketweaving, Bowmaking, Blacksmithing,
Brewery, Carpentry, Cobbling, Cooking, Leatherworking, Locksmithing, Painting, Pottery, Sculpting,
Shipmaking, Stonemasonry, Tailoring, Thatching, Trapmaking, Weaponsmithing,
Weaving.
Specialties: Swords, Axes, Horse shoes, Nails, Canoes, Small boats,
Tableware, Jugs, Coats, Shoes.
Farmer - People possessing this skill often work as farmers, animal trainers and herders. They know how to till soil, usually handle animals daily and know
how to tame, train and to deal with domestic and sometimes wild animals. Herders have also some basic survival skills and knowledge of the terrain where their animals
graze. Someone who works with horses or reindeer would also know how to ride and/or drive carriages and sleighs.
Specialties: Gardening, Cereals, Breeding, Taming, Training, Handling, Herding, Horses, Reindeers, Dogs, Falcons, Cows, Mules, Ride, Drive carriage.
Healer - Healers know how the human body works and how to diagnose
and treat injuries and diseases. They also have a basic understanding of
poultices, healing herbs and their use. Much of the medicine lore of the Age of
Legends is lost, so many things that would be child's play to the fabled
restorers are difficult for the Healers in the Time of Madness.
It is noteworthy that the skills of Healers' can be used to harm as well as
cure. Healers may use their abilities to torture, to apply harmful drugs (or
helpful herbs in lethal doses) and brew poisons.
Specialties: Amputation, Broken bones, Burns, Battlefield first aid,
Herbs, Poisons.
Hunter/Gatherer - The abilities of this profession enable survival in
wilderness environments. Hunters know how to find shelter, set
traps, forage for food and water, build fires and separate dangerous flora and
fauna from beneficial ones.
Specialties: Fire building, Foraging, Navigation, Setting snares,
Tracking, Stealth in wilderness, Hunting with a specific weapon (eg. javelin,
bow or net).
Note: Hunting skill can be also used to kill people, if a specific weapon
specialty has been purchased. The skill will be counted at half of its value
rounded down, though, because of the inexperience and horror of killing fellow
humans.
Merchant - Traders have a keen sense of profit and they know how to
evaluate wares and haggle. They have often good people skills and are good
judges of personalities. Merchants sometimes travel beyond their home places and
bring back news and stories.
Specialties: Evaluate, Bargain, Trade routes, Numerating, Information
gathering, Fabrics, Furs, Grain, Livestock.
Performer - This profession covers the whole range of live artistic expression
from storytelling to dancing and acting (including impersonating someone else).
Specialties: Acrobatics, Acting, Dancing, Singing, Impersonating the other gender,
Disguise, Storytelling, Specific instrument (e.g. Flute or Lyre),
Sleight of Hand (magic tricks).
Sage - In the Age of Legends there were wonders beyond understanding and
learned people understood how the world worked. Sages seek to regain this lost
knowledge to use it for personal gain or maybe to make the world a better place
again. Not even all sages can necessary read and write and their seek of lore
relies on oral stories.
Specialties: Local (area x), Other cultures, Personalities, Legends,
Architecture, Arts, Geography, Philosophy, Religion, History, Natural Sciences,
Law, Servants of All.
Sailor/Fisher - This skill measures the character's ability to handle
boats and ships, to navigate and to fish.
Specialties: Fishing (bait fishing, net, trident), Navigating, Piracy,
Small ships, Open Ocean, Chases, Weathering storms, Dangerous passages,
Uncharted waters.
Scoundrel - Rogues are a mixed lot varying from stealthy thieves to
silver-tongues tricksters. In general they are good at getting what other people
don't want them to get: entrance to a locked chamber, some fool's money for some
ludicrous goods or some random person's pocket money.
Specialties: Picking pockets, Picking locks, Sneaking, Hiding, Shadowing,
Disguise, Gambling, Embezzling, Burglary, Con games, Fast talking.
Soldier - A Soldier needs to know how to fight, but that's not all.
They need to also understand war and battle and how to assess and utilize the
strengths of own troops and the weaknesses of the enemies. Additionally this
skill covers the infamous seedier side of soldier's life.
Specialties: Tactics, Strategy, Small units, Large armies, Naval battles,
Military scouting, Carousing, Womanizing (applies to both sexes), Gambling.
