The Wheel of Time Setting

By Archangel3000, in Genesys

I wonder if the two initiative skills should be something all Aes Sedai are skilled at, they feel like things that could differentiate between Ajah. But here’s a list of suggestions if you choose to keep it

Black: Knowledge (Shadow) and Deception

Blue: Leadership and Streetwise

Brown: Knowledge (Geography) and Knowledge (Lore)

Grey: Negotiation and Knowledge Geography

Green: Leadership and Resilience

Red: Streetwise and Deception? Or Streetwise and Coercion?

White: Knowledge (Lore) and Knowledge (Education)

Yellow: Medicine and Alchemy

That is an intriguing thought to remove Vigilance from the Base list and tie it to the Ajahs. And really, that makes sense as Browns are described as burying their heads in books and Whites are all about logic. But, what should replace Vigilance ?

Here's my reworking of the Ajahs and the descriptions of the Ajahs are taken from http://wot.wikia.com/wiki/A_beginning

  • Blue - Streetwise and Vigilance
    • It "concerns itself with justice, noble causes, and in general 'saving the world'" and they have the largest eyes-and-ears network of any of the Ajahs.
  • Brown - Knowledg e (Geography) and Knowledge (Lore)
    • It is "devoted to knowledge and the collection of ancient wisdom and Brown sisters are noted for being dreamy, unaware of the world around them and lost in thought"
  • Gray - Negotiation and (I'm thinking I need to make another Knowledge skill like Politics )
    • Grays are "dedicated to politics and mediation. They are familiar with the laws of every land, and most Grays believe that any problem can be solved if they talk about it for long enough."
  • Green - Leadership and Vigilance
    • Known as the Battle Ajah, "...to be a Green means to stand ready. In the Trolloc Wars, we were often called the Battle Ajah. ... And now we stand ready, for the Trollocs to come south again, for Tarmon Gai'don, the Last Battle. We will be there. That is what it means to be a Green."
      —Alanna Mosvan
  • Red - Coercion and Vigilance (Though I think Streetwise would still be a good fit, so I am not entirely sure)
    • "The Red Ajah focuses on castigating the wrong and dangerous use of the One Power, which mostly consists in capturing male channelers and bringing them to the Tower for gentling. Also it means, especially in the past, to search and eradicate any group of female channelers who gathered outside the White Tower law."
  • White - Knowledge (Lore) and Knowledge (Education)
    • "The White Ajah is dedicated to the value of logic, and devotes itself to questions of philosophy and truth. They do not concern themselves with worldly affairs." They also very rarely leave the White Tower.
  • Yellow - Medicine and Alchemy
    • "Being of the Yellow isn't about skill...It's about passion. If you love to make things well, to fix that which is broken, there would be a purpose for you here." - Suana Dragand. Yellows primarily study Healing

I didn't include the Black Ajah as all members of the Black Ajah are also members of one of the other Ajahs and I have a Darkfriend Talent that if an Aes Sedai takes it she would automatically join the Black. So I guess I might need to specify that in the Talent.

In reading the Knowledge (Education) skill from Edge of the Empire, I'm thinking that for the Gray Ajah, that would suffice instead of creating a Knowledge Politics

In reading the Knowledge (Education) skill from Edge of the Empire, I'm thinking that for the Gray Ajah, that would suffice instead of creating a Knowledge Politics

I am excited to find a group collaborating on a Wheel of Time Genesys setting.

TALENTS

I am a little iffy on "Darkfriend" being a Talent. I feel like that is more of a story / character development sort of thing. Certainly they should have access to their own Talents.

Viewing Auras
You see odd images and auras around people, and occasionally you even know what they mean, but you are powerless to stop the events you see from taking place. The player spends a Story Point to understand an image they see and gain valuable information about the person which they could use to their advantage. The GM and the PCs should work out what this means together - perhaps the info they have fundamentally changes that character's disposition towards them, or they learn something that character would keep secret such as that they are a channeler/wolfbrother/sniffer/traitor/Darkfriend. The player should narrate what this means.

Weave Specialization
Androl was great with gateways. One of the Kin was weak in the power but her Shields were virtually impregnable. Taking this specializaiton would essentially grant one of your weaves the "superior" quality. That weave's difficulty is downgraded or reduced, or it provides automatic advantage whenever it is used, or it could (discuss with GM) provide a different feature. Maybe only allow this to be taken once.

Foretelling
I imagine this would work much like FFG's Star Wars future-seeing Force Power, although the fortune told would be a bit of a riddle.

Unique Talents
I'd like to propose "unique" Talents, as you've sorta started with Goldeneyes and Dreamwalker in making them exclusive of each other. First of all, "Follow Your Nose" is so rare it is unlikely you'd be a Dreamwalking Aura-seeing Nose-following Channeling Blademaster Goldeneye. Secondly, a character might be too powerful. Thirdly, it gives each character more of their own personal identity. So I'd recommend Dreamwalker, Goldeneyes, Viewing Auras, Foretelling, Follow Your Nose, and Weave Specialization be Unique Talents. By which I mean, you can only have one.

