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For use

with the
Genesys
Roleplaying
Game

A F A N TA S Y C A M PA I G N S E T T I N G
THE WHEEL OF TIME
Chapter

2
THE WHEEL OF TIME
Chapter

3
THE WHEEL OF TIME
FOR GENESYS
A SETTING FOR THE
GENESYS ROLE PLAYING GAME
Version 2.1

About This Document While designing new talents and options, I tried to adhere
The Wheel of Time is an epic fantasy book series written by as closely as possible to the existing Genesys mechanics and
Robert Jordan. If you want to see what makes this setting so principles. In my experience of working on this project, I’ve
great, I recommend buying the books, or checking them out found that the Wheel of Time universe and it’s varied rules for
from your local library: magic and abilities fit quite well with the Genesys mechanics.
The Eye of the World Contributors
The Great Hunt I’d like to thank the following people for helping me refine
The Dragon Reborn and play test this document:
The Shadow Rising • Nic Briseño (Targul)
The Fires of Heaven • Teddy Holthaus (Count Telperion)
Lord of Chaos
A Crown of Swords
Play Testers
The Path of Daggers • Darren Fransen
Winter’s Heart • Brent Fransen
Crossroads of Twilight • Travis Lawson
Knife of Dreams Feedback
The Gathering Storm Feedback is welcome! I can be reached by direct message
Towers of Midnight through reddit.com u/RedKappi.
A Memory of Light Also a Very special thanks to Nathan Rule who took his
New Spring (prequel) talents and time with our labor of love and created this
high level professional design and theme specifically for the
Spoilers Wheel of Time.
If you are in the midst of reading the Wheel of Time book
series or plan to watch the upcoming TV series, be aware that
the contents of this document probably contains spoilers. I did Credits
my best to avoid them, but the nature of some of the talents GENESYS and its logo are trademarks of Fantasy Flight Games
and background information I wanted to include means I had in the U.S.A. and other countries. All Fantasy Flight Games
to acknowledge that certain things exist in the setting. characters and character names, and the distinctive likenesses
thereof, are trademarks of Fantasy Flight Games. This work
References contains material that is copyright Fantasy Flight Games and/
This document makes use of information and rules in the
or other authors.
Genesys Core Rulebook and the setting book Realms of
Terrinoth, so it is recommended to have a copy of these books. All art is copyright of the artists and its use here is not meant
References to these books, when they appear, will include to infringe on the artists rights. It’s usage is as an unofficial fan
page numbers. In addition, several options presented in this supplement and as such we would like to credit all the artists
document were originally designed by someone else. The work that was used in this document as best as possible.
original source of these options will be noted at the bottom of Adrian Sallusti - Arthur Haefeli - Bimask - Chris Rahn - Darrell
the entry. K. Sweet - Doodlesanddaydreams - Gerralt Landman - Greg
Canon and Rule Design Manchess - Jared Magneson - Julie Bell - Joe Pingelton - John
This setting tries to replicate the behavior of the Wheel of Seamas Gallagher - Kayla Woo - Kyung Hyun Jin - Michael
Time universe as depicted in the books as best it can in the Fitzhywel - Niek Schlosser - Nmezero - Omar Seitisleam - Petar
Genesys ruleset. It’s probably not 100% faithful to canon. Penev - Randy Terrapon - Silvia Bortoloni - Stephan Alsac - Sonya
Anastasova - Vrundar Athalye

4
CONTENTS
CHAPTER 1: 7 CHAPTER 4: 53
THE WHEEL OF TIME SETTING CHANNELING AND THE ONE POWER
THE ONE POWER........................................ 53
CHAPTER 2: 9 NEW RULES.................................................. 54
DELVING...................................................... 55
CREATING YOUR CHARACTER NEW SPELLS................................................. 55
ARCHETYPES............................................... 9
NEW ARCHETYPES..................................... 11 CHAPTER 5: 61
CAREERS...................................................... 12
SKILLS........................................................... 16 THE WORLD OF DREAMS
NEW SKILLS................................................. 17 DREAMWALKERS........................................ 61
MAGIC SKILLS............................................. 18
TALENTS...................................................... 18
FAVORS......................................................... 33

CHAPTER 3: 35
EQUIPMENT AND GEAR
EQUIPMENT................................................ 36
WEAPONS (MELEE)..................................... 36
NEW MELEE WEAPONS............................. 37
R ANGED WEAPONS................................... 38
ARMOR......................................................... 38
CR AFTSMANSHIP....................................... 39
GEAR AND SERVICES................................. 39
NEW GEAR................................................... 40
ANIMALS & RELATED GEAR.................... 41
ANIMALS...................................................... 41
NEW ANIMALS............................................ 42
SERVICES...................................................... 42
WEAPON ATTACHMENTS......................... 42
ARMOR ATTACHMENTS ............................ 43
ANGREAL..................................................... 44
HERBALISM.................................................. 48

5
CHAPTER 1:
THE WHEEL OF TIME SETTING

the remainder of the session when interacting with the male


SETTING RULES channeler. Narratively, the male channeler may have displayed
The Wheel of Time setting uses the following rules from the some evidence of their madness, or they may have simply
Genesys Core Rulebook. demonstrated the ability to channel in front of a person they
just met. Some npcs, such as the Forsaken or any character as
Magic specified by the GM, are immune to this Fear.
The Magic rules can be found on page 210 of the Genesys
Core Rulebook. In this setting there are two Magic skills:
Channeling and Dreamwalking. Channeling is the ability
to manipulate the True Source. Only characters who have And it shall come to pass, in the
Channeling as a career skill are allowed to purchase ranks in days when the Dark Hunt rides,
the skill. Spellcasters in the Wheel of Time setting are referred when the right hand falters and the
to as channelers, and spells are referred to as weaves. left hand strays.
Dreamwalking is the ability to manipulate Tel’aran’rhiod, also That mankind shall come to the
known as the World of Dreams. While not as widely known Crossroads of Twilight.
as Channeling, Dreamwalking is able to be learned to varying And all that is, all that was, and all
degrees by most people, though some are born with a stronger that will be, shall balance on the point
gift than others. of a sword.
Optional Rules While the winds of the Shadow grow,
the Seals that hold back the night
Below are optional rules for this setting. Depending on
shall weaken, and in the heart of
the period of time your story takes place, they may or may
winter shall winter’s heart be born.
not apply.
Amid the wailings of lamentation and
Fear the gnashing of teeth. For winter’s
The Fear rules can be found on page 243 of the Genesys Core heart shall ride a black horse, and
Rulebook. Shadowspawn are horrific creatures that serve the the name of it is Death.
Dark One. Just the sight of one of these abominations can strike
fear into the hearts of those who oppose it. When interacting
or fighting Shadowspawn, a known servant of Shadow, or any
strange encounter, the GM may call for a fear check.
The Taint of Saidin
As Lews Therin Telamon and his Hundred Companions
were attacking Shayol Ghul, the Dark One made one final
counterstroke to taint saidin, the male half of the One Power.
This taint is like a sheen of toxic oil on top of the clean water
that is saidin. All male channelers who attempt to Channel
must touch the taint, poisoning themselves and eventually
going insane.
Whenever a male channeler generates hhhhh or d from
a Channeling check, the channeler suffers a Trauma (Table
III.4-2 in the Genesys Core Rulebook, page 244) equal to
the difficulty of the Channeling check. In addition, once per
session a male channeler may spend a Story Point to force any
non-Shadowspawn NPC to immediately make a Hard (kkk)
Fear check. The NPC suffers the results of the Fear check for

7
CHAPTER 2:
CREATING YOUR CHARACTER

T his section introduces the character creation and


advancement options specific to the Wheel of Time
setting for Genesys.
Intuitive Solution: Once per session when making a
check for which your character has no skill ranks, he may
spend a Story Point to use another characteristic in place
of the skill’s ranks. The second characteristic should affect
how the check’s resolution is described
CHARACTER CREATION Source: https://www.thestoryspanner.net: Expanded Archetypes

1. Determine Background Laborer


2. Select Archetype The laborer archetype represents a character who has a
3. Choose Career background in some form of manual labor, and who is generally
strong and tough. You should choose this archetype if you’re
4. Invest Experience Points planning on making a character who focuses on fighting,
5. Determine Derived Attributes especially fighting in melee combat. You should also choose
6. Determine Motivation and Favors this archetype if your character has a background of manual
labor and hard work.
7. Choose Gear, Appearance, and Personality
8. Each PC starts with 500 currency 3 2 2 2 1 2
ARCHETYPES BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

• Starting Wound Threshold: 12 + Brawn


The following archetypes from the Genesys Core Rulebook • Starting Strain Threshold: 8 + Willpower
are recommended for this setting. • Starting Experience: 100
Average Human Starting Skills: A laborer starts with one rank in Athletics
The average human archetype portrays the most customizable during character creation. They obtain this rank before
example of a person. You should choose this archetype if you spending experience points, and may not increase
prefer to play “generalist” characters, who are never going to be Athletics above rank 2 during character creation.
terrible at anything. You should also choose this archetype if
you have a very specific type of character in mind, since this Choose One:
archetype has the most customization options. Tough as Nails: Once per session, your
character may spend a Story Point as an
2 2 2 2 2 2 out-of-turn incidental immediately after
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
suffering a Critical Injury and determining
the result. If they do so, they count the
result rolled as “01”.
• Starting Wound Threshold: 10 + Brawn Ferocious Strike: Once per session, your
• Starting Strain Threshold: 10 + Willpower character may spend a Story Point as an
• Starting Experience: 110 incidental after dealing a Critical Injury
and rolling the result. If she does so, she
Starting Skills: An average human starts with one rank in
adds 5 x her Brawn to the result rolled
each of two different non-career skills at character creation.
before determining the Critical Injury and
They obtain this rank before spending experience points, and
its effect.
these skills may not be increased higher than rank 2 during Source: https://www.thestoryspanner.net: Expanded Archetypes
character creation.
Choose One:
Ready for Anything: Once per session, as an out-of-turn
incidental, you may move one Story Point from the Game
Master’s pool to the player’s pool.

9
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Intellectual during the next check they make during that turn, your
The intellectual archetype represents a character who has a character doubles the strain they inflict or the strain they
background grounded in some sort of intellectual pursuit. This heal (you choose before making the check).
pursuit could be science, medicine, teaching, or even magic. Practiced Etiquette: Once per session after a foe makes
You should choose this archetype if you want to make a an opposed social check against your character, you may
character who focuses on one of those intellectual pursuits. You spend a Story Point as an out-of-turn incidental to remove
should also choose this archetype if your character comes from all generated by that foe’s check before any symbols
a highly educated background. are canceled.
Source: https://www.thestoryspanner.net: Expanded Archetypes

2 1 3 2 2 2 Disciple
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE The Disciple archetype represents a character who is a true
believer in some cause. The venerated cause may be an ideology
such as communism or anarchism, a religion, or devotion to a
• Starting Wound Threshold: 8 + Brawn faction. The cause need not be altruistic. You should choose
• Starting Strain Threshold: 12 + Willpower this archetype if your character would rather serve than lead.
• Starting Experience: 100 You should also choose this archetype if your character has a
propensity for strong faith or radical belief.
Starting Skills: An intellectual starts with one rank in
Education during character creation. They obtain this rank
before spending experience points, and may not increase 2 2 2 1 3 3
Education above rank 2 during character creation. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

●Choose One:
Brilliant!: Once per session, your character may spend a • Starting Wound Threshold: 10 + Brawn
Story Point as an incidental. If they do so, during the next • Starting Strain Threshold: 10 + Willpower
check they make during that turn, you count their ranks • Starting Experience: 100
in the skill being used as equal to their Intellect.
Starting Skills: 1 rank in either Discipline or Coercion
Eureka!: Once per session, your character may spend
a Story Point to make a Knowledge check. Double the Choose One:
generated by the dice before canceling the results. Fervent Belief: Once per session, your character may
Source: https://www.thestoryspanner.net: Expanded Archetypes
spend a Story Point to decrease the difficulty of a fear
Aristocrat check once, to a minimum of Simple (k). If the fear relates
The aristocrat archetype represents any character who has to her chosen cause, she may ignore it entirely.
the gift of a silver tongue. This could be a noble of some sort, Inspired Cohort: Once per session, your
a politician, a bard, or even a salesperson or merchant. You character may spend any number of
should use this archetype if you want to build a character who Story Points as an incidental. If they
fits one of these molds. You should also choose this archetype if do so, that many chosen allies
your character is good at communicating. may use the character’s
ranks in Discipline
instead of their own
1 2 2 2 2 3 ranks in any social skill
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
employed as part of an
opposed check for the
• Starting Wound Threshold: 10 + Brawn remainder of the encounter,
• Starting Strain Threshold: 10 + Willpower or until your character is
incapacitated. Each character
• Starting Experience: 100 aided by this ability chooses a
Starting Skills: An aristocrat starts with one rank in Cool social skill separately.
Source: https://www.thestoryspanner.net: Expanded Archetypes
during character creation. They obtain this rank before
spending experience points, and may not increase Cool above
rank 2 during character creation.
Choose One:
Forceful Personality: Once per session, your character
may spend a Story Point as an incidental. If they do so,

10
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Gymnast Work the Crowd: Once per session, your character may
The gymnast archetype represents a character who regularly spend any number of Story Points to make a social check
undertakes intensive physical training. Keeping one’s body in targeting a crowd as if the check were made against a
peak condition is required of athletes, professional soldiers, single person. The crowd’s size may not exceed 10 x Story
and astronauts. You should choose this archetype if you’re Points spent.
Source: https://www.thestoryspanner.net: Expanded Archetypes
making a character who can run any obstacle course or who
fights at a distance. You should also choose this archetype if
your character plays a professional sport. NEW ARCHETYPES
2 3 2 2 2 1 Ogier
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
The Ogier are a race of large, peaceful, non-humans who live
in communities isolated from most of humanity, called
stedding. Ogier love trees and woods, and grow fantastic groves
• Starting Wound Threshold: 11 + Brawn in their stedding. Many humans consider them legends only, or
• Starting Strain Threshold: 9 + Willpower think they are shadowspawn when they first see one. Ogier
• Starting Experience: 100 consider humans “hasty”, acting too quickly compared to the
ogier slow, purposeful action. You should choose this archetype
Starting Skills: 1 rank in Coordination
if you wish to play as a non-human, or a character who has a
Choose One: thirst for knowledge and a love for the woods, or as an
incredibly strong warrior.
Adrenaline Rush: Once per session, your character may
spend a Story Point to reduce all incoming strain by 2 for
the duration of the current encounter. After the encounter, 4 1 2 1 2 2
he increases all incoming strain by 1 until completing a BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

natural rest.
Conditioned Reflexes: Once per session, your character • Starting Wound Threshold: 10 + Brawn
may spend a Story Point during combat or another • Starting Strain Threshold: 10 + Willpower
structured encounter to take an out-of-turn action
(including an attack). She may not do so on her own turn • Starting Experience: 70
and this extra action does not replace the action on her Starting Skills: An Ogier starts with one rank in Education
own turn. and one rank in one other Knowledge skill (your choice) during
Source: https://www.thestoryspanner.net: Expanded Archetypes
character creation. They obtain these ranks before spending
Rascal experience points, and may not increase these skills above rank
The rascal archetype represents a character who uses wits and 2 during character creation.
guile to understand and even manipulate others. This social • Beloved Groves: Ogier gain Survival as a career skill.
savvy is often possessed by news pundits, ruthless executives, • Non-Channelers: Ogier cannot gain ranks in the
bureaucrats, or grifters. You should choose this archetype if Channeling skill and cannot make skill checks using the
you’re making a character who uses trickery to achieve goals Channeling skill.
and persuades others at least as much with cleverness as with
force of personality. • Non-Dreamwalkers: Ogier cannot gain ranks in the
Dreamwalking skill and cannot make skill checks using
the Dreamwalking skill.
2 2 1 3 2 2 • The Longing: One noticeable difference between the
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Eastern and Seanchan Ogier is The Longing. During the
breaking, Eastern Ogier have been tied to the stedding
since the Breaking, during which they were unable to find
• Starting Wound Threshold: 9 + Brawn stedding. When playing an Ogier, each player chooses
• Starting Strain Threshold: 11 + Willpower whether he wishes to play an Eastern or Seanchan Ogier.
• Starting Experience: 100 An Eastern ogier who has not visited a stedding for over a
month suffers on all skill checks until they visit a stedding.
Starting Skills: 1 rank in either Deception or Charm
Your GM may increase this penalty if your character
Choose One: continues to visit or be unable to find a stedding. If
choosing to play a Seanchan Ogier, the player must pay 10
Lucky Break: Once per session, your character may spend XP to not be affected by the Longing.
a Story Point after failing any check to re-roll that check
once, adding to the roll.

