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General Information About Skills
Skills represent general areas of expertise and learning. Most are general -
they are designed to represent the major areas of human activity and endeavor,
without requiring players to keep track of hundreds of very specific Skills.
Skills are an indication of areas that you've studied, trained in, or have a
natural aptitude for. You should interpret your Skills more specifically than
the game system does. For instance, the Artistry Skill encompasses all visual
arts, but your individual character may be a painter rather than a sculptor.
Each Skill has a numeric rating that reflects your facility and experience
with that Skill. This is called a Skill Level. Skill Levels range from 0 to 10.
A person with a low language Skill Level knows a few phrases in that tongue. A
person with a high language Skill Level can easily carry on a conversation with
a native speaker of that tongue. The description for each skill includes a
chart that indicates general levels of knowledge at each Skill Level.

How are Skills Used?
Your character's Skills may not come into play during every game session,
but they are used in several ways:
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The Skills you
select help define and detail your character. No one is good at everything, and
that gives characters a reason to work together, giving their players more
role-play opportunities. |
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Your Skills
serve as a guide to what to role-play when you aren't sure what your character
would do in a situation. Take a situation where a group of characters is being
faced down by an angry mob. The character who has Stealth might try and sneak
away. A character with Music might try to pacify the crowd with a song. The
character with Acting may try to pretend she's someone else the crowd's not
interested in. |
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Skills can help
resolve conflict situations when people can't agree through discussion. An
example might be a situation where one character is disguised and another
character claims s/he's penetrated the disguise. They could do a Skill Check on
Disguise and Awareness to determine whether or not the disguise is revealed if
they can't come to an agreement in any other way. |
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People can also
use Skill Checks to add a random element to a situation rather than
predetermining everything. For example, say a group of characters are having a
competition to see who can best climb a steep wall. They could do an Athletics
Check to see who wins the game. |
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Coded commands
such as the combat system use your Skill Levels, together with the appropriate
Statistic, to determine results. For example, the combat system uses your Dodge
Skill and Quickness Statistic to determine whether you can jump out of the way
of an attack |

What are Skill Packs?
Skill packs are the minimum proficiency requirements for certain character
types; such as Aes Sedai, Children of the Light, or the Cairhienin Guard. Some
groups may require that players take a certain skill set in order to roleplay
their character.
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Skill packs are
designed to use one command to select the appropriate skill set for a character
type, rather than several commands individually to select the skills a player
may need for their character. |
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Skill packs
ensure that a player gets all the necessary skills required for a character
type the first time around, appropriately adjusting skill points to reflect the
points spent for that set. |
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Skill packs
take into account the freebies already given to players for their culture
and/or socio-economic background, only charging them for the next skill level
as necessary. |
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People can also
use Skill Checks to add a random element to a situation rather than
predetermining everything. For example, say a group of characters are having a
competition to see who can best climb a steep wall. They could do an Athletics
Check to see who wins the game.
For example: Mary has Politics of 2 for being a Cairhienin and a Noble, but
the AS-BLUE skill pack requires a Politics of 3. Mary is only charged 3 skill
points, rather than the required 6 to raise her Politics skill to 3.
See CG SKILL PACK for a list of packs and required skills.
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Raising Skills After Character Generation
As you play your character, s/he will have new experiences that would equate
to learning new Skills, and will practice existing Skills that could increase
in Levels.
The Experience Points you earn are used to learn new Skills and improve
existing ones. You can spend these Experience Points to improve Skills at any
time.
It may also be possible to improve your Skills in other ways. For example,
some training programs in various areas and organizations could result in
improved skills.
(NOTE: More information will be added on this subject at a future date.)

Skill Bonuses and Penalties
People with identical training and education do not perform identically.
Some have a natural aptitude in certain areas of life, while others aren't
quite as competent. The chargen system reflects this with Skill Bonuses and
Penalties.
Skill Bonuses and Penalties are applied every time you make a roll that uses that Skill, and should also be role-played. In +roll, they add or subtract automatic successes to your +roll (assuming you got at least 1 normal success) equal to the amount of bonuses or penalties you have. So for example, Suzal with a +2 bonus in a skill has rolled 5 successes, but only because her original (and invisible) roll yielded 3. Had she not had those bonuses, she would have had just 3 successes. On the other hand, someone with a -2 modifier in a skill might have had 1 success to begin with, only to end up with a botch (-1) instead due to the skill penalty.
Skill Bonuses and Penalties can be purchased as Assets and Flaws. Characters of certain Cultures are given Bonuses or Penalties in a few Skills.
An example would be two characters with the Herbalism Skill. Both Suzal and Bador have Level 5 in the Skill - they've had equal training and experience. Suzal has a natural bedside manner and an intuition about how to treat people. In chargen terms, this is a Bonus of +2 applied to her Herbalism Skill. Bador is uncomfortable with patients and occasionally makes mistakes in treatment - a Penalty of -2 in chargen terms. In practice, Suzal will have a far better success rate in treating patients than anyone else who's had the same training and experience, whereas Bador will be much less successful than his training would suggest.

Choosing Skills
The Skills you select should be logical to the background experiences you
have outlined for your character, and the other choices you made during
chargen. If you choose something that may seem out of place given your
character's experiences, you should be prepared to explain how s/he learned
that Skill in your background. For instance, if you've set your character up as
an illiterate urchin who's never left his small town before, selecting the
Etiquette Skill would be a bit illogical, and would require a reasonable
explanation in your character background before it would be approved.
Because many Skills are so broad, you may not be sure what Skills to select
to fulfill your character design. We suggest that you begin by summarizing for
yourself what your character knows and is good at:
Example: Cosalia was born to a poor family in Tear. Her father worked on a
Tairen horse ranch, and she often helped out. She liked to whittle and make
rough woodcarvings. At 17, she left home to work in the kitchens of a Nobleman.
His daughter was sickly, and usually confined to bed. She took a liking to
Cosalia, and often asked her to come play cards and other games. After the poor
girl died, Cosalia ran away with a travelling menagerie.
Then read the Skill descriptions and select those that fit your background.
Example: Based on her work on the horse ranch, Cosalia thinks the Skills of
Animal Handling (training and veterinary care) and Riding fit her character.
She chooses Artistry for her whittling. She often cooked and helped to preserve
foods while a servant, so she wants to have some Skill in Victualling. Her
experiences with the menagerie would make it reasonable to select Acrobatics,
Legerdemain or Music. There doesn't seem to be a skill related to playing cards
and games, so Cosalia will just role-play her knowledge of that.
Characters may begin this stage with a few Skill Levels, based on other
options selected during chargen. For instance, all Ogier characters begin with
a level of basic competency in the Ogier Tongue. You may want to look at your
Skills list before choosing any to see if you already have some Skills.
Some types of characters will be unable to purchase certain Skills during
this stage of chargen. For example, characters of Aiel culture cannot purchase
the Sword Skill, swords are not used among the Aiel. These characters will be
able to purchase Skill Levels in "locked" Skills by spending Experience Points
after chargen, however.

A Note on Combat Skills
There are numerous episodes of armed conflict in the Wheel of Time novels.
The existence of a combat Skills on Cuen may suggest that you need to make your
character adept in combat to survive the game. This isn't true. Your character
does not need ANY combat Skills to survive play on Cuendillar.
Combat is a part of the role-play fabric of the game, encompassing
everything from barroom brawls to heroic battles in the Blight. It is far from
being the only or even main element of role-play, however. The majority of
role-play takes place in large cities. Like modern cities, these have laws to
govern the peace and guards to enforce the law. Anyone who runs around the
streets attacking other players will soon find him or herself before a judge.
Just as in our world, the majority of citizens of the Wheel of Time have no
combat training or experience. These people avoid putting themselves into
dangerous situations, as a rule - they don't openly insult armed men like
guards or the Children of the Light, they tread carefully in the dangerous
parts of town, they travel in numbers on the road, and they studiously avoid
dangerous areas like the Waste or the Blight.
Characters do not die, even if they lose combat, unless their players want
them to. If you use the coded combat system and lose, your character is
rendered unconscious, not dead, and you and the other participants work
together to come to an agreement about what happens next. (There are a few
exceptions to this, all centered around the idea that you must take
responsibility for your character's actions. For instance, if your character
proved guilty of a crime punishable by death, s/he can be executed.)
In short, don't take any combat Skills unless they fit the character concept
you have in mind. You are more than welcome to play a warrior character, but
you are also free to play a merchant, Noble, child or a pacifistic Tinker
without having to live in fear of dying because you don't have combat Skills.

Guidelines for Selecting Skills in Chargen
The number of Skill Points given to players to spend on Skills in chargen is
determined primarily by Age (see CG AGE SKILLS) and can be modified by Flaws,
Assets or Culture. Experience Points earned prior to chargen are NOT converted
into Skill Points, they must be used post-chargen (see CG SKILL EXP). Your
choices in other areas of chargen may grant you some Levels in some Skills.
They may also lock you out of purchasing any Levels in certain Skills during
chargen, although you can purchase Levels in these later with Experience
Points. A few Flaws may permanently lock you out of selecting certain Skills.
Skills Selection Rules
- Skill levels range from 0 (someone who knows next to nothing in that area) to 10 (someone of legendary skill in that area). A person with Level 7 in a Skill is considered to be master class in that field. The number of points you can put into a skill in chargen is determined by your age. From 1-29, you can set a skill to a maximum of 5. From 30-49, up to 6. From 50-99, up to 7. No skill can be set higher than 8 in chargen at any age.
Up to 5 Skill Points that you don't spend during this stage of chargen are converted into Experience Points. Any other unspent points are lost.
Improving a Skill costs a number of Skill Points equal to the next Level of Skill.
Examples:
Bador raises his Strategy from 0 to 1. Cost = 1 point.
Tilina raises her Old Tongue from 2 to 3. Cost = 3 points.
- When increasing your Skill multiple Levels, the point cost is cumulative - you must pay for each Level that you raise to as well as the final Level.
Example:
Threbald raises his Swim from 0 to 4 in chargen. Cost = 10 points:
0 to 1 = 1 point
1 to 2 = 2 points
2 to 3 = 3 points
3 to 4 = 4 points
-----------------
total = 10 points
Multiple Level Chart
The following chart lists how many Skill Points it costs to go from Level 0
to Level X when raising multiple Levels. This should make it a little easier to
calculate costs during Chargen.
0 to 1 1 point
0 to 2 3 points
0 to 3 6 points
0 to 4 10 points
0 to 5 15 points
0 to 6 21 points
0 to 7 28 points
0 to 8 36 points
0 to 9 45 points
0 to 10 55 points
NOTE: Skill levels in chargen are based on your character's age.
Age Maximum
Skill
Value
1-29 5
30-49 6
50-99 7
100+ 8

Skill Pack Sets
The following skill packs are required for these character types, and may be
set in character generation with a single command: .add pack .
See CG SKILL INTRO4 for more information on Skill Packs and what they are.