The GM might consider limiting one per group (because more than Wolfbrother in a group would be extremely rare, but not impossible), but maybe leave that to their discretion because that might cause issues.

SKILLS

I think FFG made a mistake with their Star Wars line and had too many Knowledge skills. For my superhero one I considered several different kinds of knowledge skills but after reading Genesys I came to the conclusion to just have "Knowledge". I would propose the same here. You're dumping so much XP into essentially the same skill and it might not see much use. You're currently considering a bunch of other XP dumps already like interesting Talents, weaves, and cool new skills like "Weavesight". Think about it.

I have had what I think is a better idea for The One Power and weaves. I think the upgrade system I developed is simply too complex and ultimately unnecessary. I believe it would be better to have a new Characteristic similar to the Force Rating from Star Wars. It would have a scale of 0-5, with someone like Rand having a 5. It would probably use a new Ranked talent to increase it, and obviously be able to be increased multiple times.

I think “Channeling Strength”, or even just “Channeling”, would be a good name for it. Otherwise “Power” is a good one word term for it as well.

For representing talents in the one power I think actual Talents could solve that problem. From the start I would make every weave available to everyone, but the base difficulty of everything is increased by 2, with the limit of 5 Difficulty dice greatly reducing the potential for spells. Then we could introduce a tiered Talent that reduces the difficulty of one spell each rank. Otherwise we introduce unranked Talents that reduces the difficulty of a Weave; for example “Healer” to reduce the difficulty of the Healing Spell.

I'll name the new characteristic Saidin / Saidar. And I'll make it possible to be increased at trhe character creation up to 5, but only at the character creation. In the WoT you're born weak or powerful with the one power, you don't grow in power as you gain experiences. But you can become more skilled with weaving waves, that's why there should be a skill waves mastery or channelling mastery.

I had an idea for Magic that I think could work for Channeling. We could increase the strain cost of weaving, up to 5 perhaps (1 for each element), but then allow the player to reduce that number by upgrading the difficulty of a weaving check. Perhaps the minimum Strain would be 1, to keep things under control.

so an example would be a channeler who wants to weave an attack, they could suffer 3 Strain and upgrade the check twice, or suffer 1 Strain But Upgrade it 4 times.

This then opens up the possibility of talents that reduce the strain cost of weaving, representing your characters mastery over the 5 elements. Ultimately with all the talents you would only suffer 1 Strain to weave and not have to upgrade, but by then you presumably are weaving more powerful weaves and targeting more powerful enemies.

Actually you could make the Strain cost equal to the number of Difficulty Dice in the pool. With the choice to reduce that strain cost by upgrading being the functional mechanic the player has control over.

In Star Wars Age of Rebellion there is the Recruit class. I've been wondering if something in the same spirit could be done for Novice and Accepted Aes Sedaï and / or wanabe Warder. During most of the books the wondergirls (Nyaneve, Egwene and Elaine) are not yet full Aes Sedaï, but they live a very interesting life nonetheless. We see Elaine's brother leading a band of young guys still in training to become Warders doing some guerilla fight, too. We see apprentice Ashaman too and Squire with the Withecloak. That makes me think there is room for a recruit class .

I have still been thinking over this. I have come to the opinion that what is known as “Channeling Talents” in the WoT world should be the skills a character uses to weave. It results in roughly 8 or 9 skills, but many weaves (if written like the Genesys spells) are available to multiple skills. But for example one Skill would be Balefire, if you want to weave Balefire you must use that skill, and obviously getting any ranks in that skill is incredibly difficult.

Other “Talents” such as Cloud Dancing, Earth Singing, and Elementalism, all have crossover with things like Attack and Barrier. But there would be additional effects that can only be used by one skill.

The weave list would be longer too, to include Traveling and Balefire, or the basic control of elements for a purpose other than attacking. Some basic weaves could end up with alternative Basic Effects too; Compulsion, Shielding, and Disguise are all Curse Weaves But they don’t have the same basic effect.

My only disappointment is that no Fire or Water focused official talents exist, and that Elementalism covers so much. I would honestly be tempted to remove Elementalism and replace it with Water Guide and Fiery Heart.

As far as the affinity for elements I think that could be covered using a system similar to the Motivations system. Then the gm assigns boost and Setback to checks where affinities are important.

Combine all this with the 7th characteristic option and I think it’s a solid system.

Just now stumbled upon this. Very cool idea, and there's a lot to work with in the original doc. One thing that jumpd out, though, is that I think a Woodsman career should be considered. There are enough of them in the series, and while you have a Hunter (of the Horn) career, those two are different enough thematically that I think it bears including.