Assets and Flaws

Assets and Flaws are exceptional or notable advantages or disadvantages for your character. They can enrich him, provide a foundation for your role-play, add details to his past history, or expand upon his knowledge, abilities or foibles. Restricted abilities are purchased as Assets, and also require an approved character background to role-play. Type 'cg <topic>' for more info.


General Information

In the Assets and Flaws section of character generation, you have an opportunity to select exceptional advantages and disadvantages for your character. Some Assets and Flaws are also available after chargen, see 'cg af after' for more information.

The effects of most Assets and Flaws fall into one of the following groups:

Other elements in chargen can be modified by some Assets and Flaws. They can raise or lower your character's Statistics, Fatigue, Health, Size or Luck, or grant you fewer or more starting Skill points.
Some Assets and Flaws can modify your character's past history or background. For instance, your character might be known as a criminal, or have built up a network of contacts that keep him/her informed about events in the world.
There are Assets and Flaws that might expand your character's personality or knowledge. Perhaps he has an irrational fear of spiders, or she knows a lot about the world as she's travelled extensively.
The purchase of certain Assets is required for approval to play rare or powerful abilities and character types. These are known as restricted characters, and include: Channelers, Wolfkin, Assassins, Viewers, Dreamers and Dreamwalkers, any special Talent, Blademasters or a character in possession of a ter'angreal or angreal (magic item). See CG RESTRICTED for more information. These are purchased in a different section of chargen than the regular Assets and Flaws.


Choosing Assets and Flaws

Selection of Assets and Flaws is completely optional. If you wish your character to be an ordinary person, or none of the available Assets and Flaws fit into your character design, simply move on to the next section of chargen.

The Assets and Flaws system is designed to promote balance. It is not possible to select only Assets or only Flaws during chargen. An exceptionally powerful and well-favored character is one-dimensional. Similarly, even the worst villain has some redeeming qualities or advantages.

The Assets and Flaws that you select are permanent - you must be prepared to role-play them for the entire life of your character. For instance, if you choose the Flaw of Mute, you can't have the character cured or have it be a psychological condition s/he recovers from, the character is mute forever. If you wish your character to be mute temporarily, just role-play it and don't take the Mute Flaw.

Only those Assets and Flaws listed in CG AF LIST are part of the current chargen system. If you would like to propose a new Asset or Flaw, please send a description of it to the wizards and we will consider adding it to the system.

Also, not all of the Assets and Flaws below are available all of the time. Extremely popular Assets and Flaws may be removed temporarily to avoid having an excess of characters with that trait. In particular, the restricted ability Assets and Flaws have set quotas, and will not be available if the quota for that character type is currently full. New slots open up as the game gains more players, and when restricted characters are removed from the game because their players have been inactive for longer than 1 month. (See CG RESTRICTED.) Type '+restricteds' to see the available and maximum numbers for restricted types. Restricted Assets are selected in a different area of chargen than the others.

Some of the Assets and Flaws are elements that only relate to role-play, they aren't coded into any systems in the game. Players who select these are expected to role-play them appropriately. It's not fair to the game or other players to take a role-play Flaw to pay for a nifty Asset and then just ignore it in your game play. For instance, if your character's Flaw is fear of heights, it would not be reasonable to have him/her blithely climbing trees to impress friends.

The entry for each Asset/Flaw in the CG AF LIST includes a description of the Asset/Flaw, how it is used in role-play or coded systems, and its cost. The costs for some Assets and Flaws can vary based on your character's social Class, and your choices of Culture and other Assets/Flaws may prevent you from choosing others. For instance, Ogier cannot select any Channeling Assets, and non-Ogier cannot select the Treesinging Asset.

If you read over the 'cg af list' with an eye to selecting the Assets and Flaws you want for your character, you may want to choose a few second choice Assets and Flaws, in case your first choices aren't available when you go through chargen.


Asset and Flaw Selection Rules In Character Generation

The rules for selecting Assets and Flaws in character generation are extremely simple:

  1. You have a maximum of 8 points available to spend on Assets. You do not need to spend all 8 points, and you can choose not to spend any.

  2. For each Asset point you spend, you must select 1 point worth of Flaws.

  3. Any unspent Asset points are lost when you leave chargen.

Example:

Nibild chooses Build: Tall (1 point), Good Luck (2 points) and Keen Senses (1 point), for a total of 4 points worth of Assets. He now has to purchase 4 points worth of Flaws, and selects Missing Hand (3 points) and Phobia: Uncommon (1 point).


Selecting Assets and Flaws After Character Generation

Some Assets and Flaws are available after Chargen. These include only the Assets and Flaws that would be logical to acquire at any point in your life. (For example, most of the Build Assets and Flaws are not available, you can't get taller half way through your life.)

Any Asset points you do not spend in chargen are lost when you finish the chargen process. Assets available after chargen are purchased with Experience Points (see CG EXP), and are relatively expensive. However, you do not need to select a balancing Flaw for Assets purchased after chargen. (Applying your Experience Points to an Asset instead of your Skills is a flaw in itself.)

Flaws available after chargen are free and may be selected at any time. If something develops in the role-play of your character that is well-represented by a Flaw, please select the appropriate Flaw so it is reflected in your character sheet.

Additionally, some Flaws are obtained in role-play. An Accepted who is raised to Aes Sedai in role-play will be given the Flaw of Oaths as part of the raising ceremony, for example.


Background Assets

The Assets in the Background category affect a character's background or personality. Type 'cg (name)' to read a definition of each Asset below.

  
Ally                      Animal Companion          Boon
Busybody                  Common Sense              Contact: Major
Contact: Minor            Contact: Random           Eidetic Memory
Family Ties               Gossip                    Idealistic Goal
Lost Tinker               Malkieri Traditionalist   Mentor: Prestigious
Past Life                 Perfect Time              Prestigious Family
Self-Confident            Sense of Direction        Spirit Guide
Strong-Willed             Well-Travelled


Channeler Assets

The Assets in the Channeler category can only be purchased by those who have already selected an Asset that grants the Channeling ability (see 'cg asset restricted' for a list of restricted Assets). They have no relevance for non-Channeling characters. For Channelers, they may grant a Talent or enhance the Channeling ability. Type 'cg (name)' to read a definition of each of the following Assets:

  
Adept                     Dreamer                   Foretelling
Gifted Channeler          Major Healing             Minor Healing
Residue Reading           Stronger Channeler        Ter'angreal Creation
Ter'angreal Insight


Item Assets

Assets in the Items category grant your character an object (weapon, armor, ter'angreal) or affect his/her salary. Type 'cg (name)' for a definition of each of the following Assets:

  
Armour: Decent            Armour: Good              Armour: Poor
Armour: Superior          Horse: Riding             Horse: War
Revenues                  Special Item              Special Item: Random
Weapon: Good              Weapon: Poor              Weapon: Superior
Windfall: Large           Windfall: Small           Wolf Puppet


Physical Assets

Assets in the Physical category affect your character's body. They might alter his/her height, Statistics or Attributes. See 'cg stats' and 'cg attributes' for more information on Statistics and Attributes. Type 'cg for a definition of each of the following Assets:
  
Build: Large              Build: Lithe              Build: Stocky
Build: Tall               Clever                    Deft
Enduring                  Fast                      Good Luck
Keen Senses               Legendary Statistic       Strong
Vigourous                 Vitality


Restricted Assets

Assets in the Restricted category are limited in number. Your background must be approved before you can role-play these abilities. See 'cg restricted' for more information. Type 'cg (name)' for a definition of the following Assets: NOTE: FC stands for "Female Channeler". Only female characters may purchase these Assets. Other restrictions may apply.
  
 Assassin                  Blademaster             DreamWalker
 FC: Accepted              FC: Aes Sedai           FC: Failed Accepted
 FC: Failed Novice         FC: Novice              FC: Wilder
 FC: Windfinder            FC: Wise One            FC: Wise One Apprentice
 Male Channeler            Sniffer                 Stilled Channeler: Trained
 Treesinging               Viewer                  Warder: Proven
 Warder: Retired           Warder: Trained         Warder: Trainee
 Weaponmaster              Wolfkin


Skill Assets

Assets in the Skills category affect your character's Skills. They may grant you additional Skill points or Skill Bonuses. See 'cg skills' for more information about Skills and Bonuses. Type 'cg (name)' for a definition of each of the following Assets:
  
Aptitude                  First Aid                 Jack of All Trades
Knack                     Natural Warrior           Read Lips
Skilled                   Weapon Flair


Background Flaws

The Flaws in the Background category affect a character's background or personality. Type 'cg ' to read a definition of each Flaw below.
  
Absent Minded             Addiction: Major          Addiction: Minor
Allergy                   Amnesia                   Animal Antipathy
Black Sheep               Body Odor                 Branded Criminal
Compulsive Urge           Dangerous Secret          Darkfriend Reputation
Deadly Secret             Delusion                  Dependant
Distinctive Features      Eerie Presence            Enemy: Major
Enemy: Minor              Enemy: Random             Fastidious
Hatred                    Haunted                   Hunted
Infamous                  Infamous Family           Kleptomania
Life Saver                Lost Love                 Meddler
Mentor: Darkfriend        Mentor: Infamous          Mentor's Resentment
Mute                      Nervous Tic               Oath
Oathbreaker: Major        Oathbreaker: Minor        Obsessed
Obsessive Goal            Orphan                    Over-Confident
Pacifist                  Past Life: Throwback      Phobia: Common
Phobia: Uncommon          Poor Sense of Direction   Rage 
Reclusive                 Restricted Conduct        Revenge
Sense of Doom             Shadow Heritage           Sheltered Upbringing
Shy                       Soft Hearted              Sterile
Speech Impediment         Truthsayer                Twisted Apprenticeship
Vengeance                 Vow                       Ward
Weak-Willed


Channeler Flaws

The Flaws in the Channeler category can only be purchased by those who have already selected an Asset that grants the Channeling ability (see 'cg asset restricted' for a list of restricted Assets). They have no relevance for non-Channeling characters. For Channelers, these Flaws may lessen the Channeling ability. Type 'cg ' to read a definition of each of the following Flaws:
  
Bar *                Lost Ward: Aes Sedai           Poor Healing
Unadept              Ungifted Channeler             Weaker Channeler
  
* Bar is only available to male channelers.


Item Flaws

Flaws in the Items category affect your character's salary or items. Type 'cg ' for a definition of each of the following Flaws:
  
Expenses


Physical Flaws

Flaws in the Physical category affect your character's body. They might alter his/her height, Statistics or Attributes. See 'cg stats' and 'cg attributes' for more information on Statistics and Attributes. Type 'cg for a definition of each of the following Flaws:
  
Accident Prone            Bad Luck                  Blind
Build: Gangly             Build: Hunchback          Build: Midget
Build: Obese              Build: Short              Build: Slight
Clumsy                    Deaf                      Delicate
Disfigured                Enfeebled                 Frail
Joint Disease             Lame                      Missing Foot
Missing Hand              Poor Memory               Poor Senses 
Unenduring                Weak


Restricted Flaws

Flaws in the Restricted category are limited in number. Your background must be approved before you can role-play these abilities. See 'cg restricted' for more information. Type 'cg ' for a definition of the following Flaws:
  
Gentled Channeler           Lost Ward: Warder       Stilled Channeler: Wilder
The Longing: Intense


Skill Flaws

Flaws in the Skills category affect your character's Skills. They may reduce your Skill points or give you Skill Penalties. See 'cg skills' for more information about Skills and Bonuses. Type 'cg ' for a definition of each of the following Flaws:
  
Inept                     Unaccomplished            Unfit Warrior
Unskilled                 Weapon Bungler


Variable Cost Asset/Flaw Chart

The cost of certain Assets and Flaws varies by character social Class, as listed on this chart:
  
Asset                Base     Paup    Poor    Mid*    Wealth    Noble
---------------------------------------------------------------------
Armour: Decent        +2      +4       +3              +1        +1
Armour: Good          +3      +5       +4              +2        +2
Armour: Poor          +1      +3       +2              +1        +1
Armour: Superior      +4      --       +5              +3        +3
Black Sheep           -1      --       --              -2        -2
Branded Criminal      -2                               -4        -4
Dependant             -1      -4       -3      -2
Expenses              -1      -3       -2
Horse: Riding         +2      +4       +3              +1        +1
Horse: War            +4      +6       +5      +5      +3        +3
Prestigious Family    +3      --       --              +2        +1
Revenues:             +2      +4       +3              +1        +1
Special Item          +4      +5       +5      +4      +3        +3
Special Item: Random  +3      +4       +4      +3      +2        +2
Thrifty               +3      +5       +4              +2        +2
Ward                  -1      -4       -3      -2
Weapon: Good          +2      +4       +3              +1        +1
Weapon: Poor          +1      +3       +2              +1        +1
Weapon: Superior      +3      +5       +4      +4      +2        +2
Windfall: Large       +2      +4       +3              +1        +1
Windfall: Small       +1      +3       +2              +1        +1

*  Mid includes both the Trades and Middle Classes
-- means a person of that Social Class can't buy that Flaw
  
If no cost is listed, a character of that class pays the Base price.