11
THE WHEEL OF TIME
Chapter 2: Creating Your Character

The Duelists counts the following skills as career skills:


CAREERS Athletics, Brawl, Cool, Deception, Discipline, Melee (Heavy),
Melee (Light), and Riding. Before spending experience in
Character Creation, a Duelist may choose four of these skills
and gain one rank in each of them.
Channeler Starting Gear: Players with a Duelist character may choose
Channelers are people with the ability to use the One Power,
to start with the following gear instead of spending currency
and have been formally trained in its use. Female channelers
during Step 7 of character creation:
use saidar, the female half of the One Power. The Aes Sedai
are the most widely known organization that trains female • A longsword or a sword and shield or an axe and shield
channelers, but others do exist, such as the Windfinders and (250)
Aiel Wise Ones. • A dagger and leather armor (110)
Male channelers use saidin, the male half of the One Power. • Traveling gear consisting of a backpack, a bedroll, a rope,
In the 3rd Age, no formal organization for the training of male flint and steel, 3 torches, and a waterskin (85)
channelers existed until the creation of the Black Tower and • 1d100 silver coins
its Asha’man.
Useful Talents:
The Channeler counts the following skills as career skills:
Channeling, Coercion, Discipline, Education, One Power, • Tier 1: Parry
Leadership, Medicine, and Negotiation. Before spending • Tier 1: Flame and Void
experience in Character Creation, a Channeler may choose • Tier 1: Duelist
four of these skills and gain one rank in each of them. Tier 2: Cat Crosses the Courtyard

Starting Gear: Players with a Channeler character may choose • Tier 2: Resist Disarm
to start with the following gear instead of spending currency
during Step 7 of character creation: • Tier 3: Feint

• A staff angreal or a wand angreal Explorer


A dagger or sling The Explorer is at home in the wild, able to handle anything

the wilderness throws at them. Explorers tend to excel at
• Heavy robes or Leather armor surviving in the wilderness, and they often are pretty good with
• 1d100 silver coins ranged weapons. Explorers may be military scouts, gruff and
Useful Talents: unsociable hunters, or people who just prefer living in the wild.
• Tier 1: Grit The Explorer counts the following skills as career skills:
Athletics, Coordination, Geography, Perception, Ranged,
• Tier 1: Peering Riding, Stealth, and Survival. Before spending experience
• Tier 1: Desperate Recovery during character creation, an Explorer may choose four skills
• Tier 2: Strength with Air / Earth / Fire / Water / Spirit of their career skills and gain one rank in each of them.
• Tier 2: Signature Spell Starting Gear: Players with an Explorer character may choose
• Tier 3: New Weaves to start with the following gear instead of spending currency
during Step 7 of character creation:
Duelist • A bow or three light spears
The Duelist is a warrior who sees a weapon as an extension
of themselves. They seek to master it and in doing so, master • A dagger and leather armor
themselves. To a Duelist, proper use of a weapon is an art form. • Herbs of healing and climbing gear or winter clothing
The most widely known duelists across the Westlands are • Traveling gear consisting of a backpack, a bedroll, a rope,
known as Blademasters. Their weapons bear the mark of the flint and steel, 3 torches, and a waterskin.
Heron, signifying a swordsman of exceptional skill. To achieve • 1d100 silver coins
the Heron-mark, one must either best another Heron-marked
Useful Talents:
in single combat, or be unanimously given the mark by a panel
of five Heron-marked judges. • Tier 1: Swift
Not all who seek mastery of a weapon choose the sword. • Tier 1: Forager
The same focus and dedication may be devoted to the dagger, • Tier 1: One With Nature
glaive, and even club. Jearom, the greatest blademaster in • Tier 2: Heightened Awareness
known history, fought over ten-thousand times and was only
defeated once, by a farmer with a quarterstaff. • Tier 2: Shortcut
• Tier 3: Animal Companion

12
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Gleeman Healer
Of all the travelers a village would receive, none would be The Healer focuses their efforts on keeping themself and
more celebrated than the arrival of a Gleeman. These traveling their friends alive under dire circumstances. Healers are good
entertainers are skilled in many forms of amusement, from at keeping cool under pressure, maintaining focus, and--of
storytelling and music to juggling and tumbling. course--healing. However, these aren’t their only capabilities.
Gleeman are often great sources of history, legends, and myth, Depending on their background and personality, Healers can
from the favorite stories of Jain Farstrider to the wonders of the be village wisdoms, tough and durable medics, or even morally
Age of Legends. Some act as spies and informants. Regardless depraved surgeons with a penchant for experimenting on
of their beginnings, the life of a Gleeman is sure to be full of their patients.
mirth and adventure. The Healer counts the following skills as career skills: Cool,
The Gleeman counts the following skills as career skills: Discipline, Education, Medicine, Melee (Light), Negotiation,
Charm, Coordination, Deception, Geography, Legends, Resilience, and Vigilance. Before spending experience during
Melee (Light), Skulduggery, and Streetwise. Before spending character creation, a Healer may choose four skills of their
experience in Character Creation, a Gleeman may choose four career skills and gain one rank in each of them.
of these skills and gain one rank in each of them. Starting Gear: Players with a Healer character may choose
Starting Gear: Players with a Gleeman character may choose to start with the following gear instead of spending currency
to start with the following gear instead of spending currency during Step 7 of character creation:
during Step 7 of character creation: • An apothecary’s kit and a dagger or a scholar’s kit
• A musical instrument and dagger • A fine cloak or winter clothing
• A fine cloak • A dagger or a lantern
• Traveling gear consisting of a backpack, bedroll, a rope, • Traveling gear consisting of a backpack, a bedroll, a rope,
flint and steel, 3 torches, and a waterskin. flint and steel, 3 torches, and a waterskin.
• 1d100 silver coins • 1d100 silver coins
Useful Talents: Useful Talents:
• Tier 1: Finesse • Tier 1: Apothecary
• Tier 1: Tumble • Tier 1: Knack for It
• Tier 1: Clever Retort • Tier 1: Surgeon
• Tier 2: Encouraging Song • Tier 2: Well Rounded
• Tier 2: Distracting Behavior • Tier 2: Go Without
• Tier 3: Dissonance • Tier 3: Potent Herbs (Adapted from Potent Concoctions)
Hunter of the Horn
The Horn of Valere is a legendary artifact said to call legendary
A gleeman is an entertainer, heroes from the past to the sounder’s aid. Known as Hunters
often traveling between towns, of the Horn, adventurers from all nations make finding the
villages, inns and taverns. They are horn their lifelong goal, for great wealth and glory waits for
expected to be masterful story tellers the finder.
as well as acrobatic, and typically
Every year the Great Hunt for the Horn is called in the Square
wear a cloak made of many colorful
of Tammaz in Illian. It is widely believed that the Horn should
patches. Most skilled gleemen can play
be returned to Illian, those there is little history supporting
one sort of instrument or another,
Illian as it’s home. The Great Hunt summons people from all
some examples are flute, or if more
walks of life: soldiers, commoners, and nobles alike.
skillful, harp.
The Hunter of the Horn counts the following skills as career
Gleemen are allowed to go almost
skills: Coercion, Geography, Leadership, Legends, Melee
anywhere they wish, as nearly all
(Light), Ranged, Riding, and Streetwise. Before spending
commoners delight in or at least
experience in Character Creation, a Hunter of the Horn may
tolerate their presence. The Aiel
choose four of these skills and gain one rank in each of them.
allow only gleemen, tinkers and
peddlers to cross the Spine of the Starting Gear: Players with a Hunter of the Horn character
World. may choose to start with the following gear instead of spending
currency during Step 7 of character creation:
• A sword and dagger or a bow

13
THE WHEEL OF TIME
Chapter 2: Creating Your Character

• Leather armor (Heavy), Negotiation, and Perception. Before spending


• Herbs of healing or two extra quivers experience during character creation, a Leader may choose four
skills of their career skills and gain one rank in each of them.
• Traveling gear consisting of a backpack, a bedroll, a rope,
flint and steel, 3 torches, and a waterskin. Starting Gear: Players with a Leader character may choose
• 1d100 silver coin to start with the following gear instead of spending
currency during Step 7 of character creation:
Useful Talents:
• A longsword or three light spears and a buckler
• Tier 1: Command
• A dagger
• Tier 1: Museum Worthy
• A fine cloak or traveling gear consisting
• Tier 1: Knowledge Specialization of a backpack, a bedroll, a rope, flint and
• Tier 2: Scathing Tirade steel, 3 torches, and a waterskin
• Tier 2: Flash of Insight • Leather armor
• Tier 3: Outside the Box • 1d100 silver coins
Inventor Useful Talents:
For Inventors, achieving the impossible is a goal, and the • Tier 1: Challenge!
traditions and rules of everyday society are a petty annoyance. • Tier 1: Grit
Brilliant inventors craft terrifying new mechanical creations
in the hopes of disrupting and changing the world. They • Tier 1: Proper Upbringing
often get so focused on their grand goals that they ignore the • Tier 2: Command
consequences of their actions. • Tier 2: Inspiring Rhetoric
The Inventor counts the following skills as career skills: • Tier 3: Field Commander
Coercion, Education, Mechanics, Medicine, Operating,
Perception, Skulduggery, and Ranged. Before spending Scoundrel
experience in Character Creation, an Inventor may choose four The Scoundrel’s business is crime in all
of these skills and gain one rank in each of them. forms. Whether swindling, burgling, or
running a complicated con, the Scoundrel has the skills
Starting Gear: Players with an Inventor character may choose needed to separate marks from their money and valuables.
to start with the following gear instead of spending currency A Scoundrel could be a cat burglar, con artist, or quick-draw
during Step 7 of character creation: specialist, or just a smooth-talking person who cheats at cards.
• Trade tools or a scholar’s kit The Scoundrel counts the following skills as career skills:
• An apothecary’s kit or two daggers and a sling Charm, Cool, Coordination, Deception, Ranged, Skulduggery,
• Padded armor or heavy robes. Stealth, and Streetwise. Before spending experience during
character creation, a Scoundrel may choose four skills of their
• Traveling gear consisting of a backpack, a bedroll, a rope,
career skills and gain one rank in each of them.
flint and steel, 3 torches, and a waterskin.
• 1d100 silver coins Starting Gear: Players with a Scoundrel character may choose
to start with the following gear instead of spending currency
Useful Talents: during Step 7 of character creation:
• Tier 1: Knack For It • A dagger or a cestus
• Tier 1: Redundant Systems • A sword and dagger or a bow
• Tier 1: Black Market Contacts • A fine cloak or thieves tools
• Tier 2: Inventor • Traveling gear consisting of a backpack, a bedroll, a rope,
• Tier 2: Tinkerer flint and steel, 3 torches, and a waterskin.
• Tier 3: Utility Belt • 1d100 silver coins
Leader Useful Talents
The Leader focuses on leading and directing their fellows, • Tier 1: Unremarkable
as well as interacting with others. Leaders have a knack for • Tier 1: Precision
taking charge and overseeing a situation, but their methods of
leadership can vary wildly. A Leader can be a kind and caring • Tier 1: Tumble
boss, a soft-spoken politician, or a military commander who • Tier 2: Dirty Tricks
believes in absolute discipline. • Tier 2: Daes Dae’mar
The Leader counts the following skills as career skills: • Tier 3: Greased Palms
Charm, Coercion, Cool, Discipline, Leadership, Melee

14
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Socialite • Padded armor and herbs of healing


Socialites are the consummate social butterflies, • Traveling gear consisting of a backpack, a bedroll, a rope,
at ease in any interactions involving talking to flint and steel, 3 torches, and a waterskin.
someone else. Whether a rich debutante in the • 1d100 silver coins
highest circles of society, or a good-natured
bartender who knows everyone’s name, Useful Talents:
a Socialite can get along with anyone • Tier 1: Hidden Storage
and everyone. More importantly, they • Tier 1: Solid Repairs
always know how to get the best out
• Tier 1: Signature Vehicle
of any social interaction.
• Tier 2: Physical Training
The Socialite counts the following
skills as career skills: Charm, Cool, • Tier 2: Fine Tuning
Deception, Geography, Negotiation, • Tier 3: Fortified Structure
Perception, Streetwise, and Vigilance.
Before spending experience during Soldier
character creation, a Socialite may Soldiers are warriors through and through. At home on
choose four skills of their career skills the battlefield, they know everything there is to know
and gain one rank in each of them. about surviving the horrors of combat--and making sure
the opposition doesn’t. The basics of a career member of the
Starting Gear: Players with a Socialite military never really change.
character may choose to start with the
following gear instead of spending currency The Soldier counts the following skills as career skills:
during Step 7 of character creation: Athletics, Brawl, Coercion, Melee (Heavy), Perception,
Ranged, Resilience, and Vigilance. Before spending experience
• A sword or a musical instrument during character creation, a Soldier may choose four skills of
• A dagger their career skills and gain one rank in each of them.
• A fine cloak or traveling gear Starting Gear: Players with a soldier character may choose
consisting of a backpack, a to start with the following gear instead of spending currency
bedroll, a rope, flint and steel, 3 during Step 7 of character creation:
torches, and a waterskin. • A sword and shield or a bow or a halberd or three light
• Padded armor spears and a buckler
• 200 + 1d100 silver coins • A dagger and leather armor
Useful Talents: • Traveling gear consisting of a backpack, a bedroll, a rope,
• Tier 1: Proper Upbringing flint and steel, 3 torches, and a waterskin
• Tier 1: Smooth Talker • 1d100 silver coins
• Tier 1: Respected Useful Talents:
• Tier 2: Daes Dae’mar • Tier 1: Physical Training
• Tier 2: Counteroffer • Tier 1: Parry
• Tier 3: Congenial • Tier 1: War Against the Blight
• Tier 2: Block
Sailor
Sailors work the ships that ply the ocean’s and rivers of • Tier 2: Dirty Tricks
the world, keeping trade goods flowing and ever expanding • Tier 3: Constant Vigilance
the horizon.
Tradeperson
The Sailor counts the following skills as career skills: A Tradeperson can be anyone who has skills in a job that
Athletics, Brawl, Coordination, Mechanics, Melee (Light), requires special training and some manual labor. Smiths, leather
Operating, Perception, and Resilience. Before spending workers, and carpenters are all examples of tradespersons. They
experience in Character Creation, a Sailor may choose four of could be a no-nonsense worker who has no time for anything
these skills and gain one rank in each of them. but the job at hand, or a creative craftsperson who delights in
Starting Gear: Players with a Sailor character may choose building something innovative.
to start with the following gear instead of spending currency The Tradeperson counts the following skills as career skills:
during Step 7 of character creation: Athletics, Brawl, Mechanics, Melee (Light), Negotiation,
• A sword and dagger or a bow Perception, Resilience, and Streetwise. Before spending
• A cestus or a dagger experience during character creation, a Tradeperson may

15
THE WHEEL OF TIME
Chapter 2: Creating Your Character

choose four skills of their career skills and gain one rank in • Tier 2: Strength with Air / Earth / Fire / Water / Spirit
each of them. • Tier 2: Uncanny Senses
Starting Gear: Players with a Tradeperson character may • Tier 3: Signature Spell
choose to start with the following gear instead of spending
currency in Step 7 of character creation:
SKILLS
• A cestus and mace or an axe
• Padded armor
• Trade tools The following skills from the Genesys Core Rulebook are
• A fine cloak or traveling gear consisting of a backpack, a used in the Wheel of Time setting:
bedroll, a rope, flint and steel, 3 torches, and a waterskin
Skill Characteristic Type Source
• 1d100 silver coin
Athletics Brawn General Genesys CRB, pg 58
Useful Talents:
Brawl Brawn Combat Genesys CRB, pg 67
• Tier 1: Know Somebody
• Tier 1: Knack For It Charm Presence Social Genesys CRB, pg 54

• Tier 1: Wheel and Deal Channeling Willpower Magic New


• Tier 2: Physical Training Coercion Willpower Social Genesys CRB, pg 55
• Tier 2: Well Rounded Cool Presence General Genesys CRB, pg 59
• Tier 3: Eye for Detail
Coordination Agility General Genesys CRB, pg 59
Wilder Deception Cunning Social Genesys CRB, pg 56
Not all those born with the spark receive formal training in
how to properly Channel. Many born in the remote areas of Discipline Willpower General Genesys CRB, pg 60
the world are simply never found. Others avoid the likes of Dreamwalking Presence Magic New
Aes Sedai and Asha’man out of fear. Fear of being caught and
stilled or fear of being taken away from their family are just a Education Intellect Knowledge New
few reasons. Geography Intellect Knowledge New
Many wilders grow up never realizing they have the spark. Herbalism Intellect General New
Some become healers of exceptional skill, whose patients
always seem to mend fast. Others become entertainers, capable Leadership Presence Social Genesys CRB, pg 56
of amazing tricks that no-one can spot. The life of a Wilder is Legends Intellect Knowledge New
a dangerous one. Those who fail to learn to properly control
their power risk death from misuse. Many Wilders develop Mechanics Intellect General Genesys CRB, pg 60
blocks, psychological barriers that prevent Channeling except Medicine Intellect General Genesys CRB, pg 61
in certain circumstances, or burn themselves out of the
One Power. Melee (Heavy) Brawn Combat Genesys CRB, pg 68

The Wilder counts the following skills as career skills: Melee (Light) Brawn Combat Genesys CRB, pg 68
Athletics, Channeling, Deception, Medicine, Melee (Heavy), Negotiation Presence Social Genesys CRB, pg 56
Resilience, Survival, and Vigilance. Before spending experience
in Character Creation, a Wilder may choose four of these skills One Power Intellect Knowledge New
and gain one rank in each of them. Operating Intellect General Genesys CRB, pg 62
Starting Gear: Players with a Wilder character may choose Perception Cunning General Genesys CRB, pg 62
to start with the following gear instead of spending currency
during Step 7 of character creation: Ranged Agility Combat Genesys CRB, pg 68

• An apothecary’s kit, a staff, and leather armor or a wand Resilience Brawn General Genesys CRB, pg 63
angreal or a greataxe and leather armor Riding Agility General Genesys CRB, pg 63
• Traveling gear consisting of a backpack, a bedroll, a rope,
Skulduggery Cunning General Genesys CRB, pg 63
flint and steel, 3 torches, and a waterskin.
• 1d100 silver coins Stealth Agility General Genesys CRB, pg 64

Useful Talents: Streetwise Cunning General Genesys CRB, pg 65

• Tier 1: Channeling Block Survival Cunning General Genesys CRB, pg 65


• Tier 1: Wilder Style Vigilance Willpower General Genesys CRB, pg 65
• Tier 1: Unremarkable

16
THE WHEEL OF TIME
Chapter 2: Creating Your Character

• Your character wants to remember the political ruler and


NEW SKILLS their opponents of a territory or country.
• Your character wants to identify the cultural customs of
General making a deal in a specific territory.
Herbalism (Intellect) Your character should not use this skill if…
Your character should use this skill if… • Your character wants to identify the modern day location
of a Pre-Breaking country or city. Use the Legends skill
• Your character is trying to identify what herbs are best for instead.
dulling the effects of a migraine.
• Your character needs to navigate uncharted wilderness.
• Your character attempts to properly prepare a concoction Instead use the Survival skill.
of herbs to put someone to sleep.
• Your character needs to sail a ship from one land to another.
• Your character wants to identify which herbs are in a tea That would be the Operating skill.
and what they do.
Your character should not use this skill if… Legends (Intellect)

• Your character is foraging in the wild for herbs. That would The Legends skill represents your character’s collective knowledge
be Survival. of history, the events and figures of past ages, and myth. The
names of heroes from a previous age change, their deeds mixing
• Your character is applying herbs to an injured companion. and becoming confused with others, until eventually they all
That would be Medicine. fade into myth.
• Your character wants to craft gunpowder for use in Your character should use this skill if…
fireworks. That would be Mechanics.
• Your character is retelling the tale of the Fall of Manetheren.
Knowledge Skills • Your character tries to recall a word from the ancient tongue
Education (Intellect) or discern its meaning.
The Education skill represents your character’s general • Your character needs to locate a land from before The
understanding of language, mathematics, physics, philosophy Breaking.
and language, and acts as the default Knowledge skill when no Your character should not use this skill if…
other skill seems appropriate.
• Your character is researching a forgotten weave. That would
Your character should use this skill if... be the One Power skill.
• Your character tries to find out if they know an important • Your character is trying to recall the current rulers of a
fact. territory. That would be the Geography skill.
• Your character wants to determine if a wagon will support • Your character wishes to identify the individual components
a particularly heavy load. of an ancient piece of technology. That would be Mechanics.
• Your character needs to interact with a government or other
bureaucracy. One Power (Intellect)
Your character should not use this skill if... The One Power skill represents your character’s understanding
of the One Power and channeling. Saidin and saidar both have
• Your character tries to remember the limits of a saidin different limits as to what they can accomplish, and those
channeler's use of air. That would be the One Power skill. limits change when the two powers work together. Knowledge
• Your character wants to recall the name of an ancient hero of weaves and their effects can be forgotten, rediscovered,
from a previous age. That would be the Legends skill. and refined. The One Power is a field of research as deep as
• Your character wants to identify the noble family and theoretical physics in the modern world.
heraldry that governs a range of lands. That would be the When adding effects to a spell that adds a ranked quality,
Geography skill. use the One Power skill to determine ranks in that quality. In
addition, when casting an Attack spell, channelers add damage
Geography (Intellect)
equal to ranks in One Power skill.
The Geography skill represents your character’s knowledge of
Your character should use this skill if…
current geopolitical territories, their rulers and noble houses,
their cultures, and the terrain that makes up those territories. • Your character tries to remember the limits of a saidar
channeler’s use of earth.
Your character should use this skill if…
• Your character is researching a forgotten weave from a
• Your character wishes to recall the available methods of previous age.
travel between countries, including dominant trade routes
and established road networks. • Your character wishes to determine the effects of an
unknown angreal.

