Rules and Stuff
Wheel of time specific:
Guideline rules:
Easy task, Time to prepare, no stress – no roll, Success
Moderate Task, Chance of problem on failure, under mild stress – roll ≤ Skill
Hard Task, Damage on failure, under moderate stress – roll ≤ Skill (dice +10 è 40)
Testing +10
Complicated +20
Difficult +30
Hard +40
Deadly Task, Death/serious damage on failure, High Stress – Roll ≤ Skill (dice +50è100)
Very Hard +50
Taxing +60
Very Taxing +70
Dangerous +80
Very Dangerous +90
Near Impossible +100
Stats: Physical, Mental, Spiritual/other
additional Stats: Taint, Fatigue
Range from 1-100 human norm vary minimum and max for different species.
Ogier should have a minimum Strength of 80+ with an upper limit of 200.
NB being an Ogier you should always attempt to settle problems peacfully before resorting to violence.
Skills: from 1-∞ success at high skill levels only possible by performing Difficult or harder tasks
Abilities: Various From being able to see Ta'Veren to Fortelling right up to Wolfbrother and Sniffing out Violence. and beyond, new talents/abilities will be available.
one of the uses of a plot point is to purchase or upgrade a talent.
Penalty: WoT it will be Taint
I personnally don’t like death as a character penalty, I think there are better ways of making a character pay for bad dice rolls.
Weapon damage:
Characters
- Thief Taker
- Ogier Wanderer
- Brown Ajah
- Green Ajah
- Asha'man
- Asha'man
- Novice Aes Sedai
- Warder
- Blacksmith
See the Weapons helpsheet for more information
Aiming adds to damage 1/action taken provided foe dosent move
Sniping actions (ranged) aiming add +1 damage and -10 to die rolls
Swinging a weapon tires even the strongest, Every swing causes 1 point of fatigue, successful hits cause 2 fatigue plus the weapons fatigue rating, Training can minimise this (offset 1 point per +10 penalty)