ACCEPTED
--------
Awareness 1 Blight Lore 1 Defense 2
Dodge 3 Esoteric Lore 2 Etiquette 2
Finesse 2 Heraldry 1 Old Tongue 2
Politics 1 Ride 1 Scholarship: Law 1
Scholarship: Philoso 1 Stealth 1 Strategy 1
Survival 1 Trolloc Tongue 2
AS-BLUE
-------
Awareness 3 Blight Lore 1 Defense 2
Dodge 3 Esoteric Lore 3 Etiquette 3
Finesse 4 Heraldry 2 Old Tongue 3
Politics 3 Ride 2 Scholarship: Law 1
Scholarship: Philoso 1 Stealth 1 Strategy 2
Survival 1 Trolloc Tongue 1
AS-BROWN
--------
Artistry 1 Awareness 1 Blight Lore 2
Defense 2 Dodge 3 Esoteric Lore 4
Etiquette 2 Finesse 4 Heraldry 1
Herbalism 1 Old Tongue 4 Politics 2
Ride 1 Scholarship: Law 1 Scholarship: Philoso 1
Stealth 1 Strategy 1 Survival 1
Trolloc Tongue 3
AS-GRAY
-------
Awareness 2 Blight Lore 1 Defense 2
Dodge 3 Esoteric Lore 2 Etiquette 3
Finesse 4 Heraldry 2 Old Tongue 2
Politics 4 Ride 1 Scholarship: Law 4
Scholarship: Philoso 1 Stealth 1 Strategy 1
Survival 1 Trolloc Tongue 1
AS-GREEN
--------
Awareness 3 Blight Lore 3 Defense 3
Dodge 3 Esoteric Lore 2 Etiquette 2
Finesse 4 Heraldry 1 Herbalism 1
Old Tongue 2 Politics 1 Ride 2
Scholarship: Law 1 Scholarship: Philoso 1 Stealth 2
Strategy 2 Survival 2 Trolloc Tongue 2
Unarmed 1
AS-RED
------
Awareness 3 Blight Lore 2 Defense 3
Dodge 3 Esoteric Lore 2 Etiquette 2
Finesse 4 Heraldry 1 Herbalism 1
Old Tongue 2 Politics 2 Ride 2
Scholarship: Law 2 Scholarship: Philoso 2 Stealth 2
Strategy 2 Survival 2 Trolloc Tongue 1
AS-WHITE
-------
Awareness 2 Blight Lore 1 Defense 2
Dodge 3 Esoteric Lore 3 Etiquette 2
Finesse 4 Heraldry 2 Herbalism 1
Ogier Tongue 1 Old Tongue 3 Politics 2
Ride 1 Scholarship: Law 1 Scholarship: Philoso 4
Stealth 1 Strategy 2 Survival 1
Trolloc Tongue 1
AS-YELLOW
---------
Awareness 3 Blight Lore 2 Defense 2
Dodge 3 Esoteric Lore 2 Etiquette 2
Finesse 4 Heraldry 1 Herbalism 4
Old Tongue 2 Politics 1 Ride 2
Scholarship: Law 1 Scholarship: Philoso 2 Stealth 1
Strategy 1 Survival 2 Trolloc Tongue 2
COL-CHILD
---------
Awareness 2 Bow 1 Defense 1
Dodge 3 Lance 2 Ride 3
Scholarship: Philoso 2 Swim 1 Sword 1
COL-HAND
--------
Awareness 3 Bow 1 Defense 1
Etiquette 1 Interrogation 2 Intimidation 2
Lance 2 Politics 2 Ride 3
Scholarship: Philoso 3 Stealth 1 Swim 1
Sword 1 Torture 1
COL-OFFICER
-----------
Awareness 2 Bow 1 Defense 1
Dodge 3 Etiquette 1 Lance 2
Politics 2 Ride 3 Scholarship: Philoso 2
Strategy 2 Swim 1 Sword 2
WARDER
------
Awareness 2 Axe 1 Blight Lore 1
Blunt 1 Bow 1 Defense 3
Disguise 2 Dodge 3 Etiquette 2
Herbalism 2 Missile 1 Politics 2
Ride 2 Spear 1 Stealth 2
Strategy 1 Survival 2 Sword 1
Tracking 2 Unarmed 2
WARDER-SWORN
------------
Axe 1 Blight Lore 1 Blunt 1
Bow 1 Defense 2 Dodge 2
Missile 1 Ride 2 Spear 1
Stealth 2 Sword 1 Unarmed 2

Experience Points
You earn Experience Points (EXP) for your contributions to the game. These
include role-play and time online, as well as contributions like organizing a
TinyPlot, coding an object people use, etc. See '+help nom' to learn how to
nominate your fellow players for EXP.
You will be able to use EXP to increase your Skill Levels in your existing
Skills, or purchase Skills new to you after you have completed chargen. You
cannot spend EXP in chargen, but you do not lose any EXP you've earned prior to
taking your character through chargen. A training system is being developed to
make such increases in-character and part of role-play as well as something
that applies to your +sheet.
We are also considering coding a system to allow people to use Experience
Points to purchase _some_ Assets after chargen. Note that we have not finalized
the list of which as yet, and the list is very unlikely to include "genetic"
aspects like Build: Tall. We have not yet decided whether any of the restricted
Assets will be made available in this way. So please make sure you select any
Assets you absolutely want to have when you go through chargen.
More information on Experience Points will be posted in the future.

Skill Charts
If you type look over the list you will see a general description of the skill,
and also a chart of what a character with that skill might know at each Skill
Level. There are a few things to take note of in considering the charts:
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They are
primarily a role-playing aid for your background knowledge. The results of
coded commands like +combat, the language system, etc. depend on not only your
character's level, but variables such as other characters' levels, difficulty
levels, etc. and may not mesh exactly with what the skill chart says about your
level in that instance. |
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The charts are
provided as examples only. Most of the Skills on Cuen are very broad. For
example, a person with the Victualling Skill might choose to role-play being a
brewer or a vintner who knows little about cooking, while the Victualling chart
charts the levels from the point of view of someone specialized in
cooking. |
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The charts are
a guideline to what your character learned before play or has learned
off-screen during play. If you learn something through role-play at an earlier
level than the one indicated in the chart, it's fine to role-play using that
knowledge. For example, the Esoteric Lore chart indicates knowledge of Sniffing
at Level 7. It might be reasonable for a Borderlander or a person who has a
Sniffer friend who's revealed his ability to know about Sniffers at a lower
level, or without any knowledge of Esoteric Lore in general at all. |
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The authors of
the charts are not expert in every field covered by the skills. An expert
woodworker might find our chart for the Woodworking Skill inaccurate, for
example. Feedback on the Skills charts is welcome, but please keep in mind that
this is intended as a general guide to the sorts of things characters would
know at various levels, it is not possible for us to be completely encyclopedic
about every skill. |

The List of Skills
Scroll down to the list below to read a definition of each Skill. The
associated Statistic is used as a modifier on coded Skill checks. See 'cg skill
rules' for info.
General Skills
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Acrobatics Acting Agriculture Animal Handling
Apparelling Appraising Artistry Athletics
Awareness Blacksmithing Blight Lore Boating
Craft Dancing Diplomacy Disguise
Dodge Engineering Esoteric Lore Espionage
Etiquette Finesse Fireworks Fishing
Forgery Gambling Heraldry Herbalism
Hunting Instruction Interrogation Intimidation
Investigation Juggling Maiden's Handtalk Music
Negotiation Ogier Tongue Old Tongue Politics
Ride Scholarship Stealth Strategy
Streetwise Survival Stoneworking Swim
Torture Track Trade Trolloc Tongue
Victualling Waste Lore Whitesmithing Woodworking
Combat Skills
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Axe Blunt Bow Brawl
Defense Dodge Harpoon Knife
Lance Missile Spear Sword
Unarmed

Skill Definitions
THE ACROBATICS SKILL
Associated Statistic: Dexterity
Those with the Acrobat skill have trained and honed their bodies to perform
feats to amuse or amaze an audience. This skill includes activities such as
juggling, acrobatics, contortion, tumbling and physical comedy (slapstick).
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know how to land without hurting yourself.
2 You can navigate an elevated, stable and solid course, such as
a rooftop, without fear of twisting an ankle.
3 You can navigate rooftops at a run without fear of twisting an ankle,
and feel sure-footed while slowly moving along treelimbs.
4 Rooftops of any pitch do not slow you down. You even feel confident
in performing stunts mid-air with little or no threat of injury. A
menagerie manager might have his eye on you for a future job.
5 You could work in a menagerie and hold a captive audience. Your
ability to perform stunts under a tent or along rooftops (under
normal conditions) without injury is a given. Some less-than-sturdy
trees cause you little concern, and your speed along such courses is
about as swift as a normal-paced walk.
6 As a performer in a menagerie, your talent and skill has made you
regionally renowned. Injuries during such activity under normal
conditions are a thing of the past, and even in poor weather, your
confidence in your ability is still intact.
7 Your skill in navigating through a treelimb course has increased to
such a level as to not be any slower than a fast-paced walk.
8 If a menagerie performer, your acrobatic talent is known in multiple
regions. Poor health barely slows your performance down.
9 You're able to react and recover from sudden, unexpected obstacles
while travelling from platform to platform (in any situation) without
injury to yourself.
10 Such obstacles that required recovery before no longer slow you down.
Your body just instinctively provides you with another method or
route for escape with only a twist, bend, turn or flip in the air.
Your feet have wings.
THE ACTING SKILL
Associated Statistic: Perception
Your rating in the Acting Skill represents your ability to believably portray
yourself as someone other than who you are. Those with levels in this skill can
mimic accents, the sounds of animals or birds, and gestures. Acting is also a
measure of your character's ability to tell a convincing lie, or fake an
emotion, belief or response that s/he doesn't really feel. At lower Skill
levels you should slip up occasionally in your role-play, as your performance
would not be perfect.
Assuming they could alter their appearance appropriately (for example, by using
the Disguise Skill), those with high Acting Skill levels (8 or above) might
even have a chance at successfully assuming the identity of a specific person
in certain situations. (You couldn't fool someone's spouse, but possibly a
casual acquaintance, etc.)
NOTE: Acting as a form of entertainment is a very new idea to the Wheel of Time
world. However, this skill is useful for many types of characters, including
underworld figures and those who dabble in Daes Dae'mar.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can lie convincingly some of the time.
2 You can lie convincingly most of the time, and hide your true
feelings successfully part of the time.
3 You can hide or disguise your true feelings from your expression and
body language most of the time.
4 You can disguise your true feelings from your expression and body
language at your discretion and with consistent success. You are
adept at portraying yourself with a different personality from your
true nature. You can pose as someone else of a similar class with
moderate to consistent success.
5 You can successfully convey one or more alternate personalities
altogether. In conjunction with the skill of Disguise, you could
successfully pose as someone else of a different social class
(depending on your level of Disguise).
6 You are able to completely dupe the unschooled consistently. With
enough skill in Disguise and cultural education, you could even
portray someone of a slightly different culture (Ogier, Sea Folk,
Aiel, and Seanchan excluded).
7 You understand the behavioral intricacies of the opposite gender and
can successfully portray yourself as one. With enough in Disguise,
you can even represent one and fool any who do not know the truth.
8 At this point, social class, culture, gender, and even roles of a
different age from you are not difficult. Only those with a keen
awareness and expert understanding of the expectations of the role
you're portraying *might* catch you.
9 With enough information on them, and the Disguise skill, you could
successfully portray an Aiel or Seafolk to someone not of that
culture.
10 You could fool an Aiel or Seafolk into thinking you're from their
culture with the Disguise skill and appropriate cultural knowledge.
