Spirit of Shai'tan

Character Creation

Aspects

Aspects are important narrative traits for a character that might be a flaw, a special piece of equipment that you want to give a special bonus, or personality traits. It's important for most of them to be able to be used positively for you, or negatively against you (this is how you gain fate points).

  • Choose two aspects suitable for your homeland.
  • Choose two aspects suitable for your training.
  • Choose two aspects suitable for your special talents.
  • Choose four aspects of any type.

Skills

Academics Alertness Archery Art
Athletics Blight Lore Burglary Channeling
Channeling Lore Contacting Deceit Empathy
Endurance Fists Gambling Intimidation
Investigation Leadership Might Rapport
Resolve Resources Science Sleight of Hand
Stealth Survival Void Weapons
  • Skill Note: The average 'non adventurer' character will have Average to Fair in his signature career skill. A Gleeman might have Average to Fair in Art, a scholar might have Average to Fair in Academics, and so forth. Characters with higher skills are highly talented indeed, or have great potential with but a little training if they haven't had this training yet.
  • Skill Points: Distribute 35 skill points among your skills. Average skills cost 1, Fair 2, Good 3, Great 4, and Superb 5. You cannot start higher than Superb, and you cannot have more skills at one skill level than are at a lower skill level. Thus if you have 2 Great skills, you must have at least 2 Good, and at least 2 Fair, and so on. You cannot have 5 Great skills and 2 Good and 3 Fair… etc.
  • Academics: Characters with an Academics skill of at least Fair may speak the Old Tongue if they wish. Those trained in Academics at Average can speak a smattering amount.
  • Blight Lore: Those with an Average Blight Lore can read some Trolloc glyphs. Those with a Fair or higher can understand Trolloc, though the human mouth isn't designed to speak it. They may manage very short phrases, perhaps.
  • Void: The Void skill is a skill employed by Blademasters. A character in the Void may ignore pain and has a minor resistance to Compulsion, though this is dependent on their Resolve as well. In general, add your total rolled on Void as a bonus to any pertinent rolls such as hiding emotions from a wolfbrother or such. Add half the total to attempts to resist Compulsion. A character in the Void gains a +1 bonus to all actions in combat.

Special Talents

If you are not a Channeler, you may have one talent, chosen below.

  • Dreamwalker: You may enter Tel'aran'rhiod and through prophetic dreams, predict the future. You may also enter other peoples' dreams. To control Tel'aran'rhiod, make a Resolve check verses a difficulty of Fair to control Tel'aran'rhiod. This may be contested by others in the area.
  • Past Lives: You have past lives that are useful. You gain 5 extra skill points and a free 'Past Lives' aspect.
  • Sniffer: You can smell violence and track with it. You gain a +2 bonus to tracking anyone who has used violence in the past while.
  • Ta'veren: You are a ta'veren. You gain an extra 3 Fate Points a session and a free 'Ta'veren' Aspect.
  • Viewer: You can see images around people. Make an Empathy check. If you gain at least a Fair result, you gain information about the target. The higher the roll, the more you can interpret what you see.
  • Wolfbrother: You are a Wolfbrother; only men may be wolfbrothers. You are a Dreamwalker as per above, and can also talk to wolves and have supernatural senses. You may sense emotions unless the person uses the Void or some other One Power trick, and gain a +4 to all checks to sense things and for Survival checks in the wild. You gain a free 'Wolfbrother' Aspect. This aspect can be used for perception and survival tasks, as well as manipulating Tel'aran'rhiod, and so the GM can compel you to do bad, wolfbrother-y things at times

Channelers

If you are a channeler, you may choose one of two options:

  • You are an Average to High-End Aes Sedai. You may have an esoteric talent such as Dreamer or Ter'angreal Creation. You may also choose other talents as well, the GM should be accomodating. Instead, you may choose to not have many other talents and instead be ta'veren or have past lives plus the esoteric talent. You have a -1 penalty to all Channeling rolls.
  • You are a Strong channeler like Egwene and Elayne. You may have an esoteric talent such as Dreamer or Ter'angreal Creation in addition to a minor talent if you wish. This is the default.
  • You are a Forsaken-level channeler like Nynaeve. You may not have a rare or esoteric talent. Healing or Sense Ta'veren is all you may take. You gain a +1 bonus to all channeling rolls due to your greater strength.
  • Note that some weave are called 'Talents' by Aes Sedai. Anyone with the proper strength can Skim or Travel, for example. Anyone may attempt an Unweaving, though the difficulty without the talent is +4. And so on.
Talents
&*Cloud Dancing *Dreaming &*Earthsinging
Foretelling &*Healing Residue Reading
Sense Ta'veren *Ter'angreal Creation &*Unweaving
*Major Talent &Even those without this talent can use it to some degree

