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A WHEEL OF TIME COMMUNITY

Kathleen

RP - LEGACY
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Posts posted by Kathleen

  1.  

    10 hours ago, Chaelca said:

    I see them in each Ajah's board but I am not sure I can see them...

     

    @Kathleen : can we place them somewhere where the other RPers can see them?

     

    Now, I am not against having different class outlines for each Ajah. So that they can all be tailor-made?

    What do you think?

     This is something we tried to implement in 2013. I made the Yellow Ajah class and someone made a White Ajah outline. There is Blue one they say but I'm not seeing it in my quick look for it now before bed. My plan was to have the Head of each ajah write a class for their Ajah and then post it in the staff board for discussion/approval from the other heads and staff and then we could play them. I think that is why they are in some Ajah boards and not yet in the Whisper Hole where I plan to have the finalized ones.

     

    They would have to be 6 lessons long to fit the criteria of the previous raising requirements and the ones i found that are already drafted are 6 lessons longs. 

     

    I would be more than happy if we could pick this back up again. Anyone who can get to this board https://dragonmount.com/forums/topic/83286-hoas-look-over-here-ajah-classes/ please come in, read over what is already submitted - I think just Yellow and White there - and feel free to drag in other ones you see if you have access to an Ajah board where this was started. 

     

    I was hoping to have the Ajah heads run this because each OOC Ajah board has its own set of traditions that happen and things that make them unique in our Tower that wouldn't be in the books or general knowledge to other groups, so we could miss important things that should be in the lessons. 

     

    I know for the Yellow Class I went with an outline where each of the six classes had a topic and there were certain points that had to be made in that topic, then there was standard homework saying how the 'student' had to post in reply -- nothing too strict, usually just write how your character reacts to this knowledge or if there was something specific tasked in the lesson have them respond/play out that part.

     

     

     

     

  2. 17 hours ago, Arie said:

    Carraidhin is probably just coming in with a small string behind her. I have no specific plan other then to see what Red's been up to. She's there to be a pain in the ass. >.>

     

    A definite "what's been going on in the tower" thread would be awesome though!

    I've added this to the list, but at this time I warn it may be hard. We really don't have any active members active enough to really give this what its worth. Me, Chaelca, Lor, and Jagen have been the only active ones in a long time and honestly we haven't talked Main Timeline or 'current affairs' at all. The whole Main Time was going through some major overhaul for the last few years so we were more or less avoiding it while we sorted it out. 

  3. On 2/6/2018 at 7:58 PM, Jagen Sedai said:

    I would love to do the first :D

     

    I had a rescue RP scenario we started, but unfortunately it... kinda just stopped >_> I would love to participate in another. The Leave TV- New Novice sounds good :)

    We should get back to that. I was really enjoying it. Now that I have a real computer (laptop) I should be able to rp again and be better lol. We may have lost Lor though, I've not seen her around lately.

  4. Weaves by Class

    How much you might know…

    AVERAGE NOVICE
    Skill Total strength
    11 9
    AVERAGE ACCEPTED
    Skill Total strength
    21 19

    BASIC SAIDAR CLASSES

    All Accepted automatically know the weaves taught in Intro and Inter classes even if they didn’t RP out learning them. All Aes Sedai automatically know the weaves taught in Advanced class even if they didn’t RP out learning them. BUT if the classes are not RPed out, naturally the character does not gain the boost to the skill that the class would have given.

     

    Intro to Saidar Weaves (for novices only)

    – using rosebud excercise to practice embracing the source
    – pushing and pulling saidar
    – before they do any channeling make it clear that they must never pick their weaves apart but let them dissipate on their own.
    – dry handkerchief (Water: 2)
    – create water (Water: 2-10)
    – lift small objects (Air: 2-10)
    – Shaping (Earth: 1-10)
    – light a candle (Fire: 1)
    – snuff a candle (Water, Air or Spirit: 1)
    – light globe (Fire: 1, Air: 1)
    – pass light globes to each others until you see the glow of saidar around each others

     

    Intermediate Saidar Weaves (for novices only)