THE AGRICULTURE SKILL
Associated Statistic: Reason
The Agriculture skill encompasses knowledge and training related to the
production of food. Areas covered by the Agriculture skill include: sowing,
plowing, weeding, harvesting, caring for herd animals, raising poultry,
beekeeping, and tending orchards. Those who practice Agriculture usually have
some experience in many of these areas, unlike many crafts where specialization
is the norm.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know how to use most common garden tools, and the general times to
sow and reap. You can tell the difference between the crops you planted
and weeds.
2 You can supplement your household's groceries with the products of
your small common vegetable garden. You know how to milk a cow or
goat.
3 You can run a small 4 acre farm and your family live off the results.
4 You can supplement your household's income from one specific farming
industry, and manage a 10 acre farm. You might be able to hire an
extra hand to help with the work.
5 You can earn a comfortable living in a specific farming industry,
plus supplement it with a secondary industry (Tabac and sheep, for
example). Your reputation to manage your farm and produce such a good
product(s) has lead to your popularity among several merchant houses,
who purchase much of what your farm produces. You might be able to
hire two to four extra hands for your 20-acre farm.
6 Virtually nothing of what your farm produces is of poor quality. You
could have four to six hired hands to do the work for you and your
50-acre farm is well reputed in your region and neighboring ones.
7 You could have a 50 acre farm and a second 20 acre one and still not
miss a beat or lose profit due to incompetence, only drought or
other environmental conditions out of your control.
8 You could maintain a 50 acre farm, an two 20 acre farms - or a 90
acre farm on one site - and three different agricultural industries.
9 Poor weather conditions cause you no more than a 10 percent loss.
10 You've learned to compensate for the weather conditions on the behalf
of your agricultural product(s) to such an extent that you lose no
more than 5 percent in poor weather conditions.
THE ANIMAL HANDLING SKILL
Associated Statistic: Perception
Your Animal Handling level indicates your skill in handling and training
animals. At higher levels, it also measures your ability to diagnose and treat
illnesses and injuries in animals. Please indicate which type of animal you
specialize in (farm animals, hunting animals, circus or exotic animals) in your
background. A rating in this skill gives you a chance to work with any animal,
although you are at your best with your chosen type.
NOTE: Animal Handling includes directing animals in drawing carts, wagons and
plows, but Horse riding is a separate skill, Ride.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You feel comfortable around domesticated animals.
2 You shouldn't have any trouble teaching a dog some tricks.
3 You could be Stablemaster for the local inn.
4 You could take care of a nobleman's pack of hunting dogs with little
trouble.
5 Chief Falconer for the local noble would be a good career move.
6 A master of the art. With enough time, you could probably domesticate
many kinds of wild animals.
7 You could be the chief animal trainer/handler for a couple of exotic
animals in a menagerie.
8 You could be the chief animal trainer/handler for half a dozen exotic
animals in a menagerie.
9 You could tame a wild baby animal of any species.
10 You could tame a wild adult animal of any species.
THE APPARELLING SKILL
Associated Statistic: Dexterity
Apparelling is an indicator of your skill in areas related to dress and
adornment. Craftspeople in this industry tend to specialize in a particular
field, although they may have knowledge of other areas. Crafts that would fall
into this skill include: weaver, spinner, tailor/seamstress, barber, dyer, wig
maker, cosmetician, perfumer, etc.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can mend a hole in your trousers or dress.
2 You can make simple clothing for yourself and your family.
3 You might consider opening your own Tailoring/Seamstress shop.
4 Local nobles wanting the latest fashions frequent your shop.
5 A Noble House would do well to hire you on as House Tailor or
Seamstress.
6 A master of the art. Prepare for the Royal Requests to start rolling
in from your nation and its allies.
7 The pattern requests from another culture no longer make you break a
sweat.
8 You can competently handle requests from two other cultures with
differing styles and fashion.
9 You can competently follow a design request of any culture west of
the Spine and east of the Aryth Ocean.
10 There is no request or fashion challenge you can't meet. In fact,
you're the one setting those trends with original designs of your
own.
THE APPRAISING SKILL
Associated Statistic: Perception
Your Appraising level is an indication of your skill at the time-honored art of
accurately judging the general value of an item after a short study. With the
skill of Appraising, you are able to judge the workmanship and quality of an
item, estimating the item's true value and worth based on age, quality, and
general care.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You understand that buying a cart with four axles and three wheels
deserves a discount. Appraising the value of everyday items are a
breeze for you.
2 You can identify an obscure flaw in an everyday item, and have a good
grasp of the value of a specialized area of unmarred items (jewels,
blacksmith equipment, artwork, horse trainer equipment, etc). You know
the cart has four wheels, but the fourth looks like it will come off
after a months use. You can distinguish between semi-precious and
precious gems.
3 You can identify an obscure flaw in an item within your chosen area of
expertise. The whitesmith cut the ruby incorrectly.
4 You have a good grasp of the value of a secondary area of expertise.
5 You can identify an obscure flaw in an item within your secondary area
of expertise.
6 You have a good grasp of the value of a tertiary area of expertise.
7 You can identify an obscure flaw in an item within your tertiary area of
expertise.
8 You are often employed by high ranking nobles who wish to make a
substantial investment in one of your two areas of expertise. Your
reputation is beginning to proceed you.
9 You can spot Heartstone a mile away.
10 You are often employed by royalty who wish to make a substantial
investment in one of your areas of expertise.
THE ARTISTRY SKILL
Associated Statistic: Dexterity
Your Artistry level is an indication of your skill at creating a visual work
that is pleasing to the eye. This skill is also an advantage for many types of
craftspeople, since it allows them to create objects that are beautiful as well
as functional. Artists should indicate which medium is their specialty,
although they may occasionally work in other media, as well. Media include:
painting, sculpting, tapestry making, illuminating manuscripts, carving,
charcoal and pastels, etc.
NOTE: This is not a rating of characters' imagination or creativity, those are
role-played elements, it simply rates their training and ability to produce
works others would consider artistic.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know the proper terminology and tools necessary, and show some
basic talent and rudimentary skill with one particular medium
(painting, sculpting, etc).
2 You can perform a charcoal sketch of a scene or person with slight
traditional aesthetic success. Works in your chosen medium attract
the eye of your mentor or teacher and even elicit a little praise.
3 Your younger siblings ask you to do their portraits for them. Works
from your chosen medium can be displayed in family/neighbor parlors
with pride and dignity.
4 Merchants often commission you to paint their shop signs for them.
You are confident in your ability and can turn a fair profit to
supplement your income. You've developed a little noticeable skill in
a second medium.
5 Upper class people have come to you and commissioned you to do some
work for them in your chosen medium. You can successfully earn a
living as an artist. Locally renowned for your talent, you've become
a mentor to novice artists.
6 You are a master of your primary medium and adept at your secondary
medium. You're often commissioned by nobles and government
representatives to create private or public pieces in your primary
medium. You're able to fulfill commissions from upper class people
using your secondary medium.
7 Your work is well appreciated in the region and neighboring ones. You
have been invited to stay on as the House Artist for a local noble.
You have developed enough talent in a third medium to be able to sell
your work in this medium frequently.
8 You've been asked to take a position as Royal Artist for your home
nation. You receive so many orders that some have to be turned away,
or referred to other artists.
9 You are commissioned by Kings and Queens of different kingdoms on a
fairly regular basis, and perhaps have received requests from the
Amyrlin herself. You could run your own school.
10 Your work is absolute perfection in every sense. Only the spiteful
and jealous have any criticism to offer, and they are regarded as
fools.
THE ATHLETICS SKILL
Associated Statistic: Endurance
Athletics is a rating of your control over your body, and your character's
general physical conditioning. Those with levels in this skill might move more
smoothly and confidently than others. Athletics applies to activities such as
running, jumping, climbing, etc.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 In a game of chase with your siblings, you are the one who isn't sore
the next day.
2 In a game of chase with your siblings, you are the champion.
3 You can hog-tie a calf or pig with relative ease. You are the one
they call for when a cat gets stuck in a tree or on a ledge.
4 You usually place among the top few contestants for the local Beltane
foot race.
5 You can out-maneuver an angry wild boar, and win or tie most athletic
competitions.
6 You are an athlete which anyone with any sense will wager on during
sport competitions.
7 You should have your own cheerleading squad.
8 In your region, there isn't a climb you can't make, an animal you
can't out-run or hunt.
9 An obstacle course is child's play.
10 Your body is in peak athletic condition. No amount of activity,
exercise, or competition can cause you serious injury or leave you
terribly winded.
THE AWARENESS SKILL
Associated Statistic: Perception
Your Perception Statistic is an indicator of your character's general ability
to notice things. The Awareness skill is a conscious training of that type of
ability. It includes staying alert in situations requiring watchfulness,
detecting something unusual but minor that another person might not notice, and
an increased facility with scanning and searching your environs for something
specific that you're looking for.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You're a little more observant than the normal person is.
2 You notice minute details most overlook.
3 You might make a pretty good city guardsman.
4 You'd make a real challenge for a pickpocket.
5 You're incredibly cautious and practically never let down your guard.
6 Almost nothing escapes your keen powers of perception.
7 Identifying what 20 people in a tavern are drinking, individually,
without tasting, is child's play.
8 Subtle signals of body language are rarely missed.
9 You could give Sherlock Holmes a run for his money.
10 You are Sherlock Holmes.
THE BLACKSMITHING SKILL
Associated Statistic: Strength
Your character's level in the Blacksmithing Skill applies to tasks that
involve working with hard metals, an important part of many professions in this
era. Areas that fall under this Skill include: mining, smelting, metal
refining, choosing metals for a particular product, running a forge, shaping
metal, and finishing metal goods. Professions using this Skill include:
weaponsmith, armorsmith, blacksmith, miner and smelter. Not every metalworker
will have knowledge of all areas of the craft, the vast majority specialize in
specific fields or types of work.
NOTE: Work with small/delicate products and soft metals and gems falls under a
different Skill, Whitesmithing.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 Your horseshoes aren't too shabby.
2 A knife is child's play for you to forge.
3 Your apprenticeship is over. Perhaps you should get your own forge.
4 You shouldn't have trouble resizing a suit of armor.
5 You've likely been hired by a noble house to craft weapons and armor
for their guards.
6 You're a master of the art. Your creations are unparalleled by your
peers in your area.
7 You could be commissioned by Royal Dignitaries for both ceremonial
and expertly crafted functional weapons.
8 You could take orders to produce weapons for Blade and Weaponmasters
with pride and confidence. Only a Power-forged blade can outlast
yours.
9 Swordbreakers rarely work on weapons you've produced (with the
exception of swordbreakers made by you.)
10 You are so well-skilled that designing and creating your own variety
of weapons is a favorite pasttime and draws some unusual requests
from customers.
THE BLIGHT LORE SKILL
Associated Statistic: Reason
Your Blight Lore indicates your knowledge of the Blight and your ability to
survive within it. Blight Lore includes knowledge of basic Blight geography and
the twisted plants and animals that dwell within the Blight. It also includes
knowledge and familiarity with the abilities and weakness of the creatures of
the Dark One - Fades, Trollocs, etc.
NOTE: Knowledge of the Forsaken and extremely rare or legendary Dark creatures,
such as gholam, falls under a separate Skill - Esoteric Lore.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You recognize the Blight when you see it.
2 You know that worms are Bad.
3 You know the names of the more common dangers found there and what
they look like.
4 You could recognize the runes symbolizing Trolloc clans.
5 You'd make a great Warder for a Green Sister.
6 There's almost nothing you don't know about the Blight as far as
theoretical knowledge goes.