17
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Your character should not use this skill if… a ranked quality, use the Legends skill to determine ranks in
• Your character wishes to recall the cultural customs of a that quality.
distant nation. That would be the Geography skill. Your character should use this skill if…
• Your character is tracing the history of a renowned weapon • Your character wants to teleport to a different location
from the Trolloc wars. That would be the Legends skill. within Tel’aran’rhiod.
• Your character needs to design a bridge to cross a river. • Your character wants to alter their appearance while in
That would be the Education skill. Tel’aran’rhiod.
Magic Skills • Your character wants to summon allies while within
Tel’aran’rhiod.
Channeling (Willpower)
Your character should not use this skill if…
The Channeling skill represents your ability to manipulate
the One Power, the power of creation that drives the Wheel of • Your character wants to throw a fireball at a group of
Time. Those with the ability to Channel can throw fireballs at enemies…
their enemies, create shields and bridges of air, raise walls of • Your character wants to travel to another location within
stone and fracture the earth, or control the flow of water. the real world…
The One Power is comprised of two halves: the female half, • Your character wants to heal an ally...
saidar, and the male half saidin. Only men may Channel saidin,
and only women may Channel saidar. Channeling allows
your character to see effects and active Channeling created by
TALENTS
yourself or other Channelers, but only those effects created by
the same half of the One Power you have access to.
The following talents have been created for use in the
Characters may only gain ranks in Channeling if it is a
Wheel of Time setting, or adapted from existing talents to fit
career skill. The Channeling skill may be used to create the
the setting. In addition to these talents, players may choose
Attack, Barrier, Dispel, and Utility spell types, as defined in
talents from Genesys Talents Expanded v5.0 (or other sources),
the Genesys Core Rulebook. Expanded spell types are available
with their GM’s approval. Be aware that not all talents in that
through purchasing the New Weaves talent. When adding an
document are appropriate for the Wheel of Time setting.
effect to a Channeling spell that includes a ranked quality, use
the One Power skill to determine ranks in that quality.
Your character should use this skill if… NEW TALENTS
• Your character wants to throw a fireball at a group of
enemies.
• Your character wants to erect a barrier of air to block an TIER 1
attack.
AIEL
• Your character wishes to eavesdrop on a conversation in
another room. Tier: 1
• Your character tries to undo the effects of another Activation: Passive
channeler.
Ranked: No
Your character should not use this skill if…
When you take this talent, your character gains Athletics or
• Your character wants to summon an elemental ally… Resilience (your choice) as a career skill. In addition, once per
• Your character wishes to resurrect a fallen ally… session, your character may collect a small favor from any Aiel,
even if they do not owe you a favor.
Dreamwalking (Presence)
The Dreamwalking skill represents your ability to manipulate ALTARAN
the realm of Tel’aran’rhiod, the World of Dreams. The World of Tier: 1
Dreams is extremely malleable, even to one’s own peril if they
are not careful. Activation: Passive
Unlike Channeling, all people are capable of improving Ranked: No
their skill at Dreamwalking, but only a few are able to enter When you take this talent, your character gains Coercion or
Tel’aran’rhiod at will and unaided. Dreamwalking may use the Melee (Light) (your choice) as a career skill. In addition, once
Conjure, Curse, Dispel, Mask, Transform, and Utility spell per session, your character may collect a small favor from any
types while in Tel’aran’rhiod, but has little use in the real world. Altaran, even if they do not owe you a favor.
When adding an effect to a Dreamwalker spell that includes

18
THE WHEEL OF TIME
Chapter 2: Creating Your Character

AMADICIAN CAIRHIENIN
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When you take this talent, your character gains Coordination When you take this talent, your character gains Cool or
or Vigilance (your choice) as a career skill. In addition, once Deception (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from any per session, your character may collect a small favor from any
Amadician, even if they do not owe you a favor. Cairhienin, even if they do not owe you a favor.

ANDORAN CAUTIOUS DELVING


Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When you take this talent, your character gains Geography or Your character must have at least one rank in Channeling to
Leadership (your choice) as a career skill. In addition, once benefit from this talent. When making a Delving check with
per session, your character may collect a small favor from any the Channeling skill, may remove up to from the check.
Andoran, even if they do not owe you a favor.
CHANNELING BLOCK
ARAFELLIN Tier: 1
Tier: 1 Activation: Passive
Activation: Passive Ranked: No
Ranked: No Your character must have at least one rank in Channeling
When you take this talent, your character gains Discipline or to benefit from this talent. When your character purchases
Perception (your choice) as a career skill. In addition, once this talent, choose one new spell type from the New Weaves
per session, your character may collect a small favor from any talent list. Your character may now cast spells of that type.
Arafellin, even if they do not owe you a favor. Additionally choose one spell type your character already
knows. Your character may now only use that spell type under
ATHA’AN MIERE specific narrative conditions. These specific conditions are up
to you, with your GM’s approval. These conditions should
Tier: 1
be limiting, such only when angered or only when holding a
Activation: Passive certain object.
Ranked: No
DOMANI
When you take this talent, your character gains Negotiation
or Operating (your choice) as a career skill. In addition, once Tier: 1
per session, your character may collect a small favor from any Activation: Passive
Atha’an Miere, even if they do not owe you a favor.
Ranked: No
BORDERLANDER When you take this talent, your character gains Charm or
Riding (your choice) as a career skill. In addition, once per
Tier: 1
session, your character may collect a small favor from any
Activation: Passive Domani, even if they do not owe you a favor.
Ranked: No
FAR MADDINGER
When you take this talent, your character gains Melee (Heavy)
or Vigilance (your choice) as a career skill. In addition, once Tier: 1
per session, your character may collect a small favor from any Activation: Passive
Borderlander, even if they do not owe you a favor.
Ranked: No
When you take this talent, your character gains Brawl or
Streetwise (your choice) as a career skill. In addition, once per
session, your character may collect a small favor from any Far
Maddinger, even if they do not owe you a favor.

19
THE WHEEL OF TIME
Chapter 2: Creating Your Character

FLAME AND VOID


Tier: 1
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may take the Flame and
Void maneuver: until the end of the encounter, decrease your
character’s Strain Threshold by 3 and remove h when making
combat and magic skill checks. Your character may end the
Flame and Void effect at any time as an incidental, at which
point they regain their Strain Threshold, but do not gain Strain.

GHEALDANIN
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Athletics or
Survival (your choice) as a career skill. In addition, once per
session, your character may collect a small favor from any
Ghealdanin, even if they do not owe you a favor.

GLEEMAN
Tier: 1
Activation: Active (Action)
Ranked: No
When talking with an innkeeper or similar proprietor and
wearing a Gleeman’s cloak, make an Easy (k) Charm check. If
successful, the proprietor provides a free place to stay and meal
for the night. May include one additional ally in the agreement
for each additional s. May spend a to extend the agreement
for an additional night.

ILLIANER
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Legends or
Operating (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from any
Illianer, even if they do not owe you a favor.

INVESTMENTS
Tier: 1
Activation: Passive
Ranked: Yes
Once per session your character may collect up to 100 marks,
per rank of Investments, in either cash or services. The source
of this cash or services must be viable for the location and
local resources

20
THE WHEEL OF TIME
Chapter 2: Creating Your Character

KANDORI ONE PACK


Tier: 1 Tier: 1
Activation: Passive Activation: Active (Action)
Ranked: No Ranked: No
When you take this talent, your character gains Negotiation Your character must have the Wolfkin talent in order to
or Riding (your choice) as a career skill. In addition, once benefit from this talent. May take the One Pact action: once
per session, your character may collect a small favor from any per session, while in the wilderness or a rural area and not in
Kandori, even if they do not owe you a favor. combat, may make a Hard (kkk) Survival check. If successful
you make contact with wolf allies in the area with whom you
MALKIERI may communicate telepathically.
Tier: 1
PEERING
Activation: Passive
Tier: 1
Ranked: No
Activation: Passive
When you take this talent, your character gains Discipline
or Resilience (your choice) as a career skill. In addition, once Ranked: No
per session, your character may collect a small favor from any Your character must have at least one rank in the Channeling
Malkieri, even if they do not owe you a favor. skill to benefit from this talent. Your character can discern the
function or effect of an angreal, ter’angreal, or sa’angreal by
MURANDIAN holding it.
Tier: 1
SALDAEAN
Activation: Passive
Tier: 1
Ranked: No
Activation: Passive
When you take this talent, your character gains Coordination
or Perception (your choice) as a career skill. In addition, once Ranked: No
per session, your character may collect a small favor from any When you take this talent, your character gains Melee (Light)
Murandian, even if they do not owe you a favor. or Survival (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from any
OF THE THREE-FOLD LAND Saldaean, even if they do not owe you a favor.
Tier: 1
Activation: Passive
Ranked: No
When making skill checks your character may remove up to
jj due to arid or hot environmental conditions or from any
check to forage for food or water.

21
THE WHEEL OF TIME
Chapter 2: Creating Your Character

SEANCHAN TAR VALONER


Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When you take this talent, your character gains Discipline or When you take this talent, your character gains Education or
Leadership (your choice) as a career skill. In addition, once One Power (your choice) as a career skill. In addition, once per
per session, your character may collect a small favor from any session, your character may collect a small favor from any Tar
Seanchan, even if they do not owe you a favor. Valoner, even if they do not owe you a favor.

SHIENARAN TUATHA’AN
Tier: 1 Tier: 1
Activation: Passive Activation: Passive
Ranked: No Ranked: No
When you take this talent, your character gains Discipline When you take this talent, your character gains Mechanics
or Vigilance (your choice) as a career skill. In addition, once or Vigilance (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from any per session, your character may collect a small favor from any
Shienaran, even if they do not owe you a favor. Tuatha’an, even if they do not owe you a favor.

TAIREN
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Coercion or
Perception (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from any
Tairen, even if they do not owe you a favor.

TAI'SHAR MANETHEREN!
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Ranged or
Resilience (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from
any person of Manetheren descent, even if they do not owe
you a favor.

TARABONER
Tier: 1
Activation: Passive
Ranked: No
When you take this talent, your character gains Coordination
or Mechanics (your choice) as a career skill. In addition, once
per session, your character may collect a small favor from any
Taraboner, even if they do not owe you a favor.

22
THE WHEEL OF TIME
Chapter 2: Creating Your Character

UNFOLDING THE FAN TIER 2


Tier: 1
Activation: Passive BASIC MILITARY TRAINING
Ranked: No Tier: 2
The first time during an encounter that your character draws Activation: Passive
a Melee weapon, increase the weapon’s damage by 2 for the Ranked: No
remainder of the turn. Athletics, Melee (Heavy), and Resilience are now career skills
Source: Modified from Iaijutsu Training, SotB, pg.45
for your character.
Source: Modified version of Basic Military Training, Genesys CRB pg. 75
WAR AGAINST THE BLIGHT
Tier: 1 BLACK TOWER TRAINING
Activation: Passive Tier: 2
Ranked: Yes Activation: Passive
Your character may decrease the difficulty of any Discipline Ranked: No
check to avoid the effects of fear from Shadowspawn by one Your character must have at least one rank in the Channeling
per rank of War Against the Blight, to a minimum of Easy (k). skill to benefit from this talent. One Power, Discipline, and
Resilience are now career skills for your character.
WILDER STYLE
Tier: 1 BRILLIANT CHANNELING
Activation: Active (Incidental) Tier: 2
Ranked: No Activation: Active (Incidental)
Your character must have at least one rank in the Channeling Ranked: No
skill to benefit from this talent. When your character acquires When your character casts a spell with the Channeling skill,
this talent, choose either Resilience or Survival. When a weave you may spend one Story Point to use this talent to add a
adds a quality to your character’s weave with a rating determined equal to your character’s ranks in One Power to the results.
by your character’s ranks in One Power, your character may use
Source: Modified version of Brilliant Casting, Genesys Expanded Player’s Guide, pg 95
their ranks in the chosen skill instead.
Source: Modified version of Dark Insight, Realms of Terrinoth pg. 84
CAT CROSSES THE COURTYARD
WOLFKIN Tier: 2
Tier: 1 Activation: Passive
Activation: Passive Ranked: No
Ranked: No Once per session, when making a Cool check, the character
may use Agility instead of Presence.
Your character gains the ability to communicate telepathically
with wolves using images and scents, and may treat them as
DAES DAE’MAR
allies. Additionally, this has a passive narrative effect: your
character is given a wolf-name by the wolves. The name the Tier: 2
wolves give you is up to you, or you may work with your GM Activation: Active (Incidental)
to determine your wolf-name. Wolves communicate through
images, actions, and scents, so a typical wolf-name is descriptive Ranked: No
of the individual. Once per session, your character may spend aa from any
social skill check to gain insight into the current motivations
of one NPC in the current encounter.

DREAMWALKER
Tier: 2
Activation: Passive
Ranked: No

23
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Dreamwalking and Legends become career skills. Your character FORTUITOUS OMENS
gains the ability to sleep on command, and while asleep, may
use the Enter the Dream action. Tier: 2
Activation: Active (Incidental, Out-of-turn)
DEFENSIVE TRAINING Ranked: No
Tier: 2 Once per session, your character may spend aa from any
Activation: Passive non-combat check to upgrade a single ally’s subsequent non-
combat check.
Ranked: Yes
When the character wields a Brawl, Melee (Light), or Melee GLEEMAN (IMPROVED)
(Heavy) weapon, that weapon gains ranks in the Defensive
item quality equal to their ranks in Defensive Training (this Tier: 2
replaces any ranks in Defensive the weapon already has). Activation: Active (Incidental)
Source: Modified from Defensive Training, Star Wars Force and Destiny CRB (pg. 141)
Ranked: No
ELEMENTAL STRENGTH While wearing a Gleeman’s cloak, may use the Gleeman action
to gain access to a normally restricted or private space, such as
Tier: 2 a lord’s manor or a village after sunset, subject to GM approval.
Activation: Active (Incidental)
GLEEMAN TRAINING
Ranked: Yes
Tier: 2
Your character must have at least one rank in the Channeling
skill to benefit from this talent. When your character purchases Activation: Passive
this talent, choose one of the following attack spell effects (and Ranked: No
the element associated with it): Fire (fire), Ice (Water), Impact
(earth), Lightning ( air), or Holy/Unholy (spirit). Whenever Legends, Charm, and Skulduggery are now career skills for
your character casts an Attack spell, they always add the your character.
chosen effect to the spell without increasing the difficulty. Each
additional time you purchase this talent for your character, INVERTED WEAVE
select a different effect (and associated element). Tier: 2
Source: Modified from Elementalist, Genesys Expanded Player’s Guide, pg 95
Activation: Active (Maneuver)
FIVE POWERS DELVING Ranked: No
Tier: 2 Your character must have at least one rank in the Channeling
skill to benefit from this talent. While maintaining an active
Activation: Passive weave through Concentration or a Knotted weave, may take
Ranked: Yes the Inverted Weave maneuver to make the weave invisible to
Your character must have at least one rank in the Channeling other channelers. While inverted the weave’s effects remain in
skill to benefit from this talent. When making a Delving place, but only the channeler who created the weave can see it
check with the Channeling skill, add j per rank of Five Power is a product of Channeling.
Delving to the check.
NEGATE
FORTIFIED PSYCHE Tier: 2
Tier: 2 Activation: Active (Incidental, Out-of-turn)
Activation: Passive Ranked: No
Ranked: No Your character must have Dreamwalking as a career skill to
Your character must be male and have at least one rank in the benefit from this talent. While in Tel’aran’rhiod, when your
Channeling skill to benefit from this talent. This talent should character suffers a spell effect, before the effect is applied, your
only be used when the Taint of Saidin setting rule is in effect. character may suffer two strain to cast a Dispel spell (suffering
When suffering a Trauma from a Channeling check, reduce an additional two strain as normal) as an out-of-turn incidental.
the Severity of the inflicted Trauma by one to a minimum If successful, your character does not suffer the spell effect.
of Easy (k).