Minor Talents

  • A channeler may choose one of the following if she wishes in addition to the stuff listed above: Foretelling, Residue Reading, Sense Ta'veren

Elements

  • Men gain a +1 bonus with Earth and Fire.
  • Women gain a +1 bonus with Air and Water.
  • You may distribute 2 more points between Air, Earth, Fire, Spirit, and Water. A character may lower his 'base' points (Air/Water for a woman, Earth/Fire for a man) with the GM's permission if they wish to play against type. The maximum level for an Element is +3. Thus, a male channeler might have Earth +2, Fire +1, and Spirit +1. A Female Channeler might have Air +1, Spirit +2, and Water +1.
  • The elemental bonus for a weave is equal to the average of the Elements used. Thus, a character with Fire +2, Spirit +1 gains a +1 bonus when attempting to Gentle or Still someone (a Fire/Spirit Weave).

Channeling

In order to channel, make a Channeling check. Add any bonuses (such as from strength or elements). Your total determines how well you succeeded. The effect might still gain a resistance roll if it targets someone. Throwing a Firebolt might require an Average result (though the opponent could still dodge). Throwing a Fireball might require at least a Good result (and the opponent might not be able to dodge unless there's cover). Some of these effects might require a certain strength level. Any 'Strong Aes Sedai' or higher can Skim or Travel, though it requires an Egwene-level channeler to open a gateway larger than a small doorway.

Result Effect
Average Blast of Fire to a Single Target
Fair Bond an Object ala Moiraine in Eye of the World
Good Minor Healing, Small Fireball
Great Minor Compulsion, Large Fireball, Healing, Skimming
Superb Compulsion, Gentling/Stilling, Minor Ter'angreal Creation, Travelling
Fantastic Ter'angreal Creation
Epic Angreal Creation
Legendary Sa'angreal Creation

Male Channelers

Male channelers tend to be more powerful than females, but tend to go insane. In game terms, the Male Channeler gains a free Aspect that determines his madness, such as 'Madness: Horribly Paranoid' or 'Madness: Thinks He's Lews Therin Telamon'. He may invoke this Aspect on channeling rolls, but the GM may compel the Aspect to have him act insane in an appropriate fashion.

Fate Points

Characters begin with 5 Fate Points. Free Aspects from talents (Madness, Past Live, Ta'veren, Wolfbrother) do not increase your Fate Points or Fate Point Refresh, like those bought in Advancement (see below). If a character is a non-channeler, they begin with an extra 3 fate points.

Miscellaneous

  • Health: Your Health begins at 3, modified as follows from Endurance: +1 at Average or Fair, +2 at Good or Great, and +3 at Superb or Higher.
  • Composure: Your Composure begins at 3, modified as follows from Resolve: +1 at Average or Fair, +2 at Good or Great, and +3 at Superb or Higher.

Equipment

  • You may choose any equipment you wish in general.
  • Special Equipment: You may ask the game master to have special equipment like an angreal, a ter'angreal, or a power-forged sword.
  • Armor and Weapons: Light armor gives a +1 Bonus Die in combat. Heavy Armor gives a +2 Bonus Dice. One-Handed Weapons give a +1 Bonus Die in Combat. Two-Handed Weapons give a +2 Bonus Dice. Power-Forged armor or weapons give an extra +1 bonus. Thus, a blademaster's sword is one-handed (even if it's often wielded in two hands) and may be power-forged, for a +1 BD or +2 BD.

Advancement

  • A player can change Aspects or shift skills around at the end of a session.
  • Players gain 1 Advance when the GM deems it appropriate.
  • Raising a skill costs 1 Advance per rank. Thus to raise an Average skill to Fair requires 2 Advances.
  • Purchasing a new Aspect costs 10 Advances. This includes an extra point of fate refresh and thus an extra point per session.
  • Purchasing an extra fate point per session (fate refresh) costs 5 Advances.
  • All changes to a sheet must make sense and get GM approval.

Conflict

Channeling

In a Conflict, a character can use any skill that 'makes sense' to resist the attacker's skill. If being attacked with a sword (Weapons), the defender can use Weapons if they're wielding a weapon, or if the character is a warrior Athletics to attempt to dodge. You can't normally defend verses a weapon with Fists, though if you do a cool pose and invoke a suitable Aspect, the GM can allow it.

Channelers have it somewhat harder. A channeler finds it harder to channel and defend herself. If a channeler plans on channeling in that round, she adds two penalty dice to attempts to defend. This is why Aes Sedai have gaidin and tend to stay in the back, out of the thick of fighting — especially Greens, with their multiple gaidin.