The Assets List

                      THE ADEPT ASSET (+1, CHANNELER-ONLY)
  
Your character has a natural affinity for learning to use the One Power that
goes beyond your current level of training and experience with Channeling. You
learn a little more quickly than the average Channeler and gain more benefit
from your experimentation. In game terms, the Adept Asset grants you a bonus of
+1 each time you use the Finesse Skill. This Asset should also be role-played
in non-coded situations. This Asset may be purchased more than once. (See 'cg
skill mod' for information on Skill Bonuses, and 'cg finesse' for a definition
of the Finesse Skill.)
  
NOTE: This Asset may only be purchased by those who have already selected a
Channeling Asset. This Asset does not grant the ability to Channel, and has no
relevence for non-Channelers.
   

                              THE ALLY ASSET (+4)                              
 
Your character in the past has earned a completely loyal friend that will
assist to solve multiple problems that you may encounter. This ally is one that
will assist you in such a manner that he/she will go to the extreme of
sacrificing his/her life in order that you can get out of the predicament that
you've found yourself in. Because they are willing to go to the lengths of
giving their own life for yours, how your ally came to be one should be
described in depth in your background and justify.
 
NOTE: If you don't recruit someone to play the character, the staff may contact
you about pre-generating them for the character roster.
 

                       THE ANIMAL COMPANION ASSET (+1)
  
You have a bond with an animal that transcends the normal pet-master
relationship. Your companion animal is loyal to you and obeys simple
commands. If it should die, you would be very distraught.
   

                           THE APTITUDE ASSET (+2)
  
Your character has an inborn talent in an area that goes beyond your knowledge
or training in it. An example would be a good bedside manner that would make
you a better practitioner of Herbalism than someone else at an equivalent level
of training. In game terms, your Aptitude is a bonus of +1 that is applied
every time you use the Skill it relates to. (See 'cg skill mod'.) You should
also role-play your Aptitude in that area in non-coded situations.
  
You must select the Skill that your Aptitude applies to when you purchase this
Asset. You may purchase this Asset multiple times, either for the same Skill or
different Skills. The Skills that use Aptitude are: Acrobatics, Acting,
Athletics, Awareness, Defense,  Disguise, Dodge, Etiquette, Forgery, Herbalism,
Legerdemain, Politics, Stealth, Strategy, and Streetwise. Similar Assets for
other Skills are available under Knack and Weapon Flair. Type 'cg skills' for
general Skills information and 'cg ' for a definition of any Skill.
   

                           THE ARMOUR: DECENT ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns scale mail armor of standard quality. This might be
something passed down in your family, issued to you during service in a
military organization, or something you saved for a long time to purchase.
   

                            THE ARMOUR: GOOD ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns chain mail armor of standard quality. This may be
something passed down in your family, issued to you during service in a
military organization, or something you saved for a long time to purchase.
   

                            THE ARMOUR: POOR ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns leather armor. Perhaps this was something your family had
lying around the attic, maybe it was issued to you during service in a militia
or guard, or was all you could afford to buy for yourself.
   

                          THE ARMOUR: SUPERIOR ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns armor composed of a breastplate and chainmail leg and arm
protection. This might be a treasured family heirloom, or a reward for service
above and beyond the call of duty to a Noble House or in a military
organization. 
   

                       THE ASSASSIN ASSET (RESTRICTED)
  
Cost: +3 for Altarans, Cairhienin, Murandians, Taraboners and Tairens.
      +4 for all other Cultures
  
Your character has had training and/or experience as a professional, hired
killer. Your character begins with some Skill Levels in: Disguise (Level 2),
Herbalism (3), Stealth (2) and Streetwise (2). The following Skills might also
be useful to the Assassin, so you may want to consider purchasing levels in
these in the Skills section of chargen: Acting, Awareness, Politics, 
Legerdemain, Bow or other weapons. Assassins are given the Flaw of Dangerous
Secret, which does not count towards the Flaws you must select in this section
of chargen. Your character is a wanted criminal known to one ONSCREEN group or
nation, indicate which in your character background. (Ex: Tar Valon, Children
of the Light.)
  
NOTE: You MUST purchase this Skill to play a trained Assassin. You should also
note that opportunities to kill other player characters will be very limited -
each player has the right to determine when his or her character dies, and how.
Assassins and assassinations are mostly commonly employed in Altara, Tear,
Cairhien, Murandy and Tarabon, and are rare or unknown elsewhere.
   

                    THE BLADEMASTER ASSET (+5, RESTRICTED)
  
Your character is a Blademaster, the highest rank among swordsmen. He has spent
many years honing his inborn skill with a sword, and focuses exclusively on
that weapon, starting his training with his weapon just after hitting puberty
(no earlier than 10 years of age). To become a Blademaster a man must be
recognized as a peer by other Blademasters or defeat a ranked Blademaster in
(not necessarily mortal) combat. See NEWS BLADEMASTER for a longer description.
  
Selecting this Asset grants you a starting Level of 5 in the Sword Skill, a
Bonus of +3 to your Sword rolls when using the coded combat system, and the
Asset Special Item: Heronmark Sword. However, you are unable to choose any
other weapons Skills during chargen. (You can purchase these Skills later
using Experience Points.) The only other combat skills you can purchase in
chargen are Strategy, Dodge, Defense and Brawl. Blademasters are given the
Asset of Special Item: Heronmark Sword. Players selecting the Blademaster
asset must start at the age of 25, to represent the number of years of
training it takes to achieve mastery status.
  
Blademasters cannot also purchase any Warder Assets, although they are eligible
to bond to an Aes Sedai with the approval of the Amyrlin. See NEWS WARDER for
bond policy. Blademasters begin play with the Flaw of Renown, which does not
count against the Flaws you must select in this section of chargen.
  
NOTE: Female characters are not able to purchase this Asset unless they have
received prior wizard approval. Female warriors are rare. Women with this level
of skill in a weapon are even rarer. See 'cg restricted app' for more
information.
  
NOTE: Blademastery does NOT grant you leadership or strategy skills. A
Blademaster is expert in one-on-one or few-on-one combat, not leading troops.
If you wish to play that your character is a tactical genius, you must purchase
the Strategy Skill.
   

                              THE BOON ASSET (+1)                              
 
In your past you've performed a deed for someone and expect that deed to be
repaid sometime in the future. The favor that is owed to you is not large but
might include help financially or simple assistance with a third party. You
should include in your background and justify what you may have done to earn
this favor.
 
NOTE: If you don't recruit someone to play the character who owes you a book,
the staff may contact you about pre-generating them for the character roster.
 

                         THE BUILD: LARGE ASSET (+3)
  
Your character has a large physical build. Your Size, Strength, Health and
Fatigue are raised by +1 each.
   

                         THE BUILD: STOCKY ASSET (+2)
  
Your character is of average height or shorter, but is broad and heavily-built.
Your Strength and Size are increased +1 each due to your bulk.
   

                          THE BUILD: TALL ASSET (+1)
  
Your character is taller than the average person. Your Size is raised by 1
point. If you wish to play a character taller than 6'1" for a male human or
5'7" for a female human, your character's Size must be +1. 
  
The maximum male/female heights for Size 0 (listed above) are taller than real
world average heights. People are required to spend Asset points to make taller
characters because in the past we received a lot of complaints from players
about the number of unusually tall characters on the game.
   

                         THE BUILD: LITHE ASSET (+1)
  
Your character is lightly-built (svelte, lithe, etc.). You are agile and quick.
Your Dexterity and your Quickness are raised by +1 each. Your Health and
Fatigue are reduced by -1 each.
  
NOTE: Not all of these aspects are positive, but because they are slightly more
positive than negative, this is an Asset.
   

                           THE BUSYBODY ASSET (+1)
  
You are the kind of person who wants to know everything you can about your
friends and acquaintances, particularly the juicy, personal details. You always
make a point of listening to gossip and rumours, and are often able to
encourage people to confide in you.
  
You are encouraged to make regular use of the systems for storing gossips and
rumours on the game, to help you role-play this aspect. Speak to a +staff
member if you aren't sure what these systems are.
   

                            THE CLEVER ASSET (+1)
  
Your character has a well-honed mind, a good memory and the ability to think
logically. Your Reason is raised by +1. You can purchase this Asset more than
once to raise your Reason higher, to a total of +5.
   

                          THE COMMON SENSE ASSET (+1)                          
 
Some people would call it wisdom. With this asset you seem to have a better
awareness with your surroundings or situations. You can tell when doing
something would be good or bad for yourself, not that you have to follow your
senses at all.
 

                         THE CONTACT: MAJOR ASSET (+3)                         
 
Like an ally, this contact will help you get out of major jams that you find
yourself into, unlike the ally, your contact will not go to the extreme of
sacrificing themselves for you. They are your friend and will give you
information to help you get ahead, or lend you money to pay some of your debts
and not expect quick repayment.
 
NOTE: If you don't recruit someone to play this character, the staff may
contact you about pre-generating them for the character roster.
 

                         THE CONTACT: MINOR ASSET (+1)                         
 
With some work, you've earned a contact in the world that will give you
information at times to help you get ahead. Your contact will help you up to a
point although not to much extremes. Make sure to detail this person in your
background and justification.
 
NOTE: If you don't recruit someone to play this character, the staff may
contact you about pre-generating them for the character roster.
 

                        THE CONTACT: RANDOM ASSET (+2)                         
 
Unknown to you, you've performed some action and have gained a contact to help
you out when needed. This help will come right when you need it but at a time
when you least expect it. While your character may not know of this contact
ICly, you should include in your background and justification what your
character did to earn it.
 
NOTE: The staff will randomly determine a contact for your character. It will
be added to your sheet and +relations after the player has been recruited
and/or pre-generated for RP purposes.
 

                             THE DEFT ASSET (+1)
  
Your character has good coordination, particularly hand-eye coordination. Your
Dexterity is increased by +1. You can purchase this Asset more than once to
raise your Dexterity higher, to a total of +5.
   

                      THE DREAMER ASSET (+3, RESTRICTED)
  
Your character occasionally has unusual dreams filled with meaningful symbols
that portend the future. These dreams occur in normal sleep, not in
Tel'aran'rhiod, and your character always knows which are significant.
Interpreting the symbols is difficult at first, and requires practice. Your
character also has the ability to consciously enter Tel'aran'rhiod. Control in
Tel'aran'rhiod also takes practice.
  
Purchase of this Asset grants your character access to the Future Seer system,
which is used by players and the admin to post information about upcoming plots
and events that are not common knowledge. It also grants access to the
Tel'aran'rhiod system. This Asset is only available to Channelers.
  
NOTE: Because Cuendillar is a story told by hundreds of players rather
than one omniscent author, the future events seen by Dreamers on Cuen cannot
automatically and always come true as in the novels. The Dreamer sees the
future as it will happen if all events continue on their present courses, but
an alteration in these can change the future outcome.
   

                    THE DREAMWALKER ASSET (+3, RESTRICTED)
  
Your character has the Dreamwalking Talent. She can enter Tel'aran'rhiod, and
has the potential to have good control there (although this takes a great deal
of practice). She can also enter the place between the waking world and
Tel'aran'rhiod, which allows her to enter people's dreams, or speak to them
through their dreams.
  
Purchase of this Asset grants your character access to the Tel'aran'rhiod
system. Currently, this Asset may only be purchased by a female Aiel character,
as only the Aiel recognize and train this ability. This Asset may be purchased
by Channelers or non-Channelers.
   

                         THE EIDETIC MEMORY ASSET (+1)                         
 
Through some quirk of fate, your mind works slightly different then many other
people. You can remember every little fact, every little ounce of trivia that
you come across. Remembering people's faces and names is quite easy for you.
Were cameras in existence for the game, people would call this talent of yours
'photographic memory'.
 

                           THE ENDURING ASSET (+1)
  
Your character has a good tolerance for physical exertion and/or mental focus.
Your Endurance is raised by +1. You can purchase this Asset more than once to
raise your Endurance higher, to a total of +5.
   