Tinker - Where Sages study mainly theories, Tinkers try things out in
practice. They are the mad scientists of ToM, the mixers of strange (and
sometimes exploding) potions and the students of the wondrous items of the Age
of Legends. They try to figure out how the items work and what they do and also
build strange machines that have maybe never seen before. Their experimentations
are not limited to objects however, but they combine all kind of indegrients to
produce liquids with interesting powers.
Specialties: Testing Age of Legends items, Alchemy, Afrodisiacs, Acids,
Poisons, Drugs, Inventing thingamagicks, Building widgets, Repairing widgets.
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Level One |
Level Two |
Level Three |
Level Four |
Level Five |
Level Six |
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Costs
2
points |
Costs
4
points |
Costs
6
points |
Costs
8
points |
Costs 12 points |
Costs 24 points |
Example: If you wanted a level three Peformance, it would cost you 12 pts. (2 pts for level one, 4 for level two, and 6 more for level three)
Talents
4.
Choose your three starting Talents. The first Talent is determined by your Template and is always a background Talent. The second one should also be a background Talent, but the third one can be either a combat Talent, a Unique Talent or a third background Talent.
However, you may make your second Talent also a combat Talent by sacrificing 10 of your starting skill points. This represents
the focus your character has put into honing the Talent in expense of focusing on other skills.
Because in the world of ToM all player characters are heroes reborn,
these Talents are given out to separate the characters from the general masses of NPCs (non-player characters.) For example, everyone can try to be intimidating or be a good leader and succeed to a certain degree. But those who have the Talent for it, excel at those things. This helps to keep characters who can do certain things very well rare and makes their Talents all the more special. There are four types of Talents – Background/General, Combat, One Power, and Unique.
Background Talents
Read and Write - In the chaotic world during the Time of Madness much knowledge has been lost and among them is the ability to read and write. The script of the Age of Legends resembled current day Chinese and it takes a long time to learn to decipher and produce text in these complex and difficult yet expressionate symbols.
Soul Item
- You have come to possess an item which fate is tied to a Hero of a Horn of a past Age. The item has some wondrous abilities that you can unlock once the item becomes entangled with your own thread in the Pattern. Read more here.
The Dark One's Own Luck
- Once per rp your luck will help you pull off something others wouldn't dare try or you should have failed at.
Ox’s Stamina –
You are able to endure great amounts of pain and suffering, beyond the norm. You’re renown in your town for being a hard worker and perhaps having survived some greatly grievous wound. In rps when you take wounds or are put into a physically stressful situation, your character will endure it better than others. You may even survive what would be a mortal wound to others. The player is responsible to make it known to the readers and other rp’ers that he/she is enduring something that is truly difficult to overcome.
Legendary Tracker
– You’re skilled in the ways of following and reading tracks beyond the normal
woodsman. You’re renown in your town for finding things in the wilderness when
no one else can. In rp’s when you’re in the wilderness you can
find/locate/identify tracks and other identifying items that others would over
look. The player is responsible to speak with other players in his rps to
discuss this coming into play and working it out so that he/she is able to
accurately display his/her talent.
Eagle Eyes –
You have a unique ability to notice the tiniest details even at great distances
and in low light places. You don’t know why this is and it doesn’t seem to have
any other side effects.
Ambidexterity
– Unlike the average person you can easily use
both of your hands for any task. Everything from fighting to writing with both
hands is easy as opening your eyes for you. You’ve always had this special
knack and while it doesn’t bring you great acclaim it does come in hand from
time to time.
Animal Mastery
- Snow White ain’t got nothin’ on you! That is to say that you have a real
knack for dealing with the animal kingdom. You’re renown in your town for your
ability to work with animals, tame them, and get the best and ideal behavior
/ performance out of them.
Iron Will -
Your will is almost unbreakable! Torture, mind games, and even certain One
Power abilities are harder if not impossible to use on you.
Lightning Reflexes
– Your reflexes are incredibly fast, much faster than the normal person making
you great as a gleeman or a thief.
Irresistible –
You are ToM’s equivalent of Femme Fatale or Casanova,
who can induce romantic feelings in about everyone interested of your sex. You
will have your desired target trying to get into you good graces – and bed if
you so wish - sooner or later. The time depends
on the target’s culture and its view on free love and of the personality
and will power of your quarry. But if
you are just willing to invest the time and effort,
you will conquer the heart of even the most chaste
Child of Light and have your beloved entangled in a
serious relationship. If you want to use this ability on other PC’s, you should
discuss first with their players and get their consent
and then plot about how to best incorporate it into the rps
the characters are in.