    – bigger and brighter light globes (Fire: 2-10, Air: 2-10)
    – Amplify voice (Air: 2, Fire: 2)
    – Spirit barrier (Spirit: 2)
    – Whirpool (skill 13!!!, Spirit: 2, Water: 3)
    – Winds (Air: 2-10, Water: 2-10)
    – Keeping (skill 13!!!, Spirit: 2, others: 1)
    – Absorb Heat: Fire and Spirit: 3
    – Polish: Earth: 3
    – Freeze (Air, Water & Spirit: 2)
    – Heat (Fire: 1-10)
    – Flash (Fire: 2, Air: 2, skill 11)

     

    Advanced Saidar Weaves (for Accepted only)

    – Linking (Spirit:2)
    – Shielding (Spirit: 4)
    – use angreal
    – Raincloud (Fire & Water: 3, Spirit & Air: 1)
    – Fog (Air & Water: 3)
    – Weave the winds (Air & Water: 4)
    – Delving (Spirit: 3)
    – Heal Fatigue (Spirit: 2, Water & Air: 1)
    – Healing (minor) (Spirit: 2, Air & Water: 1)
    – Sleep (Spirit: 3)
    – Alarm ward (Spirit: 3, Air: 2, Fire & Earth: 1)
    – Circle of silence (Air, Spirit & Water: 2, skill 22!!!)
    – Barrier to sight
    – Ward against people
    – Ward against Shawdowspawn
    – Bridge of Air (Air: 5-10)
    – Air Shield (Air: 4-10)
    – Mirror of mists (Air & Fire: 3, Spirit: 4)
    – Final: demonstrate the weave you have made up for this class

     

    ELEMENTAL CLASSES

    Spirit weaves (for Accepted & AS only)

    – Illusion (Air, Spirit & Water: 4, Fire: 2)
    – Anchor Illusion (Spirit: 3): Normally illusions are stagnant but this allows you to eg. tie an image of yourself to horseback
    – Eavesdrop – (Spirit: 4, Air: 2, skill 22!!!)
    – Seal (Air: 2, Fire & Spirit: 3, skill 22!!!)

    – Trace (Spirit: 5, skill 21): Hand an object to someone and as long as she has that object, you know her general direction. The coins Moiraine gave to boys were enchanched with this trick.

    – False trail (Air: 2, Earth: 3, Spirit: 5, skill 21): Your footprints and scent seem to be going to another direction than you. (Moiraine used this trick in EotW)

    – Vanishing letters (Spirit: 4, skill 18): You ward a letter so that once its receiver has read it, the words disappear. If someone else tries to read it, the message is lost and the other sees only blank page. (Moiraine’s letter to Rand)

     

    Earth weaves (for Accepted & AS only)

    – smooth footprints (Earth & Air: 2)
    – rust objects (Earth & Spirit, Skill 15)
    – False wall (Earth: 3, Air: 2)
    – Hardening/softening things with earth – (Earth: 4, Skill 14)
    – Fixing weapons – (Earth: 3, Air: 2, Fire: 1, Skill 12)
    – Sharpening weapons – (Earth: 2, Skill 11)
    – Sand Crystals – (Earth: 3, Fire: 3, Air: 3, Water: 2, Skill 12)
    – Ripple (Earth: 2-10)
    – Open lock (Earth & Air: 2, skill 15)
    – Jam lock (Earth: 3, skill 10)
    - Slime (Water & Earth: 2, skill 11)

     

    Water weaves (for Accepted & AS only)

    – Waves (Water: 5)
    – Calming currents (Water: 5)
    – Ward against water (Spirit: 2, Air: 1, Fire: 1) aka the Umbrella 
    – Waterballs (Water: 2, Spirit: 1) (by adding Air: 2 it's Ice ball instead)
    – Making mud (Water & Earth: 2)
    – Water trap (Spirit: 2, water: 2) (by adding Air 2, it's Ice trap instead)
    – Growing flowers & fruits (Spirit: 3, Water, Earth & Fire: 2)
    – Wither plants (Spirit & Water: 3)
    – Summoning fishes (Water & Spirit: 3)

     

    Fire weaves (Accepted and AS only)

    - Boil (Fire & Water: 2) This is NOT, I repeat not, used in the offensive way it is described in the Weave listing, but rather to make water boil in eg. kettle.