                          THE FAMILY TIES ASSET (+1)
  
You have a strong bond with the members of your family. They support and aid
you when they can, even when it exposes them to some risk, and the same kind of
support is expected from you.
  
NOTE: Your family members do not need to be other player characters to take
this Asset. Read NEWS RP NPC for more information about non-player characters
and role-playing them in your background.
   

                             THE FAST ASSET (+1)
  
Your character is quick on his or her feet, and can move more swiftly than the
average person. Your Quickness is raised by +1. You can purchase this Asset
more than once to raise your Quickness higher, to a total of +5.
   

            THE FEMALE CHANNELER: ACCEPTED ASSET (+3, RESTRICTED)
  
Your character has the ability to Channel (inborn or trainable), and is in
training with the White Tower. As an Accepted, you will be expected to help
teach Novices onscreen, and participate in the Accepted training program. You
will be asked to review the information in the Novice training program to be
aware of how Channeling is played out on the MUSH. You receive an additional 15
Skill points to spend in the Skills section of chargen. They MUST purchase the
Accepted Skill Packs in the Skills section of chargen, to set the basic Skills
they would have learned during the Novice stage of training.
  
Please include an overview of your experiences in the testing arches during
your Novice test in your background. The blocks of Wilders are usually broken
before they are raised to Accepted. If your character was a Wilder, include
information about her block and how it was broken in your background.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
   

            THE FEMALE CHANNELER: AES SEDAI ASSET (+4, RESTRICTED)
  
Your character has the ability to Channel (inborn or trainable), has completed
the training program of the White Tower, and has taken the Three Oaths. As an
Aes Sedai, you will be expected to participate in the Tower structure, although
you have input into your assignment (teaching at the Tower, an advisor to a
ruler, etc.) You will be asked to review the information in the Novice and
Accepted training programs to be aware of how Channeling is played out on the
MUSH.
  
You receive an additional 30 Skill points to spend in the Skills section of
chargen. They MUST purchase the Aes Sedai related Skill Packs in the Skills
section of chargen, to set the basic Skills they would have learned during
Aes Sedai training. There is one Skill Pack for each of the Ajah that an Aes
Sedai can belong to, type 'cg skill packs' for more information.
  
Your character begins play with the Flaw of Oaths. Please include an overview
of your experiences in the testing arches during your Novice test in your
background, and the length of time you spent as a Novice and Accepted. The
average time of each stage is shorter on the MUSH than in the novels - the
average woman takes two to three game years to complete each stage. If your 
character was a Wilder, please include information about her block and how it
was broken in your background. NOTE: You must set your character's age to 40 or
higher to be approved for this Asset. See 'cg age channel2' for more info.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
   

          THE FEMALE CHANNELER: FAILED ACCEPTED ASSET (+3, RESTRICTED)
  
Your character has the ability to Channel, and has trained with the White Tower
for a time. Whether because she failed the Accepted test, or for some other
problem, she was put out of the Tower. (This is not a character who's run away
from and could be returned to the Tower, she is no longer welcome there for
training.) You receive an additional 20 Skill points to spend in that section
of chargen. These points should be spent on Skills you would have studied at
the Tower. Such Skills include: Blight Lore, Esoteric Lore, Etiquette, Finesse,
Old Tongue, Politics, and the Scholarship.
  
Your character is not able to increase her Finesse Skill (the Skill related to
Channeling training) above 5, since she is no longer receiving proper training.
You also gain the Flaw Dangerous Gift, which does not count against the Flaws
you must select in this section of chargen.
  
NOTE: The Kin/Knitting Circle has not yet been added to the MUSH, your
character cannot be a member of this group at this time.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
  
NOTE: We request that you take this Asset only if you have read a number of the
books. Otherwise, we recommend that you take the Female Channeler: Novice
Asset, as Novices receiving training at the Tower that prepares them to
role-play the Channeling ability.
   

            THE FEMALE CHANNELER FAILED NOVICE ASSET (+2, RESTRICTED)
  
Your character has the ability to Channel, and has trained with the White Tower
for a time. Whether because she refused the Novice test three times or for some
other problem, she was put out of the Tower. (This is not a character who's run
away from and could be returned to the Tower, she is no longer welcome there
for training.) You receive an additional 5 Skill points to spend in that
section of chargen. These points should be spent on Skills you would have
studied at the Tower. Such Skills include: Blight Lore, Esoteric Lore,
Etiquette, Finesse, Old Tongue, Politics, and the Scholarship.
  
Your character is not able to increase her Finesse Skill (the Skill related to
Channeling training) above 4, since she is no longer receiving proper training.
You also gain the Flaw Dangerous Gift, which does not count against the Flaws
you must select in this section of chargen.
  
NOTE: The Kin/Knitting Circle has not yet been added to the MUSH, your
character cannot be a member of this group at this time.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
  
NOTE: We request that you take this Asset only if you have read a number of the
books. Otherwise, we recommend that you take the Female Channeler: Novice
Asset, as Novices receiving training at the Tower that prepares them to
role-play the Channeling ability.
   

               THE FEMALE CHANNELER: NOVICE ASSET (+2, RESTRICTED)
  
Your character has the ability to Channel (inborn or trainable), and you intend
to have her trained at the White Tower. Indicate in your background whether
your character has been at the Tower for a little while, or whether you would
like to have her ability discovered onscreen through role-play. Those who
select this Asset are expected to join the Tower within 2 months of being
approved. Novices-to-be who choose to have the ability inborn should not
extensively role-play Channeling prior to joining the Tower. Trainable
Novices-to-be should not role-play Channeling at all prior to joining the
Tower.
  
You may not increase your Finesse Skill above 2 in chargen. Once you leave
chargen, you will be able to increase it with training and experience points.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
  
NOTE: Novices can be characterized as having the ability trainable OR inborn.
If you want to be trained at the Tower, purchase this Asset. Novices can choose
to role-play out the discovery of their ability and their arrival at the Tower,
you don't have to start play at the Tower. The Female Channeler: Wilder Asset
is for those characters who DO NOT want to be affliated with the Tower or
another Channeling group, you DO NOT need to pick Wilder to role-play that you
have the ability inborn.
  
NOTE: If you have not yet read all the books, we recommend you take this Asset
if you want to be a Channeler, since many details of Tower life and Channeling
are not revealed until later novels, and as a Novice, you will receive the
necessary information for role-play through your on-screen training.
   

              THE FEMALE CHANNELER: WILDER ASSET (+4, RESTRICTED)
  
Your character has the ability to Channel inborn - she will Channel on occasion
whether or not she receives training. Wilders are usually completely unaware
that they are Channeling, and their ability is not under their control. Many
Wilders become Wisdoms, although this is not required. 
  
NOTE: This Asset is primarily intended for those characters who are not going
to have their ability formally trained at the Tower or with the Aiel Wise Ones
or Sea Folk Windfinders, and are independent, like a Channeling Wisdom. If you
want to be trained at the Tower, take the Female Channeler: Novice Asset,
instead. You DO NOT need to purchase the Wilder Asset to have the ability
inborn, Novices can be characterized as either trainable or inborn, and can
role-play out their discovery. Wilders can choose to seek training at the Tower
any time, but if you want to be an unaffliated Channeler, you have to purchase
the Wilder Asset.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
  
You will not be able to increase your Finesse level above 5 unless you are
formally trained (by the White Tower, etc.). Your character begins play with
the Flaws of Dangerous Gift and Block, which do not count against the Flaws you
must select in this section of chargen. You must specify the nature of your
Block in your character background. Your Block cannot be broken unless you are
trained.
  
NOTE: The Kin/Knitting Circle has not yet been added to the MUSH, your
character cannot be a member of this group at this time.
  
NOTE: We request that you take this Asset only if you have read a number of the
books. Otherwise, we recommend that you take the Female Channeler: Novice
Asset, as Novices receiving training at the Tower that prepares them to
role-play the Channeling ability.
   

            THE FEMALE CHANNELER: WINDFINDER ASSET (+4, RESTRICTED)
  
Your character has the ability to Channel (inborn or trainable), and has been
trained by the Sea Folk Windfinders. Not all Windfinders are Channelers, but
all Windfinders have an important role in the Sea Folk culture and on Sea Folk
ships. This Asset is only open to those of Sea Folk heritage.
  
Windfinder training is not as comprehensive as White Tower training, so you may
not raise your Finesse above 7. Channeling Windfinders begin with the Flaw
Dangerous Gift, which does not count against the Flaws they must select in this
section of chargen.
  
NOTE: We request that you take this Asset only if you have read all the books,
particularly A Crown of Swords and The Shadow Rising, as you should have
familiarity with the Sea Folk culture to play this character type. If you
haven't read all the books but wish to play a Channeler, we recommend you take
the Female Channeler: Novice Asset, as Novices receiving training at the Tower
that prepares them to role-play the Channeling ability.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
   

             THE FEMALE CHANNELER: WISE ONE ASSET (+4, RESTRICTED)
  
Your character has the ability to Channel, either inborn or trainable. She has 
studied with the Aiel Wise Ones, and thus has gained a measure of control over
her Channeling, although her ability is not as refined as that of an Aes Sedai.
This Asset is only available to those of Aiel heritage. This Asset and Female
Channeler Wise One Apprentice are the only Channeling Assets open Aiel
characters - the Wise Ones find and train all girls with the ability, there are
no Wilders in the Aiel culture.
  
Wise One training is not as comprehensive as White Tower training, so you may
not raise your Finesse above 7. Wise Ones begin play with the Flaw Terrible
Knowledge, which does not count against the Flaws you must purchase in this
section of character generation.
  
NOTE: We request that you take this Asset only if you have read all the books,
particularly A Shadow Rising, as the Aiel culture is very complex. If you
haven't read all the books but wish to play a Channeler, we recommend you take
the Female Channeler: Novice Asset, as Novices receiving training at the Tower
that prepares them to role-play the Channeling ability.
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
   

        THE FEMALE CHANNELER: WISE ONE APPRENTICE ASSET (+3, RESTRICTED)
  
Your character has the ability to Channel, either inborn or trainable, and you
intend to have her train to be a Wise One. Indicate in your background whether
your character has been in training for a little while, or whether you would
like to have her ability discovered onscreen through role-play. Those who
select this Asset are expected to start training with the Wise Ones within 2
months of being approved. Apprentices-to-be with the ability inborn should not
extensively role-play Channeling prior to beginnning training. Trainable
Apprentices-to-be should not role-play any Channeling at all until receiving
some training.
  
This Asset is only available to those of Aiel heritage. This and the Female
Channeler: Wise One Asset are the only Channeling Assets open to Aiel
characters - the Wise Ones find and train all girls with the ability, there are
no Wilders in the Aiel culture.
  
Wise One training is not as comprehensive as White Tower training, so you may
not raise your Finesse above 7. 
  
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
  
NOTE: We request that you take this Asset only if you have read all the books,
particularly A Shadow Rising, as the Aiel culture is very complex. If you
haven't read all the books but wish to play a Channeler, we recommend you take
the Female Channeler: Novice Asset, as Novices receiving training at the Tower
that prepares them to role-play the Channeling ability.
   

                          THE FIRST AID ASSET (+2)
  
Characters with the First Aid Asset have studied basic emergency first aid.
First Aid includes knowing how to make a splint out of two pieces of wood and
a bandage, mouth-to-mouth resuscitation, how to clean and bandage a wound, and
the use of willowbark as a mild pain reliever. Those with the First Aid Asset
will be able to ease some of the damage sustained by injured people. (Restore
some of their lost Health points.)
  
NOTE: You may not use First Aid on yourself. First Aid can only be applied once
to any single injury. (Once Bob has applied First Aid to the injured Dave, 
Dave won't get any better if Sue comes along and also tries First Aid on him.)
   

             THE FORETELLING ASSET (+2, RESTRICTED, CHANNELER-ONLY)
  
The Foretelling Talent grants your character insights into future events. The
way this ability manifests may differ for each person. One person might see
symbolic visions, another might Foretell in poetry or cryptic phrases (like the
Delphic Oracle). All Foretellers have two things in common - they cannot
control when their ability operates, and it takes practice to learn to
accurately interpret the insights.
  
You will be given access to the Future Seer system after purchase of this
Asset. This Asset is only available to Channelers, but a similar Asset,
Viewing, is available to non-Channelers.
  
NOTE: Because Cuendillar is a story told by hundreds of players rather
than one omniscent author, the future events seen by Foretellers on Cuendillar
cannot automatically and always come true as in the novels. The Foreteller sees
the future as it will happen if all events continue on their present courses,
but an alteration in these can change the future outcome.
   

