Character Creation follows the same basic flow that is found in the other die ten based systems.  It is recommended you read through the Channeling Mechanics prior to Character Creation if you wish to play a Channeler, and through the Blademastery section if you think you might go that route.  Potential Channelers should also take a look at the Spark Inborn Merit and the Wilder Flaw.

           

As far as the raw mechanics go, Attributes are 6/4/3, Abilities are 13/9/5, Backgrounds are 5, Virtues 7, Freebie Points 21.

           

Freebie point costs for the different areas are: Attributes 5, Abilities 2, Backgrounds 1, Virtues 2, Humanity 1, Willpower 1, Primary Flow 4, Secondary Flow 6, Spirit 5, Power Strength 7, Sword Forms 1.

 

            No beginning character may start with a rating in any Ability that exceeds 3.  Attributes, Flows, Power Strength, Backgrounds, Humanity, Willpower, and Virtues do not have this restriction.

 

Your Humanity is equal to your Conscience + Self-Control and it is recommended you read the Machinations of the Dark section before finalizing your Humanity score.  Your Willpower is equal to your Courage.

           

Some new Abilities are listed below, as well as detailed explanations of current Abilities that have taken on different meanings for this game. 

 

New Talent – Kaensada Martial Arts

An odd, but effective form of unarmed combat used by the savages of the Kaensada Hill Tribes.  Each Tribe puts its own spin on the forms, but they are largely the same.  The various moves and attacks are outlined in Combat Maneuvers and Initiative.  The effort required learning and uniqueness of this fighting style renders it a separate Talent from Brawling.

 

New Skill – The Oneness/The Flame and the Void/Ko’di

This Skill allows you to slip into the Void, ignoring Temperature, Pain, and Emotion to certain degrees.  Channeling is only possible within the Void, and many other actions are made easier by assuming it.  All negative Archery modifiers are halved while in the Void.

One – Five successes are needed on an extended action to assume the Void, ignore all penalties from the Bruised Health Level while in the Void.

Two – Three successes are needed on an extended action to assume the Void, ignore all penalties for the Hurt Health Level while in the Void.

Three – Void is assumed automatically at the end of the round.  Ignore all penalties from the Injured Health Level.

Four – Void is assumed at will once per scene.  Additional attempts to assume the Void are automatically successful at the end of the round.  Ignore all penalties from the Wounded Health Level.

Five - Void is assumed at will, no restrictions.  Ignore all penalties from the Mauled Health Level.

 

New Skill – Exotics Handling

This Skill covers the taming, training, knowledge, and care of the Seanchan “Exotics.”  Beasts like the Torm, Corlm, Lopar, Grolm, Raken, To’raken, and S’redit are trained to fight or perform various activities using this skill.  A separate Skill must be purchased for each type of animal.  Torm also require the Inoffensive to Animals Merit be purchased in order to train.

 

Altered Knowledge – Academics

This Knowledge covers a general, well-rounded education.  It lets you read and write the Common tongue as well as gives a good knowledge of the Old Tongue at higher levels.  This knowledge of the Old Tongue is coincidental from becoming learned, much as learning Latin was in the old days.  For those who wish to simply speak a language the Linguistics Knowledge is the way to go.

One – Basic Literacy in the Common Tongue (About the equivalent of a Junior High Student), recognition of the Old Tongue, knowledge of a few words.

Two – Complete Literacy in the Common Tongue, and knowledge of a few phrases of the Old Tongue.

Three – Proficient in the Old Tongue (Four years of a Foreign Language in High School), knowledge of the Old Tongue Alphabet

Four – Fluency in the Old Tongue, Complete Literacy in the Old Tongue.

Five – You know a lot of shit.

 

Altered Knowledge – Linguistics

This Knowledge allows you to speak (and only speak) a language fluently.  Proficiency with the written aspect of a language is handled separately.  The languages available are: Old Tongue, Trolloc, Ogier, and the odd language used by the Tribes of the Kaensada Hills.  Because of the proximity to the Age of Legends the Old Tongue is not nearly as dead as it is in modern times, however, the passing years and violent upheaval have altered the speech of the common people enough that it bares little resemblance to the Old Tongue.

 

New Knowledge – Written Linguistics

This Knowledge allows you to utilize the written form of a language, which you would not otherwise know.  Two ranks in Academics are required to purchase this Knowledge.  The languages available are the same as those listed under Linguistics.  Due to the nature of the Old Tongue, any translations would only give the general gist of the writings at best.

 

New Knowledge – Shadow Lore

This Knowledge provides you with some information about the workings of the Shadow.  It consists of much that is only rumor and speculation and does not often provide you with good solid data.  Accurate information concerning the Shadow is hard to come by for those who walk in the Light, after all.

 

 

New Knowledge – Sword Forms

            This Knowledge gives you a working vocabulary with the various Sword Forms utilized by Blademasters.  The Knowledge itself is also a prerequisite for learning the Forms.  Various Ranks of this Knowledge are required before you can learn certain Forms.