    - Flame Tempering (Fire: 5, Spirit: 3) Fire woven into metal making it harder than normal. Requires an angreal for Accepted don’t have this high skill with Fire yet.

    - Massaging. (Air: 3, Fire: 2, skill 15). Creates a layer of Air and Fire over skin that squeezes and warms muscles easing cramps and tenseness. This weave is most useful in conjunction of Delving. Cyndrid Sedai of the Blue Ajah has created this weave.

    - Branding (Fire: 2, Air: 2, skill 10) Burns a mark of your design into an object or creature. Air keeps the object from immolating but eg. paper is too flammable for the weave to work properly. And threaten your students with horrible consequences if they use this on people.

    - Smoke (Fire: 3, Air: 3, skill 15) Makes an existing fire to produce more smoke.

    - Phantom Fire (Air & Fire: 2, skill 16)

    - Razor of fire (Fire: 1, skill 7) Creates a small razor of fire that sings hair. Used mainly to shave legs.

    - Prism (Fire: 3, Air: 3, Water: 2, skill 20) Scatters light so that it forms a rainbow.

    - Glow (Fire: 3, Air: 3, skill 20) Creates an eery glow around an object. Looks really spooky in dark.

    - Curtains (Fire: 3, Air: 3, skill 20) When light shines too brightly, this weave directs it so that it looks dimmer.

    - Ironing (Fire: 2, Air: 2, Water: 2, skill 11) With a sweep of your hand you smooth wrinkly fabrics. Layer of Air keeps the matter from catching fire.

     

    Air weaves (AS only)

    - Poof (Air: 1, Fire: 1, Skill: 7)
    - Distant Eye (need an angreal for this weave) (Air: 6, Spirit: 6 Skill: 35)
    - Distant Ear (inverse of Eavesdropping) (Air: 2, Spirit:, Skill: 22)
    - Eavesdropping (Air: 2, Spirit:, Skill: 22)
    - Summon flying insects (Air: 4, Fire: 1, Earth: 1, Spirit: 3, Skill: 16)
    - Eyes of the bat: (Air: 5, Spirit: 2, Skill: 28) You can “see” in the dark by feeling out your way with the weave. This weave is extremely difficult because usually it”s formed in darkness so you can”t see what you are doing and you can’t direct the weave with your eyes. This is useful in situations when you must navigate your way in the dark but you cannot create a globe of light without revealing your whereabouts.
    - Tornado: (Air: 8, Skill 26)
    - Freeze: (Air:2, Water: 2, Spirit: 2, Skill: 6)
    - Alter Voice (Air: 4, Fire: 4, Spirit: 4, Skill: 24)
    - Mask of Mirrors (Air: 3, Fire: 3, Spirit: 4, Skill: 26)
    - Folded Light (Air: 4, Fire: 3, Skill: 27)
    - Mirror of Mists: (Air: 3, Fire: 3, Spirit: 4, Skill: 18)
    - Ventriloquism: (Air: 4, Spirit: 4, Skill 18) As you speak, your words appear to come from a different place.

  5. Please see below a list of the known Weaves and there Descriptions and the needed ability of the One Power to use them. Please ensure your OP scores are able to use them before you do. Also, see the post below this one that shows at what point in your training you will learn certain Weaves.

     