                THE GIFTED CHANNELER ASSET (+1, CHANNELER-ONLY)
    
Overall, your character is stronger than the average Channeler. You gain an
additional 2 points to spend on Channeling Statistics in that section of
chargen. You may purchase this Asset more than once.
     
NOTE: This Asset may only be purchased by those who have already selected a
Channeling Asset. This Asset does not grant the ability to Channel, and has no
relevence for non-Channelers. Nor does it grant the ability to be a quicker
than average Channeler student. For that the Adept asset is needed.
    
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
    

                           THE GOOD LUCK ASSET (+2)
  
Your character has a more than average chance of success in situations that
involve chance or elements of the random. Purchase of this Asset raises your
Luck by +1. (The Luck of the average person is 0.) Luck is applied to many die
rolls on the game, and the character with this Asset should be role-played as
luckier than the average person. You can purchase this Asset more than once.
  
NOTE: If you purchase this Asset multiple times to obtain a Luck of +3 or +4,
please note that this does NOT make your character "exactly like Mat".
Sometimes Mat's good luck is close to infallible, but other times it is
inactive. Your character will never automatically succeed in any situation, but
unlike Mat, his/her Luck is applied to virtually every coded situation. This is
as close to Mat as a character can get on Cuendillar.
   

                             THE GOSSIP ASSET (+2)
  
You know a lot of people in your local area, and know a lot about them. You're
likely to hear about interesting news before others do, and may have a
reputation for spreading the gossip around. People often choose to confide in
you, and everything seems to reach your ears eventually.
  
You are encouraged to make regular use of the systems for storing gossips and
rumours on the game, to help you role-play this aspect. Speak to a +staff
member if you aren't sure what these systems are.
   

                           THE HORSE: RIDING ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character is given a standard riding horse once s/he is approved.
   

                             THE HORSE: WAR ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character is given a war horse once s/he is approved. This is a horse
trained to take part in armed conflicts. It's a strong horse, and capable of
carrying a man in full armor.
   

                        THE IDEALISTIC GOAL ASSET (+1)
  
Your character's life is governed by a desire to achieve a noble, altruistic
purpose. Possibilities might include trying to free oppressed commoners from a
cruel noble overload, bringing peace to warring nations or factions, etc.
   

                      THE JACK OF ALL TRADES ASSET (+6)
  
Throughout your character's life, s/he's seen and done quite a bit. Although
you aren't trained in all fields of human endeavour, you have a general idea of
the basic principles behind a lot of them. In game terms, you do not suffer any
adverse penalties when trying to use a Skill that you have no levels in (in
coded systems).
  
The Jack of All Trades Asset does NOT apply to combat Skills, or to these
Skills: Finesse, Maiden's Handtalk, or Waste Lore.
   

                          THE KEEN SENSES ASSET (+1)
  
Your character has keen senses (sight, hearing, smell, etc.), and gains a +1
bonus to Perception. You can describe this in the way most fitting for your
character - good overall senses, exceptional eyesight or hearing, etc. You can
purchase this Asset more than once to raise your Perception higher, to a total
of +5.
   

                             THE KNACK ASSET (+1)
  
Your character has an inborn talent in an area that goes beyond your knowledge
or training in it. An example would be someone who has a good head for business
that would make you a better practitioner of Trade Skills that someone at an
equivalent level of training. In game terms, your Knack is a bonus of +1 that
is applied every time you use the Skill it relates to. See 'cg skill mod' for
information on Skill Bonuses. You should also role-play your Knack in that area
in non-coded situations.
  
You must select the Skill that your Knack applies to when you purchase this
Asset. You may purchase this Asset multiple times, either for the same Skill or
different Skills. The Skills that use Knack are: Agriculture, Animal Handling,
Apparelling, Artistry, Blacksmithing, Boating, Craft, Fireworks, Heraldry,
Maiden's Handtalk, Music, Ogier Tongue, Old Tongue, Ride, Scholarship,
Survival, Stoneworking, Swim, Track, Trade, Trolloc Tongue, Victualling,
Whitesmithing, and Woodworking. Similar Assets for other Skills are available
under Aptitude and Weapon Flair. Type 'cg ' for a definition of any
Skill.
   

                     THE LEGENDARY STATISTIC ASSET (+5)
  
Your character has the kind of superior ability that is immortalized in song
and story. For instance, you may have the Strength of Samson or Hercules. One
of your Statistics is raised from +5 to +6. The Statistic must already be at +5
for you to purchase this Asset.
  
The format for adding Legendary Statistic as an asset is:
  
   .add Legendary Statistic=
  
Where  is replaced by one of the following statistic three-letter codes:
  
  dex (Dexterity)        end (Endurance)         per (Perception)
  qui (Quickness)        rea (Reason)            str (Strength)
  
You may only have one Legendary Statistic per person.
   

                          THE LOST TINKER ASSET (+3)
  
The Tinkers call those who have abandoned the Way the Lost. Such Tinkers are
shunned and must leave Tinker society. Purchase of the the Lost Tinker Asset
allows a character of Tinker Culture to purchase weapon Skills and the Strategy
Skill in the Skills section of character generation. It also allows them to
purchase  combat-related Assets such as Weapon Flair or the Armour Assets. This
Asset is only open to those of Tinker heritage, and has no relevence to other
character types.
  
NOTE: This trait is classified as an Asset because it opens up new Skills for
Tinker characters. Among the Tinkers, this trait is a social flaw. Those who
take this trait are expected to role-play it appropriately.
   

                  THE MAJOR HEALING ASSET (+2, CHANNELER-ONLY)
  
Your Channeling character is strongly gifted with the Talent of Healing. S/he
has a far greater skill than the normal Channeler at Healing injuries and
illness of the body, sometimes even the mind.
  
NOTE: There are limitations to Healing, just as in the books. You cannot Heal
someone who's dead, regrow severed limbs, Heal stilling or gentling, cure many
mental illnesses or have much effect on old wounds that have already undergone
a lot of natural Healing. Aspects that characters have purchased as Flaws
CANNOT be Healed unless the player uses Experience Points to buy the Remove
Flaw Asset that's available after chargen.
  
NOTE: This Asset may only be purchased by those who have already selected a
Channeling Asset. This Asset does not grant the ability to Channel, and has no
relevence for non-Channelers.
   

                   THE MALE CHANNELER ASSET (+4, RESTRICTED)
  
Your character has the ability to Channel inborn - he will Channel whether he
wants to or not. Male Channelers are hated and feared throughout the land. The
Red Ajah of the White Tower, the Children of the Light and other groups seek to
hunt you down and kill you or remove your ability. There are no formal training
centers for male Channelers, although there are rumours of an informal
organization of these men who have banded together. (The Black Tower is NOT
part of Cuendillar - there's no declared Dragon Reborn to have established it.)
Because of the lack of formal training, male Channelers cannot raise their
Finesse Skill above 7.
  
Male Channelers begin play with the Flaws of Taint and Dangerous Gift, which do
not count against the Flaws that must be selected in this section of chargen.
Male Channelers have a limited lifespan of 4-10 IC years (1-2.5 RL years). The
lifespan of each character is randomly determined. Players of male Channelers
must role-play the gentling or death of their characters before or soon after
that point.
  
NOTE: You may not purchase this Asset unless you have received prior wizard
approval. See 'cg restricted app'.
   

                    THE MALKIERI TRADITIONALIST ASSET (+1)
  
Your character is too young to have grown up in Malkier itself, but you lived
among a community of Malkieri refugees who clung to their traditions. Purchase
of this Asset resets your Culture to Malkier, without requiring you to set your
character's Age to higher than 55. This Asset is only available to those who
previously selected a Borderlands Culture (Arafel, Kandor, Saldaea or Shienar),
as Malkieri refugee communities only exist in the Borderlands.
  
NOTE: We request that you only select this Asset if you have read the novella
"New Spring" in the Legends anthology, as this is the story where Malkieri
customs are described in the most depth.
   

                      THE MENTOR: PRESTIGIOUS ASSET (+2) 
 
The mentor who has taught you is very prestigous and well-regarded, famous
throughout all the nations of the land. You are treated with the same respect
that they receive because of your exalted status as one of their pupils. Some
people might trust you and give you favors because of your mentor's status, and
others might try to use you to gain access to your mentor.
 
                                            
                THE MINOR HEALING ASSET (+1, CHANNELER-ONLY)
  
Your Channeling character has a minor gift of the Talent of Healing. S/he has
greater skill than the normal Channeler at Healing injuries and illness of the
body, sometimes even the mind.
  
NOTE: There are limitations to Healing, just as in the books. You cannot Heal
someone who's dead, regrow severed limbs, Heal stilling or gentling, cure many
mental illnesses or have much effect on old wounds that have already undergone
a lot of natural Healing. Aspects that characters have purchased as Flaws
CANNOT be Healed unless the player uses Experience Points to buy the Remove
Flaw Asset that's available after chargen.
  
NOTE: This Asset may only be purchased by those who have already selected a
Channeling Asset. This Asset does not grant the ability to Channel, and has no
relevence for non-Channelers.
   

                        THE NATURAL WARRIOR ASSET (+8)
  
Your character has an inborn aptitude with the use of combat-related Skills
that goes beyond your training and experience in them. Gawyn is an example of
this type of character from the books. In game terms, the Natural Warrior Asset
grants you a bonus of +1 on all combat-related Skills. These Skills are: Axe,
Blunt, Bow, Brawl, Defense, Dodge, Harpoon, Knife, Lance, Missile, Spear, 
Sword, and Unarmed. See 'cg skill mod' for information on Skill Bonuses, and
'cg ' for a definition of any Skill.
   

                           THE PAST LIFE ASSET (+5)                            
 
You are rare among people in being aware of a past incarnation of your soul.
Souls are spun out again and again as the Wheel turns, and so lead many lives,
but most people never remember any existence save for their present one. You
occasionally have a sense of otherness, and at times you will have a feeling of
having done things before in some remote past that you cannot recall. More
interestingly, from time to time memories of your past life will seep into your
thoughts and dreams.
 
This knowledge may convince you of having led a past life, or it may seem like
nothing more than some elaborate fancy. Some may even go mad at the knowledge.
Moreover, if you reveal your belief in remembering a past life, many people may
shun you as they may think you mad. It is a burden that must be borne carefully.
 
This asset gains you 30 skill points to place in skills of your choice. These
points represent some affinity or vague sub-conscious understanding of the
skill gained through your experience in your past life.
 

                          THE PERFECT TIME ASSET (+1)                          
 
You have a perfect clock in your head, every second precise and unambiguous to
you. Even when you awaken, you are aware of the exact time, as the clock in
your head ticks away every moment without fail. You're likely to be able to use
this to your advantage, for example to make sure you're always on time for
important assignements.
 

                         THE PRESTIGIOUS FAMILY ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
You are a member of a family that is both well-known and respected. Others may
help you because of your family ties or to have your family owe them a debt in
return.
  
NOTE: Your family members do not need to be other player characters to take
this Asset. Read NEWS RP NPC for more information about non-player characters
and role-playing them in your background.
   

                           THE READ LIPS ASSET (+2)
  
Your rating in this skill indicates your ability to read lips. It is
particularly useful for deaf characters, but can also be of advantage to
thieves, players of the Great Game, etc.
   

               THE RESIDUE READING ASSET (+3, CHANNELER-ONLY)                 
  
Your Channeling character is gifted with the Talent of Residue Reading. S/he
has the ability to read the signature of a weave and duplicate its creation,
from start to finish, even if your character has never learned the weave
before. 
 
The signature left behind by a dissipated weave is a type of 'map' showing a 
channeler how to duplicate the weave perfectly. Only weaves that are
Unravelled, pulled apart exactly how they were created, leave no signature that
can be duplicated. The dangers of Unravelling weaves are so phenomental, that
the Tower prohibits its use.
 
NOTE: This Asset may only be purchased by those who have already selected a
Channeling Asset. This Asset does not grant the ability to Channel, and has no
relevence for non-Channelers.


                              THE REVENUES ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character regularly earns money above that received in return for his or
her job. The money may come from a share in a business, an allowance from your
family or estate, revenues from land you own and rent out, etc. Or perhaps your
character runs a business, and is particularly business-savvy. Your character
earns 2 coppers per day in addition to his/her salary.
   

                         THE SELF-CONFIDENT ASSET (+1)                         
 
You are very confident in your own choices and decisions. There's rarely a
moment where you doubt your own actions, and the air about your lets others
know that you are in command of yourself. This may put some people off, but
others may come to trust you instead, relying on you to be decisive and
assuming command.
 