24
THE WHEEL OF TIME
Chapter 2: Creating Your Character

OAK SHAKES ITS BRANCHES SUDDEN SHIFT


Tier: 2 Tier: 2
Activation: Active (Action) Activation: Passive
Ranked: Yes Ranked: No
Once per encounter, while engaged with a minion group, may Your character must have Dreamwalking as a career skill to
take the Oak Shakes Its Branches action. Make a Daunting benefit from this talent. May perform the Sudden Shift action
(kkkk) Melee (Heavy) check targeting an engaged minion as a maneuver.
group. If successful, the minion group is defeated. The
difficulty of this check decreases by one per additional rank of WARDER BOND
Oak Shakes Its Branches, to a minimum of Easy (k).
Tier: 2
SHADOWBANE Activation: Passive
Tier: 2 Ranked: Yes
Activation: Passive Your character must be a member of a Bond weave with a
channeler in order to benefit from this talent. Add j per rank
Ranked: Yes of Warder to initiative checks against Shadowspawn. Your
Your character counts the Critical rating of their weapon as one character can sense the presence of Shadowspawn within Long
lower to a minimum of 1 when making an attack targeting a range (but not direction or location).
shadowspawn adversary.
Source: Modified from Wraithbane, Realms of Terrinoth, page 89 WARDER FORTITUDE
Tier: 2
SHEATHING THE SWORD
Activation: Passive
Tier: 2
Ranked: No
Activation: Active (Maneuver)
Your character must have purchased the Warder Bond talent to
Ranked: Yes benefit from this talent. Add s per rank of Warder Bond to all
Once per encounter, while engaged with an opponent, may Resilience checks. May go without food, water, or sleep twice
take the Sheathing the Sword maneuver: Upgrade next melee as long as they would normally.
combat check against the target once per rank of Sheathing the
Sword. The target upgrades their next melee attack against the WHITE TOWER TRAINING
character once. Tier: 2
TA’VEREN Activation: Passive
Tier: 2 Ranked: No
Activation: Active (Incidental) Your character must have at least one rank in the Channeling
skill to benefit from this talent. One Power, Education, and
Ranked: Yes Coercion are now career skills for your character.
Once per session, when spending Story Points to upgrade a
skill check your character is making, upgrade the ability check WINDFINDER TRAINING
an additional number of times equal to ranks in Ta’veren. Tier: 2
SPARK Activation: Passive
Tier: 2 Ranked: No
Activation: Passive Your character must have at least one rank in the Channeling
skill to benefit from this talent. One Power, Operating, and
Ranked: No Negotiation are now career skills for your character.
Channeling and One Power are now career skills for your
character. WISE ONE TRAINING
Tier: 2
Activation: Passive
Ranked: No

25
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Your character must have at least one rank in the Channeling


skill to benefit from this talent. One Power, Survival, and TIER 3
Discipline are now career skills for your character.
ALIGNING THE MATRIX
WOLF CUB Tier: 3
Tier: 2 Activation: Active
Activation: Passive Ranked: No
Ranked: No Your character must have at least one rank in the Channeling
Perception, Stealth, and Survival become career skills. skill to benefit from this talent. During the creation of a metal
or stone object of silhouette 2 or smaller, may take the Aligning
the Matrix action: Make a Hard (kkk) Channeling check.
WOLF DREAM
Success adds the Power-Wrought craftsmanship to the object.
Tier: 2 Objects larger than silhouette 2 increase the difficulty of the
Activation: Active check once [+k] per silhouette level. Objects may include but
are not limited to weapons, armor, tools, or structures, such as
Ranked: No a wall, building, or statue.
Your character must have purchased the Wolfkin and
Dreamwalker talents to benefit from this talent. When making APPLE BLOSSOMS IN THE WIND
a check using the Dreamwalking skill, may use Cunning Tier: 3
instead of Presence.
Activation: Active (Action)
WOLF SENSES Ranked: No
Tier: 2 When engaged with more than one opponent or a minion
Activation: Passive group, may take the Apple Blossoms in the Wind action: make a
Hard (kkk) Melee (Heavy) check. If successful, a number of
Ranked: Yes engaged targets up to your character’s Agility are forced (out-
Your character must have taken the Wolfkin talent to benefit of-turn) to disengage. May spend aa per affected target to
from this talent. Add j per rank of Wolf Senses to Perception knock them prone.
and Vigilance checks.
COUNTERSTRIKE
Tier: 3
Activation: Passive
Ranked: No
Whenever an attack misses the character, the character may
spend hh or d to upgrade the next melee combat check he
makes against the attacker during his next turn once.
Source: Modified from Counterstrike, Star Wars Force and Destiny CRB, pg. 141

COURTIER TAPS HIS FAN


Tier: 3
Activation: Active (Action)
Ranked: No
While wielding a melee weapon, the character may take the
Courtier Taps His Fan action, making a Hard (kkk) Melee
(Light) or Melee (Heavy) check. If successful, the character
plus one ally per s within short range gains melee defense 1
until the beginning of the character’s next turn. May increase
defense rating by 1 for every aa.
Source: Modified from Defensive Circle, Star Wars Force and Destiny CRB, pg. 141

26
THE WHEEL OF TIME
Chapter 2: Creating Your Character

DARK ONE’S OWN LUCK Your character must have at least one rank in the Dreamwalking
skill to benefit from this talent. When your character casts a
Tier: 3 transform spell on themselves using the Dreamwalking skill,
Activation: Active (Incidental) you may spend a Story Point to have them use this talent
Ranked: No to maintain the effect, without performing concentrate
maneuvers.
Once per check, the character may suffer two strain to increase Source: Modified from Face of the Wild, Genesys Expanded Player’s Guide, pg 97
the difficulty of the check by one. Then, after canceling
opposing symbols, they double the number of remaining a. FLAME AND VOID (IMPROVED)
Source: Modified from Double or Nothing, Star Wars EotE: Fly Casual, pg.32
Tier: 3
DREAM TAPPING Activation: Passive
Tier: 3 Ranked: No
Activation: Active (Action) Your character must have purchased the Flame and Void talent
Ranked: No to benefit from this talent. Your character may perform the
Flame and Void maneuver as an incidental.
Your character must have Dreamwalking as a career skill
to benefit from this talent. While sleeping and not within GOLDEN EYES
Tel’aran’rhiod, may take the Dream Tapping action, making an
Hard (kkk) Dreamwalking check. If successful, you locate Tier: 3
and view an unwarded dream of one sleeping character of Activation: Passive
your choice.
Ranked: No
ELASTIC SHIELDING Your character must have taken the Wolfkin talent to benefit
from this talent. Your character reduces the difficulty of
Tier: 3 Perception checks by one (k) to see and identify anything at
Activation: Passive Long range or greater. In addition, your character may remove
Ranked: Yes up to jj from darkness or low-light conditions from all
skill checks.
Your character must have at least one rank in the Channeling
skill to benefit from this talent. When a channeler on whom KNOTTED WEAVE
you have successfully shielded (using the Shielding weave)
attempts to break the shielding, they increase the difficulty of Tier: 3
the check once per rank of Elastic Shielding. Activation: Active (Action)
Ranked: No
EXPLOSIVE CHANNELING
Your character must have at least one rank in the Channeling
Tier: 3 skill to benefit from this talent. While maintaining an active
Activation: Active (Incidental) weave through Concentration, may take the Knotted Weave
Ranked: No action: make an Easy (k) Channeling check. If successful, the
effects of the weave now persist for one hour for each uncanceled
Your character must have at least one rank in the Channeling s without requiring the use of the Concentration maneuver.
skill to benefit from this talent. When your character casts The default difficulty to dispel a knotted weave is Average (kk).
an attack spell, they treat the spell’s Blast quality as having
a rating equal to twice your character’s ranks in One Power NEW WEAVES
(instead of your ranks in One Power). When your character
casts an Attack spell with the Blast effect, you may spend one Tier: 3
Story Point to use this talent to trigger the spell’s Blast quality, Activation: Passive
instead of spending a(even if the attack misses).
Ranked: Yes
Source: Modified from Explosive Casting, Genesys Expanded Player’s Guide, pg 97
Your character must have at least one rank in the Channeling skill
FACE OF THE WILD to benefit from this talent. Your character may use Channeling
to create new effects. When you acquire this talent, choose one
Tier: 3 spell type your character cannot currently use from the list below.
Activation: Active (Incidental) Your character may now use that spell type with the Channeling
skill. Each rank of New Weaves allows the character to use an
Ranked: No additional spell type:

27
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Battle Weaves Your character may use the Utility spell type with the
Channeling skill. The Utility spell type is defined in the
Your character may use the Attack spell type with the Channeling Genesys Core Rulebook, pg. 214.
skill. The Attack spell type is defined in the Genesys Core
Rulebook, pg. 212.
ONE PACK (IMPROVED)
Balefire Tier: 3
Your character may use the Balefire spell type with the Activation: Passive
Channeling skill. The Balefire spell type is defined in Chapter
4: The One Power. Ranked: No
Your character must have the One Pack talent in order to
Compulsion benefit from this talent. May use the One Pack action to
Your character may use the Curse spell type with the Channeling summon wolf allies in combat. A number of wolf allies equal to
skill. The Curse spell type is defined in the Genesys Core s immediately appear at extreme range and come to your aid.
Rulebook, pg. 213. May spend aa immediately inflict the Hamstrung Critical
Injury on the taper range band to reduce their starting range.
Cutting Weaves
Your character may use the Dispel spell type with the Channeling RESIDUAL WEAVES
skill. The Dispel spell type is defined in the Genesys Core Tier: 3
Rulebook, pg. 213.
Activation: Active
Flame of Tar Valon
Ranked: Yes
Your character may use the The Flame of Tar Valon spell type
Your character must have at least one rank in the Channeling
with the Channeling skill. The Flame of Tar Valon spell type is
skill to benefit from this talent. Take the Residual Weaves
defined in Chapter 4: The One Power.
action: Make a Hard (kkk) Channeling check. If successful
Folding Air your character can see the residue of any uses of the One Power
(of the same half the character uses) at the scene within the
Your character may use the Conjure spell type with the past 24 hours. Information revealed in this way may include
Channeling skill, but cannot be used to conjure or summon some or all of the following information: what elemental flows
creatures from nothing. The Conjure spell type is defined in the were used, the relative strength of the channeler, location of the
Genesys Core Rulebook, pg. 212. channeler and/or their targets when the weave occurred, and
Foretelling how long ago the channeling occurred. If a weave effect ends
through use of the Unweaving talent, then no information may
Your character may use the Predict spell type with the Channeling be obtained.
skill. The Predict spell type is defined in the Genesys Expanded
Player’s Guide, pg. 98. RIVER UNDERCUTS THE BANK
Hardened Air Tier: 3
Your character may use the Barrier spell type with the Channeling Activation: Active (Incidental, Out-of-Turn)
skill. The Barrier spell type is defined in the Genesys Core
Ranked: No
Rulebook, pg. 212.
Your character must have purchased the Parry talent to benefit
Healing from this talent. When your character suffers a hit from a
Your character may use the Heal spell type with the Channeling melee combat check and uses the Parry incidental to reduce
skill, with the exception of the Resurrection effect. The Heal the damage from that hit, after the attack is resolved, the
spell type is defined in the Genesys Core Rulebook, pg. 214. character may spend hhh or d immediately inflict the
Hamstrung Critical Injury on the target with a wielded Melee
Mirror of Mists (Heavy) weapon.
Your character may use the Mask spell type with the Channeling
skill. The Mask spell type is defined in the Genesys Expanded SNIFFING
Player’s Guide, pg. 98. Tier: 3
Soul Sleeving Activation: Passive
Your character may use the Augment spell type with the Ranked: No
Channeling skill. The Augment spell type is defined in the Your character gains the ability to smell acts of violence and the
Genesys Core Rulebook, pg. 212. perpetrators of violent actions. The strength of these scents is
Utility proportional with the severity of the violence, with murder or

28
THE WHEEL OF TIME
Chapter 2: Creating Your Character

combat smelling very strongly, and breaking a window or door WOLF SENSES (IMPROVED)
much fainter by comparison. The more time that passes since a
violent action occurred, the more difficult it is to smell. Tier: 3
Activation: Passive
SUDDEN SHIFT (IMPROVED) Ranked: No
Tier: 3 Your character must have purchased the Wolfkin talent to
Activation: Passive benefit from this talent. Your character may use the Perception
skill to detect, identify, and track scents and smells.
Ranked: No
Your character must have purchased the Sudden Shift talent to
benefit from this talent. When an NPC your character can see TIER 4
within Tel’aran’rhiod uses the Shift action, may immediately
suffer two strain to perform the Shift action as an out-of-turn DARK ONE’S OWN LUCK (IMPROVED)
incidental. If successful, your character teleports to within Tier: 4
short range of the NPC at their new location.
Activation: Passive
THISTLEDOWN FLOATS Ranked: No
ON THE WHIRLWIND When performing the Dark One’s Own Luck incidental, after
Tier: 3 canceling opposing symbols, the character also doubles the
number of remaining s
Activation: Active (Maneuver) Source: Modified from Double or Nothing, Star Wars EotE: Fly Casual, pg.32

Ranked: No
May take the Thistledown Floats on the Whirlwind maneuver: DISRUPTIVE STRIKE
Add the Blast quality equal to your character’s ranks in Agility Tier: 4
to your character’s next Melee (Light) combat check this round. Activation: Active (Action)
Your character does not suffer damage from this attack’s Blast
quality (but allies do!) Ranked: No
Source: Modified from Shockwave, Realms of Terrinoth, pg. 90 After making a successful Melee (Light) combat check against
one engaged target, the character may spend one Story Point
TRUE DREAMS to add f equal to the character’s Agility to the target’s next
Tier: 3 combat check made during this encounter.
Source: Modified from Disruptive Strike, Star Wars Force and Destiny CRB, pg. 142
Activation: Passive
Ranked: No EXPERIMENTAL WEAVES
Your character must have purchased the Dreamwalker Tier: 4
talent to benefit from this talent. While sleeping and not Activation: Active (Action)
within Tel’aran’rhiod, may use the Predict spell with the
Dreamwalking skill. Ranked: No
Once per session, your character may use the Channeling
UNWEAVING skill to create one spell type from the New Weaves talent they
Tier: 3 currently don’t have access to. The difficulty of the spell is
upgraded once.
Activation: Active (Action)
Ranked: No FLAME AND VOID (SUPREME)
Your character must have at least one rank in the Channeling Tier: 4
skill to benefit from this talent. While maintaining an active Activation: Passive
weave using the Concentration maneuver, may take the
Unweaving action: make a Channeling check equal to the Ranked: No
original difficulty of the weave, and upgrade the difficulty Your character must have purchased the Flame and Void talent
once. If successful, the character ends the effect of the weave to benefit from this talent. While benefiting from the Flame
without leaving any residue, preventing other channelers from and Void effect, your character removes an additional f and
it’s effects. h (for a total of fhh) from all combat and magic skill
checks until the end of the encounter.

29
THE WHEEL OF TIME
Chapter 2: Creating Your Character

JUST A DREAM ONE PACK (SUPREME)


Tier: 4 Tier: 4
Activation: Active (Action) Activation: Active (Action)
Ranked: No Ranked: No
Your character must have purchased the Dream Tapping talent Your character must have purchased the One Pack talent in
to benefit from this talent. Once per encounter, while within order to benefit from this talent. Reduce the difficulty of the
Tel’aran’rhiod, may take the Just a Dream action: Target one One Pack action to Average (kk).
NPC who is currently asleep and not within Tel’aran’rhiod
and make a Daunting (kkkk) Dreamwalking check. If SHAKE DEW FROM THE BRANCH
successful, the NPC is pulled into Tel’aran’rhiod for one
Tier: 4
round, plus an additional round for each uncanceled . While
within Tel’aran’rhiod, the character may interact with the NPC Activation: Active (Action)
normally. When the NPC’s time is up, they return to their Ranked: No
normal dreaming. Upon waking the NPC will only have a
limited recollection of what happened, believing it was not real. While holding a melee or brawl weapon, may take the Shake
Dew from the Branch action: make a melee combat check with
LEGERDEMAIN the Auto-Fire quality against an engaged opponent, increasing
the difficulty by one for Auto-Fire. If successful, may spend
Tier: 4 aa from check to hit the target again or hit one additional
Activation: Active (Action) engaged target. May make multiple hits, paying aa for
each additional hit. When performing the Shake Dew from
Ranked: No the Branch action, must always target the opponent with the
Once per encounter, while engaged with an NPC, may take highest difficulty and defense.
the Legerdemain action: make a Hard (kkk) Skulduggery Source: Modified from Saarlac Sweep, Star Wars Force and Destiny CRB, pg. 151
check. If successful, your character obtains one object the
NPC possesses or places an object in the NPC’s possession or RESIDUAL WEAVES (IMPROVED)
both, without the NPC being aware. Affected items must be 2
encumbrance or less. Tier: 4
Activation: Passive
LIGHTNING OF THREE PRONGS Ranked: No
Tier: 4 Your character must have at least one rank in the Channeling
Activation: Active (Maneuver) skill to benefit from this talent. Upon a successful Residual
Weaves check, may spend t to see the patterns of a weave
Ranked: No
from the residue, allowing the channeler to reproduce the
The character may take the Lightning of Three Prongs weave exactly. If the weave is unknown to the channeler, they
maneuver, suffering 1 strain. Your character’s next Melee may learn it permanently.
(Light) combat check gains the Linked item quality, with
ranks equal to your character’s Agility. WOLF SENSES (SUPREME)
Source: Modified from Saber Swarm, Star War Force and Destiny CRB, pg. 151
Tier: 4
NEGATE (IMPROVED) Activation: Passive
Tier: 4 Ranked: No
Activation: Passive Your character must have purchased the Wolf Senses talent to
benefit from this talent.
Ranked: No
May spend aa from Perception checks to upgrade social skill
Your character must have purchased the Negate talent to checks targeting NPCs or upgrade the difficulty of social skill
benefit from this talent. When negating a spell that generated checks targeting the character.
hhh or d, may prevent the spell caster from using that
spell type until the end of their next turn.

30
THE WHEEL OF TIME
Chapter 2: Creating Your Character

TIER 5 CAPTIVATING BALLAD


Tier: 5
BROKEN BLOCK Activation: Active (Action)
Tier: 5 Ranked: No
Activation: Passive Once per session, when equipped with a musical instrument,
Ranked: No your character may take the Captivating Ballad action: make
Your character must have purchased one rank of the a Daunting (kkkk) Charm check. If successful, a number of
Channeling Block talent to benefit from this talent. Your adversaries equal to ranks in Presence within medium range are
character may now use all blocked spell types chosen by your staggered for a number of rounds equal to .
ranks the Channeling Block talent at any time. In addition,
whenever your character meets the conditions determined by
the Channeling Block talent, your character may remove up to
jj from Channeling checks.