    Weaves and Descriptions

    Name Air Earth Fire Spirit Water Skill
    Inverting Weaves N/A N/A N/A N/A N/A +5*
    Distant Eye 6 6 35
    Chain Lightning 3 2 3 4 3 34
    Cutting Lines of Fire 6 6 34
    Ward Bore 4 4 4 5 4 33
    Touch of Death 5 5 5 5 5 33
    Spinning Earthfire 7 5 33
    Entering the Dream 5 5 5 6 5 33
    Balefire 5 5 5 8 5 30
    Healing (Moderate) 4 5 4 30
    Use Portal Stone 6 30
    Remove Taint 6 3 3 6 5 28
    Dehydration 5 3 28
    Dream Ward 5 28
    Fire Storm 6 8 28
    Flashfire 4 5 28
    Severing 8 28
    Boil 2 2 27
    Folded Light 4 3 27
    Lightning (Channel) 4 3 4 3 3 26
    Mask Of Mirrors 3 3 4 26
    Quake Subside 5 26
    Tornado 8 26
    Traveling 8 26
    Heat Wave 7 25
    Alter Voice 4 4 4 24
    Pain 2 2 2 5 2 24
    Cutting Flows 3 2 4 23
    Grounded Shield 5 5 23
    Earthquake 7 23
    Bonding 2 22
    Eavesdropping 2 4 22
    Circle of Silence 2 2 2 22
    Seal 2 3 3 22
    Flame Arrow 4 2 4 21
    Lightning (Storm) 4 4 21
    Create Heartstone 2 7 4 20
    Drown (Internal) 4 4 20
    Summon Storm 5 2 2 5 20
    Lava Flow 6 6 19
    Delving (Injury) 3 18
    Mirror of Mists 3 3 4 18
    Sleep 3 18
    Fire Trap 2 3 3 17
    Rock Wall 6 3 17
    Static Field 3 3 3 17
    Wall of Flame 3 17
    Combust 4 4 16
    Crush 5 16
    Encasement 6 16
    Flame Aura 3 4 16
    Flame Tempering 5 3 16
    Healing (Minor) 2 3 2 16
    Inferno 5 6 16
    Phantom Fire 2 2 16
    Skimming 3 2 4 16
    Waterspout 4 4 16
    Weave the Winds 4 4 16
    Alarm Ward 2 1 1 3 15
    Bridge of Air 5 15
    Earth Projectiles 2 4 15
    False Wall 2 3 15
    Flood 5 15
    Fog 3 3 15
    Illusion 4 2 4 4 15
    Linking 2 15
    Rain Cloud 1 3 1 3 15
    Thunderclap 4 15
    Explode 4 4 14
    Heal Fatigue 1 2 1 14
    Mudslide 4 6 14
    Wave 5 14
    Drown (External) 3 13
    Explosive Ward 2 2 2 4 2 13
    Fireball 2 4 13
    Foundations 3 5 3 13
    Keeping 1 1 1 2 1 13
    Shielding 4 13
    Whirlpool 2 3 13
    Absorb Heat 3 3 11
    Spirit Barrier 2 11
    Dry 2 10
    Polish 3 10
    Elemental Blades 4 4 4 4 4 9
    Create Fire 2 8
    Create Water 2 8
    Grenade 2 2 8
    Ripple 2 8
    Whiplash 2 8
    Air Lift 2 7
    Air Razor 2 7
    Amplify Voice 2 2 7
    Arms of Air 2 7
    Cantrips 3 7
    Poof 1 1 7
    Winds 2 2 7
    Riven Earth 2 2 7
    Earth Wall 3 6
    Freeze 2 2 2 6
    Heat 1 6
    Shaping 2 6
    Pitfall 3 5
    Air Club 1 4
    Air Shield 4 4
    Candle Fire 1 4
    Globe of Light 1 1 4
    Quagmire 3 4 4

     

    * Inverting Weaves: The ability to twist a weave in its making so that it cannot be seen by another channeler, male or female. This technique is not a weave in itself, but is used in the making of any other weave, and incurs a +5 penalty to the skill requirement of the weave being inverted.

     

    Absorb Heat: Extinguishes a fire by drawing the heat away. The greater the strength in Fire the more heat that can be absorbed, eventually freezing the object.

     

    Air Club: Invisible club of Air. The higher the channelers strength in Air, the more powerful the club. A strength of 1 might leave a small welt while a strength of 9 might take topple a stone wall.

     

    Air Lift: Lift small objects using Air (books, feathers, etc).

     

    Air Razor: A razor of air capable of cutting a solid object. The higher the strength in air, the harder the blade. The higher the Skill, the sharper the edge.

     

    Air Shield: A Shield of solid Air.