Unnerving presence
– You really know how to inspire fear in others by intimidating them directly or
indirectly. Usually a person without a special reason to not obey follows a
command delivered with a believable threat or forceful enough demeanour, but
even the people with a strong backbone are not a match
to your interrogation skills. If you are willing to resort to more drastic
measures, you will make even stones and Iron Willed characters talk (if the
player agrees, of course). This isn’t the Talent for making friends.
Empath
- You really understand people to the point that you can
almost feel what they are feeling. You can use this talent to help people… or
to manipulate them. The player must discuss with players he/she wants to use
this ability on/with, about how best they can incorporate it into the rps they
are in.
Player of the Great Game
– Politics and intrigue is the field where you feel
most at home. You know how to make contacts and find
out about the network of influences. You can foresee and recognise your
opponents’ actions and counteractions and discern the patterns and the guiding
hand in deeds of pawns and lackeys. You should consult
other players when planning rps to work out
what you want to do and what they will allow. This is definitely a talent which
requires communication with others to work well.
Legendary Leader
– You inspire respect in others and where you lead they follow. This doesn’t mean that you can role-play your character like a jerk and other players will have to listen but it does mean that once per major RP you have the option to give an inspirational speech/or make some other inspiring action which will help other characters to find heart and keep going despite the odds. You can work with staff and always should work with the other players to plan these scenes out. They should be turning points in any rp they take place in.
Latent Channeler
– You have the spark of channeling or the
ability to learn in you, but you have yet to discover
it. If you plan to play a channeler who does
not have the spark of channeling inborn but who needs to
learn from a mentor, you can take
this Talent at any point before
discovering your ability ICly (that is, you don't have to take the Talent
as one of your three starting Talents). However, if
you want to have the spark inborn, you must take this
Talent as one of your
starting Talents.
See Channeler for details on how this will be incorporated into rps.
Latent Reader – You have the potential
to Read (view the Pattern backwards). This means that you gain glimpses
into past important events of objects and people, but
the Talent has yet to manifest itself. See Reader for
details on how this will be incorporated into rps. If you’re planning on playing a Reader you’ll need to take this as a background feat before discovering your talent.
Latent Viewer
– You have the ability to View (read the Patter forwards). This means that you can see other people's auras and see glimpses of their future, but the Talent has yet to manifest itself. See Viewer for Details on how this will be incorporated into rps. If you’re planning on playing a Viewer you’ll need to take this as a background feat before discovering your talent.
Latent Sniffer –
You have the ability to be a sniffer but it has yet to manifest itself. See Sniffer for details in how this will be incorporated into rps. If you’re planning on playing a Sniffer you’ll need to take this as a
background feat before discovering your talent.
Latent Seedsinger –
You have a rare Talent called Voice but it has yet to manifest itself. See Seedsinger for details in how this will be incorporated into rps. If you’re planning on playing a Seedsinger you’ll need to take this as a background feat before discovering your talent.
Latent Foreteller
– You have the ability to be a Foreteller
but this has yet to manifest itself. See “Foreteller” on how this will be incorporated into rps. If you’re planning on playing a Foreteller you’ll need to take this as a background feat before discovering your talent.
Latent Dreamer
– You have the ability to be a Dreamer but your ability has yet to manifest itself. See “Dreamer” on how this will be incorporated into rps. If you’re planning on playing a Dreameryou’ll need to take this as a background feat before discovering your talent.
Latent Dreamwalker
– You have the ability to be a Dreamwalker but your ability has yet to manifest itself. See “Dreamwalker” on how this will be
incorporated into rps. If you’re planning on playing a Dreamwalker you’ll need to take this as a background feat before discovering your talent.
Combat Talents
Armor – You have been
trained to fight while wearing various kinds of armor.
Shield – You
have been trained to fight with using a shield in
combat
Blind Fighting
- You have been trained to fight blinded. Whether this is because
you’re blind or simply because you wanted to know how doesn’t matter.
PREREQUISITE: Melee 3
Two Weapon Fighting –
You can fight not only with one weapon in your primary hand
but you are trained to fight with your off hand as well. If you’re ambidextrous
this talent simply means you’ve trained to be able to fight with your off hand.
Hand and Foot Fighting
– ONLY AVAILABLE TO NON-WAY OF THE LEAF
DEDICATED. This is a blasphemy of the
True Dedicated’s way of relieving
stress and keeping focus. A character with this Talent
has taken this ancient art of sharp moves, kicks and
blows, which are normally done like a graceful dance,
and made it a way to kill others with their own bodies. Think martial arts.