7 You could survive in the Blight for a number of weeks.
8 You could survive in the Blight for a three-month tour of duty.
9 You could survive in the Blight for a six-month tour of duty.
10 If you didn't look human, people might think you *are* a Trolloc you
know the Blight so well.
THE BOATING SKILL
Associated Statistic: Reason
Your rating in this skill indicates your knowledge of piloting watercraft of
all varieties. It includes simple navigation, knowledge of rivers and seas and
common hazards in them, and how to perform minor repairs to keep a ship
seaworthy.
NOTE: The building of ships falls under the Woodworking Skill.
1 You know the terminology of the seafaring life, can swab the decks,
and can follow the Captain's orders. You can row a boat competently.
2 You've got your sea legs, can make adjustments to the rigging without
needing to be told to.
3 You can handle a small fishing boat or barge by yourself. You
understand navigational maps and can locate your position by the
stars.
4 You can manage a small riverboat confidently, make course adjustments
when necessary, and can interpret air and water currents with ease.
5 You can manage a large riverboat, and comprehend weather patterns to
avoid most storms.
6 You can command an open-sea vessel with confidence and ease. You've
even earned the respect of some Sea Folk.
7 You can command two open-sea vessels, or a company of riverboats.
Sudden storms are no longer cause for panic.
8 You can command three open-sea vessels.
9 You could take a rowboat to sea and survive to talk about it.
10 You're married to the sea.
THE CRAFT SKILL
Associated Statistic: Dexterity
The Craft skill is a rating of your ability in a particular craft. Those at
levels 1-3 are apprentices, 4-5 are journeymen, 6-8 are professionals, and 9-10
are legendary masters.
You must indicate your particular craft in your character background and when
selecting the Skill in chargen. You can purchase Craft more than once for
different crafts. In chargen, use this command:
.add craft=
Crafters that would fall under this skill include: workers in glass, roofers,
basket makers, jewellers, chandlers, potters, merchants and peddlers, servants
and labourers, and many others.
NOTE: Several types of crafts have their own Skills: Agriculture (farmer,
shepherd, etc.). Apparelling (weaving, tailoring, etc.), Blacksmithing
(weaponsmith, blacksmith, etc.), Stoneworking (mason, miner, etc.),
Victualling (cook, baker, etc.), Woodworking (carpenter, bowyer, etc.) and
Whitesmithing (jeweller).
THE DANCING SKILL
Associated Statistic: Dexterity
Your level in this skill is a representation of your knowledge and mastery of
current and previous styles of Dance. Further, those well-skilled in this area
are able to quickly master new forms of Dance as they become known, as well as
to design such forms of entertainment themselves. Dance is a valuable skill for
those given to attending public functions, as a bit of dancing is almost always
squirreled away in some part of events or another.
NOTE: This is not a rating of characters' imagination or creativity, those are
role-played elements, it simply rates their training and ability to produce
dances others would consider artistic.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can keep up with most drum rhythms gracefully.
2 People in your community often remark upon your grace and light-feet.
You know your local form/line dances pretty well.
3 Members of the opposite gender in your community and class often vie
for an opportunity to be your dance partner at festivities. You know
all your local line dances well and can perform them with practiced
ease.
4 You dance so gracefully, you could perform for a local inn and make an
honest living with it. Youve even begun to learn some of the more
popular dances in neighboring communities and regions. You know at
least two of them well enough to perform before a crowd.
5 Your graceful dance moves attract a crowd in most instances. You can
perform any dance that originated outside your native community, but
still within the region, upon customer request.
6 You've attained such a mastery over the local dances that people come to
you for lessons. Your reputation has reached a level that many are willing
to travel half a day to come and see your talent and skill.
7 You could run your own dance studioif such a thing existed here. You
know all the locally originating dances, and at least three in each
country that borders your own.
8 People are willing to travel a full days ride to come and see you dance.
You've received requests to tutor children of high-ranking nobles.
9 You are an exceptional dancer, with or without a partner. Your
reputation has attracted the attention of royalty or the ruling class of
the country in which you reside.
10 You've received requests to tutor the Prince or Princess of the country
in which you reside, or the children of the ruling class if not a
monarchy. You've attracted the attention of the ruling class or monarchy
of neighboring kingdoms.
THE DIPLOMACY SKILL
Associated Statistic: Reason
The skill of Diplomacy is one practiced in both House and Palace, the art of
skillful navigation through the often-murky waters of Da'es Dae'mar. The
Diplomat is a person suited to these interactions, their skills allowing them
the insight to pick up on the numerous spoken and unspoken minutiae that provide
the signposts pointing towards their goal.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know what words to use best to cease a domestic spat.
2 You are on the Womens Circle or equivalent and are often employed to
mediate a disagreement between two or more people in your village.
3 You know how to best diffuse a larger disagreement between neighboring
villages.
4 The art of diplomacy is something you excel at and to such a degree that
your services are called upon by lesser nobles and payment rendered, or
at least room and board in exchange for service to your benefactors. You
are earning a good living with your skill of diplomacy.
5 High-ranking nobles are now requesting your services. Your reputation is
beginning to spread within your resident kingdom.
6 Your diplomatic skill and silver tongue has captured the attention of
the ruling class or monarchy. You've been invited to attend several royal
functions and events.
7 Hobnobbing with royalty and their own advisors has led to even greater
prestige. You've been asked to be a part of an advisor committee whose
intention it is to resolve some domestic issue.
8 You've proven your skills to the ruling class with small and domestic
tasks. Now You've been commissioned to be a part of a gift-bearing
entourage to a neighboring nation to discuss trade between kingdoms.
9 Though your own kingdom is uninvolved directly, your ruler(s) has/have
asked that you accompany other diplomats to resolve a potential war
between neighboring kingdoms. Their confidence in your skill is that good.
10 You are assigned as the leader of a delegation which could prevent or
aggravate tensions.
THE DISGUISE SKILL
Associated Statistic: Perception
Your Disguise level rates your character's ability at altering his or her
physical appearance. Those with the Disguise ability are skilled at using wigs,
clothing, makeup and other substances to alter their appearance.
At lower levels, you are only skilled enough to appear as someone from another
country or social class. At high levels (8 and above), there is a chance that
you could successfully impersonate the appearance of a specific person (in dim
lighting or from a distance, to a casual acquaintance). If you have a low
rating in this Skill, you should include some hints to your character's true
identity/class/etc. in his or her @desc.
NOTE: This Skill relates only to changing your appearance. Adopting an accent
or mimicking a voice would require levels in the Acting Skill.
NOTE: If you use this skill to impersonate a noble or the member of an area
(Child of the Light, Illuminator, etc.) on a regular basis you should contact
the Noble Wizard or Area Leader so they know what's going on.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know how to conceal an embarrassing blemish and enhance the blush
of your cheeks.
2 You have learned the value of certain berries that can colour your
hair.
3 Olive-skinned Altaran one minute, pale-skinned Cairhienan the next.
4 Noble lord one minute, beggar the next.
5 You can impersonate (with levels in Acting) certain notable
personages who are frequently in the public eye to casual
acquaintances of those personages.
6 Your own mother couldn't recognize you.
7 Disguising yourself as a Seafolk would be a successful task.
8 Appearing to look like an Aiel wouldn't be out of the question.
9 You might even be able to fool an Ogier into thinking you're one of
his ilk.
10 You could disguise yourself as a Trolloc so convincingly you could
fool a Borderlander.
THE DODGE SKILL
Associated Statistic: Quickness
Your Dodge rating indicates how quickly you are able to identify and avoid such
things as physical attacks, falling rocks, etc. This skill is factored into
combat situations as a measure of your ability to evade attacks.
NOTE: The Dodge Skill is both a general and combat skill.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can avoid an unwanted pinch on the cheek from your grandmother
(though she'll probably be upset about it).
2 You can cross a crowded busy street without getting run over by a
cart, or bumping into someone.
3 You can dodge most dishes lobbed at you during a domestic dispute.
4 You come away from a tavern brawl with less bruises than most.
5 You're usually not bleeding after an Altaran Duel. You can avoid most
objects (throwing knife/dagger-sized or bigger) thrown or loosed at
you 20 feet away if you see them coming.
6 You make it through Running the Gauntlet unscathed virtually every
time.
7 You are the yearly Champion of most Tourneys' Run the Gauntlet Event.
you, if you saw it coming.
9 You can dodge an arrow loosed at you nearly every time, if you see it
coming.
10 Dodging several arrows at once is a challenge you accept confidently.
THE ENGINEERING SKILL
Associated Statistic: Reason
This skill deals with a basic understanding of the disciplines of science and
mathematics and an ability to create tools and items which take advantage of
this knowledge. Engineers are skilled building planners, able to apply their
knowledge in amazing directions, buildings that seem to defy gravity, bridges
able to withstand tremendous loads, and less expansive items no less astounding
for their limited size.
Skill charts for this particular skill are still in progress.
THE ESOTERIC LORE SKILL
Associated Statistic: Reason
Your level in this Skill reflects your character's understanding of esoteric
matters that are not common knowledge. This includes identifying rare and
unusual objects (lightsticks, cuendillar, etc.), detailed knowledge of ancient
history and historical figures, including the Age of Legends, the Forsaken and
legendary Dark creatures, detailed understanding of how the Pattern works,
ta'veren, etc.
Esoteric Lore also includes theoretical knowledge of the One Power and
Channeling that a non-Channeling character might know. For example, a Warder
may learn a little bit about the One Power through his association with an Aes
Sedai, and know that too much Channeling will exhaust her. Characters from the
novels that display this type of knowledge include Loial, Moiraine and Verin.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You've heard that Heartstone comes from the Age of Legends, and know
it is the same thing as Cuendillar.
2 You know that Fades, Trollocs and other Shadowspawn exist.
3 You know the legends of the Horn of Valere intimately. You can
identify Heartstone when you come across it. You have a general idea
of what ter'angreal are.
4 You understand the implications of Ta'veren to the Tapestry. You've
heard of Portal Stones and might recognize one.
5 You know half of the obscure truths of the history of the Age of
Legends, and are familiar with the Prophecies of the Dragon.
6 You know the Forsaken/Chosen *do* exist and a little bit about them.
If you're not a channeler or bonded to one, you might be aware of the
finer points of channeling and the effect of a bond between warder
and channeler at this level.
7 If a non-channeler, you understand that there are five Elements to
channeling. You know 3/4 of the obscure truths of the history of the
Age of Legends. You have some knowledge of unusual abilities like
Dreaming and Sniffing.
8 If a non-channeler, you might know that channelers need to see their
weaves. You know that there are mirror worlds to our own which were
once accessed through Portal Stones.
9 You know nearly all obscure truths of the history of the Age of
Legends, have heard of many types of unusual abilities that people
have such as being Viewers or Wolfbrothers and know the difference
between angreal, ter'angreal and sa'angreal even if you aren't a
channeler.
10 There is very little that you don't know about the Age of Legends,
the prophecies of the world, the One Power, esoteric Lore of the
Dark and unusual objects such as ter'angreal or Age of Legends
relics.
THE ESPIONAGE SKILL
Associated Statistic: Perception
The use of spies or the act of directly spying oneself. Spies are adept at the
acquisition of information, either at their own hand or through the operation of
a small network. This skill deals specifically with the characters ability in
gathering knowledge. The other skills which may complement these endeavors
(Stealth, Awareness, etc.) must be purchased separately.
