Characters in The Wheel of Time


Attributes
Traits
Advantages
Disadvantages
Weaving the Pattern of a Character
Skills

Attributes are the basic physical and mental characteristics of a person. These are:

Strength is a measure of muscular power, the total force the individual can physically exert. Endurance is a measure of staying power and overall health. Deftness covers fine movements, such as picking pockets or juggling, while Quickness is a character's ability to dodge and make other whole body movements. Intelligence is the ability to learn, adapt, and remember. Perception refers to how aware the character is of her surroundings, including other people. Presence is the force of the character's personality on others; is he popular, commanding, or do people walk all over him? Finally, Will is the strength of the character's mind in himself, his willpower.

Each attribute is measured by a die type. The lowest is d2 (crippled), followed by d4, d6 (the human average), d8, d10, and d12. A d20 is possible, but represents super-human. Characters should begin with d4-d12.

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Traits are derived from a character's attributes. There are the following traits:

To obtain each trait, add the die types to generate a value. For example, if a character has a strength of d12 and an endurance of d8, their body is 20. Movement is measured in paces; each pace is equal to 3 feet.

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Advantages are the little extras, the tricks of fate or accidents of birth that give the character an extra edge. The cost of each is listed after the name in parentheses.

Beautiful/ Handsome(1-5) You are more attractive than average; you can sway people of the opposite sex with just a look and a sway/ swagger. Of course, you may incite jealousy as well. You can add the cost of this advantage directly to any Charm or Seduction rolls against the opposite sex.

Bonded(6) Requires Sworn to the Flame. You are Warder to an Aes Sedai. While she is your Mistress, able to Compel you through the bond even if you were to break your oaths, you receive many gifts: rapid healing, warding for your dreams, the ability to sense the Dark One's taint, great stamina, and little need for sleep.

Child of the Light(4) You are associated with the Children of the Light, either as one of their agants, or as a Child yourself. While this brings some prestige, many people hate the Whitecloaks, and of course the Children themselves are more aware of your activities. Just a whisper of engaging in proscribed activities, such as traveling with an Aes Sedai, could hand you to the Hand of the Light. You receive Connections:Children of the Light (level 3) and Fealty: Children of the Light with this advantage.

Connections(1-5) You know people. And your people, they know people. Maybe they wouldn't lay down their lives for you, but you can get information, and maybe a little more. The more powerful the connections, the more expensive this advantage becomes.

Courageous(2) You receive an extra die when resisting Fear (so you roll 2 Will dice); also, you treat all unresisted Fear as one rank lower.

Dreamer(8,10) You have prophetic dreams, which you remember. Although they are hard to interpret, they are nearly always true, even when they just indicate possibilities. This advantage is more expensive for men.

Dreamwalker(4,6) You can enter the World of Dreams, Tel'aran'rhiod, when you sleep. This is not without danger; what happens in the World of Dreams is real. Death there is just as final as death in the real world. This power is more expensive for men.

Education(6) You have had a very thorough education. All lore skills cost half as much to raise (keep track of halves--use them to purchase another Lore's odd level). You automatically begin with the Old Tongue at level 1. In addition, you receive one free level 2 skill of any type and 4 ranks of etiquette (4 countries, each at level 1, or 2 at level 2, etc). In addition, you receive a level 1 Connections for other academicans in your area.

Fanaticism(2) You would die for your cause. In pursuit of that cause, add 8 to Fortitude. Take an appropriate disadvantage, such as Oath or Fealty. You do not receive points for this.

Fleet of foot(3) You are faster than most. Add 4 to Movement.

Illuminator(6) You are a member of the Illuminator's Guild, able to make and distribute fireworks...with guild sanction, that is. The Illuminators are jealous of their secrets; they will kill to protect them. You receive Connections:Illuminators, level 2, and Income, level 1.

Income(2,4,6) You have some source of income. Specify what it is. Each level gains you 10 crowns a month; you start with 1 month extra.