     

    Alarm Ward: Alerts a channeler when someone passes through it.

     

    Alter Voice: Used to alter a channeler’s voice to imitate other sounds/voices.

     

    Amplify Voice: Allows channeler to make his/her voice louder.

     

    Arms of Air: The simple action of wrapping solid Air around someone/something. The greater a channeler’s strength in Air, the more formidable the binding.

     

    Balefire: LOST – The most dangerous weave. Unblock-able, cuts through anything and burns it out of existence.

     

    Boil: The channeler Weaves Water into the person’s body, then uses Fire to boil it inside of them. This can be used lightly as an interrogation method as well.

     

    Bonding: Makes a bond between the channeler and another person so they both gain certain attributes.

     

    Bridge of Air: Makes an invisible bridge. The higher the channeler’s strength in air, the greater the weight that can be supported.

     

    Candle Fire: Wrap a single thread of Fire around a candle’s wick, can be tied off or made to float in the air.

     

    Cantrips: The channeler Weaves Earth into the ground, then brings it up into spikes. The size of the spikes vary with the strength in Earth.

     

    Circle of Silence: Creates a dome around the channeler or someone else, cutting off sound completely.

     

    Combust: Makes an object explode into flame.

     

    Create Fire: Creates a fire where there is none. If there is nothing combustible touching the fire, it disappears once the weave is let go of. If for example, there is wood or papers where the weave touches, the will ignite and stay burning.

     

    Create Heartstone – LOST – The ability to craft Heartstone.

     

    Create Water: The drawing of water from the air into a glass or other holder.

     

    Crush: A modification of the Binding Weave, the channeler weaves Air around an object, but instead of merely binding, the target is crushed. The power of this weave increases with the channeler’s strength in Air.

     

    Cutting Flows: Slices another channeler’s flows. The greater a channeler’s skill the more quickly and deftly weaves can be cut.

     

    Cutting Lines of Fire: LOST – Multiple thin tendrils of Fire that can slice an object or person.

     

    Dehydration: Decrease the amount of water in a persons body.

     

    Delving (Injury): Used to search for disease/injury.

     

    Distant Eye: Creates a narrow tendril that can be extended outward. The greater the strength in Air and Spirit the farther the tendril can extend. The channeler sees as if he/she were at the end of the weave. The tendril can move through spaces like keyholes, gaps in a wall, etc. While looking through this, your normal vision is only vague.

     

    Dream Ward: Shields the channeler’s dreams from others.

     

    Drown (External): The channeler Weaves a field of Water around their opponent’s head or body, completely encasing them, effectively cutting of their air. The target ultimately drowns.

     

    Drown (Internal): Creates amounts of water in the lungs drowning the person.

     

    Dry: The channeler squeezes all the water out of an object that has gotten wet. This weave, if used with more strength can also prevent any more water from touching the object (ie. a cloak that the rain rolls off of)..

     

    Earthquake: The channeler Weaves Earth into the ground, spreading the threads in a circular pattern around themselves. They then ‘flick’ the threads, causing the ground around them to give a sudden kick, usually knocking people to the ground. The size of the quake depends on the channeler’s strength in Earth.

     

    Earth Projectiles: Earth used to create sharp objects which can then be thrown using Air.

     

    Earth Wall: Makes a wall of earth. The greater the channeler’s strength in Earth the larger the wall, the greater the channeler’s skill the more solid it is.

     

    Eavesdropping: lets you listen at distances that wouldn’t be possible normally.

     

    Elemental Blades: Varies with the preferred Elements used, Water and Air formed to a sword’s shape for ice, Fire for a sword of flame, Air and Spirit for a sword of air, all five Elements for a blade of light energy.

     

    Encasement: The channeler Weaves Earth into the ground, then brings it up and around the target, encasing them in solid earth/stone/etc.

     

    Entering the Dream: LOST – Allows Traveling to the World of Dreams in the flesh.

     

    Explode: Making stuff explode.

     

    Explosive Ward: Triggered when a living object passes through it, a ball of Spirit containing one or more of the other elements. Causing more damage the greater the amount of other elements used.