Skill charts for this particular skill are still in progress.
THE ETIQUETTE SKILL
Associated Statistic: Reason
Etiquette is a measure of your knowledge of social customs and proper behaviour
among different cultures, and different social classes. The higher your rating,
the more cultures you are familiar with, and the better able you are to apply
the correct behaviour to the appropriate social situation. This Skill is an
indicator of your knowledge of courtesy and custom, it does not indicate your
ability to put that knowledge into practice - that is determined through your
role-play.
NOTE: Knowledge of Aiel customs is a separate skill, Waste Lore.
1 You know to respect your elders, monarchs, nobles, guardsmen, and
people you could get in trouble with, like Aes Sedai and Children of
the Light.
2 You know how to act around people of different stations in casual
life situations and generally not annoy them.
3 You know the intricacies of courtship for your culture and can
impress your intended's parents with ease.
4 You know the intricacies of courtship for one or two cultures in
addition to your own. You can impress some people of higher station
with your well-bred manners.
5 You are well versed in maneuvering through the various levels of
society without antagonizing anyone, and often generate a positive
reputation for yourself. You could meet with Royal blood and feel
confident you'll not offend them accidentally.
6 You could tutor local Princes and Princesses in etiquette.
7 You could tutor foreign Princes and Princesses in proper manners of
their own homeland.
8 You could tutor foreign Princes and Princesses in proper manners of
their own homeland and three others in neighboring regions.
9 Tutoring the aforementioned royal blood in etiquette of all nations
between the Blight, the Spine, and the two coasts is a walk in the
park for you.
10 You've grasped the finer points of etiquette in the Waste, and among
the SeaFolk, Tinkers, and Ogier.
THE FINESSE SKILL
Associated Statistic: Power
The Finesse Skill is only available to Channelers. Your character's Finesse
level represents your training and skill in the use of the One Power, and your
general knowledge about Channeling and the One Power. A character of levels 1-3
would not be able to consistently touch the Source or control the Power
channeled. A character of levels 4-5 has basic competency with the One Power.
See 'cg magic' for information about the One Power section of chargen and One
Power Statistics and Skills.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
If your character has ICly learned split weaves and is of appropriate level to
use them, a male character can maintain a number of split weaves equal to his
Finesse, and a female character can maintain a number of split weaves equal to
her Finesse divided by 2.5, rounded down.
1 You can touch the Source about 50 percent of the time, and actually
channel something about 25 percent of the time, although it often
isn't exactly what you meant to channel.
2 You can touch the Source nearly 75 percent of the time, and channel
something, usually what you meant to, about 50 percent of the time.
3 You touch the Source successfully nearly all of the time. You can
channel simple single Element weaves with ease, and are starting to
feel more comfortable with simple weaves using two elements.
4 You are increasingly adept with moderate strength single Element
weaves and simpler weaves using multiple elements. You're learning
how to split your weaves. (Typical Accepted level.)
5 You are competent with multiple Element weaves of moderate strength.
You are generally successful at maintaining split weaves. You have
learned a good stock of general weaves. (Advanced Accepted to weak
Aes Sedai level.)
6 You are generally comfortable working with weaves near the limit of
what you can channel, and also with weaves of a fair degree of
complexity. (Average Aes Sedai level.)
7 You know a large stock of weaves and can occasionally improvise new
weaves on the spur of the moment.
9 You can work with delicate weaves or weaves at the utmost strength of
what you can channel with ease.
10 You know an impressive number of weaves and there are few conditions
that would interfere with your ability to use them. You are adept at
improvising weaves on the spur of the moment.
THE FIREWORKS SKILL
Associated Statistic: Reason
Your level in the Fireworks skill rates your ability to create fireworks and
put on an entertaining pyrotechnic display. At higher levels, it also includes
knowledge of using firework materials for other purposes, such as explosions.
Please note that use of fireworks knowledge for such purposes is banned by the
Illuminators' Guild, which is diligent in protecting its secrets and enforcing
its laws. You should be prepared to role-play the consequences if you use this
Skill in a fashion the Guild considers inappropriate.
NOTE: Only those who have been approved by the Illuminators' Guild as current
or former members should purchase this Skill. If you are not a member of the
Illuminators when you submit your character for approval, the admin will check
with the Guild before approving your character.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know there's some sort of a physical or chemical reaction which
leads to those pretty skyflower displays.
2 Spark + black powder = Skyflowers.
3 You've learned how to make those sparklers provided to children at
events.
4 You've learned how to pack small containers to create small
fireworks.
5 You've learned how to pack medium sized containers to create medium
fireworks.
6 You've learned how to pack large containers to create large
fireworks.
7 You know how to arrange and fire different rockets to make a good
display.
8 You are no longer limited to the blueprints of your predecessors and
can come up with your own original skyflower designs.
9 You know how to configure different rockets to make a display that
will leave an impression even among your peers.
10 You are revered among your peers as one of the best of the best. Your
services to the Guild are reserved for events honoring rulers or even
the Amyrlin.
THE FISHING SKILL
Associated Statistic: Dexterity
The classic skill to be able to find the parts in a body of water where fish
might be, and the use of tools like lines and tackle in order to capture them.
This skill can extend beyond the simple act of casting a line into the water,
for many individuals in coastal towns make their livings in the operation of
large fishing trollers and expansive nets.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You understand the concept of spearing a fish for dinner. Accomplishing
this requires levels in athletics.
2 You understand the basic principles of fishing with a line: bait the
hook, drop it in the water, and wait.
3 Youve grasped the finer points of fishing with a net, and how to best
organize your effort with other net fishermen.
4 You know how the fish in your area behave: schools/solitary, spawning
season, prefer shadow to light, prefer some forms of bait to others, etc.
And know how to utilize that to your fishing advantage.
5 You can earn a good living as a fisherman, not just bring home dinner.
6 You could take on an apprentice or two. You make a good price on the
fish you take to market since you know how to get the larger, healthier
varieties.
7 Youve earned enough to buy or make a new fishing boat, and you are often
referred to as one of the master fishermen in your community.
8 A well respected member of the fishing industry, even outside your
community.
9 You understand the behavior of fish outside your region and could make a
living elsewhere if you had to.
10 Superior fisherman. If it has gills and swims, you can catch it.
THE FORGERY SKILL
Associated Statistic: Perception
Your Forgery Skill indicates your possibility of success when trying to forge a
document. Elements of forgery include mimicking another's handwriting, making a
fake official document, and duplicating wax seals. Characters who play the
Great Game often develop this skill, as well as underworld characters.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can sign your parents' or spouse's name without many people
contesting it.
2 You can sign an official's or merchant's name to a common document
or certificate without anyone being the wiser. You can likely get
away with writing a brief note in the handwriting of a family member.
3 You can scribe brief letters in someone else's handwriting, and
fool most but those closest to person in question.
4 You can competently mimic another's handwriting and phrasing for
purposes of fooling their pen pal.
5 You can consistently forge simple official documents and personal
letters to an extent that only the person being mimicked would know.
6 Absent-minded people could easily be fooled into believing they wrote
something you forged.
7 It takes half the time to study a document before being able to mimic
the handwriting on it, and you can competently forge seals and other
elements of official documents.
8 It takes less than half the study time to be able to successfully
mimic a sample of handwriting.
9 It takes only a few moments to study a mere sentence before you can
mimic the entire alphabet in the same style. You can forge seals and
other such elements with ease.
10 Sometimes you even have a hard time telling which documents you
forged and which are originals.
THE GAMBLING SKILL
Associated Statistic: Reason
Games of chance are at the center of this skill, denoting an ability to
accurately weigh the odds of many popular games against their purses. This skill
also infers a wide-ranging understanding of the various games of chance popular
from city to city, and as the level increases so does the success the Gambler
usually enjoys participating in them.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know the fundamentals of Dice.
2 You come out of a game with more money than what you took into it.
3 You know the fundamentals of another game of chance among the lower
class in your community.
4 You come out of that second game with more money than what you took into
it. You usually make more money playing Dice, though, depending on the
stakes.
5 You understand the fundamentals of the nobles popular gambling games, be
they horse racing in Altara, or cards in Tear.
6 You've mastered most lower class gambling games in your region and can
make an adequate living playing (or cheating).
7 Even higher class games in your region are becoming childs play for you.
8 You have a knack for determining the best way to place your bet to yield
the highest return on your investment, no matter the game or competition.
9 You can make a comfortable living on gambling alone.
10 Who's counting cards?
THE HERALDRY SKILL
Associated Statistic: Reason
Your character's level in the Heraldry Skill reflects your knowledge of
heraldic symbols and noble family histories and lineages. Heraldic symbols are
the crests given to each noble and noble family. Armoured men wear heraldic
symbols in battle so they can be identified.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can recognize the Coat of Arms and Official Seal and know the
general history of the Royal House of your nation.
2 You can recognize the Coat of Arms and Official Seal and know the
general history of the top five powerful noble Houses of your nation.
3 You know the Arms, Seal and history of all the noble Houses of your
nation and the most powerful native merchant Houses.
4 You know the Arms, Seal and history of the top five merchant Houses
of your nation and the Royal Houses of four nearby nations.
5 You know the Arms, Seal and history of all the merchant Houses of
your nation, the Royal Houses of eight neighbouring nations, and the
10 most powerful non-ruling noble Houses in the area surrounding your
nation.
6 You know the Arms, Seal and history of the Royal Houses of 12 other
nations and the two most powerful non-ruling noble Houses of those
nations.
7 You know the Arms, Seal and history of the Royal Houses of 16 other
nations, and the four most powerful non-ruling noble Houses of those
nations.
8 You know the Arms, Seal and history of the Royal Houses of every
nation and at least two of the most powerful non-ruling noble Houses
in every nation.
9 You know the Arms, Seal and history of all but the most obscure noble
and merchant families.
10 You know the Arms, Seal and history of just about every noble and
merchant House now in existence, and most of those that existed in
the past. You know details of history even the families have
forgotten.
THE HERBALISM SKILL
Associated Statistic: Reason
The Herbalism Skill encompasses both knowledge of plants and other medical
skills in the Wheel of Time world. Your skill in Herbalism measures your
knowledge of herbs, including how to identify, grow and harvest live herbs,
prepare them in various mixtures including teas, syrups, poultices and salves,
and which herbs or herbal mixtures can be used to treat various injuries and
illnesses.
Your levels in this skill also define your character's knowledge of the human
body, and how to diagnose and treat the illnesses and injuries that affect it.
The Wheel of Time world is more knowledgeable about healing than the world of
medieval Earth, but it is not high-tech. Treatments include washing and
bandaging wounds, splinting broken limbs, amputation and other simple surgery,
etc.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can recognize what's poisonous and what isn't in your region.
2 You know what plants in your region are edible and can be foraged
for food. You can use simple herbal remedies like willow bark to
relieve pain.
3 You can create a solution or poultice to relieve pain or clot a bleeding
wound which uses two different plants. You can create crude and detectable
poisons. You can do basic field dressing type first aid till more advanced
help comes and do uncomplicated birthings. (The level of most apprentice
Wisdoms.)
4 You can concoct remedies using up to three local plants to relieve pain,
break a fever, clot a wound and help speed healing of a laceration. You
can do simple stitching of a wound, washing and bandaging wounds,
splinting broken limbs. (Basic Wisdom or Assassin level.)