                       THE SENSE OF DIRECTION ASSET (+1)                       
 
You have a perfect sense of direction. It is impossible for you to become lost
unless you are moved while unconscious or asleep. You could probably make good
use of this in a profession such as tracker or scout.
  

                            THE SKILLED ASSET (+1)
  
Your character has had many opportunities to learn and practice skills. You are
granted 5 additional Skill Points for use in the Skills section of character
generation. You may purchase this Asset more than once. See 'cg skills' for
more information about Skills and selecting them in chargen.
   

                     THE SNIFFER ASSET (+3, RESTRICTED)
  
Your character has the unusual ability to "smell" past violent events. This
ability operates in two main ways. A location where an act of violence has
taken place retains a smell to the Sniffer. The more heinous the act, the
longer the scent remains. Those who have recently committed violent acts leave
"scent trails" the Sniffer can follow. This ability is known and accepted in
the Borderlands, but is rarer elsewhere and would be viewed with suspicion by
other peoples. Please see NEWS SNIFFERS for a more detailed overview of this
ability.
  
Purchase of this Asset grants your character a +2 addition to his or her
Perception. The abilities of a Sniffer are primarily role-played, it's
difficult to code a system that mimics this ability. Sniffers begin play with
the Dangerous Gift Flaw, which does not count against the Flaws you must select
in this section of chargen.
   

                            THE SPECIAL ITEM ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character possesses a rare or valuable object. This includes objects that
use or affect the use of the One Power like angreal and ter'angreal. It also
includes relics from the Age of Legends such as cuendillar objects, glowbulbs,
lightsticks and streith fabric, heron-marked swords and Power-forged weapons.
Please note that sa'angreal are NOT available for puchase and will not be
approved.
  
You must include a description of the object, its function, and how your
character acquired it (family heirloom, purchase, etc.) in your background.
You may not role-play this Asset until your background has been approved.
  
NOTE: Blademasters do not need to purchase this Asset, approved Blademasters
automatically receive a heron-mark sword. Blademasters who want a Power-forged
weapon must purchase this Asset, however.
   

                        THE SPECIAL ITEM: RANDOM ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character possesses a rare or valuable object, although s/he has no idea
of what it is or how it functions. Once your background has been approved, an
administrator will give the object to your character. it may be an angreal,
ter'angreal, a piece of cuendillar, a relic from the Age of Legends, or a
Power-forged weapon. It may or may not be linked to a storyline planned for
the MUSH.
   

                         THE SPIRIT GUIDE ASSET (+4)
  
Someone, or something, seems to be watching over you and guiding you along the
right path. Your Spirit Guide may communicate with you as a voice in your mind
or your ear, though it is not apparent to anyone else. Your Spirit Guide
protects you by making suggestions about the best action to take, best way to
react to something, etc., although you are not bound in any way to heed its
advice.
  
There are several possible origins for a Spirit Guide, and you should detail
what yours is in your background. One possibility is that your your Spirit
Guide is the spirit of a departed family member or friend, or even someone you
don't know. It might be someone who's currently bound to Tel'aran'rhiod, and
speaks to you only in your dreams. Your Spirit Guide might even be a weak form
of a Talent like Foretelling or Viewing, but one that applies only to you
personally.
  
To reflect the advantages of your Spirit Guide, your Luck and Reason are raised
by +1 each. Although your Spirit Guide is a great benefit to you, other people
might suspect you of being a Darkfriend if they learn of its existence, so it
carries some risk to you, as well. Your character background must be approved
before you can begin role-playing this Asset.
   

             THE STILLED CHANNELER: TRAINED ASSET (+3, RESTRICTED)
  
Your character once had the ability to Channel the One Power, but can no
longer. Being cut off from the Source is a very distressing experience, and
your character may feel depressed or even suicidal. During her career as a
Channeler, your character received training for her ability (with the Tower,
the Aiel Wise Ones or the Sea Folk Windfinders), and has some knowledge of
Channeling. 
  
You receive 30 additional Skill Points to use in character generation. These
points should be spent on Skills you would have studied at the Tower. Such
Skills include: Blight Lore, Esoteric Lore, Etiquette, Finesse, Old Tongue,
Politics, and the Scholarship. You cannot raise your Finesse Level above 5.
  
Include information in your background as to how your character was stilled
(burned herself out drawing too much of the One Power, stilled in an attack by
another Channeler or in punishment for a crime by the Tower, etc.). Also
include where she received her training, what level she was at, etc.
  
NOTE: This trait is classified as an Asset because it grants a significant
number of additional Skill Points and knowledge of an esoteric field. In terms
of characterization, it would be considered a tragic circumstance, and you must
be prepared to role-play it as such if you select this Asset. This Asset is
only open to female characters, male characters should select the Gentled
Channeler Flaw.
   

                            THE STRONG ASSET (+1)
  
Your character has well-developed and healthy muscles. Your Strength is raised
+1. You can purchase this Asset more than once to raise your Strength higher,
to a total of +5.
   

               THE STRONGER CHANNELER ASSET (+2, CHANNELER-ONLY)
     
Your character is stronger with the One Power than the average Channeler. You
gain a bonus of +1 to your Power Statistic when you go into the magic section
of chargen. This is a bonus on top of any random roll you have in Power and
any points you choose to place in it. (For example, if you spend 5 points on
Power and have a random roll of 1 in your Power and purchase this Asset, your
final Power total will be 7.) This Asset can be purchased more than once.
    
NOTE: This Asset may only be purchased by those who have already selected a
Channeling Asset. This Asset does not grant the ability to Channel, and has no
relevence for non-Channelers. Nor does it grant the ability to be a quicker
than average Channeler student. For that the Adept asset is needed.
   
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
   

                         THE STRONG-WILLED ASSET (+1)
  
You know your own mind, and cannot easily be influenced or coerced into
emotions, beliefs or activities that go against your own wishes.
   

              THE TER'ANGREAL CREATION ASSET (+2, CHANNELER-ONLY)
  
You have the extremely rare Talent of creating ter'angreal (objects which use
the One Power in some fashion). Because so much knowledge has been lost, and
there isn't anyone who can train your ability, this will take you a lot of time
to master, and many of your ter'angreal will be flawed compared to those from
the Age of Legends. You can only create ter'angreal, not angreal or sa'angreal.
  
Any ter'angreal you create must be approved by the White Tower admin before
being put into play, including copies of existing ter'angreal. Cuen uses a
parent system for ter'angreal objects, you will be given more information about
how to use it if you're approved.
  
This Asset is only available to Channelers with some Tower training, since only
these people have had access to a wide variety of ter'angreal to study. These
include: Accepted, Aes Sedai, Failed Accepted, and Novice.
  
NOTE: All players are welcome to suggest ter'angreal for use on the game. The
wizards are eager to collect descriptions for new ter'angreal to put into play.
   

                 THE TER'ANGREAL INSIGHT (+2, CHANNELER-ONLY)
  
You character has an intuitive understanding of ter'angreal, and thus has an
increased chance of success when experimenting with an unknown ter'angreal to
discover its purpose. This Asset is taken into account by the admin when you
contact them with experiments. (Type 'use ' on any object you suspect of
being a ter'angreal for tips on conducting experiments.) This Asset is only
available to Channelers.
   

                   THE TREESINGING ASSET (+2, RESTRICTED)
  
Your Ogier character has the Talent of Treesinging. This allows you to
manipulate plant and tree growth through song. You can speed the growth of
plants, or heal injured trees. With practice, Treesingers can learn to cause a
tree to grow into the shape of a wooden object like a staff or a chair. These
objects are made from what is called sung wood. This Asset is only available to
Ogier characters. Treesingers begin with The Longing: Intense Flaw, which does
not count against the Flaws you must purchase in this section of character
generation.
   

            THE VIEWER ASSET (+3, RESTRICTED, NON-CHANNELER-ONLY)
  
Your character is sometimes able to see images around people that portend
something about the future. (This is Min's ability from the books.) Not all
people have images to View, and the Viewer cannot control when his/her ability
functions. Sometimes the Viewer just "knows" what the images mean, and other
times they are a complete mystery. The Viewing ability manifests during
childhood or adolescence. Many people view this ability with suspicion as a
talent granted by the Dark One, and male Viewers may be suspected of Channeling
and treated like a male Channeler.
  
Purchase of this Asset grants your character access to the Future Seer system,
which is used by players and the admin to post information about upcoming plots
and events that are not common knowledge. Viewers are given the Flaw Dangerous
Gift, which does not count against the Flaws you must purchase in this
section of character generation.
  
NOTE: Because Cuendillar is a story told by hundreds of players rather
than one omniscent author, the visions seen by Viewers on Cuendillar cannot
automatically and always come true as in the novels. The Viewer sees the future
as it will happen if all events continue on their present courses, but an
alteration in these can change the future outcome.
   

                           THE VIGOUROUS ASSET (+1)
  
Your character is energetic, and is able to withstand the effects of fatigue
better than the average person. You gain an additional 2 points on your Fatigue
maximum.
   

The character generation documents use Canadian spelling, please see 'cg
vigourous'.
   

                          THE VITALITY ASSET (+1)
  
Your character has a strong physical constitution, and is able to withstand
illness and injury better than the average person. You gain an additional 2
Health points on your Health maximum.
  

                 THE WARDER: RETIRED ASSET (+4, RESTRICTED)
     
Your character was trained as a Warder at the White Tower. During his training
he became skilled in the use of a number of weapons, and also learned other
skills to help him fill his role. He was bonded to an Aes Sedai, but lost her
to death and suffers great grief because of this. Because your character is
now old or infirm, he is no longer an active part of the Tower and is unlikely
to be bonded to another Aes Sedai.
          
Warders are given 30 additional Skill points to spend in the Skills section of
chargen. They MUST purchase the Warder Skill Pack in the Skills section of
chargen, to set the basic Skills they would have learned during Warder training.
         
If you purchase this Asset, you cannot also purchase the Assets of Blademaster
or Weaponmaster. Your character gains a +1 bonus to ALL rolls involving combat
Skills, even if he doesn't have any levels in that Skill. Retired Warders begin
play with the Lost Ward Flaw, which does not count against the Flaws that must
be selected in this section of character generation.
         
NOTE: To be approved for this Asset, your character must be older than 65, or
have a serious injury/illness Flaw. Eligible Flaws include: Blind, Enfeebled,
Joint Disease, Missing Foot, and Missing Hand. Type 'cg ' for a
definition of any Flaw.
         
NOTE: Female characters may not purchase this Asset, the White Tower refuses to
train women as Warders. It is technically possible for a female character to be
bonded as a Warder, but this is very rare, and requires Tower approval. See
NEWS WARDER for more information about bonds.
   

                  THE WARDER: SWORN ASSET (+3, RESTRICTED)
  
Your character is in the second stage of training to become a Warder at the
White Tower, starting his training no earlier than 13 years in age. Sworn is
the Warder program equivalent to Accepted.
   
Sworn are given 15 additional Skill points to spend in the Skills section of
chargen. They MUST purchase the Sworn Skill Packs in the Skills section of
chargen, to set the basic Skills they would have learned during the Trainee
stage of training.
  
NOTE: Female characters may not purchase this Asset, the White Tower refuses to
train women as Warders. It is technically possible for a female character to be
bonded as a Warder, but this is very rare, and requires Tower approval. See
NEWS WARDER for more information about bonds.
   

                   THE WARDER: TRAINED ASSET (+4, RESTRICTED)
  
Your character has completed the training program for Warders at the White
Tower, starting his training no earlier than 13 years of age. During his
training he became skilled in the use of a number of weapons, and also learned
other skills to help him fill his role as protector of the Tower and an Aes
Sedai.
      
Warders are given 30 additional Skill points to spend in the Skills section of
chargen. They MUST purchase the Warder Skill Pack in the Skills section
of chargen, to set the basic Skills they would have learned during Warder
training.
        
If you purchase this Asset, you cannot also purchase the Assets of Blademaster
or Weaponmaster. Your character gains a +1 bonus to ALL rolls involving combat
Skills, even if he doesn't have any levels in that Skill. Warder characters
begin play with the Flaw of Warder Oath to the White Tower. Everyone approved
for this Asset is dutybound to the Tower. If you wish to play a Warder no
longer in service to the Tower, select the Warder: Retired Asset, instead.
     
NOTE: Purchase of this Asset does not grant your character a bond to an Aes
Sedai. Bonds are arranged between players, and must be approved by the White
Tower. See NEWS WARDERS for more information. If you wish your character to
have had a bond in the past, you may be interested in the Lost Ward: Warder
Flaw.
  