     

    False Wall: Creates the illusion of a false wall which can be used to obscure hidden passages and the like.

     

    Fireball: A sphere of Air and Fire, moderate range, size and damage varies with user’s strength in Fire, distance varies with strength in Air.

     

    Fire Storm: Fire balls and rain (rain is on fire) coming down from the sky. Destroys everything in its path.

     

    Fire Trap: Creates a ward around an object, floor, wall, or other item, which you have to be touching when the weave is cast. If anyone but you touches the warded object or area, a blast of fire explodes into the air around it.

     

    Flame Arrow: The channeler Weaves the three elements into a rod-like shape, braiding them into the correct form, then hurls it at the enemy. This is more of an armor-piercing Fireball type Weave, used to punch through metal and walls.

     

    Flame Aura: Air and Fire is woven around the user’s body. This creates a shield of fire around the channeler, so that no one will dare get too close.

     

    Flame Tempering: Fire woven into metal making it harder than normal.

     

    Flashfire: The channeler Weaves Fire and Air in a circle around themselves and any others in the vicinty, then releases the Weave and pushes it outwards. This creates a ring of fire around the user and their allies, and can catch many enemies on fire.

     

    Flood: Must be near a river or a water source, the size of the flood depends on the channeler’s strength in Water.

     

    Fog: The channeler Weaves Water and Air into the atmosphere around them, making it somewhat thin and spread out, then adds a tiny amount of Fire to warm it, creating fog. The greater the channeler’s strength in Water and Fire the larger the fog.

     

    Folded Light: An intricate net of Fire and Air is placed over an object or person, rendering it invisible. Movement causes the weave to shimmer.

     

    Foundations: Used for making buildings, impregnable by weather.

     

    Freeze: Freezes water. The greater the channeler’s strength in Air the larger an area of water that can be frozen.

     

    Globe of Light: A ball of light so you can see. The greater the channeler’s strength in Fire the more brilliant the light.

     

    Grenade: Gives a stone an explosive property. If the stone strikes a surface, it explodes.

     

    Grounded Shield: Grounds lightning bolt.

     

    Heal Fatigue: Spirit, Water, and Air, draws the tiredness from someone into one’s self.

     

    Healing (Minor): Can heal scrapes and bruises.

     

    Healing (Moderate): Can heal moderate wounds and illness.

     

    Heat: The channeler Weaves slight amounts of Fire around an object and heats it. The greater the channeler’s strength in Fire the larger and more dense an object that can be heated.

     

    Heat Wave: The channeler Weaves Fire throughout an area, warming it to potentially deadly levels. This is incredibly draining, but also incredibly destructive.

     

    Illusion: The channeler uses Spirit and other elements to create illusions.

     

    Inferno: A tornado of fire.

     

    Keeping: A weave that protects a perishable object and keeps it permanently fresh.

     

    Lava Flow: Melts earth.

     

    Lightning (Chain): Lightning that strikes from one object to another.

     

    Lightning (Channel): All five Elements in mass quantity, using yourself as a sort of conductor rod, creates lightning instead of calling it down.

     

    Lightning (Storm): A thin thread of Earth or Water as a guideline, then Air, Fire and Spirit to form the actual lightning.

     

    Linking: Not really a Weave, slight amounts of Spirit used to combine multiple channeler’s power.

     

    Mask of Mirrors: Changes ones self image.

     

    Mirror of Mists: Alter size/appearance of an object or another person. Must be stationary.

     

    Mudslide: creates massive amount of water that causes a mud slide.

     

    Pain: Causes pain in joints and muscles. The Higher the strength the more pain, the higher the skill the greater the likelihood of the subject surviving.

     

    Phantom Fire: The creation of hundreds of tiny, weak lights. This can be used as a simple distraction, or more Fire can be used to light people’s clothes and hair on fire.

     

    Pitfall: Makes a hole In the ground. The greater the channeler’s strength in Earth the larger the hole.

     

    Polish: The user can polish items to an almost gem-like quality.