After taking this Talent, you can start buying skill ranks in Hand & feet style skill.
Mounted Melee Fighter –
You are able to engage in mounted combat with a sword or other hand held weapon.
Mounted Archery -
You are able to engage in mounted combat with a crossbow or other form of ranged weapon.
Quick Draw –
You are able to ready your weapon for combat in the amount of time that most people are still trying to drawtheirs.
Running Shot -
You’re able to use a ranged weapon while running.
Flame and the Void –
You have achieved a level of mental discipline normally reserved for Oneness Channelers and you can quiet your thoughts and focus them into a single point of nothingness achieving greater accuracy or mental strength when need be.
Channeling Talents
Any weave or skill, which notes that you
must learn it from another who knows it, requires that you have an IC teacher.
Also you should be prepared to write an rp outline
involving your first experience with this Talent and execute it to its end
before it will be added to your list of known Talents.
Combat Caster –
You are adept at casting weaves while in combat or otherwise
distracted.
Power Heightened Senses –
When you embrace the One Power, your senses of sight and
hearing become sharper and you are able to see and hear twice as far as most
normal humans. This is bad, of course, if you’re surprised by a sudden noise or
burst of light as this will temporarily blind/deafen you.
Tie off Weave –
You can “tie off” your weaves, leaving them in effect
indefinitely without having to hold them.
PREREQUISITE – One Power Finesse 2
Multiweave –
You can cast a second or third weave while holding the first.
PREREQUISITE – One Power Finesse 3
Sense Residue –
You can sense the lingering residue left by channeled weaves,
which gives you the ability to search them out. However, you need the
Weave Sight Talent to be able to recognize weaves you are unfamiliar with
and to perhaps learn them
as if they were still in effect.
The traces of weaves fade with time, but the stronger the weave performed, the
longer the residue stays. PREREQUISITE –
One Power Finesse 3
Weave Sight –
You can use this skill to identify weaves as they are cast, held, or tied off.
Unless you already know the weave that was being used, having the
Weave Sight would be the
only way to identify for certain what you are looking
at. If you also have the Sense Residue Talent then
you can also recognize weaves cast by others some time ago.
This talent is the result of extensive education about the five elements and how
they combine to make weaves. If you wish to create your own weaves at some
point, you will need this talent. PREREQUISITES
– One Power Finesse of 4, score of 3 in all the elements
Unweaving –
With this technique (which must be taught by someone who knows it), you can take
apart your own weaves as opposed to letting them fade naturally. Weaves undone
like this do not leave a trace that could be found with the Sense Residue
Talent. With time and concentration, you can also undo weaves tied of by other
Channelers as well, but it is much harder than with your own weaves.
PREREQUISITE – One Power finesse of 4
Inverting weaves
– With this technique (which must be taught by someone who knows it), weaves can
be inverted so that only the Channeler who created the weave can see it.
For example, Unna is in presence of Swift Quill, who casts an inverted Ward on
Unna. Unna can see that Swift Quill holds the One Power, but she cannot identify
what he is doing with it, because the weave is hidden.
However, the trace of inverted
weaves could still be found with the Sense Residue Talent unless the inverted
weaves are also unwoven afterwards.
PREREQUISITE – One Power Finesse of 4
Masking the ability – With this
technique (which must be taught by someone who knows it),
Channelers can hide their ability to Channel even when they are holding the One
Power. No manifestations of the OP can be seen, nor can others reliably sense
you embracing the Source. If this technique is paired with Inverting weaves, the
result is quite formidable and scary: completely invisible Channeling.
PREREQUISITE – One Power Finesse 6
Create Heartstone
– With this weave (which must be taught by someone who has it),
you can turn objects into the fabled
“heartstone” substance which is unbreakable according to legends.
PREREQUISITE – Earth score of 4
Bridge between Worlds – With this weave (which
must be taught by someone who has it) you can create a gateway between the real
world and the Dreamworld
allowing you to physically enter or exit the Dreamworld.
Note: Entering the Dreamworld in flesh is dangerous as it erodes your humanity.