Large(3) You are either tall or stout, but either way you're in good shape. Add 4 to Body.

Light Sleeper(2) It takes very little to awaken you, and this has probably saved your life before. Perception rolls while you are asleep receive only a -1 penalty. In addition, you receive a +2 on attempts to leave Tel'aran'rhiod. On the other hand, you receive a -1 on attempts to put yourself to sleep.

Lightning Reflexes(3) You react much faster than most. Add 4 to Initiative.

Lucky(4) You have good luck, almost as if you were ta'veren, without the pattern twisting around you. You receive a +1 in situations mostly dependent on luck; games of chance, and others situations that are all luck, give you a +3. In addition, you can add a +1 to any die roll, once per chapter.

Mood Sensitive(2) You pick up on the emotions around you easily. You can make a Perception roll to tell someone's mood, and can also detect the tenor of a place, such as a city.

Nobility, Major(10) You are noble, and important. If you don't stand in line for a throne, your cousin probably does. You have a small estate, regular income, and connections. You receive Connections: Nobility(as a 4 point), Income (level 3), and Fealty: King/ Lord with this, and Education costs you 2 points.

Nobility, Minor(4) You are noble, but you're lucky to get an allowance, and if you ever do inherit land, it won't be much. Still, there's always the chance you'll attach yourself to a greater house, and being noble is always better than being a peasant. You receive Connections: Nobility (2 point), Income (level 1), and Fealty: King/ Lord with this, and Education is 3 points.

Old Blood(3) The Old Blood is strong in you, and you sometimes feel that you lived another life in the past. You sometimes speak or understand the old tongue without realizing it, and old sights or customs bring a response from you. The old tongue is only half as expensive to learn, and you can make an intelligence roll to understand any old tongue you see or hear. In addition, you receive a free level of Lore skill in the area your blood is from, and can make intelligence checks to know other facts from that time period.

Pattern Reader(6) You can see auras around people, glimpses of their futures. Sometimes, you know what the images mean; most of the time you don't. But they always seem to come true. Most people don't have auras--they only show up close to the events they foreshadow, and they only foreshadow big events.

Power-user, female, blocked(4-8) You've always had a gift--maybe you know what the weather's going to be, or your father gives in and buys that dress that you really wanted-- but what you're really doing is channelling the One Power. Since that scares you, you've built up a block, so that you only channel under certain circumstances. Maybe you have to be fighting for your life, or in love, or angry. The more common the situation in which you can channel, the more expensive this is.

Power-user, female(10) You can channel saidar at will. Perhaps you're a wilder the Tower didn't find, or maybe you failed to become Aes Sedai. Perhaps you even are Aes Sedai, newly raised to the shawl.

Potential power-user, female(3) You can be taught to channel. In fact, it is possible your gift will reveal itself without help, but it hasn't yet. Maybe if you were under enough stress...

Power-user, male, blocked(4-8) You are male, and you can channel. Fortunately, you probably don't even realize it yet. Luckily, no one else does. If you ever start drawing on saidin at will, by choice, you are doomed to go mad and die. And if anyone else finds out, the Red Ajah will come for you... if the people around you don't lynch you first.

Power-user, male(6) You can use the male half of the One Power. You are like the men who Broke the World. Except you're not insane...yet. So far, you've managed to keep your ability a secret, so that Aes Sedai won't come and gentle you. Sometimes, you think it would be easier to be gentled. But you've heard that gentled men give up wanting to live. So you keep your power a secret, and you keep it well. But lately, everyone seems to be watching you more carefully. Do they suspect, or is it just paranoia? Or maybe it's because of the rages that seem to take control of you, or the way you sometimes mutter to yourself...

Potential power-user, male(1) You could be taught to use saidin, if anyone could teach you, if you were foolish enough to want to learn. Of course, there's always the chance you could channel by accident...

Quick Healer(3) You recover from wounds faster than most others. You recover 1 extra point of Body per day.