     

    Poof: The weakling’s fireball. The channeler uses Fire and Air to make a toothpick sized rod, which is then flicked at someone’s hair or clothes.

     

    Quagmire: Quicksand, sinkhole and so on.

     

    Quake Subside: Stabilizes the ground under the channeler’s feet during an earthquake.

     

    Rain Cloud: Coalesces water in the air to form a moisute filled cloud. Fire is used to release the moisture in the form of rain. The greater the strength in Water the larger the cloud, the greater the amount of Fire the harder the downpour.

     

    Remove Taint: Can heal wounds from a Myrdraal’s blade or other tainted items.

     

    Ripple: The channeler Weaves great amounts of Earth into the ground, then pushes it outwards. The size of the ripples depends on the channeler’s strength in Earth.

     

    Riven Earth: You direct the weave at a spot in the ground and it erupts in a shower of rock, dirt, and fire.

     

    Rock Wall: Makes a wall of fire harden earth.

     

    Seal: A ward within a close container or space, which either you must be in, or touching. If anyone but you opens the sealed item, a flash of flame ignites within it. You can also create a trigger word that will allow any person who says the trigger word to enter or open the container, without the flash of flame occurring.

     

    Severing: Cuts someone from the Source so they can’t feel or use it again(until heal).

     

    Shaping: Shaping objects out of earth.

     

    Shielding: Heavy threads of Spirit woven around a channeler, cutting them from the Source.

     

    Skimming: LOST – Travel in between two places. Portals are opened up and the channeler uses a platform to ‘float’. The starting point must be known intimately by the channeler.

     

    Sleep: Puts someone to sleep.

     

    Spinning Earthfire: Earth quakes laced with fire and lava.

     

    Spirit Barrier: Heavy Spirit woven in a dome around someone.

     

    Static Field: The channeler Weaves a field of spirit and Air, then adds Fire to it. This creates a field of static that zaps anyone when they step into it, and can be tied off to be a continuing annoyance.

     

    Summon Storm: The size of the Storm depends on the channeler’s strength in Air and Water.

     

    Thunderclap: Makes a thunder like noise that deafens enemies.

     

    Tornado: The user creates a tornado using threads of Air woven together, then spun around, creating the deadly and powerful winds. The greater the channeler’s skill the greater his/her ability to control where the tornado is heading.

     

    Touch of Death: LOST – Sends tendrils of the Five Powers into the body of your target to manipulate it from within, doing severe damage without apparent injury. With more strength, this weave simply stops the target’s heart, leaving no indication of the cause of death. With less strength, the weave still leaves no external evidence of the cause of death or damage.

     

    Traveling: LOST – Instantaneous travel between to places. Men bore a hole in the Pattern while women make two places the same.

     

    Use Portal Stone: LOST – Allows the Channeler to use a Portal Stone, that is if he or she understands the runes inscribed on them.

     

    Wall of Flame: Makes a wall of flame, the size and heat of which depends on the channeler’s strength in Fire.

     

    Ward Bore: LOST – Creates a probe which can test the structure of a Ward that you know exists. If strong enough, you can open a hole in the weave. The lower the skill, the more whoever the Ward’s caster is can feel you tampering with the Ward.

     

    Waterspout: The channeler Weaves large amounts of Water and Fire into the ocean/river, then cause it to explode upwards in a cylinder, creating a Water spout.

     

    Wave: The channeler Weaves large amounts of Water into a large body of water, then pushes it towards a target. As the strength in Water increases, so does the size of the wave.

     

    Weave the Winds: Summons the winds, commonly used by Sea Folk Windfinders. The greater the channeler’s strength in air, the stronger the wind. The higher his/her skill the more easily the wind can be controlled.

     

    Whiplash: The channeler Weaves Air, then whips someone with it. This same Weave could be used to knock something small off a table, to push small objects around, or even throw dirt up into someone’s face, all you need is some creativity.

     

    Whirlpool: The channeler Weaves Water into the ocean/river, then causes it to pull in on itself. The size of the Whirlpool increases as the channeler’s strength in Water increases.

     

    Winds: Air and slight amounts of Water, creates winds/breezes according to amount used.