31
THE WHEEL OF TIME
Chapter 2: Creating Your Character

DARK ONE’S OWN LUCK (SUPREME) NEGATE (SUPREME)


Tier: 5 Tier: 5
Activation: Passive Activation: Active (Incidental, Out-of-turn)
Ranked: No Ranked: No
When performing the Dark One’s Own Luck incidental, after Your character must have purchased the Negate talent to
canceling opposing symbols, the character also doubles the benefit from this talent. Your character may use negate against
number of remaining t and d. spells targeting allies.
Source: Modified from Double or Nothing, Star Wars EotE: Fly Casual, pg.32
STONE FALLS FROM THE MOUNTAIN
HEART FORGING Tier: 5
Tier: 5 Activation: Active (Incidental)
Activation: Active (Action) Ranked: No
Ranked: No Once per round the character may suffer 2 strain to add
Your character must have at least one rank in the Channeling additional damage equal to Brawn to one hit of a successful
skill to benefit from this talent. Your character may take the Melee (Heavy) combat check.
Heart Forging action, making a Daunting (kkkk) Channeling Source: Modified from Falling Avalanche, Star Wars Force And Destiny CRB, pg. 142
check targeting an iron object in your character’s possession. If
successful, the item gains the Cuendillar craftsmanship.
WOOD GROUSE DANCES
INCEPTION
Tier: 5
Tier: 5
Activation: Active (Action)
Activation: Active (Action)
Ranked: No
Ranked: No
Once per encounter, the character may take the Wood Grouse
Your character must have purchased the Just a Dream talent to Dances action, making an Average (kk) Melee (Light) check.
benefit from this talent. May spend t or aaaaa on a If successful, one engaged opponent suffers strain equal to s
successful Just a Dream action to make the NPC believe one (ignoring soak), and the character recovers an equal amount
simple idea (approved by your GM) of your choice. The NPC of strain. The character may also spend aaa or t on the
continues to believe in this idea after they leave Tel’aran’rhiod. check to stagger the opponent until the end of the target’s
The GM determines how this belief affects the NPC’s behaviors. next turn.
Source: Modified from Makashi Flourish, Star Wars Force and Destiny CRB, pg. 146

32
THE WHEEL OF TIME
Chapter 2: Creating Your Character

Extra Favor Rules


FAVORS
Rules for Exchanging Bigger Favors for Smaller Favors
(Stringing Them Along), Exchanging Smaller Favors for Bigger
Favors (Trading Up), and guidance on utilizing h and d
The Wheel of Time setting is full of political intrigues,
on those checks can be found in SotB pg. 81, as can further
factions, and the Great Game (Daes Dae’mar); interactions with
guidance and examples on factions and formatting for faction
these systems and factions take place through a favor economy.
specific favors
This system has been pulled from the rules included in Shadow
of the Beanstalk (SotB pg.53 and pg 80) and summarized here Favor Size Examples
for convenience. This favor economy interacts with the setting
and rules in two significant ways during character creation and
during gameplay. Watch someone’s pets or dependents for a day
Give someone an item worth 100 mks or less
Favor Economy During Character Creation
Loan someone a vehicle for a couple of hours
During this step of character creation, your character may Small
Give someone a ride to a location within a day or so
end up owing some person or faction a favor. You certainly Help someone clean up their home
don’t have to utilize this starting favor but it does allow you
Loan someone tools to do some work
to start with bonus money or XP with which to build your
character. You should work with your GM to choose a faction,
group, or individual to whom you owe said favor. This favor
has yet to be called in and will be utilized by the GM as a plot Watch someone’s pets or dependents for several days
hook for later. During character creation you may choose to to a week
start with one of the following: Give someone an item worth 1,000 mks or less
Loan someone a vehicle for a few days
• Small Favor: Your character may start with an additional Regular
100 silver marks of gear Give someone a ride to a location several days to a
weeks away
• Regular Favor: Your character may start with an additional Loan someone a legal weapon
500 credits of gear or an additional 10 starting XP Save someone from a bar fight
• Big Favor: Your character may start with an additional
1,500 credits of gear or an additional 20 starting XP
Favor Economy During Gameplay Watch someone’s dependents and agree to defend
them against real danger
Once the game has started, your character can offer favors Give someone an item worth over 1,000 mks
and accept promises/favors from others organically. You can Loan someone a vehicle, knowing it may never return
owe as many favors as you want, though failing to pay them Big or may be destroyed
when due will likely result in a specific reputation. Your Give someone a ride to anywhere in the known world
GM can always decide that a specific NPC has no interest in Loan someone an illegal weapon
your offer of a favor and may demand monetary recompense Save someone’s life
instead. It is recommended that you utilize the favor economy
Kill a person for someone else.
for relatively important favors, as too many favors can become
cumbersome to track and utilize. Six total for a given character
is a recommended sweet spot.

33
CHAPTER 3:
EQUIPMENT AND GEAR

T he world that exists in the Wheel of Time lore is filled


with items both mundane and exotic. Whether one is
interested in armor and weapons, or silks and poisons, or horses
and other animals, this chapter provides an overview of what
is available in the markets and shops of the world. Of course,
this chapter cannot be comprehensive—but the information
provided should provide a rough guide to what you can find
across the Westlands.
Across the Aryth Ocean to the Spine of the World, everyday
items can be found ranging in quality, from common purpose
to highly skilled craftsmanship. Finding power-wrought items
is not unusual as the Breaking shattered many lands and
caused a tidal wave of items flooding into the market that seem
common for the regular person.
This section details a selection of equipment that heroes will
find in as they travel the Westlands. Gamemasters should feel
free to include any other equipment they feel is appropriate for
their own games, but this section holds fast to things mentioned
in the books we listed at the beginning of this sourcebook.
By fitting out your heroes with things described here, your
adventurers will feel more like a part of the Wheel of Time.

MONEY
In the westlands, barter is common and expected amongst
the rural areas, and those with limited acces to urban centers.
Coins and money are a privilege of the merchant and noble
classes. Of course, this rule is not hard and fast. In rural areas,
minor lords may find it more convenient to barter with far-
traveled visitors when in major city centers, such as Tar Valon
and Andor. Actual monetary value is frequently determined
by weight in precious metals, since the content of coins from
different nations does vary. The following scale is used in Tar
Valon and Andor, who are believed to have the heaviest coins
in the Westlands:
• 10 copper pennies = 1 silver penny
• 10 silver pennies = 1 silver mark
• 10 silver marks = 1 silver crown
• 10 silver crowns = 1 gold mark
• 10 gold marks = 1 gold crown
Smallfolk tend to work in copper and silver marks, while gold
crowns fill the purses of noble lords and ladies. The “exchange
rate” is set by various nations with most adhering to list above,
unless that nation has their own exchange rates and their own
currency.

35
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

EQUIPMENT

WEAPONS (MELEE)
Name Skill Dam Crit Range Encum HP Price Rarity Special

Ashandarei Melee (Heavy) +3 2 Engaged 3 1 300 6 Defensive 1, Accurate 1, Unwieldy 3

Axe Melee (Light) +3 3 Engaged 2 1 150 1 Vicious 1, Thrown

Buckler Melee (Light) +0 6 Engaged 1 1 30 1 Defensive 1

Cestus Brawl +1 4 Engaged 1 1 40 1 Disorient 3

Dagger1 Melee (Light) +2 3 Engaged 1 1 60 1 Accurate

Flail Melee (Heavy) +4 3 Engaged 4 2 150 3 Cumbersome 3, Linked 1, Unwieldy 3

Greataxe Melee (Heavy) +4 3 Engaged 4 2 300 4 Cumbersome 3, Pierce 2, Vicious 1

Greatsword Melee (Heavy) +4 2 Engaged 3 2 300 4 Defensive 1, Pierce 1, Unwieldy 3

Halberd Melee (Heavy) +3 3 Engaged 5 3 250 3 Defensive 1, Pierce 3

Katar Brawl +1 2 Engaged 1 1 175 4 Accurate 1

Melee (Heavy)
Longsword +3 2 Engaged 2 2 250 4 Defensive 1, Unwieldy 2
or Melee (Light)

Mace Melee (Light) +3 4 Engaged 2 1 75 1

Military Pick Melee (Light) +1 2 Engaged 3 1 160 2 Pierce 2

Pike3 Melee (Heavy) +4 4 Short 4 2 100 2 Prepare 1

Defensive 1, Deflection 1, Inaccurate 1,


Shield Melee (Light) +0 6 Engaged 1 1 80 1 Knockdown
Defensive 2, Deflection 2, Inaccurate 2,
Shield, Large Melee (Light) +1 5 Engaged 2 2 160 2 Knockdown
Cumbersome 4, Defensive 2, Deflection 3,
Shield, Bulwark Melee (Light) +2 5 Engaged 3 2 280 3 Inaccurate 2, Knockdown , Reinforced

Spear Melee (Heavy) +3 3 Engaged 3 1 110 2 Accurate 1

Spear, Light 2 Melee (Light) +2 4 Engaged 2 1 90 1 Accurate, Defensive 1

Staff Melee (Heavy) +2 4 Engaged 2 1 40 0 Defensive 1

Sword Melee (Light) +3 2 Engaged 1 1 200 2 Defensive 1

Sword-breaker Melee (Light) +1 5 Engaged 1 1 125 5 Defensive 2

Concussive 1, Cumbersome 4, Inaccurate 1,


War Hammer Melee (Heavy) +5 4 Engaged 4 2 600 3 Knockdown

1 Daggers may be thrown using the following profile: 3 A pike can be used to make melee attacks against targets at
(Ranged; Damage +2; Critical 3; Range [Short]; Accurate 1, short range (the difficulty remains Average (kk), but it cannot
Limited Ammo 1) be used to attack engaged targets.
2 Light spears may be thrown using the following profile:
(Ranged; Damage +2; Critical 3; Range [Short]; Accurate 1;
Limited Ammo 1)

36
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

NEW MELEE WEAPONS


ASHANDAREI
Literally meaning “sword spear” in the Old Tongue, the
ashandarei combines the haft of a spear with the blade of a
sword. Ashandarei can be used to batter and stab opponents,
or spun on its center mass to create a defensive area around
the wielder.

BUCKLER
A small shield, typically held in the off-hand and used to block
opponent’s attacks. The buckler’s size makes it less ineffective at
defending against missile fire, but is relatively cheap compared
to the standard shield.

LONGSWORD
Longer and heavier than regular swords are the favored weapon
of Blademasters throughout the world, with its use going back
to the Age of Legends. A longsword’s extended grip allows the
weapon to be used one or two-handed.
While wielded with one hand, characters make attacks with
Longswords using the Melee (Light) skill. While wielded
with two hands, characters make attacks with Longswords
using the Melee (Heavy) skill. While wielding a Longsword
and not holding another weapon, shield, or object, a character
may adjust their grip from one-handed to two-handed or from
two-handed to one-handed as a maneuver, changing the skill
the character uses when attacking with the Longsword. The
Quick Draw talent may be used to reduce this maneuver to
an incidental.

SWORD-BREAKER
A sword-breaker resembles a dagger, but with deep serrations
along one side of the blade, allowing the wielder to catch an
opponent’s blade. Sword-breakers are most often used as a off-
hand parrying weapon.
When your character is targeted by a melee attack, after
the attack is resolved, you may spend a hh or d from the
attacker’s check to disarm them of a bladed weapon used in
the attack.

Mat has an Ashandarei that


was given to him by the Eelfinn
and has inscribed on it, on the Old
Tongue:
Thus is our treaty written;
thus is agreement made.
Thought is the arrow of time;
memory never fades.
What was asked is given;
The price is paid.

37
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

RANGED WEAPONS
Name Skill Dam Crit Range Encum HP Price Rarity Special

Bow Ranged 7 3 Medium 2 1 275 2 Unwieldy 2

Crossbow Ranged 7 2 Medium 3 1 600 4 Pierce 2, Prepare 1

Crossbow, Hand Ranged 5 2 Short 2 0 750 5 Pierce 1, Prepare 1

Crossbow, Heavy Ranged 8 2 Long 4 2 1000 5 Cumbersome 3, Pierce 3, Prepare 2

Crossbow, Repeating Ranged 6 2 Short 3 2 800 7 Linked 2, Prepare 2

Longbow Ranged 8 3 Long 3 2 450 4 Unwieldy 3

Two Rivers Longbow Ranged 8 3 Extreme 3 1 600 8 Cumbersome 3, Unwieldy 3, Pierce 2

Sling1 Ranged 4 4 Medium 0 0 20 0 Disorient 2, Prepare 1

Throwing Axe2 Ranged +2 3 Short 1 1 50 1 Inaccurate 1, Limited Ammo 1, Vicious 1

1 h or d cannot be used to cause a sling to run out of ammo.


2 Throwing Axe may be used as a melee weapon with the
following profile: (Melee (Light); Damage +2; Critical 3;
Range [Engaged]; Inaccurate 1, Vicious 1)

NEW RANGED WEAPONS


TWO RIVERS LONGBOW
The Two Rivers Longbow is the weapon of choice among
the people of that region. An unstrung bow is typically slightly
taller than the person drawing it. While many consider the
weapon too unwieldy, the bow has unparalleled range and
enough power to pierce mail armor.

ARMOR
Type Defense Soak Encum HP Price Rarity

Brigandine 1 +1 2 1 400 5

Chainmail1 0 +2 3 2 550 4

Heavy Robes 1 0 1 1 45 0

Leather 0 +1 2 1 50 3

Padded 0 +1 2 0 35 2

Plate2 1 +2 4 2 1000 6

Scale1 0 +2 4 1 410 4

1 Add j to Stealth checks when wearing chainmail or


scale armor
2 Add jj to Stealth checks when wearing plate Armor

38
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

CRAFTSMANSHIP Item Encum Price Rarity Use / Benefit

Remove j from Charm,


CUENDILLAR Fine Cloak 1 90 4 Deception, or Leadership
checks. 0 encum when worn.
Cuendillar, also known as heartstone, is an indestructible
Vessel for carrying roughly
substance. It is capable of withstanding any force that strikes Flask 0 1 1 10 ounces of water or other
it, including the One Power and Balefire. Cuendillar is liquids.
created using the One Power on iron objects. The talent to Flint and
create cuendillar is exceedingly rare, occurring in only 3% 0 10 2 Tools for starting a fire.
Steel
of channelers.
Gleeman’s Add j to Charm and
Armor: The armor gains the Reinforced quality, and becomes Cloak 1 100 6 Skulduggery checks. 0
indestructible. Attackers must resort to targeting exposed areas encumbrance when worn.
of the wearer or parts of the armor not made of cuendillar. Add one s and a to
Herbs of
Reduce the armor’s hard points to 0. Healing 0 50 6 Medicine checks. Consumed
when used.
Weapon: The weapon gains the Reinforced quality and is
immune to Sunder. Reduce the weapon’s hard points to 0. Lantern 1 50 1 Remove j due to darkness.
Price: Cost x 100
Musical 1 200 4
Rarity: +8 Instrument

A concoction of multiple
POWER-WROUGHT herbs, such as andilay root or
five-finger, which dulls pain
Power-Wrought objects consist of any steel or stone object and assists in recovering from
Painkiller 0 25 3
in which the One Power was used during its construction, a small injuries. This functions
identical to Painkiller as
process known as Aligning the Matrix. They are renowned for described on page 116 of the
their ability to retain an edge, and never corrode or rust. Genesys Core Rulebook.
Armor: The armor gains the Reinforced quality, and cannot Affected characters must make
be damaged except from cuendillar, the One Power, or Power- a Hard (kkk) Resilience check
Wrought weapons. Reduce the armor’s hard points to 0. as an out of turn incidental or
suffer 4 wounds (not reduced
Weapon: The weapon gains the Reinforced quality and by soak) plus 1 strain per
Poison 0 200 5 (R)
h. GM may spend d on
cannot be sundered except from cuendillar, the One Power, or the check to inflict a Critical
Power-Wrought weapons. Shadowspawn suffer +2 damage per Injury or force the target
uncanceled success instead of +1. Reduce the weapon’s hard to repeat the check at the
beginning of their next turn.
points to 0.
Pole 2 10 1 Thirty Hands Long.
Price: Cost x 50
Rope 1 5 1
Rarity: +5
Scholar’s Kit 2 200 4 Add j to all Knowledge
checks.
GEAR AND SERVICES
Thieves Add a to Skulduggery checks
1 75 5 (R)
Item Encum Price Rarity Use / Benefit Tools to open a lock or latch.

Torches (3) 1 1 0 Removes j due to darkness.


Apothecary’s Allows Medicine checks Consumed when used.
2 150 4
Kit without penalty.
Trade Tools 3 200 2 Right tools for the job.

Backpack +4 50 3 Encumbrance Threshold +4. Trail


Rations (1 0 2 0
day)
Allows a relatively comfortable
Bedroll 1 15 1 rest in wilderness and Hold characters and gear up to
outdoors. Wagon - 200 2 50 encumbrance.
Climbing Can carry enough liquid
1 20 2 Tools for climbing.
Gear to quench the thirst of two
Waterskin 1 5 1 people per day. When full,
Color- Add jjj to Stealth checks encumbrance increases to 2.
Shifting 1 - 8 when standing still. 0
Cloak encumbrance when worn. Remove jj from Survival or
Winter Resilience checks due to cold
Extra Replenish ammunition on a 4 100 3
2 25 2 Clothing weather. When worn, winter
Quiver d result as a maneuver. clothing’s encumbrance is 1.

39
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

NEW GEAR
COLOR-SHIFTING CLOAK
HEALING KIT
Cloaks made from fancloth, a special material produced by
the White Tower. When the wearer is still, these cloaks blend
into the background, making them difficult to spot. Aes
Sedai provide their warder’s with these cloaks, making them a
hallmark of an Aes Sedai and her warder.
Your character adds jjj to Stealth checks when standing
still and wearing Color-shifting cloak.

TRADE TOOLS
Most trades require specialized tools. Smiths require a forge,
anvil, and shaping tools, such as a hammer. Carpenters require
chisels, hammers, saws and planes. Trade tools represent a
compact, mobile kit of the basic tools a tradesperson would
require to perform their work. The actual contents depend
entirely on the trade of your character. It does not include SCHOLARS
any tools or appliances that are not easily transported. Your KIT
GM has final say whether a particular tool would be included
within this kit
Trade tools count as having the right tools for the job when
performing Mechanics checks.

SCHOLAR’S KIT
Filled with assorted small books, vivisection and sample
collecting tools, charcoals and paper for sketching new
findings, vials for chemical analysis, and other essentials, this
kit allows a scholar to act effectively even when away from their
office or lab.
Your character adds to all Knowledge checks they make while
using a scholar’s kit.
FLASK

POUCH

BEDROLL VIAL

BACKPACK

40
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

ANIMALS & RELATED GEAR

Item Encum Price Rarity Use / Benefit

Barding 5 900 4 Provides Defense 1 and Soak 2 for animals.

Beast of - 200 1 Animals used to carry gear, but not trained for riders.
Burden

Corlm - 1200 7 Tracking animals used by the Seanchan.

Raken - 2000 8 Flying mount used by the Seanchan for scouting and messages.

Riding Beast - 400 2 Mount used for quicker overland travel.

Saddlebags +4 75 3

War Mount - 1500 6 A riding beast specially trained to be taken into combat.