Resistant(2,4,6) You are unusually resistant to a certain affliction or attack. Resisting disease is a 2 point advantage; resisting shadowman steel is 4 points; being resistant to the One Power is a 6 point. In any case, you can roll an extra die to resist the effects of the affliction, and you cannot botch against it. In addition, you also roll an extra die to recover from the attack.

Shadow Sensitive(4) You are sensitive to the taint of shadowspawn, and even Darkfriends, if they are far enough gone. You can detect it when the Shadowtwisted are close, with a successful Perception roll.

Sharp Senses(2) This advantage can be taken multiple times, for different senses. Add +2 to all perception rolls with the appropriate sense.

Sniffer(3) You are able to somehow smell violence, and you can track murderers by this scent. Shadowspawn and Darkfriends normally reek to you. You gain a +2 to a +4 on Tracking rolls to follow murderers, based upon how much violence they have done, and how recently. In addition, you can sometimes detect violent people simply by being close to them; make a Perception check with a target number based upon the amount and recentness of the violence.

Strong Willed(3) You gain a +1 to any and all attempts to convince, intimidate, interrogate, or browbeat someone else, and a +1 to resist all such attempts yourself.

Sworn to the Flame(4) You serve the Aes Sedai, or you are Aes Sedai yourself. While the tower protects its own, many do not trust Aes Sedai and those who work with them; the Whitecloaks consider you a Darkfriend. And there is a saying: You are never done with the Tower until the Tower is done with you... You automatically receive Connections: Aes Sedai(3-point) and Fealty: Aes Sedai with this advantage. In addition, Aes Sedai Lore does not have any cost multiplier for you.

Talent(varies) Requires Power User, any. Individual wielders of the One Power have different abilities. Sometimes, this is as simple as an affinity for working with Fire or Spirit; others have skill with healing, or making objects with the Power; some have rare gifts, such as Foretelling. See The One Power for more details.

Ta'veren(8) You are ta'veren, one of those rare people whom the Pattern is formed around. This can be good--you have good luck, with the boat being right where you need it, or tripping over that old sack of gems in the woods. But it can be bad too...life as, or with, a ta'veren is always exciting.

Ta'veren Sensitive(1) You can know ta'veren when they are close, or perhaps within sight of you.

True Grit(3) Whether it's stubborness, pride, or just being too stupid to know when you're beaten, you don't give up easily. Add 4 to Fortitude.

Valuable Item(1-10) You have something of great value, but there's probably a reason you don't want to sell it. Unlike a sentimental item, this object has real value; it will be a target for thieves. Perhaps it's an item made of cuendillar (low cost) or a power-made sword that will not break, or maybe even a ter'angreal (highest cost).

Warder(4) Requires Power User and Sworn to the Flame. You have already bonded a warder. He is a weapon, trained to fight and die for you.

Wealthy(2,3,4) You have a large amount of money or other valuables. It is possible that this resides with bankers in your home city. Each level of this gives you 50 gold crowns beyond starting funds.

Well-Traveled(3) You have traveled many places, and so know the customs and geography of most lands, at least in passing. Take level 1 Lore skills in two nations or peoples, and take a level 1 connections in one city, or with another set of travelers (such as the Tuatha'an, or gleemen).

Wolf Brother(4,6) You can speak to wolves telepathically, and they are generally helpful and friendly to you, and will always help you against Shadowspawn. In addition, as a 6 point advantage, you dream the wolf dream, which can tell the future and gives you access to Tel'aran'rhiod. But you must be careful; if someone is hunting wolves, or against Shadowspawn, you must make a (Focus) Will roll against the cost of this advantage (4 or 6) or become berserk. If you botch, you will begin to run with the wolves, avoiding civilization. Unless dragged back to the world of men and cared for until you regain yourself, you will become a wolf in mind.