Blocking

If a character is blocking for another, and the enemy rolls badly (misses by three or more), the character may spend a fate point to get a free attack against that enemy. If the enemy misses by five or more, the blocker earns a free attack without having to spend a fate point.

Example Characters

Protagonists

An important consideration should be taken for NPCs: in the novels, very few characters were as good as the protagonists. Even Siuan wasn't as good as Egwene at things, though her politics started out better. In general, max out a character's skills at Fair if they're a normal, if talented NPC and Good (or at most Great) if they're a major NPC. NPCs who have skills in the Superb range, or have the breadth of skill of a protagonist PC should be incredibly rare. Not even Queens or Amyrlins should have these skills in general, with some exceptions. It's important to note that Average to Fair actually is pretty darn skilled. Just not skilled when you're putting your life on the line constantly, like most PCs are. Moiraine, as an example, should probably have a Great to Superb skill set. Lan should probably have a Fantastic (+6) Weapons skill, but even so, he shouldn't greatly outweigh PCs whose shticks are similar to his. Even they, however, probably had at most two fate points, and possibly less. They weren't the main characters: Egwene, Elayne, Nynaeve; Mat, Perrin, Rand and later Aviendha, Min, and Faile were.

Egwene
Concept: Amyrlin Seat Who Will Make a Difference
Aspects: Aes Sedai, Aiel-Trained Dreamer, Arrogant, Exceptional Channeler, Idealist, I am Right!, Men!, Protective, Scared of Seanchan, Stubborn as a Mule
Skillls:
Superb: Channeling
Great: Deceit, Leadership
Good: Alertness, Channeling Lore, Rapport
Fair: Blight Lore, Empathy, Resolve, Resources
Average: Academics, Contacting, Intimidation, Investigation, Ride
Channeling Power: Strong
Channeling Talents: Dreamer
Elements: Air +1, Earth +2, Water +1
Health: [ ][ ][ ]
Composure: [ ][ ][ ][ ]
Fate Points: 10

Perrin
Concept: Lord Wolfbrother of the Two Rivers
Aspects: Berserker Fury, Deadly Axe, Hopper, Incredible Senses, Leader Against His Will, Lord of the Two Rivers, Shrew of a Wife, Stubborn as a Mule, Survivor, Will of Iron, Wolfbrother
Skills:
Superb: Might
Great: Resolve, Weapons
Good: Alertness, Endurance, Survival
Fair: Athletics, Intimidation, Rapport, Stealth
Average: Archery, Blight Lore, Empathy, Leadership, Resources
Special Talent: Wolfbrother
Health: [ ][ ][ ][ ][ ]
Composure: [ ][ ][ ][ ][ ]
Fate Points: 10
Equipment: Axe (+1 BD), Leather Armor (+1 BD)

Antagonists

Myddraal (Good Minion): Mental, Physical; [ ][ ][ ]; Fearful Aura: When fighting a Myddraal, minions always flee or freeze in place (GM's choice). Non-minions must make a Resolve check (difficulty Fair) or do the same, flee or freeze in place (GM's choice). Freezing in place garners a Fate Point. The character may need it.

Trolloc (Fair Minion): Physical; [ ][ ]

Myddraal
This character should be used verses non-combative or non-heroic characters, or as a leader to other myddraal and trollocs.
Concept: Shadowspawn
Aspects: Fast as Anything, Fearful Aura, Shadow's Touch
Skills:
Good: Weapon
Fair: Athletics, Leadership, Stealth
Average: Blight Lore, Endurance, Resolve
Special Talents: Fearful Aura (see below), Shadowed: +4 Stealth in Darkness, Shadow-Walk
Health: [ ][ ][ ][ ]
Composure: [ ][ ][ ][ ]
Fate Points: 3
Equipment: Sword (+1 BD), Leather Armor (+1 BD)
Fearful Aura: When fighting a Myddraal, minions always flee or freeze in place (GM's choice). Non-minions must make a Resolve check (difficulty Fair) or do the same, flee or freeze in place (GM's choice). Freezing in place garners a Fate Point. The character may need it.
Tainted Blade: Some Myddraal carry tainted blades. Anytime a character takes a consequence as a result of combat, they begin to sicken. They must make a Great Endurance check each day. Failure causes another consequence. They must keep making these rolls until they die or get healing from an Aes Sedai.

Trolloc
This character should be used verses non-combative or non-heroic characters.
Concept: Shadowspawn
Aspects: Berserker, Tough as Nails
Skills:
Fair: Athletics, Weapons
Average: Blight Lore, Endurance
Health: [ ][ ][ ][ ]
Composure: [ ][ ][ ]
Fate Points: 1
Equipment: Axe or Sword (+1 BD)

Example Conflict Snippet

See example.