5 You can identify, harvest and prepare most of the vegetation in your
region and can recognize dangerous or edible vegetation from
neighbouring regions. You can create subtle poisons or simple
two-part poisons. (Average Wisdom or Assassin level.)
6 You can prescribe and create remedies using local plans to treat
basic internal illnesses. You can safely use substances that would be
dangerous in incorrect quantities in treatments. You can concoct
antidotes to many simple poisons.
7 You can identify poisonous/dangerous and edible vegetation from
distant regions. You can incorporate plants from neighbouring regions
into your remedies with ease. You can create subtle or multi-part
poisons.
8 You could work as an apothecary for a major city. You can devise
treatments for almost any condition that is treatable with the technology
available. You can create antidotes to some moderately complex poisons.
You can also do more advanced surgery such as amputations and simple
surgeries of the time.
9 You can identify the substances in a powder or mixture with your
senses. You use plants from around the world in your remedies or
poisons with ease.
10 You can recognize virtually any plant in the world at any stage of
growth and know its medicinal, poisonous or edible properties.
Poisons you create are extremely difficult to detect, and you can
create an antidote to any poison that allows time for antidotes.
THE HUNTING SKILL
Associated Statistic: Perception
The classic skill to be able to find food in the wilds. The Hunter is skilled
in the creation and use of simple traps and snares, and can read the sign left
by animals in efforts to find their quarry.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 Small game, such as rabbit and squirrel, are not difficult to bring home
for a meal once in a while.
2 You've accompanied larger hunting parties, helping track and bring down a
dangerous animal in your community, or bringing home a portion of the
large elk or boar for your family to eat.
3 You can hunt larger game alone, such as boar or deer.
4 You can go out on lengthy hunting trips that require camping overnight,
alone. And bring back several prizes.
5 You could make a comfortable living from the excess of your hunting
excursions.
6 You've been known to hunt for recreation even, bringing back a large
bear, or other predator. You lead such hunting parties.
7 You can hunt down a predator alone without much injury to yourself.
8 You are respected for your hunting skill, and are often sought after by
nobles in your region to lead social hunting parties into the woods you
know and love so well.
9 You can even travel to another region and still hunt recognized animals
successfully.
10 There is nothing living on the land in the wild, that you cannot hunt
successfully.
THE INSTRUCTION SKILL
Associated Statistic: Reason
Instruction deals with the imparting of knowledge to another through explanation
and example. While this is often a skill used in complement with some other area
of expertise, sufficiently skilled Instructors can compose and perform effective
courses of study simply from a reasonably comprehensive text.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can tutor your siblings.
2 You can teach a small group of (5-7) students and still be certain their
getting the information.
3 You can teach a larger group (8-12) about a topic in which you have 4 or
more levels. Its not uncommon for a upper-class merchant to hire you to
tutor his/her children.
4 You can teach an even larger group (13-20) about a topic in which you
have 3 or more levels. Lesser nobles often hire you to tutor their
children.
5 You are an excellent instructor. There is little missed in your classes.
Any topic you have any level of points.
6 You are often employed by higher-ranking nobles.
7 Any topic you have knowledge or training, any size class. You tutor
Princes.
8 Students clamor to sign up for one of your classes. Your reputation
among academics is high and full of praise.
9 Give you a week to prepare, you could teach any topic to anyone.
10 Give you a night to prepare, you could teach any topic to anyone.
THE INTERROGATION SKILL
Associated Statistic: Reason
The skill that allows one to question people in a direct and systematic manner.
Skilled Interrogators are able to weed through any number of evasions and
outright lies to eventually discover the heart of the matter at hand.
Questioning becomes something of an art in the hands of a skilled Interrogator,
for the truly gifted will be able to nearly pin their quarry out under a series
of clear and pointed questions.
Skill charts for this particular skill are still in progress.
THE INTIMIDATION SKILL
Associated Statistic: Reason
Intimidation is the ability to use one's physical presence in such a manner as
to cow or subdue their target. Intimidators are able to assume a dominant
posture, stance, and expression that can scare someone into silence.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can scare a child without much effort.
2 You know how to look imposing to someone younger and smaller than you.
3 You can intimidate a stray dog with a glare.
4 You know how to make verbal threats seem valid dangers.
5 You can look more imposing to someone of equal height and size.
6 You can intimidate someone who is larger than you and merely with words.
7 You know how to stand or look to intimidate someone larger than you.
8 Using both words and body language, you can intimidate a pack of street
thugs into backing down.
9 If you choose to employ this skill, there are very few who will back
downmost of them own a large force of armed men to back them up.
10 You could make a King quiver in his boots, while standing in his own
Throne Room.
THE INVESTIGATION SKILL
Associated Statistic: Reason
This skill enables the character to gather information about their target or
topic in legal manners. Investigators are able to use any number of sources
(official and otherwise) to discover the truth of a matter. This skill also
imparts the ability to sift fact from fiction in the course of an investigation,
enabling the Investigator to avoid spending time chasing a false lead.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know where likely to find the first clues.
2 You've learned how to ask the right questions of witnesses or suspects,
or just people whom you think have information that is pertinent to the
case.
3 Body-language can be very informative.
4 You've grasped the finer points of interpreting clues to yield the most
information: how much a person weighs by his footprint in the mud, etc.
5 You identify a culprit with fifty percent accuracy.
6 You identify a culprit with sixty percent accuracy. You could be
employed as a Thief-catcher.
7 You identify a culprit with seventy percent accuracy.
8 You identify a culprit with eighty percent accuracy.
9 You identify a culprit with ninety percent accuracy.
10 Sherlock Holmes has got nothing on you.
THE JUGGLING SKILL
Associated Statistic: Dexterity
A skill much desired by Bards, Gleemen and other performers Juggling is the
skill to keep numerous items aloft simultaneously by the motion of ones hands
alone. As the skill progresses the Juggler will be able to juggle more items
longer, and with less chance of fumbling.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You've got juggling two balls under control.
2 You can juggle three balls without dropping them, and have started
practicing unlikely (but non-lethal) items, like wooden mugs, bread rolls,
pieces of jewelry, etc. You've gotten one variety of juggling an unlikely
item down.
3 You can juggle four balls easily, and incorporate an unusual item into
your juggling without dropping any of them. You can even juggle items that
are each a different shape.
4 You can juggle five balls easily, and have begun juggling knives without
injury to yourself or an onlooker. You can team up with a juggling partner
of equal or greater skill and toss items back and forth to one another.
5 You can juggle objects that are on fire, or six standard balls, without
injury. You can take on a juggling partner of 4th or higher level.
6 You and your partner have begun incorporating other simple actions into
your juggling act, such as moving around, jumping up onto a higher
platform, dropping into a kneeling position, etc.
7 With levels in acrobatics, you can begin to incorporate more complex
actions into your juggling act, such as a flip from a higher platform to a
lower. Lethal items being juggled no longer even make you apprehensive.
You draw a crowd, and could make an excellent living as a Gleeman or a
juggler in a menagerie.
8 You can incorporate a second juggling partner (a total of a juggling
trio) of 5 or more levels in the skill.
9 You could juggle non-lethal items while riding on a horse or other
swift-moving creature.
10 You could juggle knives or items that are on fire while riding a horse
or other swift-moving creature.
THE LEGERDEMAIN SKILL
Associated Statistic: Dexterity
The Legerdemain Skill applies to activities that involve hand-eye-mind
coordination. These might include such things as: sleight-of-hand, stage magic,
confidence games like the shell game or three card monte, pickpocketing and
lock picking.
NOTE: There are no coded commands for pickpocketing or picking locks. (Such
commands create problems with the consent RP method and OOC privacy.) This
Skill is used to help resolve conflicts in role-play related to those skills,
or when people want to decide results of attempts to pick locks or pockets
through +roll rather than negotiation.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can palm a coin without drawing much attention.
2 The unobservant typically miss in which hand the coin is palmed. You
can impress people with showy shuffles of card decks.
3 You can surreptitiously sheath and unsheathe a couple of small
weapons in your sleeves with frequent success. Cheating at card games
in casual play usually goes unnoticed.
4 You can hide and retrieve a maximum of four small weapons up your
sleeves. Pickpocketing yields success more times than not - and
usually goes unnoticed.
5 You're skilled enough with the art of sleight-of-hand to be hired to
entertain crowds, or be the bane of those crowds. Whichever the case,
you are able to make a comfortable living from your skill.
6 You could lift items that are in some way attached to someone's
person, and with consistent success of going unnoticed.
7 There's a better than average chance that your activities won't go
noticed by your target, or others around at the time.
8 You know all the tricks of the trade so well, you can recognize other
pickpockets by their behaviour and can guess the trick behind most
sleight-of-hand acts.
9 You are good enough to lift items from inside pockets and pouches on
someone's person without detection or perform most sleight-of-hand
tricks.
10 You are the David Copperfield of sleight-of-hand or your skill at
petty thievery is legendary in the underworld.
THE MAIDEN'S HANDTALK SKILL
Associated Statistic: Reason
The Aiel Maidens of the Spear use a sophisticated language of hand signals
known as Maiden's Handtalk to communicate silently. Your rating in this skill
measures your ability to translate and use these gestures.
NOTE: This skill is only open to Aiel. Non-Maidens who take it must explain in
their backgrounds how they learned it.
1 You could recognize that those gestures being flashed around are
actually a language.
2 You understand simple signals used commonly, like go and stop.
3 Proper nouns/names are understood at this level.
4 You know how to interpret a simple common sentiment (e.g. "I don't
like it." or "I do like it.") when it's signed in your presence.
5 You can perform statements in Maiden's Handtalk of a moderately
complex level made up of perhaps two or three fragments or ideas.
6 You can carry on a regular conversation and only likely make a few
blunders.
7 So long as your conversation partners are not gesturing too fast, you
usually don't make any mistakes.
8 You only mis-signal during a common conversation once in a blue moon,
and that usually only when you're inebriated.
9 Your mastery over the hand gestures has grown to a level that the
speed with which the gestures are performed is of no consequence.
10 You've been known to create new gestures to add to the language.
THE MUSIC SKILL
Associated Statistic: Dexterity
The Music Skill measures your ability to sing and/or produce music with
instruments. The higher your rating, the more songs you know from more parts of
the world, and the better able you are to select a piece of music appropriate
for your current audience. At level 1, you have a pleasant singing voice and
know a few songs. At level 2, you know one simple instrument, like a drum or
pipe. For every two levels beyond that, you can learn one additional and more
complex instrument. (A gleeman of level 6 would know three instruments, for
example.)
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can carry a tune, on key.
2 You can play one simple instrument (like a drum or pipe) fairly well
at family gatherings.
3 You can play your chosen instrument pretty well, know a strong
variety of songs, and are usually the one asked to play at the
village festival celebrations every year.
4 You can play your first instrument even better, and have increased
your knowledge of different songs to play and sing. You've also
started to pick up a second instrument.
5 You draw a crowd at local inns with your musical talent and could
perform equal to a Gleeman in your primary instrument.
6 You can play a maximum of 3 instruments, and possibly have grown
famous in local regions due to your talent.
7 Your knowledge of songs to play and sing is twice that from when you
began.
8 You can play a maximum of 4 instruments and know songs to suit every
social situation and audiences from almost all cultures.
9 You can identify every common instrument by sight, even those that
were manufactured in a different culture and may be ornamented or
carved slightly differently. Your knowledge of songs is almost
encyclopaedic.
10 You can play a maximum of 5 instruments, know virtually every song,
and can perform successfully to satisfy the tastes of virtually
every audience.