NOTE: Female characters may not purchase this Asset, the White Tower refuses to
train women as Warders. It is technically possible for a female character to be
bonded as a Warder, but this is very rare, and requires Tower approval. See
NEWS WARDER for more information about bonds.
   

                   THE WARDER: TRAINEE ASSET (+2, RESTRICTED)
  
Your character is in the first stage of training to become a Warder at the
White Tower (or you'd like to have him begin training there in the near
future). Trainee is the Warder program equivalent to Novice. Indicate in your
background whether your character has been at the Tower for a little while, or
whether you would like to role-play your arrival at the Tower onscreen.
  
NOTE: Female characters may not purchase this Asset, the White Tower refuses to
train women as Warders. It is technically possible for a female character to be
bonded as a Warder, but this is very rare, and requires Tower approval. See
NEWS WARDER for more information about bonds.
   

                         THE WEAPON FLAIR ASSET (+3)
  
Your character has a natural affinity for the use of a certain weapon that goes
beyond your training and experience with it. Rand is an example of this type of
ability from the books - he learns how to use a sword extremely quickly. In
game terms, your Weapon Flair is a Bonus of +1 that is applied every time you
use that weapon Skill. See 'cg skill mod' for information about Skill Bonuses.
  
You must select the weapon Skill that your Flair applies to when you purchase
this Asset. You may purchase this Asset multiple times, either for the same
weapon or different ones. The weapon Skills are: Axe, Blunt, Bow, Brawl,
Harpoon, Knife, Lance, Missile, Spear, Sword, and Unarmed. Similar Assets for
other Skills are available under Aptitude and Knack. Type 'cg ' for a
definition of any Skill.
  
NOTE: It is not possible to attain a Blademaster or Weaponmaster level of
skill by purchasing this Asset.
   

                    THE WEAPONMASTER ASSET (+4, RESTRICTED)
  
Your character is expert in fighting with a particular type of weaponstarting
his training with his weapon just after hitting puberty (no earlier than 10
years of age). His skill is equivalent to that of a Blademaster, although there
are no formal ranks for other types of weapon users, and no "heron mark" bows,
axes, etc.
  
Selecting this Asset grants you a starting Level of 5 in your selected weapon
Skill, and a Bonus of +3 to your rolls with your chosen weapon Skill. (See 'cg
skill mod for information on Skill Bonuses.) However, you are unable to choose
any other weapons Skills during chargen. (You can purchase these Skills later
using Experience Points.) The only other combat skills you can purchase in
chargen are Strategy, Dodge, Defense and Brawl. Players selecting the
Weapnmaster asset must start at the age of 25, to represent the number of
years of training it takes to achieve mastery status.

You cannot also purchase any Warder Assets, although you are eligible to bond
to an Aes Sedai with the approval of the Amyrlin. See NEWS WARDER for bond
policy. Weaponmasters begin play with the Flaw of Renown, which does not count
against the Flaws you must select in this section of character generation. 
  
NOTE: Female characters who are not of Aiel Culture are not able to purchase
this Asset unless they have received prior wizard approval. Female warriors are
rare. Women with this level of skill in a weapon are even rarer. See 'cg
restricted app' for information.
  
NOTE: Weaponmastery does NOT grant you leadership or strategy skills. A
Weaponmaster is expert in one-on-one or few-on-one combat, not leading troops.
If you wish to play that your character is a tactical genius, you must purchase
the Strategy Skill.
   

                            THE WEAPON: GOOD ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns a weapon of standard quality. This may be a family
heirloom, a reward for past service, or something that your character scrimped
and saved for a long time. Upon approval, your character is given one standard
weapon. Please indicate which type of weapon (spear, sword, axe, etc.) you'd
like in your character background.
  
NOTE: To begin play with ownership of a heron-mark sword requires the purchase
of a different Asset, Special Item.
   

                            THE WEAPON: POOR ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns a weapon, although it is not of very good quality. Perhaps
it was something your family had lying around the attic, or the only weapon you
were able to afford. Upon approval, your character is given one inferior
weapon. Please indicate which type of weapon (spear, sword, axe, etc.) you'd
like in your character background.
  
NOTE: To begin play with ownership of a heron-mark sword requires the purchase
of a different Asset, Special Item.
   

                          THE WEAPON: SUPERIOR ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character owns a weapon of exceptional quality. Perhaps this is a 
treasured family item, or a reward for a service of bravery and distinction in
an army or to a Noble House. Upon approval, your character is given one
superior weapon. Please indicate which type of weapon (spear, sword, axe, etc.)
you'd like in your character background.
  
NOTE: To begin play with ownership of a heron-mark sword requires the purchase
of a different Asset, Special Item.
   

                        THE WELL-TRAVELLED ASSET (+2)
  
Your character has travelled throughout much of the known world. Your travels
give you some familiarity with local customs, dialects, traditions, etc.,
although you are nowhere near as knowledgeable about these as a native would
be. This Asset is recommended to those who find it difficult to separate their
player knowledge of the books from their character's more limited knowledge
about his/her world. Your character is granted a Skill Level of 3 in Etiquette
and 2 in Politics. (You may spend Skill Points to raise these further.) Those
who take this Asset cannot take the Sheltered Upbringing Flaw.
  
NOTE: This Asset only applies to the area depicted in 'news map', it does not
include knowledge of the Aiel Waste, the Blight, the land of the Seanchan or
the Sea Folk Isles. Knowledge of the Waste and Blight is available for purchase
in the Skills section of character generation. Knowledge of the Sea Folk Isles
is limited to those of Sea Folk heritage. Knowledge of the Seanchan is
unavailable at this time.
   

The character generation documents use Canadian spelling, please see 'cg
well-travelled'.
   

                          THE WINDFALL: LARGE ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character is granted a lump sum of money. This may represent money that
s/he's been saving all his or her life, a reward for service to an
organization, or money obtained through more nefarious means. The exact amount
of money you gain is determined randomly, and could range between 100 and 200
coppers.
   

                          THE WINDFALL: SMALL ASSET
  
              (Cost varies with social Class, see 'cg asset cost')
  
Your character is granted a lump sum of money. This may represent money that
s/he's been saving all his or her life, a reward for service to an
organization, or money obtained through more nefarious means. The exact amount
of money you gain is determined randomly, and could range between 50 and 100
coppers.
   

                      THE WOLFKIN ASSET (+5, RESTRICTED)
  
Your character has an unusual and deep affinity with wolves, and this has
granted him/her some of the characteristics of a wolf. S/he can speak with
wolves telepathically at a distance (but not other Wolfkin), has yellow eyes
and a highly refined sense of smell, and can enter the dreamworld of 
Tel'aran'rhiod (but CANNOT see anything about the future there). The Wolfkin
ability manifests some time during the teenage years or adulthood, and only
after an encounter with a fellow Wolfkin or a pack of wolves. See NEWS WOLFKIN
for more information.
  
Purchase of this Asset grants your character a +2 bonus to Perception, access
to the Tel'aran'rhiod system, and the Assets Wolf Puppet and Read Lips. S/he
also gains the Flaw of Split Spirit, which does not count against the Flaws you
must select in this section of chargen.
  
NOTE: We request that you only consider purchasing this Asset if you have read
at least the first book, The Eye of the World. Wolfkin are NOT werewolves.
Bonds to animals other than wolves are not being considered at this time.
    

                          THE WOLF PUPPET ASSET (+2)
  
Purchase of this Asset allows you to role-play a wolf puppet. Upon approval, a
member of the administration will give you a wolf puppet that has been given
the appropriate statistics and skills for a wolf. You can add any additional
coding and set the @desc that you wish. Your wolf puppet can use the
Tel'aran'rhiod system. If your wolf puppet dies, contact a member of the admin
to supply you with a new one.
  
NOTE: The intention of this Asset is to allow people to play wolves to interact
with Wolfkin on the game. This puppet is granted to you as a player, not as a
pet for your character. Wolves are not appropriate as pets. Dogs are available
as puppets, and we're working on commands to add statistics to pets.
    

      