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Disadvantages are afflictions, restrictions or obligations the player imposes on his character to receive more points for advantages or for role-playing reasons. Each disadvantage has the number of points it provides after the name. These points can be used to purchase advantages or more skills; they cannot be used to purchase attribute dice.

Berserker(6) You go crazy in combat--you froth, and scream and growl like an animal. While you are truly ferocious, you cannot retreat or even use tactics other than charging until all enemies are dead. Friends who are too close may be attacked as well; you must succeed at a Will role to not attack anyone in range. The same roll must be made to resist being drawn into any combat you can see or hear. However, while in the Berserkergang, your Strength is effectively 1 die higher, which also affects Body. If strength started as a d12, this will make it a d20! Note: warders cannot be berserkers.

Compulsion (1-4) You have some deep obsession or addiction. Examples include alcohol, tabac, gambling, danger, and sex. The value of this disadvantage depends on the amount it interferes with your life or the danger it puts you in. When confronted with the source of the Compulsion, you must make a Will roll to not engage in the activity. The target number will be higher for better experiences. For example, a Compulsion to drink may require a Will roll against 3 for watered ale; good brandy may require a roll against a target of 9.

Criminal(2-4) You are being hunted by the law for some reason. This does not involve the Dark One and is most likely something small. The variance for points this gives you is based upon the area in which you are wanted. If the hunt for the character is one which encompasses a very large area, or which will pursue the character, make it an Enemy.

Deep Sleeper(3) The character is unusually difficult to awaken, receiving a -4 to perception rolls while asleep. Unlike normal penalties, this penalty causes any results of 1 or less to count as 1's for the purpose of failure/ botches. In addition, the character receives a -4 on attempts to pull themselves out of Tel'aran'rhiod.

Deficiencies(varies) Requires Power User, any. Just as with Talents, above, some wielders of the One Power lack abilities in certain areas. See The One Power for more details.

Dependents(1-4) The character has someone relying on her, such as a child, parent, or leige. The character must generally send at least 10% of all income to the dependent, as well as donating a portion of her time. The greater the need, the more points. Alternatively, multiple dependents, in different locaions, can earn additional points.

Disinherited(1,3) You have been disinherited from a noble family. Although you are still considered to owe Fealty, you can break it, making you a criminal. In addition, although you have Connections at 1 or 2, you gain an Enemy two points higher. So, if you take this disadvantage for 1 point you have Connections:Nobility(1) and Enemy:Nobility(3). In addition, you will have either Fealty or Criminal. However, you still gain the Education advantages of Nobility, Minor.

Enemy(1-10) You have a personal enemy who hates you with a passion. A 1 point enemy is a normal romantic rival, or a bully from your home town. A 10 point enemy is one of the Forsaken. Organizations can also hold you as enemy: the Whitecloaks are any level, as they can believe you a minor darkfriend (level 2 or 3) or that you mean to and are capable of freeing the Dark One (8), in which case they will spare no effort to see you dead. The White Tower can likewise be an enemy at different levels, generally a point higher than the Whitecloaks. The points the enemy is worth is based upon both the power of the enemy and the degree of hatred they hold for you.

Faint of Heart(3) You simply can't force yourself to keep going when life becomes difficult. Subtract 4 from Fortitude.

Fealty(1-3) Generally an oath to serve and defend, fealty is given to a position, a person, a nation, or an organization. Generally, the more the owner of the fealty interferes in one's life, the more points one can gain for this.

Heavier than a Mountain(2-6) You have a duty you must perform that prevents you from doing anything else with you life, at least for a time. Generally, the amount of interference in your life determines the points this is worth.Unlike an oath, there may not be a specified way of doing this activity, and it will probably not be limited. For example, having the duty of guarding the Blightborder (as most Borderland warriors do) will probably last your entire life.

Insular Upbringing(3) You were raised in the back end of nowhere, and you haven't bothered to broaden your horizens. Education costs 2 more; you cannot take Nobility, Major or Well-Traveled, and you are limited to connections level 2 and wealth level 1.