THE NEGOTIATION SKILL
Associated Statistic: Reason
Negotiation is the skill to bring two or more parties together in agreement on a
subject where they each have significant differences from each other. It is the
gift for finding the middle ground, the midway point, and then coercing the
parties to agree to such concessions. Especially skilled Negotiators will be
able to mediate heated disputes between parties, or form agreements that are
more beneficial to the party of their choice.
Skill charts for this particular skill are still in progress.
THE OGIER TONGUE SKILL
Associated Statistic: Reason
Your level in the Ogier Tongue is a rating of your ability to speak and read
the unique language used by the Ogier. Spoken Ogier sounds like the singing of
birds, written Ogier resembles flowing vines and leaves. Ogier characters are
given a 2 free levels in this Skill, and a Skill Bonus of +2 (for an effective
Level of 4). Non-Ogier may purchase this skill, but must supply a suitable IC
reason for this knowledge in their backgrounds.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
NOTE: This is a guide to Skill Levels for Ogier as a second language. For
Ogier characters, level 3 would be a child's level of speech, level 5
would be the average adult and level 7 would be a scholarly Ogier's level.
1 You can recognize the birdsong-like sound of Ogier Tongue as being
Ogier Tongue and not random sounds or bird mimicry.
2 You can recognize an Ogier proper name when you hear it or see it on
paper.
3 You can identify an Ogier phrase of greeting or farewell, and might
even be able to duplicate it with practice. You know what Ogier
Tongue looks like on paper and can recognize a few words.
4 You can identify and duplicate common Ogier phrases which would
parallel common language phrases like "Light Shine."
5 You can identify noun vocabulary in Ogier writing.
6 You can pick out nouns and verbs in Ogier writing, and have a good
chance at getting nouns, proper names, and common phrasing when you
hear it in Ogier Tongue.
7 You can read an Ogier Tongue Primer used for an Ogier child's
education.
8 You can read adult Ogier literature with a Common-to-Ogier/
Ogier-to-Common dictionary nearby.
9 You can understand and speak broken Ogier, and can read most Ogier
literature without needing a vocabulary dictionary.
10 You could live amongst the Ogier comfortably. Only ancient text might
require some research or assistance.
THE OLD TONGUE SKILL
Associated Statistic: Reason
Your Old Tongue rating indicates your knowledge of speaking, writing reading
the Old Tongue. Nobles begin with level 1 in this skill. Others may purchase
it, but should include how their characters learned the Old Tongue in their
backgrounds.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can recognize the sound of Old Tongue.
2 You can recognize an Old Tongue proper name when you hear it or see
it on paper. You know a few common phrases.
3 You know the majority of common phrases that would come up in general
conversation amongst the nobility and others who use the Old Tongue
as an affectation.
4 You have a basic vocabularly in the Old Tongue and can piece together
phrases in simple Old Tongue texts to come up with the general gist.
5 You could hold a very simple conversation in the Old Tongue.
6 You can read most Old Tongue documents, but may not correctly
interpret the intended meaning all of the time due to the subtlety of
the language.
7 You can competently carry on a general conversation in the Old
Tongue.
8 Your knowledge of the complexities of the Old Tongue has grown to
such an extent that you can hold your own in a debate of the meaning
of historical or prophecy passages with renowned scholars.
9 You can read, write and speak in the Old Tongue with ease.
10 You are an acknowledged expert in the Old Tongue who sets trends of
determining the meaning of histories and prophecies written in the
Old Tongue.
THE POLITICS SKILL
Associated Statistic: Reason
Your level in the Politics skill indicates your knowledge of politics on
several levels. It includes knowledge of the political structures of the
various cultures of the world, how to work with a bureaucracy, and how
negotiations are conducted. It also includes knowledge of the tactics and
strategies employed in Daes Dae'mar. This skill does not indicate your ability
to put your political knowledge into practice - that is determined through
role-play.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know what Daes Dae'mar is.
2 You understand the political structure that is in place in your
native country.
3 You know who best to avoid with regards to Daes Dae'mar in your
native country.
4 You understand the political structure in place in your neighboring
countries, and the House alliances and enmities in existence in your
own native country. You can successfully navigate most simple
bureaucratic situations.
5 You understand the finer points of negotiation, the fundamental
strategies for surviving as a player in Daes Dae'mar, and allies to
keep and which enemies to keep closer.
6 You are familiar with most of the strategies employed in Daes
Dae'mar and can use these to your advantage as well as your survival.
You know the political structure in place in half the countries of
the world. You're pretty comfortable dealing with red tape.
7 You understand the intricate workings behind the scenes of the Great
Game, and how best to utilitize them to your benefit, or another's
detriment.
8 Your knowledge of how to play the Great Game is admired by your
peers in your homeland. You can navigate virtually any bureaucracy
with ease.
9 Knowledge of your expertise with the tools of daes dae'mar has
probably spread outside your country of residence. You have the
knowledge and experience to go toe to toe with most Aes Sedai.
10 Your services might be called upon to help quell wars between
kingdoms, and stop coups or perhaps see to their success.
THE RIDE SKILL
Associated Statistic: Endurance
Your Ride skill level rates your ability to ride and control a horse or similar
creature (mule, ox, etc.), as well as your ability to maintain a horse and
keep it fit for riding. Riding is the primary method of transportation next to
walking in the Wheel of Time world.
NOTE: Activities like training a horse, or driving animal-drawn conveyances
such as wagons fall under the Animal Handling skill, not Ride.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know how to direct a mount and can stay mounted when riding a
reasonably tame mount on a basically flat surface such as a road or
field.
2 You can take most jumps with ease and ride astride or sidesaddle with
equal confidence.
3 You can ride a nervous or uneasy mount and still keep it mostly under
control.
4 You can stay on top and control your mount under more stressful
situations, such as combat, or fleeing down a steep incline, in deep
water, etc. You know the basics of the Saldaean school of
trick-riding.
5 You are able to command a war-horse during combat with moderate
success.
6 You can ride bareback, or a slightly greener mount. Or perhaps a
menagerie manager has his eye on you for your ability to perform
tricks while riding.
7 Your skill with a warhorse makes it a valued ally during combat.
8 You can stay atop an unbroken mount for longer than most people would
expect. Perhaps your performance in the menagerie has given you such
a reputation that people flock to see you from unlikely distances.
9 You feel more comfortable on the back of a mount than on your feet.
10 You can ride just about anything broken, whether saddled or not, and
even a couple of common mounts that are not broken, without injuring
yourself, the mount, or someone else.
THE SCHOLARSHIP SKILL
Associated Statistic: Reason
The Scholarship Skill is an indicator of your ability in a particular field of
study, and your general level of higher education. Characters of levels 1-4
might be considered students of the field, those at levels 5-7 would be
learned, and those at levels 8-10 would be considered world-reknowned experts.
You must indicate your particular field of study in your character background
and when selecting the skill in chargen. You can purchase Scholarship more than
once for different fields. In chargen, use this command:
.add scholarship=
Fields include: astronomy, biology, botany, cartography/geography, engineering,
history, law, philosophy and basic science, but you can select fields other
than those listed here.
NOTE: Please note that any scholar's knowledge should be suitable to the Wheel
of Time world. A WoT scientist might have knowledge of basic chemical
properties and principles, but wouldn't be able to purify uranium, etc.
THE STEALTH SKILL
Associated Statistic: Dexterity
Your Stealth rating measures how successful you are at moving around without
being seen or heard, or when trying to follow people without their detecting
you.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can stand still in the shadows and usually go unnoticed.
2 You can creep in the shadows on debris-less dirt (or barefoot on a
wood surface) and usually go unnoticed.
3 You are usually quiet enough to go unobserved by most people at night.
4 The average person who isn't looking for you likely doesn't notice
you, night or day.
5 You're adept at being unnoticed under most circumstances.
6 You're as quiet as a mouse.
7 You can guarantee going undetected by the average joe. Only those
with an even or higher Awareness have a shot of noticing you.
8 Carrying noisy jewelry or a heavy purse? You know just what tricks
are needed to keep yourself quiet and unnoticed while following
someone.
9 An unexpected alarm (startling a pigeon or cat, stumbling over a
drunk in an alley) is no longer a concern for you. You know how to
compensate or recover and keep yourself unnoticed.
10 You could almost be on fire and remain undetected if you wanted.
THE STONEWORKING SKILL
Associated Statistic: Strength
Skill levels in Stoneworking relate to any activity that involves working
stone. Stone is a common material for building. Areas involved in Stoneworking
include: mining, selecting and shaping stone, finishing stone and designing
stone buildings and objects. Professions involved in working stone include:
sculpter, architect, mason, and miner. Not every stone worker will have all
knowledge of all fields of the craft, each specializes in particular areas or
types of stone work.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know the construction properties of a couple rocks and stones
common to your local area.
2 You utilize that knowledge and build a low wall of rocks to divide
your land from your neighbors.
3 You've developed in one particular area of stoneworking to a level of
apprenticeship (mining, shaping and finishing stone, designing and
building stone buildings, designing and building stoneworks such as
bridges and cobblestone streets.)
4 Journeyman level in any one industry of stonecraft (see above).
5 Not only are you able to earn a living in one industry of
stoneworking, but you could pick up a secondary area as well for a
hobby, or to supplement your income.
6 You are a competent stoneworker and could own your own shop.
7 You could learn a tertiary area of stoneworking, and function at a
Journeyman level in your secondary area of stoneworking knowledge.
Your primary area, however, keeps you very busy with orders from
customers.
8 You are frequently commissioned to perform custom work for local
nobles.
9 You are frequently commissioned to perform custom work for ruling
classes.
10 You could be invited to stay on as the senior Master stonecrafter for
a ruler at this level. Your reputation attracts many customers from
distant lands.
THE STRATEGY SKILL
Associated Statistic: Reason
The Strategy Skill indicates knowledge of military strategy and tactics. It
includes elements such as knowledge of the combat techniques of the various
military forces, effective deployment of combat troops, and the use of terrain
and other factors in battles and confrontations.
NOTE: Weapon skills, even at the level of a Blademaster, only mean that you
know how to use those weapons, they don't confer any knowledge of strategy or
leadership ability upon your character. Tactical knowledge falls under the
Strategy skill, and leadership abilities are judged through role-play.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know the element of surprise is a valuable tool.
2 You know that it's good to have the high ground on a battlefield.
3 You know that understanding your enemies' strengths and weaknesses is
the first step to winning.
4 You could probably command a small group of five or six men with
ease.
5 You understand the idea that being the defenders of a fort is more
advantageous than being those laying siege to the fort.
6 You understand the principles of siege warfare, and how best to
thwart those one lays siege to, such as blockades and poisoning the
water supply.
7 You could command a group of a hundred men or so of a specific
element of warfare (archers, cavalry, infantry, etc).
8 You could command a group of 500 men or so containing no more than 3
different specific branches of warfare (archers, calvary, infantry,
etc.)
9 You could command a group of 1000 men or so containing no more than 5
different specific branches of warfare (archers, calvary, infantry,
etc.)
10 You are likely one of the world's greatest generals.
THE STREETWISE SKILL
Associated Statistic: Perception
The Streetwise skill relates to knowledge of the underworld and the shady
people who are part of it. It includes such elements as knowledge of the
customs and lingo of underworld elements, where particular types of underworld
characters can be found, the street prices for items such as stolen goods or
the cost of a hit, and the identity of important criminal figures in your area.
