In one Age, called the Fourth Age by some, an Age yet to come, an Age long past, a wind rose in the Land of the Crystal Throne. It sped across the great Aryth Ocean to the Tai’Seanchan coast. It continued over the Mountains of Mist, picking up the scent of Two Rivers fine tabac and singing along to a tune made by a Tinker’s tea kettle. It swirled around the vast prairie known as the Caralain Grass, with it’s Black Tower fortress, and the island city of Tar Valon, home of the fabled Ogier-made White Tower...The wind swept through the valleys, skimming along the lake that once was Shadar Logoth, lifting the raven in flight. It howled through the Blight past the snorts and bellows of Trollocs, carrying on it the stench of their cookpots and rot as it whipped by a Myrddraal without creating so much as a ripple in its dark cloak. If you listen closely to the wind you can hear the sound of “friends” whispering in the dark as it whistles by you. The shadows beckon you to their warm embrace; where will the wind take you? For you must know, the wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But it was A beginning.
Stat Scores
On Atotw we use a numerical score for skill and power in the One Power and weaponry.
If your character starts off below their full potential, it is possible to level up your stats as part of your character's progression.
If your character starts off below their full potential, it is possible to level up your stats as part of your character's progression.
One Power Stats
The One Power or True Source is made up of Five Elemental Powers: Earth, Air, Fire, Water, and Spirit.
A channeler's overall strength in the Power can be judged on a scale from 0-12 as seen to the right.
To assign strengths to each of the Five Powers, use your overall strength score as an average for the total sum.
Example: OP Score: 5
The chart below details the strength ratings of the Five.
A channeler's overall strength in the Power can be judged on a scale from 0-12 as seen to the right.
To assign strengths to each of the Five Powers, use your overall strength score as an average for the total sum.
Example: OP Score: 5
Earth: 5
Air: 3
Fire: 8
Water: 4
Spirit: 5
5 Powers Total: 25
(25/5= an average of 5)
The chart below details the strength ratings of the Five.
Five Powers
Weaves
Weaves of the One Power
Creating New Weaves
Creating new weaves for your character to "discover" is a privilege awarded to winners of certain OOC events and contests. They can also be taught to others IC.
Leveling up Stats
Here at A Turning of the Wheel, stats are used to provide a sense of scale for interactions with other characters. As a player, you are largely expected to understand your own character abilities and use them accordingly in our narative, rather than rigidly binding yourself to a system. The stat system we have in place is less structured as a result, and intended to provide solid guidelines for satisfying, organic progress achieved in real time with your writing.
For channeling, progress is divided into tiers, each representing a third of your character’s maximum skill in channeling skills. Initiates would have up to 1/3rd of their total skill, practitioners would have 2/3rd, and masters are at their highest level in every stat.
Each tier will provide a number of skills depending on your total—for instance, a channeler with a strength of 7 has a total of 35 points, for a total of 11-12 points per tier. If your character has shown a particular affinity for fire, the majority might be applied to fire. You should distribute every point you would have access to based on your overall One Power score at that tier.
These tiers map onto the ranks used for the Towers. A Novice will always be an intiate, an Accepted practictioner, and Aes Sedai master (the same is true for Asha’man:). In addition to their faction specific raising requirements, they must also be able to advance their tier. This mean that when applying as a trainee for the Tower (novice/soldier), you should expect to spend a minimum of two years in and out of character before reaching Aes Sedai/Asha’man, and should structure your backstory accordingly.
The martial system is slightly looser; applications should still include starting and planned max strength in given skills, but these are not set in stone and may be adjusted as your character advances.
Martial progress is not divided into tiers; any given weapon skill may increase between 1 and 3 points per year, the exact amount and which stat at the player's discretion, so long as this growth can be evidenced through in character posting.
Specifically to address the likelihood of blademaster candidates, the blades skill *must* max out at 6 for a character's first year, with an advancement to 9 being appropriate after one year. Exceptions to this policy are rare, and held to a similar standard as restricted ranks/adoptables.
Leveling up occurs once per year, at any time during the year. If you've utilized each skill at least once in a thread during this time, please alert staff to level up your stats appropriately.
For channeling, progress is divided into tiers, each representing a third of your character’s maximum skill in channeling skills. Initiates would have up to 1/3rd of their total skill, practitioners would have 2/3rd, and masters are at their highest level in every stat.
Each tier will provide a number of skills depending on your total—for instance, a channeler with a strength of 7 has a total of 35 points, for a total of 11-12 points per tier. If your character has shown a particular affinity for fire, the majority might be applied to fire. You should distribute every point you would have access to based on your overall One Power score at that tier.
These tiers map onto the ranks used for the Towers. A Novice will always be an intiate, an Accepted practictioner, and Aes Sedai master (the same is true for Asha’man:). In addition to their faction specific raising requirements, they must also be able to advance their tier. This mean that when applying as a trainee for the Tower (novice/soldier), you should expect to spend a minimum of two years in and out of character before reaching Aes Sedai/Asha’man, and should structure your backstory accordingly.
The martial system is slightly looser; applications should still include starting and planned max strength in given skills, but these are not set in stone and may be adjusted as your character advances.
Martial progress is not divided into tiers; any given weapon skill may increase between 1 and 3 points per year, the exact amount and which stat at the player's discretion, so long as this growth can be evidenced through in character posting.
Specifically to address the likelihood of blademaster candidates, the blades skill *must* max out at 6 for a character's first year, with an advancement to 9 being appropriate after one year. Exceptions to this policy are rare, and held to a similar standard as restricted ranks/adoptables.
Leveling up occurs once per year, at any time during the year. If you've utilized each skill at least once in a thread during this time, please alert staff to level up your stats appropriately.
One Power Strength
Weapon Stats
Unlike the One Power statistics (both overall and the breakdown of the Five), Weapons are available to every character, not just those who can Channel. While not every character will have skill within the various categories, everyone may.
**Any rating ABOVE Master Level is beyond human bounds and only achievable with some form of One Power aid, such as those included in the Warder Bond.**
The categories are:
The chart to the right details the skill with any category from 0-10.
**Any rating ABOVE Master Level is beyond human bounds and only achievable with some form of One Power aid, such as those included in the Warder Bond.**
The categories are:
Martial: (Hand to Hand, no weapons)
Hand-held: (swords, hammers, axes, etc.)
Stave: (quarter staff, spears, etc.)
Thrown: (knives, daggers, etc.)
Ranged: (bows, etc.)
Mounted: (mainly for horse, but may also apply to raken)