You should use this Talent sparingly or start RPing the consequences to your
character’s mental health. PREREQUISITES
– Spirit score of 4, Dreamwalking Talent
Use Portal Stone
– With this weave (which must be taught by someone who has it) you know the
weaves necessary and understand the markings of the portal stones enough to use
them with “little” risk of going somewhere you didn’t mean to. You were,
obviously, taught this by someone else who knew how to do this well. This weave
is something not commonly shared for fear that mad
Channelers would learn how to do it. PREREQUISITE
– Spirit score of 5
Compulsion –
This weave (which must be taught by someone who has it) allows you to influence
or command the target person. In roleplay you MUST have the person’s permission
(via an rp outline which you both agree to) in order to use this. Your control
takes effect instantaneously even if you or your allies abuse or attack the
target. PREREQUISITE – Spirit score of 4
Balefire – This weave (which must be taught by
someone who has it) can allow you to point your finger and a pencil thin beam of
white hot light, so bright that it makes the sun seem dark, leaps instantly
forth. The balefire slices neatly through any material or object (except
heartstone) to its maximum range or until it hits a living being. Anything
stuck by the beam disappears completely and is removed from the pattern. At its
lowest levels a being is removed from the pattern up to 5 seconds ago. At its
most powerful, the balefire can remove something back as far as 10 days! Speak
with Staff before using this and discuss how to determine what strength of
balefire is best for your scene. PREREQUISITE
– All elements at 4
Cutting Lines of Fire – This weave (which must
be taught by someone who has it) allows you to point your hand and cast out
scores of thin, thread like lines of red fire, which cleanly cut and burn
through creatures and objects in their path. The lines whip through a coin
shaped area that extends from the point hands slicing and damaging anything in
the cone shape. The wire-like lines neatly cut through stone, metal, wood, and
other materials out to a maximum of 90 feet from the Channeler.
PREREQUISITE – Fire score of 5
Restore the Power –
This weave (which must be taught by someone who has it) heals a severed (stilled
or gentled) Channeler’s connection to the True Source, restoring his or her
ability to channel. Unfortunately anyone who has this used on them has their
total op scores reduced by one-half as it is very hard to remove the block which
is put into place on the mind by severing. PREREQUISITE
– Water, Air and Spirit scores of 4
Touch of Death
– While casting this weave (which must be taught by someone
who has it) you send out tendrils of the five powers into the body of your
target to manipulate it from within, doing severe damage without apparent
injury. When cast perfectly this will stop the targets heart killing them
without any sign of any foul play. PREREQUISITE – Score of 4 in
all the elements
Distant Eye –
With this weave (which must be taught by someone who has it) you extend a narrow
tendril of weave outward as far as you can normally see. You can then see as if
you were at the end of that weave (thusly doubling your site range) This tendril
fits through tiny spaces such as keyholes and gaps under doors so long as they
are at least .25” high or wide. You can not move the tendril if you tie off the
weave, only see through it. PREREQUISITE
– Spirit score of 3
Strike of Death
– With this weave (which must be taught by someone who has it) you choose a
particular type of enemy (such as trollocs) and lightening bolts of power surge
from your body and travel outward, unerringly striking every creature of that
type within range, killing it. PREREQUISITE
– Score of 4 in all elements
Unique Talents
Channeler (Wilder)
– These people don’t need a teacher to show them how to
channel, but reach for the Source instinctively using the path of Spring
when under pressure and feeling strong emotions. With some experience, these
Channelers can learn on their own to sense channelling
and other Channelers around them and feel their potency/potential.
The Channelers of Spring path will eventually succumb
to the madness, which touches their mind every time they open themselves to the
Source, if they don’t soon find ICly a PC or NPC
instructor to show them the path of Oneness.
When a character gets a mentor in path of Oneness, consult Channeler (Former
Wilder with Mentor) section. Read also more on the One
Power and Aes Sedai in the Wiki.
After taking this Talent, you get automatically 1 skill rank in One Power
Finesse (Spring) and 1 skill rank in two elements of your choosing. PREREQUISITE – Latent Channeler
Talent.
Channeler (Oneness
Student with Mentor)
- The Channelers of Oneness path
are those who were found by another Channeler on the path of Oneness
and who were taught the way of Oneness before they
ever touched the One Power on their own. These characters are required to feel
a sense of calm and peace in order to channel. With some training, they can
learn to sense channelling and other Channelers around them and feel their
potency/potential. (See more on the One Power and Aes Sedai)
After taking this Talent, you get automatically 1 skill rank in One Power
Finesse (Oneness) and 1 skill rank in two elements of your choosing. PREREQUISITE
– Latent Channeler Talent
Channeler (Former Wilder with
Mentor) – These characters are dangerous
Wilders (Channeler of Spring)
who were found before going mad by a Channeler of Oneness
path and then taught the ways of Oneness. These
characters know a sense of calm and peace that is required to reach the One
Power on the Oneness path, but they also remember the
ever tempting lure of the passionate and life-filled path of Spring….
and the vile taint fouling it. With training they can learn to sense
channelling and other Channelers around them and feel their potency/potential.