This skill is commonly selected by those playing underworld characters, and
those seeking to stop criminal activities, such as Thief-Takers.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can recognize beggars, and most street urchins by their behavior
and manner of dress.
2 You know where the seedier section of town is, and which taverns are
best to avoid.
3 You are aware of the names of some of the more reputed criminals, or
criminal kingpads, in town.
4 You know a footpad or con artist when you see one.
5 You have a solid grasp of the lingo and dialect of the streets. You
know the names of a couple black market dealers, informants/contacts,
and even the name of the local Thieves' Guild Master and how to get
in touch with him or her.
6 You can survive in the seedier district competently.
7 You understand black market pricing well enough to be able to
negotiate this sort of trading to your benefit.
8 Your name is known and respected or feared by members of the
underworld in your community. You know where to find just about every
underground thing or person commonly available.
9 You could run your own Thieves' Guild with skill.
10 You know everyone and everything going on in the underbelly of your
community. If you don't, then they don't exist or it hasn't been done
yet.
THE SURVIVAL SKILL
Associated Statistic: Perception
Your survival skill is a measure of your ability to survive in wilderness
conditions, and includes the ability to find safe food, water, shelter, and to
avoid common hazards such as wild animals, poisonous foods, quicksand, etc.
This is also the skill used by hunters and other foresters to earn their
livings.
NOTE: Survival applies only to normal wilderness conditions, knowledge of the
Blight and Waste are separate skills, Blight Lore and Waste Lore.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 With proper equipment and/or company, you can survive the wilderness
in your native area for a couple days.
2 You can forage without worry of eating something dangerous in
familiar habitats.
3 You can survive a week in your native area with minimal equipment if
the weather isn't too bad.
4 You can survive almost all weather conditions in your native area
with relative ease for short periods.
5 You can survive most climate environments in your native region for 2
or 3 weeks.
6 You can survive a month or two in your native region or neighboring
one.
7 You understand or can recognize the dangers in most habits (excluding
the Blight or the Waste), and survive up to four months before
requiring civilization.
8 You can travel just about anywhere (except the Blight or Waste) and
live easily off the land.
9 You know all about avoiding natural dangers such as aggressive
animals or terrain (i.e. quicksand) and only need to stop into
civilization for supplies about twice a year.
10 You could live indefinitely without civilization in any terrain or
habitat other than the Blight or Waste.
THE SWIM SKILL
Associated Statistic: Endurance
The Swim skill measures your ability to travel through water. Aiel characters
may not begin play with any Levels in Swim. They can use experience points to
acquire the Skill during play, but should have a valid IC reason for doing so.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can dogpaddle in the local watering hole.
2 You can swim across a small, still pond.
3 You can swim in a river with a slow, gentle current, or a tranquil
lake. You know how to tread water and do the dead man's float.
4 You can keep your head above water while swimming across a narrow
river with a strong current.
5 You can rescue a drowning person in a lake or narrow river without
too much worry for your own safety.
6 You can swim across the Erinin.
7 Your swimming skill surpasses that of most pearl divers.
8 Sea Folk admire your swimming prowess.
9 You can swim across Lonely Mist Lake (the big lake in the Mountains
of Mist, equivalent to swimming Lake Ontario).
10 You stand a good chance of surviving an ocean shipwreck by swimming
to shore.
THE TORTURE SKILL
Associated Statistic: Reason
This skill involves the inflicting of significant pain on another in order to
achieve a goal. There are a variety of different types of torture, ranging from
the physical to the psychological. In addition to being able to cause pain, the
Torturer is aware of their target's health and can manage their ministrations to
keep someone alive and aware enough to answer questions for hours or days at a
time.
Skill charts for this particular skill are still in progress.
THE TRACK SKILL
Associated Statistic: Perception
Your Track rating indicates how skilled you are at identifying and following
the tracks of animals, people and other creatures. It also includes your
ability to cover your own tracks or move without leaving any.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know the difference between an animal print, and a boot print on
soft ground.
2 You can identify the tracks of regional, commonly hunted, prey (deer,
boar, rabbit, etc).
3 You can identify alternate markings of regional, commonly hunted,
prey (antler gouging on trees, droppings, etc).
4 You can interpret the direction of a commonly hunted prey based on
those alternate markings, and do not need to rely on paw or hoof
tracks.
5 You can track commonly hunted prey, and uncommonly hunted prey
(humans unskilled in woodsmanship, other predators like large cats,
or scavengers like ravens).
6 You can track any creature in your native region, and most commonly
hunted prey in other regions.
7 You recognize and can interpret tracks and alternate markings of
uncommon prey in other regions. You can track specific humans even if
they are skilled at woodsmanship.
8 Unfavourable weather conditions are very little obstacle to your
tracking prowess.
9 Unfavourable terrain conditions are very little obstacle to your
tracking prowess.
10 You can track just about anything or anyone anywhere in any weather
conditions up to a week after it passed.
THE TRADE SKILL
Associated Statistic: Reason
The Trade Skill relates to several economic and trade areas. Your character's
level in this Skill indicates your knowledge of or skill in these areas:
accounting and general mathematics, local and international markets and
standard prices for goods, evaluation of values for trade goods and other
objects, merchant class customs and etiquette, etc.
NOTE: Type 'cg trades' if you were looking for information on the Trades Social
Class.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You know the value of a specified few common products usually traded
in your native region. You can do simple math with ease - addition,
subtraction, simple division and multiplication.
2 You can appraise the value of most common products from your region
accurately and handle more complex mathematics like percentages and
fractions.
3 You can appraise any common product from your region, and several
uncommon products accurately. You can keep simple accounting ledgers.
4 You know the language and etiquette of commerce comfortably and can
appraise any product from your region accurately. You know the
dynamics of supply and demand within your region and your nearest two
neighbouring regions.
5 You can keep standard accounting ledgers with ease. You know the
dynamics of supply and demand for the six regions nearest to yours.
6 You can easily earn a comfortable living through trading and could
run your own small merchant enterprise. You can appraise common
products from around the world.
7 You know the major dynamics of supply and demand in all the major
nations and could run an import-export business or small merchant
house with ease.
8 You have all the skills needed to run a major merchant house or keep
ledgers for a national government.
9 A mathematician would admire your knowledge of the field. You could
cook the books so skillfully it would be difficult to detect, or if
of a more honest bent, would have no difficulty as the chief
accountant for the White Tower.
10 You have an eye for determining the value of any object, resource, or
even person, no matter the origin, and can strike a fair bargain, or
take advantage of others' ignorance and make a deal to your benefit
only.
THE TROLLOC TONGUE SKILL
Associated Statistic: Reason
Your rating in this skill measures your ability to read, write and speak the
Trolloc Tongue. You must include the in-character reason your character knows
this skill in your background.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can recognize the guttural, animal-like sound and sharp lines and
angular form of the written language as being Trolloc Tongue.
2 You can recognize a few phrases and exclamations such as a Trolloc
battle cry. You can identify the Trolloc Clans by their runic signs.
3 You can identify common Trolloc numbers and know a few simple nouns
and verbs.
4 Your vocabulary is increasing, and you can understand written Trolloc
Tongue at a level equivalent to a human three year old.
5 You can understand oral Trolloc Tongue at a level equivalent to a
human three year old.
6 You can pick out about half the words in an every day piece of
Trolloc writing and have a 50/50 chance at correctly interpreting the
sentiment expressed.
7 You can understand about half the words in every day Trolloc speech
and have a 50/50 chance at correctly interpreting the sentiment
expressed.
8 Your written comprehension is up to about 75 percent accuracy.
9 Your oral comprehension is up to about 75 percent accuracy.
10 You can understand almost all oral and written Trolloc Tongue, and
can even mimic a few of the noises yourself.
THE VICTUALLING SKILL
Associated Statistic: Perception
Your Victualling level is a measurement of your knowledge of food and beverage
storage, preparation and serving/presentation. Almost everyone can cook a basic
meal, but those with this skill have more advanced knowledge. Victuallers
usually specialize in one or two areas, but may have knowledge of more at
higher skill levels. Fields covered by this skill include: cooking, cheese
making, baking, brewing, wine making, liquor making, innkeeping, making of
preserves, confection making, salting fish and meat, butchering animals,
milling grain, etc.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
1 You can cook basic meals like stew and soup with ease.
2 You know how to prepare common meats and vegetables so they are tasty
and cooked correctly. You can use common seasonings to enhance your
meals successfully much of the time. You can bake bread and similar
simple items.
3 You are familiar with the basic food storage techniques of salting
meats, making jams, and drying or pickling fruits and vegetables and
pickling.
4 You know recipes for all the meals eaten by the common and middle
classes of your region, including more complex baked items like pie
crust. You're familiar with all local spices and their correct use.
5 You are knowledgeable with all local ingredients and spices and can
prepare them in meals enjoyable to refined upperclass palates.
6 Your recipe repetoire now includes a few foreign dishes and you're
gaining some knowledge of foreign ingredients and spices.
7 You can prepare most dishes from the four countries nearest yours fit
for commoner or upperclass tastes, and grow increasingly familiar
with foreign ingredients and spices.
8 You know most of the recipes in your half of the world. If you
experiment with creating your own dishes, they are successful most of
the time.
9 You could take on the position of head chef in the White Tower with
ease, confident that you could cook any of the dishes requested from
the wide variety of ethnicities and social classes there.
10 You can read a one-line description of a meal in a story written 500
years ago and set in a forgotten nation and cook it correctly.
THE WASTE LORE SKILL
Associated Statistic: Reason
The Waste Lore skill encompasses two elements. The first is your familiarity
with the Aiel Waste, and how to survive in it, including knowledge of edible
and hazardous plants and animals, finding water, heat protection, and
navigation of the endless desert. The second element is knowledge of Aiel
social and behavioural customs, including ji'e'toh, rights and duties of Wise
Ones, Chiefs, blacksmiths, gai'shain, etc., and Aiel history, legends and
stories.
Levels 1 and 2 would be appropriate to Wetlanders who are well-read about the
Aiel and have spoken with travellers to the Waste. Wetlanders with levels
higher than 2 should indicate the reason for their knowledge in their character
backgrounds. Aiel characters are given Level 2 in Waste Lore, with a Bonus of
+2 to their Waste Lore Skill, for an effective Level of 4.
The following is a guideline to what your character might know at each skill
level. See CG SKILL CHARTS for info on using these charts in role-play.
NOTE: The chart is written from the point of view of non-Aiel. Aiel would
be familiar with the cultural points two or three levels earlier and some
earlier still, and Waste navigation points one or two levels earlier.
1 You know the Waste is the harsh desert home of the fierce warrior
Aiel. They hate the Cairhienin and accept only Gleeman and peddlers
into their lands.
2 You know you would need to carry as much water as possible and travel
by the cool of night to have any hope of surviving in the Waste. You
know the Aiel have a number of Clans and warrior societies.
3 You are familiar with a few of the common species and plants found in
the Waste, and know a few tricks of navigation. Aiel Clans are run by
chiefs, women called Wise Ones hold a special place in society, and
blacksmiths are well-respected.
4 You know a few tricks for finding water, and could navigate your way
through the simpler areas of the Waste. You know the names of most of
the Aiel Clans and warrior societies. You know the Aiel are very
concerned with matters of honour, and those who are dishonoured may
become indentured servants (gai'shain).
5 You could na
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