The Flaws List

THE ABSENT MINDED FLAW (-1) Your character is easily distracted by his/her own thoughts or by things going on around them, to the detriment of important things they're supposed to be doing. They might begin to speak to someone and midway through lose track of the point of his/her comment, and they can easily misplace very common things in obvious places. THE ACCIDENT PRONE FLAW (-4) Your character is all thumbs and has two left feet. You often hurt yourself in accidents, break valuble objects, drop something at a crucial moment, bump into objects or people, etc. Your Dexterity is reduced by -1, and you suffer a -1 penalty to these Skills: Acrobatics, Apparelling, Artistry, Athletics, Boating, Craft, Fireworks, Forgery, Legerdemain, Maiden's Handtalk, Music, Stealth, Whitesmithing, Woodworking, Bow, Knife, Missile, Sword, and Unarmed. (See 'cg skill mod' for information on Skill Penalties.) THE ADDICTION: MAJOR FLAW (-2) Your character has an addiction to a substance that is highly addictive and modifies or stimulates their behavior to an extreme degree, or they use a more benign substance very heavily on a daily basis. The character's use or overuse of this substance leads to great disruptions in their private and personal life as their behavior is often erratic. The character is usually prepared to do almost anything to satisfy their craving because doing without for even a couple of days causes physical and mental anguish. Please specify the substance your character is addicted to. THE ADDICTION: MINOR FLAW (-1) Your character has an addiction to a substance that modifies or stimulates their behavior. The character may be the sort who drinks too often several days out of the week, or constantly craving a few puffs on the tabac pipe. This behavior can lead to disruptions in their private and social life, although generally they can keep them from becoming too damaging to their position or their relationships. Please specify the substance the character is addicted to. THE ALLERGY FLAW (-1) Your character has allergic reaction to something, which can cause any number of symptoms such as rashes, uncontrollable sneezing, watery eyes, breathing difficulty, and other things of that nature. Sometimes these reactions can be dangerous to their life in and of themselves (such as allergic reactions to certain foods). This allergy can disrupt what theyr're doing at the time because of the irritation or other problems that the allergic reaction causes. Please specify the substance that causes the allergy and the character's reaction to it. THE AMNESIA FLAW (-2) Your character suffers from amnesia and cannot recall their past or a significant portion of their past. This can be due to a traumatic event or to physical trauma from an accident or conflict, but they do not remember the exact cause. The character can be very troubled by this lack of recollection, and may seek ways to repair their memory or at least learn the cause of their memory loss. THE ANIMAL ANTIPATHY FLAW (-2) Animals fear or distrust your character. You can't keep a pet, ride a horse, etc. There could be a number of reasons for this - they sense you fear them or would hurt them, don't like your scent, etc. If you select this Flaw, you will not be able to purchase any of the Horse Assets, and will not be able to put levels into the Ride or Animal Handling Skills. THE BAD LUCK FLAW (-2) Your character has less than an average chance of success in situations that involve chance or elements of the random. Purchase of this Flaw lowers your Luck by -1. (The Luck of the average person is 0.) Luck is applied to many die rolls on the game, and the character with this Flaw should be role-played as less lucky than the average person. You can select this Flaw more than once. THE BAR FLAW (-1) (This Flaw is available only to Male Channelers.) Although not all male channelers do not develop a block as female Wilders do (see 'cg block'), some do develop what is called a Bar. The Bar is a psychological impediment that affects a man's ability to channel completely or effectively. A character in the books who demonstrated this Flaw was unable to channel at anything at a distance, because he didn't believe he could, as in this quote from the novels: [The character] did not really believe he could affect anything at a distance with the Power. The result was that at fifty paces his ability began to fade, and at a hundred he could not weave even a thread of saidin. NOTE: A Bar is a role-played Flaw. Your access to the coded One Power system will not be limited in any way. However, you are expected to role-play your channeling within the limitations of your Bar. If you role-play overcoming your Bar, you must contact the wizards to have it removed from your +sheet and replaced with another -1 Flaw. THE BLACK SHEEP FLAW (Cost varies with social Class, see 'cg flaw cost') Your character comes from a prestigious (wealthy, respected, etc.) family, but is estranged from his/her relations. They may deny you outright, seek to punish or harm you or just ignore you, but in any case, they definitely don't want anything to do with you. Enemies of your family may feel safe taking revenge against you, as they know it's unlikely your family will come to your aid or object. NOTE: Your family members do not need to be other player characters to take this Flaw. Read NEWS RP NPC for more information about non-player characters and role-playing them in your background. THE BLIND FLAW (-4) Your character is completely blind, or has extremely limited sight. Your Perception is reduced by -2. You cannot learn any Skills that require or rely on sightedness. These include: Artistry, Boating, Disguise, Fireworks, Forgery, Heraldry, Maiden's Handtalk, Track, Bow, Harpoon and Missile. NOTE: Channelers cannot take the Blind Flaw, and those with the Blind Flaw cannot select a Channeling Asset. THE BLOCK FLAW (0) (Flaws with cost 0 cannot be selected, they are automatically granted to characters who select certain Cultures or Assets.) Those women with the Channeling spark inborn who do not receive formal training develop a block. The block is psychological, and protects the woman from knowing of her fearful ability. The effect of the block is that the woman can only Channel in certain circumstances. Blocks can be broken, generally through formal training, but it's rarely easy. Examples of blocks include: only able to Channel when angry, or only in the presence of men. NOTE: A Block is a role-played Flaw. Your access to the coded One Power system will not be limited in any way. However, you are expected to role-play your Channeling within the limitations of your block. If your Block is overcome through role-play (such as training at the Tower), this Flaw will be removed from your character. This Flaw cannot be purchased; it is automatically granted to all female Wilders. (Novices who wish to role-play this Flaw are free to do so.) THE BODY ODOR FLAW (-1) You have an unfortunate natural body odor that others find very unpleasant, so that they often limit contact or avoid you altogether. It is impossible to mask it completely, and attempts to do so simply introduce a different but even more overwhelmingly unpleasant scent. You must include a mention of the body odor in your @desc. THE BRANDED CRIMINAL FLAW (-2) You have been convicted of a crime, and as part of your punishment, or as a warning to others, you were branded with a mark denoting your criminal past. People tend to react negatively and suspiciously towards you, and you may still be hunted by those you wronged. Branding is common in these countries: Altara, Amadicia, Cairhien, Murandy, Ghealdan and Tear. It is not practiced in the Borderlands. Your @desc must reflect this Flaw. Brands: T on the cheek - major theft T on the hand - minor theft O on the cheek - oathbreaker Inverted V on neck - corrupt or criminal guards THE BUILD: GANGLY FLAW (-3) Your character has a thin, scrawny build, and moves awkwardly. Your Strength and Dexterity are reduced by -1 each. Your @desc must reflect this Flaw. THE BUILD: HUNCHBACK FLAW (-2) Your character has a serious deformity of the spine. This hampers your movements, and gives you an unusual appearance. Your Dexterity is reduced by -1. Your @desc must reflect this Flaw. THE BUILD: MIDGET FLAW (-7) Your character is very short in stature, standing no taller than 4 feet. Your muscles are fully-developed for your size, but as you lack the leverage of a taller person, you are significantly weaker than the average person. Although smaller, you still appear to be roughly your normal age, resulting in an obviously disproportionate body. Your Size is reduced to -2. Your Strength, Health and Fatigue are reduced by -2 each. You cannot buy weapon Skills in certain weapons (those that require leverage or strength to use). These weapons include: Axe, Bow, Harpoon, and Lance. Your @desc must reflect this Flaw. THE BUILD: OBESE FLAW (-2) Your character weighs considerably more than average for his or her height. Your Size is raised from 0 (average) to +1, and your Health is raised by +1. Your Quickness is reduced by -2, and your Fatigue is reduced by -1. Your @desc must reflect this Flaw. NOTE: Not all of these benefits are negative, but because this element is more negative than positive, it counts as a Flaw. THE BUILD: SHORT FLAW (-1) Your character is shorter than average. This Flaw lowers your Size by -1. You should purchase this Flaw if your character is shorter than 5'8'' for a male, and 5'0'' for a female. (Cairhien characters begin at -1 Size, and do not need purchase this Flaw.) THE BUILD: SLIGHT FLAW (-2) Although of average height, your character's body frame is smaller and/or lighter than average. Your size is reduced by -1. Your Health and Fatigue are lowered by -1 each. THE CLUMSY FLAW (-1) Your character is clumsy. You occasionally hurt yourself, break things, drop things, drip, bump into people, etc. Your Dexterity is lowered by -1. You can purchase this Flaw more than once to lower your Dexterity further, to a total of -5. THE COMPULSIVE URGE FLAW (-1) Your character has no control in respect to a particular object, type of person or activity. You are so weak in the face of your compulsion that you may ignore common sense, forget promises, and neglect your duties. Examples may include alcohol, flattery, fine food, bragging or lying, gambling, etc. THE DANGEROUS GIFT FLAW (0) (Flaws with cost 0 cannot be selected, they are automatically granted to characters who select certain Cultures or Assets.) Your character has the ability to Channel, or another ability that the common person would consider Channeling-related, but is not under the protection of an organized group of Channelers, like the White Tower or the Aiel Wise Ones. The vast majority of people treat you with suspicion, if not outright hostility, if they learn of your ability. Because you do not have the backing of the White Tower you are at particular risk if charged with Channeling in Tear or Amadicia, or if you are captured by the Children of the Light. The Gift is even more dangerous for Windfinders, who endanger their sisters and their entire culture if their existence is discovered by the White Tower. This Flaw cannot be purchased, it is automatically granted to characters with certain Restricted abilities. THE DANGEROUS SECRET FLAW (-1) There is a secret in your character's past, and there may be others who know about it. If revealed, the knowledge could result in shame, rejection, revenge or criminal prosecution. Your life revolves around keeping this secret, which causes you to avoid certain places, people and/or things in an effort to keep it concealed. Your secret might be that your parents were Darkfriends, you murdered someone or commited another heinous crime, etc. THE DARKFRIEND REPUTATION (-2) Your character has been named a Darkfriend, and is actively being sought to be investigated and brought to justice. Note that this does not mean you ARE a Darkfriend, that must be set up with the Dark area, and you can be a Darkfriend without having this reputation. Indicate in your background whether you are being pursued by the Children of the Light, the White Tower, or a national government like Andor. You must choose an ONSCREEN group. When your background is approved, an administrator will contact the appropriate group with your character's name and some general information to set up the pursuit. THE DEADLY SECRET FLAW (-2) You have a secret worth dying for. Perhaps it is something you did, something you witnessed, or maybe even something you've discovered. Whatever it is, it is something you guard with your life--because that would in all likelihood be the cost of discovery. See the 'Dangerous Secret' flaw for a dangerous but not deadly secret. THE DEAF FLAW (-2) Your character is unable to hear. This may be a result of a congenital deformity, an injury, or a severe psychological condition. NOTE: This is a permanent condition, and cannot be Healed or cured in any other manner. You're free to play a deaf person who eventually recovers, but if that is what you wish to play, you can't take it as a Flaw, Flaws are permanent. THE DELICATE FLAW (-1) Your character is not as energetic as the average person, and is not as well able to withstand strenuous physical and mental activities. You lose 2 Fatigue points from your Fatigue maximum. THE DELUSION FLAW (-1) Your character has a firm and unwavering belief in something that just isn't true, despite any evidence to the contrary. For example, you may be convinced you're the illegitimate child of a noble, you believe your imaginary friend truly exists, you think there are two moons, etc. THE DEPENDANT FLAW (Cost varies with social Class, see 'cg flaw cost') You are a youth under the guardianship of a House or family that are not necessarily your immediate relations, for any number of reasons such as the loss of your parents or their inability to raise you. Your guardians raise you in their own household, feed you, clothe you, and otherwise exercise the rights and duties of parents towards you. Depending upon the circumstances of your dependency, some people in the public may pity you while others may more often whisper about the situation that has led you to this. Your relationship to your guardians may not be entirely amicable, especially if their guardianship extends to your inheritance (if any). THE DISFIGURED FLAW (-1) Your character suffers from a visible, but not crippling, disfigurement or deformity. For instance, you may have a grotesque scar, a spinal hump, a misshapen or cataracted eye, bulging eyes, cauliflower ears, etc. Your @desc must reflect this deformity. THE DISTINCTIVE FEATURES FLAW (-2) You have a face that people tend not to forget. Perhaps a nose so large it dominates a face entirely, or ears like Prince Charles, or eyes that aren't a normal color (wolfkin need not apply). Whatever it is about your face that is memorable, it would be pretty much one in a kind. Scars, bent noses, or a missing ear just don't cut it. The features must be adequately listed in your description. THE ENFEEBLED FLAW (-7) You cannot exert yourself for longer than a few moments. Rapid or forceful movement (running, combat, etc.) is difficult, if not impossible for you. Your Endurance, Quickness and Fatigue are lowered by -2 each, and your Strength is reduced by -1. You cannot learn the following Skills: Acrobatics, Athletics, Swim, Axe, Blunt, Brawl, Harpoon or Lance. (See 'cg skills' for information on Skills, and 'cg for a definition of any Skill.) THE EERIE PRESENCE FLAW (-2) Wherever you go, whatever you do, people are suspicous of you. You have a presence that preceeds you - causing people to be nervous around you. Must list what the cause of the Eerie Presence is. Supernatural reasons are not acceptable. It could be a style of dress that is disturbing, or a way of personal grooming/appearance, or a way of acting that causes this. THE ENEMY: MAJOR FLAW (-3) Though perhaps you didn't do anything major (or you did), this person feels like you've done the greatest wrong to him and is out to ruin your life. This doesn't extend to your family/organization and theirs and is only between the two of you. Must indicate what was done to create such animosity and be willing to live with the stress such roleplay might bring. Is limited to a single person and not an organization. THE ENEMY: MINOR FLAW (-1) This is someone who you once did wrong and they hold it against you. They don't actively make your life miserable and aren't totally vindictive but may do minor annoyances until they feel they have been repaid in their mind. This will be a single person and not an organization. THE ENEMY: RANDOM FLAW (-2) This could end up getting a enemy who wishes to make your life comparable to being boiled in a Trolloc stewpot or someone who simply wishes to loose your temper in important situations. It will choose from a list of people willing to be enemies. Must list the area you will play in so an appropriate enemy can be chosen. THE EXPENSES FLAW (Cost varies with social Class, see 'cg flaw cost') Your character must make regular payments of money, or face unpleasant consequences. Perhaps you have to send money to support your family, or you may have other expenses such as: penal fines, taxes, blackmail, guild dues, protection money, bribes, etc. If you select this Flaw, 2 coppers are automatically deducted from your salary each time you are paid. THE FASTIDIOUS FLAW (-1) Your character is particularly troubled by something that others might find merely unpleasant or bothersome. Examples include: filth, discourtesy, discomfort, insults to women, etc. THE FRAIL FLAW (-1) Your character has a weak physical constitution, and is unable to withstand illness and injury as well as