(See more on the One Power and Aes Sedai)
After taking this Talent, the character gets automatically 1 skill rank
in One Power Finesse (Oneness) in addition to the ranks in One Power Finesse
(Spring) she/he already has. To offset the advantage over purely Oneness types
of Channelers, the character must choose one minor mental Flaw from the Flaw
listing to represent madness gained by contact with Spring. The character also
gains 1 skill rank in two elements of your choosing. PREREQUISITE – Latent
Channeler Talent
Sniffer – You
can smell the psychic residue left by violent acts and follow the trails of the
characters or creatures that committed them.
PREREQUISITE – Latent Sniffer Talent
Seedsinger – Your voice is especially melodious and pleasing to hear and it has a special effect on plants when you sing to them. They will grow much faster and will become larger than normal. Sung plants will also be immune to blight and insects. Alone you cannot affect very large areas but in the Age of Legends there were living constructs called Green men that focused the Seedsong of individuals into choirs that affected entire fields. In the Age of Legends the Talent was known as "having a Voice".
PREREQUISITE – Latent Seedsinger Talent
Dreamer – You
cannot enter and exit the Realm of Dreams at will, but instead you sometimes see
vivid, prophetic dreams foretelling the future. They are usually highly symbolic
and require interpretation. This Talent is closely related to Foretelling.
PREREQUISITE – Latent Dreamer Talent
NOTE: When you are Dreaming about the futures of the other PCs, consult them
first. Also if you want to have an interpretably clear dream of some fairly
important future event, contact the Staff and work it out with us.
Dreamwalker –
You can reach the World of Dreams while sleeping and bend the dream to your
will. At first you arrive randomly and most likely jump uncontrollably from
place to another. You’re able to affect the dream only in very minor ways (eg.
what you’re wearing or others are wearing) and if you met a more experienced
Dreamwalker there, you would be in trouble. However, with practice your mastery
grows. You can exit and enter as you wish, move to where ever you want and
observe others who are dreaming without being pulled into their dream. The
highest peak of this Talent is entering other people’s dream with full control
or pulling them into your dreams where they are completely at your mercy. The
latter is considered immoral by some Dreamwalkers. PREREQUISITE – Latent
Dreamwalker Talent
Reader – Every
object and being has their own thread in the Pattern. By
touching the target and willing to see, you can trace
back these filaments and see images of the most important
events happening in the PAST to the things,
people and creatures that you view. Since these visions have already occurred,
they are seen clearly if only as short flashes. Some events are so blindingly
strong that you are left weak and with a headache. Ta’veren and the
Heroes of the Horn (ie. all the PCs) have usually a cavalcade of images around
them and Reading them causes an overflow of
visions. PREREQUISITE – Latent Reader Talent.
Note: When you
Read someone else’s PC, always consult them first
about the images of their character’s current and past lives.
Viewer – You
see images surrounding people and things that
are important to the Pattern. You may not often be
able to interpret what these visions mean, but they
foretell FUTURE events and they always come true. Ta'veren and the
Heroes of the Horn (ie. all the PCs) always have images around them. Channelers
and people bonded to them nearly always have images. Images of Channelers
get blurry when they hold the One Power, especially when they
are actually channelling. Channelers loose their constant auras if they are
severed from the True Source. PREREQUISITE – Latent Viewer Talent.
Note: When you view
someone else’s PC, always consult them first about the
images of future around their character.
Foreteller –
Foretellers have the ability to see a part of the Pattern. They word this
glimpse into the Wheel’s future weaving mysteriously and in a way that is difficult to
interpret. Foretellers are so seized by the vastness of the Pattern using
them as funnels that they do not remember themselves what they said and will
suffer from major weakness and possibly a head-splitting migraine afterwards.
This Talent is closely related to Dreaming and is sometimes referred
to as waking dreaming. PREREQUISITE – Latent Foreteller Talent.
NOTE: When your Foretelling includes someone else’s
PC, always consult them first.
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