ANIMALS Skills (group only): Athletics, Resilience


Talents: None
Beast of Burden (Minion)
Mules, oxen, draft horses, and other strong hearty animals are Abilities: Encumbrance Capacity 12, Silhouette 2
put to many working uses, such as pulling wagons and carts. Equipment: Riding tack

4 2 1 1 1 1 War Mount (Rival)


War mounts are those steeds bred and trained for war. Just
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
like their riders, such mounts do not shy away when facing
combat and can use their stomping feet, grasping talons, or
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE other natural weapons to aid in battle.
4 7 N/A 00

Skills (group only): Athletics, Resilience


Talents: None
Abilities: Encumbrance Capacity 18, Silhouette 2
Equipment: Harness
Riding Beast (Minion) Skills: Athletics 3, Brawl 1, Discipline 2, Resilience 3, Survival 2
Although they can carry riders over great distances, most Talents: None
horses, ponies, and other such steeds are neither bred nor
trained for violence of battlefield conditions. A Riding check is Abilities: Encumbrance Capacity 13, Silhouette 2
required to maintain control of a riding beast in combat or a Equipment: Hooves or claws (Brawl; Damage 6; Critical 4;
similarly stressful situation. Range [Engaged]; Knockdown), riding tack.

4 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 5 N/A 00

41
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

NEW ANIMALS SERVICES


Corlm (Rival) Item Encum Price Rarity
Corlm are large, flightless birds from the Seanchan home
Ale (Flagon) - 1 0
continent. Corlm can grow up to eight feet tall and weigh up
to 300 pounds, with long legs ending in taloned feet and short Lodging (Common Room, 1
forearms kept close to the body. The Seanchan use these birds - 1 0
night)
as trackers, guided by specially trained handlers called
morat’corlm. Lodging (Private Room, 1 night) - 5 1

Meal (Tavern) - 2 0
2 3 1 3 1 1
Porter (Per day) - 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Torchbearer (Per day) - 5 2


SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 N/A 00 Travel, Riverboat (1 day) - 5 2

Skills: Athletics 2, Brawl 2, Perception 2, Survival 2 Travel, Wagon (1 day) - 2 1

Talents: None
Wine (Bottle) - 2 1
Abilities: Keen Senses (While making skill checks, corlm
remove up to jj from imposed due to darkness or
concealment). Silhouette 2 WEAPON ATTACHMENTS
Equipment: Claws and beal (Brawl; Damage 5; Critical 3; Item Encum Price Rarity
Range [Engaged]; Vicious 2).
Balanced Hilt 1 1000 6
Raken (Rival)
Often confused for shadowspawn, raken are horse-sized Duelist Cross Guard 1 800 5
flying animals from the Seanchan continent. The Seanchan
have managed to not only domesticate this unique animal, but Hair Trigger 1 150 3
also learn to ride it, providing the Seanchan a strategic
advantage in scouting and communication. Razor Edge 1 1250 6

2 3 1 2 1 1 Recurve Limbs 1 300 4


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Serrated Edge 1 75 2

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE Superior Weapon Customization 1 750 7
2 14 N/A 00
Weighted Head 1 250 2

Skills: Athletics 3, Brawl 2, Perception 2, Survival 2 Wine (Bottle) - 2 1


Talents: None
Abilities: Encumbrance Capacity 10, Flying, Silhouette 2 BALANCED HILT
Equipment: Claws and fangs (Brawl; Damage 4; Critical 3; This attachment represents modifying a melee weaon’s
Range [Engaged]), Tail (Brawl; Damage 4; Critical 4; Range balance (particularly around the hilt or haft) to make it easier
[Engaged]; Knockdown) to control. This kind of attachment makes sense for any setting
(even futuristic combat knives can benefit from being finely
weighted or balanced).
Use With: This attachment can be applied to any weapon that
uses Melee (Light) skill.
Modifiers: The weapon gains the Accurate 1 quality, or
increases any existing Accurate quality by 1. (If the weapon has
the Inaccurate quality, it reduces that quality’s rating by 1 to a
minimum of 0, instead.)
Hard Points Required: 1

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Chapter 3: Equipment and Gear

DUELIST CROSS GUARD SUPERIOR WEAPON CUSTOMIZATION


This attachment represents modifying the cross guard of a This simply represents the weapon being modified by a
sword to better catch and lock the blade of an opponent. master craftsman to be better than other examples of its type.
Use With: This attachment can be applied to any sword, Use With: This attachment can be applied to any weapon..
whether one-handed or two-handed. Modifiers: The weapon gains the the Superior quality.
Modifiers: When an opponent resolves a melee combat Hard Points Required: 1
check against the wielder, if the check generates at least one
uncanceled , the wielder may suffer 1 strain as an out-of-turn
WEIGHTED HEAD
incidental to add hh to the results.
Adding extra weight to the head of a blunt weapon lets the
Hard Points Required: 1
wielder strike with greater impact and do more damage.
HAIR TRIGGER Use With: This attachment can be applied to any close combat
weapon that deals bludgeoning or crushing damage (not one
This attachment represents a modification that allows the with a cutting edge).
user to fire a weapon very quickly, although this can be at the
expense of accuracy. Modifiers: The weapon increases its damage by 2. The weapon
gains the Cumbersome 2 quality, or increases its existing
Use With: This attachment can be applied to any crossbow. Cumbersome quality by 1.
Modifiers: When the user makes the first combat check with Hard Points Required: 1
this weapon in an encounter, add one s and h to the results.
Hard Points Required: 1 ARMOR ATTACHMENTS
RAZOR EDGE Attachment HP Req. Price Rarity
This attachment represents sharpening a blade to a razor Deflective Plating 1 450 4
edge, then reinforcing or treating that edge so that it can
withstand repeated blows. Gilded 0 1500 5
Use With: This attachment can be applied to any combat
weapon that has a blade. Intimidating Visage 0 125 3

Modifiers: The weapon gains the Pierce 2 quality, or increases Reinforced Plating 2 8000 7
any existing Pierce quality by 1. The weapon also decreases its
Crit rating by 1, to a minimum of 1. Spikes 2 600 4
Hard Points Required: 1
DEFLECTIVE PLATING
RECURVE LIMBS
This attachment applies angled plates to help deflect
Making the limbs of a bow or crossbow curve away from the incoming ranged attacks.
wielder increases the penetrating power of the bow’s shots, even
if it also makes the bow larger and more difficult to wield. Use With: The attachment can be applied to any armor.
Use With: This attachment can be applied to any bow Modifiers: Wearer increases their ranged defense by 1.
or crossbow. Hard Points Required: 1
Modifiers: The weapon gains the Pierce 2 quality, or increases
any existing Pierce quality by 1. The weapon also gains the GILDED
Unwieldy 2 quality, or increases any existing Unwieldy Though it serves no practical purpose, many nobles like
quality by 1. to adorn their armor with gold leaf. It certainly makes the
Hard Points Required: 1 wearer seem impressive, but acts as a lure for every bandit
within eyesight.
SERRATED EDGE Use With: The attachment can be applied to any armor.
Adding jagged sawteeth to a bladed weapon means the Modifiers: While wearing this armor, your character adds j to
wounds it makes are particularly brutal and damaging. Charm, Negotiation, and Leadership checks.
Use With: This attachment can be applied to any combat Hard Points Required: 0
weapon that has a blade.
Modifiers: The weapon gains the Vicious 1 quality, or increases
any existing Vicious quality by 1.
Hard Points Required: 1

43
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

INTIMIDATING VISAGE used by both male and female channelers. Angreal are capable
of a wide range of effects and the list below is not all inclusive.
Warriors from many cultures paint their armor or add
imposing face masks to intimidate opponents. A character may only benefit from one angreal or sa’angreal
at a time. If your character has a Shadowbane angreal and a
Use With: The attachment can be applied to any armor. staff angreal, they must choose which one to use when casting
Modifiers: When wearing this armor, the user adds s to a spell. Holding an angreal or sa’angreal does not impose j on
Coercion checks the make, and automatic f to Charm checks your character’s check for not having their hands free.
they make.
Item Encum Price Rarity
Hard Points Required: 0
Angreal 1 - 8
REINFORCED PLATING
Restorative Angreal 1 400 4
This attachment represents adding extra layers of armor or
using stronger materials to reinforce the armor. Sa’angreal 1 - 10
Use With: The attachment can be applied to any armor.
Scepter Angreal 1 350 5
Modifiers: The armor gains the Reinforced quality. The armor
also increases its encumbrance by 1. Shadowbane Angreal 1 300 3
Hard Points Required: 2
Shield Bracelet Angreal 0 425 5
SPIKES
Staff Angreal 2 400 6
Particularly unscrupulous warriors sometimes add sharp
spikes or barbs to their armor, especially to gauntlets, vambraces, Wand Angreal 1 400 6
and pauldrons. In the press of melee, they can use a shoulder
check or a wild swing to slash or even impale an opponent. Angreal
Use With: The attachment can be applied to plate armor. When your character creates a weave while using an angreal,
Modifiers: If your character is targeted by a melee combat reduce the difficulty of the weave by one (k), to a minimum
check while wearing this armor, you may spend hhh or d of Easy (k).
to cause the attacker to suffer 3 wounds.
Restorative Angreal
Hard Points Required: 1
When your character creates a Heal weave while using
a restorative angreal, adding the Restoration effect does not
ANGREAL increase the difficulty. In addition, Heal weaves case by your
character increases the wounds healed by 2.
Sa’angreal
Angreal are the magic items of Wheel of Time, and come in
three different types: basic angreal, ter’angreal and sa’angreal. When your character creates a weave while using a sa’angreal,
They come in many forms, from jewelry or weapons, to entire reduce the difficulty of the weave by two (kk), to a minimum
buildings and giant statues. All angreals are fairly rare and of Easy (k).
cannot normally be purchased, though many have been found
hiding in dusty collections or passed down as family heirlooms, Scepter Angreal
often without their true purpose being known. Identified When your character creates a weave while using a scepter
angreal are highly sought after and hoarded by channelers angreal, add j to the check and adding the Close Combat effect
and channeler organizations, such as the Aes Sedai and their does not increase the difficulty. In addition, Attack weaves cast
White Tower. by your character increase their base damage by two.
Note: Prices for angeal listed below are for Step 7 of character Shadowbane Angreal
creation only. Angreal of all forms are not normally available
for sale. When your character creates a weave while using a
shadowbane angreal, adding the Holy effect to an Attack weave
Angreal does not increase the difficulty.
Angreal allow channelers to draw more of the One Power
without harming themselves. This makes channeling some or Shield Bracelet Angreal
all weaves easier (i.e. reducing the difficulty to cast or add an When your character creates a Barrier weave while using a
effect), depending on the angreal. All known angreal only work shield bracelet angreal, the first Additional Target effect does
for either saidar or saidin, meaning there are none that can be

44
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

not increase the difficulty. In addition, further reduce the Item Encum Price Rarity Effect
damage of all hits the target suffers by one.
Enslaves a channeler to the
A’dam 1 - 5 will of another channeler.
Staff Angreal
Bowl of the
When your character creates a weave while using a staff Winds 3 - 8 Controls the weather.
angreal, the first Range effect added to the spell does not
Protects wearer from
increase the spell’s difficulty. In addition, Attack weaves cast by Disruptor 1 - 6 channelers.
your character increase their base damage by four.
Prevents Traveling to an
Dreamspike 1 - 7
Wand Angreal area.

When your character makes or obtains a wand, your GM Library 1 - 5 Information repository.
determines one effect that wand lets your character add to any
Send messages across
appropriate weave without increasing the weave’s difficulty. Messengers 1 - 5 great distances to a paired
The chosen effect, without a wand, should only increase ter’angreal.
the difficulty of a weave by one. Attack weaves cast by your Wearer gains Defensive or
character increase their base damage by three. Protection 0 - 6 Deflection.

Sa’angreal Seed 2 - 9 Create angreal and


sa’angreal.
Like angreal, all sa’angreal allow a channeler to draw on more
of the One Power than they would normally be able to on their Scrying Bowl 3 - 5 View distant locations.
own, but multiplying exponentially the amount of power one
may draw. As such they are even more rare than normal angreal. Sentry 0 - 4 Alert wearer to specific
conditions.
There are only a few known in existence: Vora’s Wand, held by
the White Tower, the legendary Callandor in the Stone of Tear, Sleep Trap 0 - 6 Forces a victim into a
and the great statues of the Choedan Kal. dreamless sleep.
Allows use of the Enter the
When your character creates a weave while using a sa’angreal, Sleepweaver 0 - 4 Dream action.
reduce the difficulty of the weave by two (kk), to a minimum
of Easy (k). In addition, each sa’angreal may have other Hide someone or something
Veil 1 - 6 from detection.
additional effects, as determined by the GM. A character may
only benefit from one angreal or sa’angreal at a time. Holding Drives away unwanted pests
Ward 1 - 4 or creatures.
an angreal or sa’angreal does not impose j on your character’s
check for not having their hands free. Stores the One Power for use
Well 1 - 5 when cut off from the True
Source.
Ter’angreal
A’DAM
”Thousands of wagons in ten The A’dam is a ter’angreal used to completely control a
lines stretching nearly two channeler. They are commonly used by the Seanchan Empire
leagues, wagons loaded with food and to enslave female channelers. The a’dam resembles a silver collar
water barrels, wagons loaded with and paired bracelet, often connected by a silver leash, though
the crated things the Aes Sedai had the leash is not required. When worn by two female channelers,
given into Aiel charge, angreal and the a’dam forces the damane, the collared woman, into a Circle
sa’angreal and ter’angreal, all the with the wearer of the bracelet, referred to as the sul’dam, as the
things that had to be kept from the leader. Unlike normal circles, the sul’dam is not directing the
hands of men going mad while they weaving, but instead directing the damane to channel, allowing
wielded the One Power” the talents of the damane to be used in the channeling.
If a damane attempts to touch or remove the collar, they feel
immense pain and sickness, preventing them from removing
Ter’angreal are objects made from the One Power that perform the collar. The sul’dam wearing the bracelet or a non-channeler
specific functions. The range and scope of these functions can may remove the collar from a damane without feeling any pain.
be infinitely varied, from completely utilitarian to specialized A sul’dam can also force the damane to feel pain as punishment.
weapons. Unlike angreal and sa’angreal, some can be used by The collar also inflicts any pain suffered by the sul’dam onto
non-channelers. Below is but a small sample of ter’angreal that the damane. The collar also functions as a buffer, preventing
have been found and whose function has been identified. the damane from purposefully burning out themselves and
their sul’dam. The a’dam does not work on non-channelers or a
channeler that has been burned out or severed.

45
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

BOWL OF THE WINDS Bowl, make an Average (kk) Channeling check, focusing on
The Bowl of the Winds is a ter’angreal used to control the a place or area. If successful, the channeler is provided a view
weather. During the Age of Legends, several of these ter’angreal of that place at the current time.
were used together to strictly control the weather of the world.
The Bowl may be used with both saidin and saidar. SENTRY
Sentries are a common name for a wide range of ter’angreal
DISRUPTOR which are able to detect and alert the bearer to a variety of
A Disruptor is a defensive ter’angreal which makes any different conditions. One such sentry is capable of sensing the
channeling that targets the wearer more difficult or even channeling of saidin and saidar near the wearer, while others
impossible. Channeling checks targeting the wearer of a warn of the presence of an angry or hostile person. The exact
disruptor upgrade the difficulty of the check a number of times effect of each sentry is determined when it is created.
equal to the Disruptor’s rating, unless otherwise noted.
SLEEP TRAP
DREAMSPIKE A sleep trap is a small ter’angreal no greater than the large
A Dreamspike forms a barrier within reality and the realm knuckle on a man’s hand. One known sleep trap was shaped
of Tel’aran’rhiod that prevents instantaneous travel within its as a hedgehog carved out of wood. Touching the Sleep Trap
boundaries, including use of the Traveling weave. Anyone forces the victim into a peaceful, dreamless sleep for half a day
inside the effect of the Dreamspike may travel out of it. or longer.
No one may outside its effects may travel to the inside. All
attempts to Travel inside the area protected by the Dreamspike SLEEPWEAVER
automatically fail. A Sleepweaver allows a person access to Tel’Aran’Rhiod while
sleeping. They can be any shape or object. One well known
LIBRARY sleepweaver is shaped as a twisted stone ring with only one side.
A library is a ter’angreal which stores books, music, or other Some require channeling to use. Depending on the quality of
information. Libraries are capable of containing thousands of the sleepweaver, the user may appear misty in the dream world.
books or songs worth of information within them, and provide A sleepweaver allows a character to use the Enter the Dream
an interface to browse the available content. Libraries require a action (Chapter 4: The World of Dreams).
Simple (k) Channeling check to use.
VEIL
MESSENGERS Veils are a group ter’angreal which can hide or disguise a
Messengers are pairs of ter’angreal which may be used to person or object from view. One such ter’angreal makes the
send messages to one another across great distances. bearer invisible to shadowspawn, while another, in the shape
of a bookmark, makes the book it is set invisible when closed.
OATH ROD Yet another veil could allow a woman channeler to embrace
saidar without other channelers sensing it. The exact effect of a
This long ivory white cylinder makes the oaths sworn while particular veil is determined when it is created.
holding unbreakable. Channeling is required to activate the
Oath Rod and so may only be used on channelers. Oaths sworn WARD
using the Oath Rod may not be knowingly broken.
A ward is a ter’angreal that drives away vermin, such as rats
PROTECTION and insects. Possibly other creatures could be made the target
of such ter’angreal.
Often appearing as a bracelet or necklace, a Protection
ter’angreal gives the wearer “armor that is better than steel”. A WELL
Protection ter’angreal provides the wearer with a Defense rating.
A Well is a ter’angreal which can store a portion of the
SEED One Power, allowing the channeler wearing it to access the
One Power even when shielded or otherwise cut off (but not
A Seed is a ter’angreal which may be used to create new severed). Each well has a rating, which represents the number
angreal and sa’angreal. Using a seed requires channeling for of difficulty dice that may be spent on weaves before the well
long periods into an empty vessel, and afterward leaves the must be refilled. For example, a well with a rating of 3 allows a
channeler greatly weakened in the One Power for a time after number of weaves to be cast up to a total combined difficulty of
it’s use. (kkk). This could be one weave of Hard (kkk) Difficulty, or
one Average (kk) and one Easy (k). At the GM’s discretion,
SCRYING BOWL the bearer of a well may cast any number of Simple (k) weaves
A wide, flattish bowl about a pace across, this ter’angreal before it is expended.
allows a channeler to view things far away. To use a Scrying