the average person. You lose 2 Health points from your Health maximum. THE GENTLED CHANNELER FLAW (-3, RESTRICTED) Your character once had the ability to Channel the One Power, but can no more. Being cut off from the Source is a very distressing experience, and your character may feel depressed or even suicidal. Include information in your background as to how your character was gentled (burned himself out drawing too much of the One Power, gentled in an attack by another Channeler or after trial at the Tower, etc.) Your Finesse Skill is set to Level 2 and cannot be raised. NOTE: This Flaw is only open to male characters, female characters should select the Stilled Channeler Flaw or Stilled Channeler: Trained Asset. Type 'cg restricted' for information on Restricted characters. THE HATRED FLAW (-1) Your character has a deep, all-consuming hatred for a person, organization or type of person. The object of your hatred is too powerful for you to ever achieve true revenge, but nevertheless, you constantly seek out opportunities to harm or gain power over the object of your hatred. Your feelings are so strong they often cloud your reason, and could cause you to endanger yourself. THE HAUNTED FLAW (-4) Your character is linked to a malicious force whose only goal is to harass and torment you. Only you can sense this entity, although people such as Viewers or Dreamers may glipse its existence through their visions. The force might try to torment you through methods such as whispering insults or bad advice in your mind or ear, misplacing small objects, distracting you with odd noises, making you trip or drop things, etc. There are several possible origins for a haunting, and you should detail what yours is in your background. Perhaps it is the spirit of a dead person who bears a grudge against you. Maybe you are too free to speak the Dark One's name and have attracted bad luck and a negative force because of it. To reflect the disadvantages of your haunting, your Luck and Reason are decreased by -1 each. Many people will look on you with fear if they learn of your haunting, and suspect you of being touched by the Dark One or in league with him, so it is dangerous to reveal your haunting to others. Your character background must be approved before you can begin role-playing this Flaw. See 'cg approve' for information on approvals. THE HUNTED FLAW (-3) For some reason you are hunted by an organization of some sort. Perhaps you crossed a rival noble family and they are out for blood or you killed someone and the government of a nation is after you. Must detail what the reason for being hunted is and choose an onscreen group to be hunting you. THE INEPT FLAW (-2) Your character has an inborn disadvantage when working in a particular area, and does not perform as well as someone at an equivalent level of training. For example, someone who tends to move noisily will always suffer a disadvantage when trying to use the Stealth Skill. In game terms, your Inaptitude is a penalty of -1 that is applied every time you use the Skill it relates to. See 'cg skill mod' for information on Skill Penalties. You should also role-play your Inaptitude in that area in non-coded situations. You must select the Skill that your Inaptitude applies to when you select this Flaw, and you must put levels into that Skill in the Skills section of chargen. You may select this Flaw multiple times, either for the same Skill or different Skills. The Skills that use Inept are: Acrobatics, Acting, Athletics, Awareness, Defense, Disguise, Dodge, Etiquette, Forgery, Herbalism, Legerdemain, Politics, Stealth, Strategy, and Streetwise. Similar Flaws for other Skills are available under Unaccomplished and Weapon Bungler. Type 'cg ' for a definition of any Skill. THE INFAMOUS FLAW (-1) You are well-known by people in your area, and they do not think well of you at all. They have reason for their opinions, and you should include what horrible deeds you've done to earn your negative reputation in your background. (We encourage you to place a few rumours about your misdeeds in your local gossip system or on the appropriate +bb.) THE INFAMOUS FAMILY FLAW (-1) Some names are so recognized and despised that simply being attached to it marks you as one not to be trusted or to looked down upon. You must explain how this has affected your life and what your family is infamous for. You can or can not be associated with the dealings that make your family infamous. THE JI'E'TOH FLAW (0) (Flaws with cost 0 cannot be selected, they are automatically granted to characters who select certain Cultures or Assets.) Ji'e'toh means "honour and obligation" or "honour and duty" in the Old Tongue. It is a complex code of conduct that governs every aspect of Aiel behaviour and attitudes. Acquiring Ji (honour) is very desirable to the Aiel, and is accomplished through more than battle. Toh (obligation) is the heaviest burden to the Aiel, and even the smallest obligation, whether assumed intentionally or accidentally, must be met, even if it means accepting shame. See 'theme ji'e'toh' for more details. This Flaw cannot be chosen; it is automatically granted to all characters of the Aiel Culture. THE JOINT DISEASE FLAW (-5) Your character has a joint ailment that makes movement stiff and often painful. Prolonged physical activity is particularly difficult for you. You may have suffered from this all your life, or only developed it in the recent past. This is a permanent condition, and cannot be Healed. Your Dexterity, Quickness and Endurance are reduced by -1 each. You cannot learn the following Skills, since you lack the physical abilities to practice them: Acrobatics, Athletics, Legerdemain, Stealth, Swim, Bow, Knife, Missile, Spear, Sword and Unarmed. (See 'cg skills' for information on Skills, and 'cg ' for a description of any Skill.) Those who select this Flaw cannot take the Asset of Build: Lithe. THE KLEPTOMANIA FLAW (-1) You feel the need to steal something from wherever you are at no matter how hard you try to avoid it. This habit will get you in trouble if caught and how it affects you must be listed in your background or +justify. A reason of why this is done, or how this was discovered is also appreciated. THE LAME FLAW (-1) Your character suffers from an infirmity or permanent injury in one or both legs or feet. You may need to use a cane to walk. Possibilities might be a withered leg, a damaged knee, a break that was set improperly, etc. Your Quickness is reduced by -1. You can purchase this Flaw more than once to lower your Quickness further, to a total of -5. THE LIFE SAVER FLAW (-2) Despite any threat of harm to yourself, there is an overwhelming desire to save anyone who is in harm, whether they want to be saved or not. There could be a reason in your past (Missed a chance where you could have saved your father/sister/relative) and this might affect your life (you have become a town guard and roam the streets looking for people to help). Must indicate why you feel the need to do such a thing and how this has affected your life. THE LOST LOVE FLAW (-1) Your character has known true and warm love, but has lost it, either to death, distance, marriage to another, etc. Life's pleasures give you little joy, and on the rare occasions you feel happiness, you feel guilt or sorrow at experiencing it without your true love. You often give up easily because you have already lost that which is most important to you. A Lost Love need not be only a spouse or lover, it could also be a family member you were particularly close to, your best friend, etc. NOTE: Your love must stay lost, Flaws are permanent. THE LOST WARD: AES SEDAI FLAW (-1, AES SEDAI ONLY) In the past, your character bonded a man as her Warder. The link between a bonded pair is intense. However, your Warder was lost to you through death, either natural or unnatural, and your bond was abruptly broken. Although the breaking of a bond is less traumatic for an Aes Sedai than a Warder, it is still an upsetting experience. Aes Sedai are in no danger of dying as Warders are, but the experience tampers with their emotional control. Normally, an Aes Sedai has iron control over her emotions, but those who have lost a Warder may find they react inapproriately at times, or suffer periods of intense grief. These reactions are very frequent in the first five to ten years after the loss, but can crop up occasionally even years after. This Flaw is only available to Aes Sedai. A similar Flaw, Lost Ward: Warder, is available to trained or retired Warders. THE LOST WARD: WARDER FLAW (-2, WARDER ONLY) Your character was once bonded to an Aes Sedai as her Warder. The link between a bonded pair is intense. However, your Aes Sedai was lost to you through death, either natural or unnatural, and your bond was abruptly broken. The breaking of a bond is a very traumatic experience, and many Warders end up dying as they try to revenge their lost Aes Sedai. You have managed to find a reason for living, but the grief over the loss of your partner and the sense of being torn in half and incomplete still affects you very strongly. This Flaw is automatically granted to all characters with the Warder: Retired Asset, but those with the Warder: Trained Asset can choose to purchase it, as well. This Flaw is only available to those two character types. The Lost Ward: Aes Sedai Flaw is available for Aes Sedai. THE MEDDLER FLAW (-1) Your character has a compulsive desire to "help" other people, usually earning their resentment rather than their gratitude. Your meddling may take the form of matchmaking, unsolicited career help, teaching children "proper" ways, etc. Remember to use pages ('help page') or the 'ooc' command ('+help ooc') to make sure that people know your meddling is in-character only, if you are RPing a situation where there might be any doubt. THE MENTOR: DARKFRIEND FLAW (-2) Your mentor was a member of the Dark who was discovered, and their reputation has left people suspicious of you as a former pupil. Some people will avoid you or treat you rudely, although few will dare to openly accuse you without more proof. You might also fear that other Darkfriends will attempt to recruit you or, failing that, kill you because of your previous association, albeit unwillingly, with the Dark. THE MENTOR: INFAMOUS FLAW (-2) Some names are just recognizable by most everyone, and not in a kind way. Unfortunately you happened to study under this person. You may not have known about him but either way you were influenced by him. People are wary of what you say and do and judge you more harshly than others. Please include what your mentor was infamous for and how this affected you and how others may react to you. THE MENTOR: INSANE FLAW (-2) You had a mentor who was just a little off the beaten path and it was a well known fact. Having studied under them you suffer a -1 to your reason and are looked down upon by others. Perhaps they pity you for what you went through or they distrust you in case you took after your mentor. How having had an insane mentor has affected your life must be explained. THE MENTOR'S RESENTMENT FLAW (-2) You were studying under a great mentor but managed to do something totally repulsive to them. They refused to have any more to do with you. This may have devastated you or earned the resentment of others. Perhaps this has firmed your resolve to do something. Whatever this falling out with your mentor was must be detailed as well as how it affects your life now. THE MISSING FOOT FLAW (-3) Your character lacks a foot, and must use a prostetic (peg leg) or crutches to move around. This may be due to a congenital deformity, or an amputation. Your Quickness is reduced by -2. You cannot learn the following Skills, as they depend on having two legs to practice: Acrobatics, Athletics, and Unarmed. Your @desc must reflect this Flaw. (Type 'cg skills' for information about Skills, and 'cg ' for a definition of any Skill.) THE MISSING HAND FLAW (-3) Having lost a hand, your character has great difficulty with activities that involve manual dexterity. Your Dexterity is reduced by -2. You cannot learn the following Skills, since they depend on having two hands to practice: Apparelling, Blacksmithing, Fireworks, Legerdemain, Maiden's Handtalk, Whitesmithing and Bow. Your @desc must reflect this Flaw. (Type 'cg skills' for information about Skills, and 'cg ' for a definition of any Skill.) THE MUTE FLAW (-2) Your character is unable to speak. This may be a result of a congenital deformity, an injury, or a severe psychological condition. You cannot learn to speak other languages, either. NOTE: This is a permanent condition, and cannot be Healed or cured in any other manner. You're free to play a mute person who eventually recovers, but if that is what you wish to play, you can't take it as a Flaw, Flaws are permanent. THE NARCOLEPSY FLAW (-1) You fall asleep at inopportune moments in daytime as well as night. This will cause trouble in many social situations or if an episode occurs while performing an important task such as standing guard. THE NERVOUS TIC FLAW (-1) Some people whistle while they work. You whistle when you're nervous. Or bite your fingernails or crack your knuckles or do something that just gets on other's nerves. There could be a reason for this or not but what the nervous tick is it must be listed and you receive a -1 to your Luck due to the fact that what you do annoys others. THE OATH FLAW (-2) Your character has sworn a very strong oath to an organization (like the White Tower or the Children of the Light) or person (the head of your family, to someone you've wronged). The oath may give the person a claim on you, require you to perform some service or behave in a certain manner, etc. Strong oaths are taken VERY seriously in the Wheel of Time world. To break one is equivalent to murder, and may even be punishable under the law. If you take this Flaw, you must include information about the exact nature of your oath, and who you made it to in your background. The terms of the oath must be something that affect your character on a regular basis. Flaws are permanent, do not take this Flaw unless you are prepared to role-play it for as long as you role-play your character. An example of this from the novels is a character who was convicted of destroying property, and swore an oath to work for the injured party until the value of the property was recouped. THE OATHBREAKER: MAJOR FLAW (-2) In the past, your character swore the strongest oath known in the Wheel of Time world - By the Light and my hope of salvation and rebirth, I swear X, or may the Creator's face turn from me forever and darkness consume my soul. You swore this oath to an individual or organization, and then broke your oath. The fact that you broke your oath is known in at least some circles, and those who know of it consider your character little better than a known murderer. (See 'cg oath' for examples of oaths you might have sworn.) The swearing of oaths is a serious matter in the Wheel of Time world. To break any is considered equivalent to committing a crime. To break the oath indicated above is considered equivalent to murder, and is usually a crime in itself that is punishable under the law. If you take this Flaw, you must indicate in your background what you made an oath to do, the conditions under which the oath was broken, and who knows that you are an oathbreaker. See 'cg oathbreaker: minor' for a less serious variation of this Flaw. THE OATHBREAKER: MINOR FLAW (-1) In the past, your character swore an oath to an individual or organization, and then broke his/her oath. The knowledge of the broken oath is known in at least some circles, and those who know of it hold your character in poor regard as a result. (See 'cg oath' for examples of oaths you might have sworn.) The swearing of oaths is a serious matter in the Wheel of Time world. To break one is considered equivalent to committing a crime. In some cases it IS a crime and punishable under the law, for example if you had sworn an oath to make restitution to someone for damaging their property and then failed to do so. In the case of Oathbreaker: Minor, it would be considered equivalent to having been convicted of thievery or assault. If you take this Flaw, you must indicate what you made an oath to do, the conditions under which the oath was broken, and who knows that you are an oathbreaker in your background. See 'cg oathbreaker: major' for a stronger variation of this Flaw. THE OBSESSED FLAW (-1) Your character is obsessed with something - a particular object or person, a type of object or person, or an action or ideal. For instance, you may feel you need to keep your sword with you at all times, and won't let anyone else touch it. Perhaps you feel compelled to protect all children and become irrationally incensed with any who threaten them, etc. THE OBSESSIVE GOAL FLAW (-1) You are driven to fulfill a personal goal, regardless of the danger or consequences to youself or others. The goal must be outlined in your background, and must be something limitless, which you can never fully achieve. Ex: To amass great wealth or enduring fame, to free people from oppression, to defeat the Dark, etc. THE ORPHAN FLAW (-1) Your character has no known living family. You may have grown up in a charitable orphanage, made your way on the streets, or have been raised by another family that treated you little better than a servant. You've learned that the only person you can rely on is yourself, and you often have trouble working with others. If you take this Flaw you cannot also take the Prestigious Family Asset or the Black Sheep Flaw. NOTE: Flaws must be permanent, so you can't take this and then role-play that you find any close family members. You may know of or discover a _distant_ relat