 

Also in the character creation process are Talents.  Talents are natural abilities, which can bestow the characters with an odd assortment of powers.  Each character has a percent chance to posses each Talent.  These can be slightly modified by gender and ability to channel.  The percentages are very low.  The GM will roll down through the list for each character to see if they possess any Talent.  The Talents are: Dreamer, Seeing Ta’veren, Wolfbrother, and Sniffing.  Four things are also checked for that are not technically Talents.  These are having the Spark Inborn and Latent Channeler for those who do not purchasing Channeling Merits.  Latent channelers can learn to channel, but will never do so without help.  Also checked for are Old Blood and Reincarnated Hero.  The Old Blood causes strange memories to surface, and gives you a tendency to babble in the Old Tongue on occasion, especially when under duress.  Being a Reincarnated Hero, bound to the wheel will often cause you to find yourself in the middle of horrible situations, forced to fight enemies picked by the Wheel, and rarely doing what you wish to do.  You will probably find yourself in the Histories whether you wish it or not.

 

Only certain Backgrounds will be acceptable for this campaign.  These include: Allies, Contacts, Fame, Library, Mentor, Resources, and Status.  Additional Backgrounds may or may not be allowed at the GM’s discretion.  Nobility is a popular new background that just sort of appeared from nowhere.  As it stands right now: 1 rank – heir to a minor house; 2 ranks – head of minor house or equivalent; 3 ranks – member of major house; 4 ranks – heir to major house; 5 ranks – head of major house.  Don’t count on taking it above 2 though.

 

            Merits and Flaws found throughout the White Wolf games that are relevant and have the GM’s approval will be allowed.  A few new Merits and Flaws are presented below, as well as some that have been given additions.

 

Inoffensive to Animals (1 point Merit) – This Merit is required in order to work with Torm; additionally this Merit reduces the enmity between certain classes of animals and channelers. 

 

Object of the Power (3-5 point Merit) – This Merit gives a beginning character an object of the Power, perhaps a Power-Wrought weapon, a ter’angreal, or a minor angreal.  In the case of ter’angreal the character will not necessarily know how the ter’angreal functions.  Nor is a non-channeler guaranteed to receive a ter’angreal that does not require channeling.  A character may purchase this Merit only once.

 

Spark Inborn (10 point Merit) – By purchasing this Merit you are considered to have had the spark inborn and have begun channeling, under the training and supervision of an Aes Sedai or Wilder.  You will have a good knowledge of various weaves.  All Male Channelers who take this Merit must also take the Wilder Flaw.  You receive an initial rating of 1 in Power Strength, and a Rank of 1 in each of the five Flows, with 5 points to distribute among them.  You may pick which two between Air, Water, Earth, and Fire will be your primary Flows.  The other two are your secondary Flows.  You may also choose one Power related Talent to have at Rank 4, and a second Power related Talent to have at Rank 2.  The rest of your Power related Talents are determined randomly.  The Power related Talents are discussed in the Channeling Mechanics section.

 

Wilder (5-10 point Flaw) – This Flaw may be used to ease the cost of beginning as a channeler.  The Character is a Wilder, has never received formal training, and cannot even embrace the True Source at will.  They may still suffer from the effects of touching the One Power and may die from it eventually unless formally trained.  They will know the weaving of only two or three weaves at most.  Some may not even realize they can channel.  Based on how you wish to portray your Wilder, the GM will assign an initial point value, usually between 3 and 6.  The icing on the cake is the Block.  Most, but not all blocks only involve one’s ability to embrace the Source and do not affect channeling itself.  The nature of a Wilder’s Block will determine the final point gain of the Flaw, adding between 1 to 5 points.  A Block like Nynaeve’s, who must be mad to embrace the Source, might give you 2 extra points, while a Block like Tarna Feir’s, who could not embrace the Source unless her eyes were closed and thus could not channel, would give you the full 5 extra points.  An extremely common block among males is the inability to affect objects at a distance.  Blocks that consist of hand motions, talking to yourself, or other such mechanisms should not be allowed; the Conspicuous Channeling Flaw covers these.  A channeler’s block may eventually be broken through time and Experience.  You may not take this Flaw unless you rack up the minimum 5 points, nor may this Flaw give you more than 10 points regardless of how you cripple yourself.

 

Talent (5 point Merit) – Instead of leaving your pattern entirely to the Wheel, you may choose a Talent for your character to have.  This does not exclude you from having additional Talents through the normal process.  Dreaming, Seeing Ta’veren, Wolfbrother, Sniffing, Latent Channeler, Old Blood, or Reincarnated Hero may be purchased.  Additionally, if you are already a channeler you may purchase the Foretelling with this Merit.  Other, Player created Talents may be allowed at the GM’s discretion.  A character may purchase this Merit only once.

 

Oath Bound (1-5 point Flaw) – Whether channeler or not, someone, sometime in your past caused you to submit to one or more Oaths upon an Oath Rod.  These Oaths still bind you to this day.  The GM, based on the severity of the Oath(s), will assign the point value. 

 

Taint Resistant (5 point Merit) – All your “ones” counts when failing or botching a channeling roll (see Machinations of the Dark) are halved, round up.  In addition your Permanent Willpower is used in calculations instead of your Temporary Willpower.

 

Conspicuous Channeling (2 point Flaw) – You learned to channel using some sort of obvious mechanism.  Perhaps you have to talk yourself through it, or make hand motions to weave the Flows, but whatever it is, you have to do it in order to channel.  It does not however affect your ability to embrace the Source.