46
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

47
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

HERBALISM Cost Effect


*A character who uses this concoction is disoriented for
two rounds.
d *A character who uses this concoction must succeed on
Unless otherwise stated, utilizing a poultice/tincture/tea (or Average (kk) Resilience check. If they fail, their body
rejects the substance and it doesn’t take effect.
administering one to an engaged character) is a maneuver and
consumes the item in the process. The effects of multiple doses
of the same item do not stack. *If the concoction is beneficial, the user also suffers the
x2 d effects of a basic poison after resolving the normal effects.
Characters can use the Herbalism skill to prepare poultices,
tinctures, poisons, teas, and other concoctions including those Herbal Mixtures
listed below. For simplicity sake, these are generally denoted
as concoctions. This process follows the standard rules for Standard Concoctions Price Rarity
crafting except where noted otherwise. The process for making Acem and Chainleaf Tea 20 4
a concoction takes one hour, plus a number of hours equal to
the rarity of the concoction. Difficulty for the Herbalism check Acid Flask 200 6
is equal to half the rarity (round up) and costs half the normal
Alcohol & Red Fennel 25 5
cost in materials. If successful, the character creates enough of
the concoction for a single dose or application. Players and Andilay Root Extract 100 4
GM may spend dice symbols for additional effects, as per
examples below. Arrath and Flavored Herbs 100 4
Normally, a herbalist’s kit is required in order to prepare a Bluespine Tea 430 7
concoction. In some cases, your GM might allow a character
to make a check with increased difficulty to prepare certain Bug Repellant 100 4
concoctions without access to the proper tools. Essence of Rannel 1230 8
Spending symbols on Herbalism Checks Essence of Sheepstongue Root 200 7
Cost Effect Flatwort Tea 50 3
*Character who uses the concoction heals 1 strain or Forkroot Tea 1000 7
a wound in addition to normal effects.
or t *You may add 1 Boost to next Herbalism Check. Goatflower and Correnroot Paste 220 5

*You prepare one additional dose (may select multiple Healall and Willowbark 25 3
x2 a times).
or t *Reduce time to prepare potion by half. Itchweed Powder 50 4

*Your character has enough ingredients to craft another Poisons


x3 a batch of concoction.
or t *Increase duration of concoction’s effects by one round (if Standard Concoctions Price Rarity
applicable).
Grey Fennel 200 5
*Upgrade difficulty of check to resist concoctions effects
t *The concoction is more effective than normal, Death’s Head Mushroom 1000 7
determined by GM, when used.
Asping Root 1750 9
*Chose one other concoction of lower rarity and add its Smoke Vial 25 4
x2 t effects to this concoction.
Sorfa Root Liniment 125 6
*If the concoction is beneficial, a character suffers 2 strain
h after using it and benefiting from its effects. Stinkweed Powder 400 7
or d *The concoction has a strong smell that adds 1 Boost to
all checks to detect its presence. Tincture of Catfern and Mavin’s Leaf 500 7
*When used, the concoction doesn’t take effect for one Vomit Powder 40 4
x2 h minute, or one round in structured time.
or d *You character must purchase additional ingredients
worth half the original component cost. White Henpepper Paste 100 4

*If the concoction is beneficial, a character using it suffers


1 wound after benefiting as normal.
x3 h *Reduce the duration of effects by one round, to a
or d minimum of one (if applicable). If effects would last till
the end of encounter they last two rounds instead.

48
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

ACEM AND CHAINLEAF TEA ESSENCE OF RANNEL


A popular mixture among herbalists who like to tie one on Similar to a Flatwort tea, Essence of Rannel artificially
or have regular clients that they want to ingratiate themselves inflates feelings of vitality and energy. Secondary doses can be
with. This tea serves as a cure for hangovers easing a headache extra dangerous and users should be cautioned about potential
and settling any queasiness of the stomach. side effects.
When a character uses Essence of Rannel they add 4 to their
ACID FLASK strain threshold or heal 4 strain if they have already taken strain.
Often used to etch metals or break down various components, This effect lasts until the end of the encounter or scene. Any
this item is not strictly among a normal healer/herbalist subsequent dose of Essence of Rannel requires the character to
repertoire but they often have enough experience with various make a Hard (kkk) Resilience check as an incidental, failure
ingredients to piece it together. May use Herbalism or Mechanics sees them doubled over in pain and Incapacitated until treated.
to produce.
As an action, your character can throw an acid flask at a ESSENCE OF SHEEPSTONGUE ROOT
point within short range, where it releases a cloud of acidic Specially treated and combined with other substances to
mist large enough to encompass a single character and other’s affect energy levels to a high degree over a short period of
engaged with the target. The cloud serves as a rating 4 corrosive time. The crash after can be severe stomach cramping and
atmosphere (see Fire, Acid, and Corrosive Atmospheres, pg 111 pains though.
GCRB) The cloud remains for the duration of the encounter, When your character imbibes this concoction they gain one
unless the GM determines that circumstances (such as outdoor additional maneuver during their turn. While under the effects
location or a strong draft) cause it to dissipate faster. of Sheepstongue Root, your character can perform a maximum
of three maneuvers in a turn, rather than two. This lasts for
ALCOHOL AND RED FENNEL your character’s next three turns, after which your character
Made from a combination of strong alcohol and some suffers 6 strain.
boosting herbs, this combination can often bolster the imbiber
with just enough courage to help overlook a dangerous situation FLATWORT TEA
or ignore certain traumatizing images/thoughts. Improves feelings of vitality and energy over a lengthy period,
When the character drinks this concoction, they upgrade but can leave a strong hangover like effect
Discipline checks to resist fear and Coercion once until the When your character uses flatwort tea, they immediately
end of the scene or encounter heal 5 strain. Each subsequent dose used in the same day heals
1 less strain, so that the sixth dose (and any further) has no
ANDILAY ROOT EXTRACT effect. After one day, the lingering effects of the tea wear off,
Concentrated Andilay root mixed with additives to and your character may again use it to full effect.
significantly dull pains and more severe injuries until they can
be treated more properly. FORKROOT TEA
Drinking this concentrated extract allows a character to Eases imbiber to sleep, normally. If taken by a Channeler it
ignore any penalties from one Critical Injury for the rest of the can inhibit the ability to touch the One Power and can knock
encounter or scene. After which the character suffers 3 strain. them out cold if taken in high enough concentration.

ARRATH AND OTHER FLAVORED HERBS


It’s always a good idea to have an herbalist around when it ...any woman dosed with
comes time to make a meal. They generally have a cache of Forkroot will reduce her ability
various flavor enhancing herbs and minerals to make a simple to a given level. It will be sensed by
meal feel more like a feast when eaten. others as having that reduced level;
this holds true. A sufficient dosage to
BLUESPINE TEA produce zero ability still results in
A high caffeine content co-mixed with various chemicals unconsciousness. The dosage must be
allows the imbiber to stay awake for an extended period of time. tailored; the stronger someone is, the
higher dosage needed for a given effect
and the lower the dosage that will
BUG REPELLANT
produce unconsciousness.”
Made from a combination of herbs and plant extracts this
- Notes on Aes Sedai
unguent can be spread on areas of exposed skin and will effectively
repel bugs for 3-5 hours depending on local conditions

49
THE WHEEL OF TIME
Chapter 3: Equipment and Gear

GOATFLOWER AND CORRENROOT PASTE incidental or suffer 6 wounds (not reduced by soak) plus 1
strain per threat. You or your GM can spend hhhh or a d
A paste made to stimulate blood flow and make new blood on the check to inflict a Critical Injury or to force the target
along with aiding the healing of broken bones, this should be to repeat the check at the beginning of their next turn, as the
applied to more serious wounds and can serve as a stop gap poison continues to wrack their body.
bandage until regular bandages can be applied.
Can be used to help heal Critical Injuries as if the character ASPING ROT
just obtained a full night’s rest (pg 116, GCRB). Character
Character’s affected by Asping Rot make a Formidable
also recovers up to 3 wounds and uses one of their depreciating
(kkkkk) Resilience check as an out-of-turn incidental or
painkiller uses for the day.
suffer 8 wounds (not reduced by soak) plus 1 strain per threat.
You or your GM can spend hhh Threat or d on the check
HEALALL AND WILLOWBARK to inflict a Critical Injury or to force the target to repeat
A common blend of treatments meant to help get a person the check at the beginning of their next turn, as the poison
back on their feet and either back into action or sustain them continues to wrack their body.
until they can get more Medical attention.
Healall and Willowbark is a painkiller, as described on page SMOKE VIAL
116 GCRB More often a trick or item that an Illuminator would know
that a true herbalist, again this is an item that can likely be
ITCHWEED POWDER figured and made with either Herbalism or Mechanics. When
Made from dried and ground itchweed plants, this powder broken, typically by throwing to the floor, various chemicals
can be applied in many ways similar to a poison to get the mix to produce a cloud of thick and choking fog. The fog is
same effect, though it doesn’t seem to apply to a weapon the not harmful (unless treated with another agent, which must
same way. be purchased separately), though it is unpleasant to be caught
within and is impossible to see through.
Victims must make a Hard (kkk) Resilience check or find
themselves extremely itchy until the end of the encounter As a maneuver, a character can throw a smoke vial at a
or scene. This causes them to add 2 Setback dice to any skill point within short range. Upon impact, the vial shatters and
checks made as they are constantly scratching at various parts produces a fog enough to conceal a single character and all of
of their body. those engaged with them. Provides concealment worth +2 dice
(Concealment pg 110, GCRB)
Poisons
Every culture has their own poisons ranging from botanical SORFA ROOT LINIMENT
extracts to refined chemical compounds. Most are relatively When rubbed into ones skin, this liniment assists with
easy to use, but illegal to purchase. healing/protecting against bruising and lessens pain to the
Your character can apply a poison to a target’s food or drink, applicable region while assisting with any clotting as well
in which case the target suffers the effects when they ingest When your character applies sorfa root liniment they gain +1
it. Poison can also be applied to smoke vials or other items at soak for your character’s next three turns
the GM’s discretion. As a maneuver, it can also be applied to
a weapon with a sharp point or edge that can introduce the
STINKWEED POWDER
poison into the target’s bloodstream. If applied to a weapon,
the first successful hit that deals at least one wound causes Able to be applied to a smoke vial (purchased separately) or
the target to suffer the effects of the poison. Once the poison applied to a character’s clothing or food. The targeted character
has affected one target, it is depleted and another dose must (or area) must make a Hard (kkk) Resilience check or add
be applied. two setback dice to all skill checks for the rest of the scene or
encounter as they wretch uncontrollable. Healing or certain
GREY FENNEL narrative conditions may clear this effect.
Character’s affected by grey fennel make a Hard (kkk)
SYRUP OF IPECAC
Resilience check as an out-of-turn incidental or suffer 4
wounds (not reduced by soak) plus 1 strain per threat. You or Often added to some other liquid for use in medically
your GM can spend d on the check to inflict a Critical Injury expunging one’s stomach contents, it can be used a little more
or to force the target to repeat the check at the beginning of offensively if slipped into someone else’s food or drink.
their next turn, as the poison continues to wrack their body. A character who ingests this syrup must make a Hard (kkk)
Resilience check or add 2 setback dice to all skill checks for the
DEATH’S HEAD MUSHROOM rest of the scene or encounter as they wretch uncontrollably.
Character’s affected by Death’s Head Mushroom make Medical treatment or various healing effects could also clear
a Daunting (kkkk) Resilience check as an out-of-turn this condition.

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THE WHEEL OF TIME
Chapter 3: Equipment and Gear

TINCTURE OF CATFERN AND MAVIN’S LEAF


A concoction of truly foul tasting materials that is often used
to dose those who need some consequences for their ongoing
lying behaviors.
Any character drinking this mixture upgrades the difficulty
of Discipline checks to resist interrogation once.

WHITE HENPEPPER PASTE


White Henpepper can be used to dye hair black, but some
herbalists have also figured out how to create a topical paste
from the herb that can effectively cover skin or weapons and
assist in less savory stalking and covert needs
Adds a j to Perception checks (along with any other bonuses
for shadow/darkness) to notice someone using shadows
for concealment.

51
CHAPTER 4:
CHANNELING AND THE
ONE POWER
Channeling vs. Magic in Genesys
THE ONE POWER
Genesys provides an extremely flexible rules system for the
running and interpretation of magic that converts very well
to the world of the Wheel of Time. In many ways the basic
T he magic of the Wheel of Time is called the One Power.
The One Power stems from the True Source, a literal
source of energy capable of manipulating the universe. The act
magic rules from the Genesys Core Rulebook (GCRB) starting
on page 210 should work as detailed there. There is a brief
summary to follow for ease of use and a section to follow on
of using this magic is called channeling and those who have the
new rules specific to the Wheel of time setting.
ability to use the One Power are called channelers.
The One Power is composed of two halves: saidin and saidar. Channelers
Each half is accessible only to channelers of a particular sex, i.e. As with the standard rules, if your character does not have at
only male channelers can use saidin, and only female channelers least one rank in Channeling they may not attempt to use magic
can use Saidar. The two halves of the One Power behave very as granted by those skills. All channelers will benefit greatly from
differently from each other, but are capable of accomplishing having at least a couple ranks in the Knowledge skill associated
the same feats. with their channeling skill. The Channeling skill is restricted
With access to the One Power, channelers can manipulate the to Attack, Barrier, Dispel, and Universal action types without
five elements that comprise reality: air, earth, fire, spirit, and talent based modification, though narrative use remains open
water. Through the act of channeling, these elements are woven to GM discretion.
into different patterns to create effects, which are called weaves Using Weaves in a Narrative Encounter
(the equivalent of weaves).
Channeling checks are handled like any other skill check, and
Differences between saidin and saidar call for similar circumstances. Checks should be required only
Saidar is described as a gentle, but infinitely powerful river. when dramatically appropriate with results and consequences
Using saidar requires using patience and persuasion, otherwise it for failure.
will carry you away. Female channelers refer to accessing saidar Channeling in particular can be so open ended as to present a
as embracing the power. Conversely, saidin is described as a seeming one stop shop for any problem, however it tends to be
raw, untamed force that must be wrestled with in order to use. much more complicated than utilizing the more mundane skill
Channelers of saidin describe this as seizing saidin. associated. If a weave replicates the effect of a mundane skill,
Female channelers are able to sense and see the weaves of other assign the difficulty correspondingly and consider increasing it
channelers of saidar, but not saidin. A woman holding saidar by one for channeling checks.
appears with a white glowing aura to other saidar channelers. Channeling is more taxing than other activities in one
There is no way for a woman to tell when a man is channeling, other respect; when your character casts a weave that requires
except through a special weave. Male channelers can see weaves a check (whether or not it succeeds and whether or not it is
made from saidin, and can sense the use of both saidar and narrative or structure based), they suffer 2 strain after resolving
saidin, but only as a feeling of awe and menace for saidin, and the check. This limit keeps channelers from using their magic
as goosebumps and pinpricks for saidar. However they are not indiscriminately. Note that this strain is only suffered when
capable of pinpointing the channeler or its use. Women are they need to make a check so minor effects should not impose
able to test another woman for the ability to channel with a this penalty.
simple weave. Male channelers may channel a simple flow until
a feeling of resonance is felt from the man being tested. Penalties for Channeling
Finally, male and female channelers often vary in their strength As with the standard magic rules Table III.2-3: Penalties When
of using the different elements. Male channelers are frequently Casting Spells (pg 210, GCRB) and Table III.2-4: Spending h
stronger with fire and earth, while female channelers are stronger and d on Magic Skill Checks (pg 211, GCRB) both apply
with air and water. Spirit is present in equal strengths for both to Channeling
sexes. These are only generalizations, and not an absolute rule.

53
THE WHEEL OF TIME
Chapter 4: Channeling and The One Power

Special Maneuvers for Channeling Joining an Existing Circle


Both the Counterspell and Concentrate maneuvers described Joining an existing circle is a maneuver for the new member.
on page 218 (GCRB) are appropriate for Channelers and have Adding a new member to a circle may not exceed or break the
been included here for reference limitations for circles.

COUNTERSPELL Talents and Angreal

If the character performs the counterspell maneuver, all Only talents purchased by the leader may be used for
opponents within medium range upgrade the difficulty of checks Channeling checks performed by the circle. For example, if the
to cast weaves once, until the end of the character’s next turn leader of a circle wishes to use the Heal weave type on an ally,
the leader of the circle must have the Healing talent.
CONCENTRATE The circle may make use of any angreal or sa’angreal held by
any member of the circle, however the circle can only benefit
If a channeling action can be sustained through concentration,
from one angreal or sa’angreal at a time (the same limitations
the action description notes this. Spells that can be sustained
as an individual).
through concentration last until the end of the character’s
next turn. However, if the character performs the concentrate Passing Leadership
maneuver during that next turn, the spell’s effects last until
the end of the character’s following turn, instead. See also The current leader of a circle may pass leadership to any
Maintaining Spells in Narrative Encounters - Inset pg other member of the circle as a maneuver. Another member
213 (GCRB) of the circle cannot forcefully take over leadership of a circle.
Leaving a Circle and Incapacitation
NEW RULES A member of the circle may leave at any time with a maneuver.
If a member of the circle is incapacitated (for example, by
exceeding their strain threshold) or killed, that member leaves
the circle. If any member of the circle moves to medium range
CIRCLES or further from the leader, that member leaves the circle. If
Circles allow multiple channelers to combine their strength the leader of a circle leaves, then another member of the circle
and achieve greater feats that they would not normally be able becomes the leader (as an out-of-turn incidental).
to achieve. The combined power of a circle is not equivalent If the loss of a member cause the circle to break the
to sum of all channelers strength, but rather allows for a more limitations (for example, by losing the only male channeler in
precise and effective channeling. a circle of 14 or more women), then additional members from
Forming a Circle the circle are forced to leave (the leader of the circle determines
who) as an out-of-turn incidental until the circle is within
Forming a circle requires a Simple (k) Channeling check. limitations again.
If successful, a circle is formed between all willing channelers
within short range, within the limitations. The initiator of the
circle becomes the leader and may make Channeling checks CUT OFF FROM
with skilled assistance (see Genesys CRB, pg. 26) from the THE ONE POWER
circle’s members. The leader upgrades the ability of the circle’s
channeling checks once for each additional member of a circle Severing
beyond the initial two. Members of a circle who are not the Severing is the act of cutting a channeler off from the One
leader may not use the Channeling skill, but are treated as Power. It is often used as a punishment, and sometimes as an
actively holding the One Power. Non-leader members of a attack in battle. A character who has been severed cannot make
circle may still perform actions and maneuvers as normal. Channeling checks. Those channelers who have been severed
often fall into a deep depression and have suicidal tendencies.
Limitations
Severing is sometimes referred to as “stilling”, if the victim is a
Any two women channelers may form a circle together, woman, or “gentling” if the victim is a man.
and include other women, up to a maximum of 13. Male
channelers are not able to form a circle with another male on Burning out
their own. They must instead form a circle with at least one Burning out is the act of one severing themselves from the
female channeler first, at which time the other man may join. One Power, usually as an accident from drawing too much of
When a circle of women reaches 13 in size, it must first add a the One Power or improperly using a ter’angreal. A channeler
male channeler before it can expand any further, after which who is burned out is considered severed, and therefore unable
another 13 women may join. In circles of three or larger, men to make Channeling checks. Burn out can be a possible result
cannot outnumber women. of generating dd or more from a Channeling check.