Lame(3) You have had an accident, or perhaps were born club-footed, so that your movement is impaired. Subtract 4 from Movement.

Oath(1-6) An absolutely binding promise, an oath must be followed. Depending on the commoness of the situation the oath rules, and the difficulty it causes the character, it it worth more or less points. For example, an oath to not eat meat might be a 1, while an oath to never retreat may be a 5. The Way of the Leaf is an oath to never harm another; it is a 6 point oath.

Poor(4) You don't have much wealth, and you probably never will. You begin the game with half the normal funds, and any time you try to put money aside, you lose 10-100% (roll d10) of it every month.

Poor Senses(1-2) Can be taken with multiple senses. Subtract 2 from all Perception rolls with the affected sense. 1 point for taste, touch, smell.

Pride(3) Your dignity is very touchy--if anyone slights you, you'll probably challenge them to a duel, and you must accept all challenges unless you can successfully roll Will to resist.

Reflexes of a Rock(3) You just don't react quickly. Subtract 4 from initiative.

Shadow-Hunted(12) The Shadow considers you nearly as important as the Dragon Reborn. It will hunt you wherever you go, and is willing to send thousands of trollocs after you, if that is what it takes. Oh, and your dreams may be more dangerous than reality. Of course, even those who fight the Shadow might be a danger, if they learn the Shadow wants you.

Shadow-Marked(8) The Shadow wants you. You will be tempted, and sought after, although you are not the focus of the Shadow's efforts...yet. But your dreams will be more than bad. At least they are just dreams...right?

Shadow-Tainted(6) There is a little of the taint about you--perhaps your parents were Darkfriends, or you grew up near the blight, with a special affinity for it. Perhaps you just have "that look". Whatever the reason, you are always the first to be suspected of being a Darkfriend, and Shadow sensitive people can sense the taint around you. You are listed in the Whitecloak records as a Darkfriend. In addition, you will sometimes be treated to the same attentions as someone who is Shadow-Touched.

Shadow-Touched(4) For some reason, the Shadow has taken an interest in you. For right now, this is only an occasional bad dream, or perhaps a few Darkfriends being ordered to kidnap you. As the Shadow's hand reaches out, more effort will be expended against you...

Small(3) Not just slight or lithe, you actually are frailer than most. Subtract 4 from Body.

Unpleasant Destiny(2-6) The Pattern has marked you for a recurrent theme. This can be anything from tending to get in bar fights--in every bar-- to something more major, like running into trollocs every time you leave the city. Similar to ta'veren, but very specific.

Weak-Willed(3) You must subtract 1 from all rolls to convince or intimidate someone, and also subtract 1 from all of your scores to resist such.

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Weaving the pattern of a character requires assigning values to attributes and deciding on advantages and disadvantages. Each character receives 60 points to buy attributes and/ or advantages. Each attribute costs a number of points equal to its highest value. For example, a d12 costs 12 points. Any points remaining after buying attributes can be used to buy advantages. Disadvantages provide extra points that can be used to purchase advantages or skills; these points cannot be used for attribute dice.

After purchasing attributes, advantages, and disadvantages, traits can be calculated. One more essential part of the character remains to be noted before going on to skills. Each character has been selected by the Wheel for some reason. Because of this, each character receives 2 "pattern dice" that can be used to increase the chances of succeeding at any roll. The pattern dice can be used once per chapter. Each die becomes an extra die to roll of the same type that is being used for the roll. For example, an attempt to strike someone with a weapon (using Deftness) is augmented with a pattern die. The swordsman's Deftness is a d8; therefore, roll a d8 for the pattern die as well. Lucky characters receive 3 pattern dice per chapter; ta'veren receive 6, which can be spent on anyone in close proximity.

Characters will also start with a certain amount of funds with which to purchase equipment. Without taking Advantages or Disadvantages, each character will begin with 20 gold crowns, Tar Valon weight. See Equipment for more information.

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On to Skills

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