54
THE WHEEL OF TIME
Chapter 4: Channeling and The One Power

Shielding a target is struck with balefire, its thread in the Pattern is


destroyed, in an amount proportional to the power of the
Shielding is the act of blocking a channeler from accessing balefire strike. This translates to both the target’s existence, and
the One Power. Shielded channelers can still feel the source, but actions up to a certain point, being retroactively erased.
cannot touch it. Any channeler can place a shield on another
channeler. A shielded channeler is unable to make Channeling The effect of balefire can have severe consequences. The
checks, except those to break the shield, while the shield is more it is used, the more the Pattern must bend and adjust
in place. for the missing threads. An extremely powerful blast of balefire
that eliminates many lives simultaneously could produce a
balescream, the sound of the Pattern groaning and rearranging
DELVING itself to accommodate a large gap in the pattern. Balefire is also
Delving is the active use of the Channeling skill to search or known to cause literal cracks in reality: black holes that extend
investigate an object, person, or area for hidden or unknown into oblivion.
characteristics. Healers use Delving to identify injuries or Concentration: No
illness in a person, while channelers who are strong in the
power of Earth may use Delving to locate veins of ore in the Balefire checks are combat checks, and follow the normal
ground. A channeler could also use Delving to investigate the rules for performing a combat check, on page 101 of the
properties of an unknown ter’angreal, though doing so could Genesys Core Rulebook, using the Channeling skill instead of a
be incredibly dangerous. Delving may also be used to feel for combat skill. When making a balefire check, the character must
inverted weaves or traps made of the One Power. The difficulty select one target at short range (but not engaged). The default
of a Delving skill check varies for each circumstance. In difficulty of the check is Daunting, upgraded once (lkkk).
addition, your GM may require you to have access to a specific A target struck by balefire ceases to exist and is considered dead
spell type to perform a specific delving weave, such as requiring (as if they had suffered a 151+ Critical Injury result). The effect
the Healing spell type to check a person for injury. extends back in time one round per uncanceled s. Before
making a balefire attack, choose any number of additional
effects listed on the table below. Balefire does not affect objects
CHANNELING SPELL TYPES made of Cuendillar.
The Channeling skill is capable of using the following spells: Balefire Additional Effects
Spell Source Additional Effects Difficulty Mod
Attack Genesys Core Rulebook, pg. 212 Range: Increase the range of the weave by one range Upgrade Once
band. This may be added multiple times, increasing
Augment Genesys Core Rulebook, pg. 212 the range by one range band each time. (k to l)
Balefire Chapter 3: New Spell Types
Close Combat: May select a target engaged with Upgrade Once
Barrier Genesys Core Rulebook, pg. 212 your character (k to l)
Conjure1 Genesys Core Rulebook, pg. 212
Spending Results from Balefire Checks
Curse Genesys Core Rulebook, pg. 213
Cost Result Options
Dispel Genesys Core Rulebook, pg. 213
Undo a specific action the target performed or was
Flame of Tar Valon Chapter 3: New Spell Types
aaaaa involved in, at the GM’s discretion, including the
Heal 2 Genesys Core Rulebook, pg. 214 or t death of a character in which the target killed or had a
role in their death.
Mask Genesys Expanded Player’s Guide, pg. 98
Predict Genesys Expanded Player’s Guide, pg. 98 hhhhh Upgrade the difficulty of all checks for all characters
or d until the end of the current character’s next turn.
Utility Genesys Core Rulebook, pg. 214
1 May not be used to summon creatures. FLAME OF TAR VALON
2 May not use the Resurrection effect. The Flame of Tar Valon is a weave of pure creation, and a
By default, the Channeling skill may use the Attack, Barrier, direct opposite of Balefire, yet still quite deadly in its effects.
Dispel, and Utility spells. Additional spells may be gained People and objects struck by the flame become crystallized,
through the Block and New Weaves talents. frozen in the pattern forever. The Flame of Tar Valon also
repairs cracks in the pattern caused by balefire, repairing them
with the same crystalline structure. The crystal is unable to be
NEW SPELLS broken by any known means.
BALEFIRE Concentration: No
Balefire is a weave of such destructive capacity, it damages Flame of Tar Valon checks are combat checks, and follow
reality itself. The weave resembles a bar of pure light. When the normal rules for performing a combat check, on page 101

55
THE WHEEL OF TIME
Chapter 4: Channeling and The One Power

of the Genesys Core Rulebook, using the Channeling skill the weaves below. New or unique Effects related to the specific
instead of a combat skill. When making a Flame of Tar Valon weave are outlined below it.
check, the character must select one target at short range (but
not engaged). The default difficulty of the check is Daunting Known Weaves and Learning
(kkkk). A target struck by the flame becomes encased in To learn a new weave a character needs to see someone
crystal and is considered dead (as if they had suffered a 151+ else create the weave first, or to experiment with new
Critical Injury result). The effect extends to one additional weave techniques (which is handled mechanically with the
target or object engaged with the primary target for every Experimental Weaves talent). Characters are not limited
sss. Before making a Flame of Tar Valon attack, choose to a set number of weaves they are allowed to remember.
any number of additional effects listed on the table below. Mechanically, however, a character must be able to use the
appropriate spell type or types, for the weave. For example,
Flame of Tar Valon Additional Effects a novice of the White Tower may have spied upon a warder
Additional Effects Difficulty Mod Bonding and now understand how to create the Bond weave,
but must still acquire the Augment spell type before they may
Range: Increase the range of the weave by one range
band. This may be added multiple times, increasing
Upgrade Once themselves create the weave.
the range by one range band each time. (k to l)
For narrative reasons, some weaves may be unusable or
Close Combat: May select a target engaged with Upgrade Once unable to be learned, as determined by your GM. If a campaign
your character (k to l) takes place in a time before Traveling is widely known, then a
GM has a right to prohibit characters from using, learning, or
Spending Results from Balefire Checks attempting to invent that weave.
Cost Result Options
BOND
The effect extends to all characters and objects
aaaaa engaged with the target. May be spent multiple times, The Bond weave forms a permanent psychic link between
or t increasing the effect by one range band each. two or more people, allowing all members of the bond to sense
the emotions of their fellow members as well as their relative
location when not together. As the bond persists, new effects or
WEAVES properties may develop.
Within the Wheel of Time setting there are several iconic Required Spell Type(s): Augment
weaves with effects that are not easily translated using the
Genesys Magic rules. Those weaves and their difficulties Concentration: No
are listed here. All weaves in this section have one or more The channeler chooses two or more people within short
Required Spell Types. A character must be able to weave one range and makes an Average (kk) Channeling check. If
or all of the listed spell types to use that weave. Generally, any successful, the targets become psychically linked with one
Additional Effects available to the spell type may be applied to another, allowing the sharing of emotions and a sense of
relative location of each other. When using the Bond weave,
the channeler is not required herself as part of the bond. The
bond is a permanent effect.

BRIDGE BETWEEN WORLDS


The Bridge Between Worlds is a Traveling gateway which
leads to the realm of tel’aran’rhiod, allowing one to physically
enter the dream world. Physically entering the world of
dreams is inherently risky and should only be done by those
with experience in the dream world.
Required Spell Type(s): Conjure
Concentration: Yes
The channeler makes a Hard (kkk) Channeling check.
If successful, a gateway appears within short range of the
channeler, leading to a location of the channeler’s choosing
within the realm of tel’aran’rhiod.

DEATHGATES
Deathgates make use of the dangerous qualities of Traveling
gateways and twists them into a weapon. A gateway is opened

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THE WHEEL OF TIME
Chapter 4: Channeling and The One Power

and shut in rapid succession, and then pushed towards the SEVER
target. The variable size of the opening coupled with each
change of position alters the destination of the gateway (which Severing is the act of destroying a character’s ability to
is random), brutally segmenting any object or creature which is channel. A weave of pure spirit is used, cutting the person’s link
unfortunate to pass through it, and distributing their remains to the True Source. A channeler who has been severed often
randomly across the world. suffers a deep depression and suicidal thoughts.
Required Spell Type(s): Attack and Conjure Required Spell Type(s): Barrier and Dispel
Concentration: No Concentration: No
The channeler targets one creature in short range and makes a The channeler targets one character that can channel within
Hard (kkk) Channeling check. If successful, the attack deals short range and makes a Daunting (kkkk) Channeling
damage equal to the channeler’s Willpower, gains a Critical check. If successful, the target is severed, and may not make
2 rating, and the Vicious quality with ranks equal to the Channeling checks.
channeler’s ranks in One Power. Shadowspawn targeted by the
weave suffer +2 damage instead of +1 for each uncanceled s. SHIELDING
Shielding prevents a channeler from accessing the One Power
KEEPING as long as the effect is maintained, but does not completely
A keeping weave will prevent perishable food or materials cut the ability to channel out. It is often used as a way to
from decaying and going rotten for a period of time until the capture and neutralize enemy channelers. Those who have been
weave fades. shielded can attempt to break through it.
Required Spell Type(s): Utility Required Spell Type(s): Barrier or Dispel
Concentration: No Concentration: Yes
The channeler targets a perishable object or volume of The channeler targets one channeler within short range and
material no greater than silhouette 0 within short range, makes an Hard (kkk) Channeling check. If successful, the
and makes an Easy (k) Channeling check. If successful, the target is unable to make Channeling checks, except to break
perishable is kept in its current state of freshness for a number the shielding effect. On their next turn, affected targets may
of days equal to uncanceled s. Before making a Keeping make an opposed Channeling check with the channeler to end
weave, choose any number of additional effects listed on the the effect, and prevent them from being shielded again until
table below. the end of their next turn.

Keeping Additional Effects SKIMMING


Additional Effects Difficulty Mod Skimming is similar to Traveling, in that it allows a Channeler
to travel from one place to another much more quickly than
Duration: Increase the scope of time from days to
months; months to years, and years to decades. This on foot, but does not allow the instantaneous arrival. Instead
effect can be added multiple times, increasing the
+k the gateway opens into a void with a platform. The channeler
time scale by one each time. and anyone else rides the platform through the void to the
Quantity: Increase the quantity of perishable destination. Those riding the platform must be careful not to
material affected by one silhouette. This effect may +k fall off, or risk falling through the void until they starve. Unlike
be added multiple times, increasing the silhouette of
affected material by one each time. Traveling, Skimming requires knowing their destination, rather
than their current location.
MASKING THE POWER Required Spell Type(s): Conjure
Masking the Power allows a channeler to hide their ability Concentration: Yes
to channel from other channelers of the same sex, disguising
The channeler makes an Average (kk) Channeling check.
themselves as non-channeler.
If successful, the channeler opens a silhouette one gateway to a
Required Spell Type(s): Augment or Mask void with a platform, which can be guided by the channeler to
Concentration: Yes their desired destination, where an exit gateway can be opened.
Before making a Skimming weave, choose any number of
The channeler makes an Average (kk) Channeling check. additional effects listed on the table below.
If successful, the character’s ability to channel is hidden from
anyone or anything who could normally detect the ability. The Additional Effects Difficulty Mod
difficulty of the check includes the weave being inverted (Ch Increase silhouette: Increase the silhouette of the
3: Inverting a Weave). gateway and the skimming platform by 1. This +k
effect may be added multiple times, increasing the
silhouette by one each time.

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THE WHEEL OF TIME
Chapter 4: Channeling and The One Power

TRAVELING
A once forgotten weave, Traveling allows a channeler to form
a gateway in the air that connects two different locations as
if they were adjacent to each other. The channeler and any
other characters may use the gateway to walk from the current
location to the destination. To form a gateway, the channeler
must first know their current location, and then decide where to
travel to. Care must be taken when moving through a traveling
gateway so as not to touch the edges, which will instantly cut
any flesh that it passes through.
Required Spell Type(s): Conjure
Concentration: Yes
The channeler makes a Hard (kkk) Channeling check.
If successful, a gateway no larger than silhouette 1 appears
within short range, leading to a destination determined by
the channeler. Before making a Traveling weave, choose any
number of additional effects listed on the table below.
Traveling Additional Effects
Additional Effects Difficulty Mod

Increase silhouette: Increase the silhouette of the


gateway by 1. This effect may be added multiple +k
times, increasing the silhouette by one each time.

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THE WHEEL OF TIME
Chapter 4: Channeling and The One Power

59
CHAPTER 5:
THE WORLD OF DREAMS

T he World of Dreams, known as Tel’aran’rhiod in the Old


Tongue, is where all possibilities and all parallel worlds
connect, forming a world where imagination can become
reality. Tel’aran’rhiod exists apart from the real world, yet
connected, reflecting events and changes in the real world. In between Place
There is a place between the waking
DREAMWALKERS world and Tel’aran’rhiod, which has
no recorded name. One who enters
this strange place feels as if they are
Dreamwalkers are those few people born with the ability floating through a sea of stars, but
to enter Tel’aran’rhiod at will while sleeping. In addition, they have no body that they can see or
Dreamwalkers are able to safely navigate and manipulate the feel. Each of these stars represents the
World of Dreams for their benefit. While in Tel’aran’rhiod, dreams of people in the world as they
Dreamwalkers can teleport vast differences, seek resources sleep. In this place a Dreamwalker can
or information they require, and even watch the personal find the dreams of others and observe
dreams of other people. To become a Dreamwalker, a character their dreams, though it is considered
must purchase either the Dreamwalker talent or the Wolf rude to do so. A Dreamwalker can also
Dream talent. speak to others in their dreams or enter
that person’s dreams directly. Entering
Encounters in Tel’aran’rhiod the dreams of another this way is very
dangerous, as the dreamer becomes
Anyone can enter Tel’aran’rhiod while sleeping, though most
part of the other person’s dream and
people do so accidentally, entering the dream world for only
it is often controlled by them. It is
a brief moment before returning to their own dreams. Some
possible for a dreamer to get pulled
people, known as Dreamwalkers, are gifted with the ability to
into someone’s dream against their will
enter Tel’aran’rhiod at will and manipulate it. Channelers of
if the the dreamer has exceptional
the Age of Legends devised ter’angreal to allow those without
feelings of hate or love towards that
the gift to enter the world of dreams. Whatever the method,
individual. A dreamer who enters or is
a character uses the Enter the Dream action outlined below
forced into another person’s dreams is
when they wish to enter Tel’aran’rhiod.
no longer susceptible to the physical
Wounds and Strain dangers of Tel’aran’rhiod and they
fall back into normal sleep.
Despite its name, the World of Dream is very real and very
dangerous. Those who suffered minor injuries while in the While in this place a Dreamer can
dream world will wake up with cuts and bruises they do not actually pull someone from their
remember. Some sleepers never wake up at all, having died in dream into Tel’aran’rhiod. This is
the dream world. While within Tel’aran’rhiod, characters suffer considered something of The Shadow,
wounds and strain as normal, including critical injuries. In it is a very sinister act. The Aiel Wise
addition, characters that have participated in an encounter in Ones say that this was done during the
Tel’aran’rhiod while sleeping do not recover their full strain War of the Shadow and that it
when they wake up, unless the character had adequate time for must never be done again.
real sleep.
Using Skills and Talents
All skills and talents may be used normally within
Tel’aran’rhiod, including Channeling, unless your GM says
otherwise. Your GM gets final approval about whether any skill
or talent is applicable while within Tel’aran’rhiod.

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Chapter 5: The World of Dreams

SHIFT
NEW RULES
Difficulty: Average (kk) Dreamwalking Check
Actions
While within Tel’aran’rhiod, dreamers may take the Available To: All dreamers
following actions: Description: Unlike the real world, traveling vast differences
is considerably easier within Tel’aran’rhiod. To shift to a
ENTER THE DREAM different location, the dreamer must make an Average (kk)
Dreamwalking check. If successful, the dreamer is teleported
Difficulty: Dreamwalking check (Difficulty varies)
to the location of their choice within Tel’aran’rhiod.
Available To: Dreamwalkers and users of Sleepweavers
Description: Once asleep, a dreamwalker or someone using a MANEUVERS
Sleepweaver ter’angreal may purposefully enter Tel’aran’rhiod.
The difficulty of the check varies from character to character. While within Tel’aran’rhiod, dreamers may take the following
For Dreamwalkers (characters who have purchased the maneuvers:
Dreamwalker talent), the check is Simple (k). For characters
using a Sleepweaver, the difficulty of the check depends on the FOCUS
rating of the Sleepweaver (see the Sleepweaver entry in Chapter Available To: All dreamers
2 for more details).
Description: Characters may use this maneuver to focus on
the task at hand, adding j to their next Dreamwalking check.
CREATE DREAMSHARD
Difficulty: Hard (kkk) Dreamwalking check LEAVE THE DREAM
Available To: Dreamwalkers Available To: All dreamers
Description: Dreamshards are private realms hosted within Description: Characters may use this maneuver to leave
the dreamer’s own mind that adjoin Tel’aran’rhiod. To Tel’aran’rhiod completely.
make a dreamshard, the dreamwalker makes a Hard (kkk)
Dreamwalking check. If successful, the space is created and
they immediately enter the dreamshard, which resembles
any environment or location, along with any amenities, the
dreamwalker wishes. The dreamwalker may permit or deny
access to the dreamshard for any dreamers they choose.
While within their own dreamshard, Dreamwalkers treat all
Dreamwalking checks as having a difficulty of Simple (k),
regardless of how many effects are added to any spell.

SEEK
Difficulty: Hard (kkk) Dreamwalking check
Available To: All dreamers
Description: While within Tel’aran’rhiod, dreamers can use the
malleable nature of the world to search for things that exist in
the real world, but covering much more ground than searching
in the real world. The Seek action is used to find a particular
place, object, or even a person. To use the Seek action, make a
Hard (kkk) Dreamwalking check. If successful the dreamer
is teleported to a location within Tel’aran’rhiod near their
desired goal. The more uncanceled s generated, the closer
the character gets. The dreamer may not recognize the location
they are taken to, and must discern it themselves. Dreamers
may spend a or t generated on a Seek check to provide
additional details or clues as to their goal, while h or d may
lead them to a hazard that blocks their way.

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Chapter 5: The World of Dreams

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