  6. Tay, you picked up on all the things I would have mentioned too. I like the idea in theory, but I can't see it being Tower sanctioned for the political reasons you pointed out. The personal side of it seems to scream suicide (or collaring -- same thing) and something the Warder should possibly try to avoid leading his Aes Sedai into, but if done with the right motivation and reasoning for how they decide to go, I wouldn't turn down a character driven attempt. Just be really careful on the realistic outcomes. I don't know how you'd get away with it given them having the reputation and skills to back that reputation up and they have the upper hand of it being in their land. 

  7. 7 hours ago, Niniel said:

    I wish we had winter. I want snow!

    The worst part about this winter here this year is its been everything except for snow. We had record high temperatures, followed by record low temps for almost a month. Too hot to snow, too cold to snow. loads of rain to turn any snow we did have to slush. 

  8. There aren’t many of us but those who are here wanna play so let’s toss out some ideas for rps we could do and see who’s interested. 

     

    We can discuss who’s in and out on ideas here too. 

     

    Iyou post and Idea please do it in colour and I’ll try to scan for them and add them to the list

     

    1. Leave TV - new novice. Receive a letter from a town saying their healer is ‘too’ good and they suspect it’s the power.  They are concerned for her safety etc. Group of us go check it out. Could be a new novice to pick up or could be turn out a false alarm. 

     

    2. In WT - gathering. Some major gathering where AS can interact with Nov and Accepted. Needs more development. 

     

    3. Leave TV - Revive Rescue Mission of Collared Sister in Seanchan held lands.

     

    4. In WT - What's been going on in the tower. - needs more development.

  9. This is the same returning member as the other bio posted today. 

     

    Honestly, I’m a little unsure with this one. Traditionally we have avoided nobility and only allowed very minor ones with no claim to anything. She is saying she’d be the head of her house if she didn’t go to the tower. I didn’t see any reference to distance from the throne. 

     

    I know now we are easing up but wanted to see where we stand on this. 

     

    Secondly I don’t really see the ‘flaws’ in this character and I know that is something we usually tried to encourage. 

  10.  

    Name (first and last) of this character: Aubriana Daivon

     

    Name of country where this character is from: Andor

     

    Sigil: A Silver Arrow with the fetching of an Ash Tree

    Family Tree:

    ★ Father - Kael Daivon
    ★ Mother - Aurana Daivon
    ★ Sister (younger) - Mariana Daivon
    ★ Brother (younger) - Kelios Daivon

     

    Appearance

    Complexion: Pale
    Height: 5'2" (Full Height 5'5")
    Build: Petite, delicate bones, nobility skin
    Eye Color: Hazel
    Hair Color: Pale Blonde - Red (it will grow darker with age)

    Voice: A little sing-song, but well spoken.

     

     

    Personality/Other: 

     

    Aubriana is from a respected House in Andor and from a house that traditionally sends young nobles to the Tower for formal training. One Power abilities or not. Aubriana is of the belief that this is foolish, and when she learns of her ability to channel, she is of two minds. The power itself is intoxicating, but she also fights it because of her love of her family and her siblings she will have to leave behind.

    Overall Aubriana is a kind character, but comes with the same sad bumps as any other noble. There are commoners, nobility, and those in power. Many lower than her are simply invisible to her, even her fellow novices. She is sometimes as quick to give out orders as she is to jump to complete ones given to her.

    She has known no tragedy in her life, yet.

     

     

    History

     

    Aubriana was the first daughter to be born to House Daivon, and the first of her generation. Her youth was celebrated and welcomed by all in her House and it was set in stone the one day she would be the Head of House for her generation. Her family wasted no time in teaching her every aspect of politics in Andor from a very young age. From proper tone when speaking, to a proper walk, how to hold her dress up when stepping over puddles (no further than an inch above her ankle!), everything. Aubriana knew little else in her life than the constant attention she had from her family and tutors and teachers. She was even allowed some basics in sword training to help her with balance and dance. (A quick wit is like a sword). 

     

    By 12 she was quite accomplished for her age, but surprisingly still humble (for a noble). She was never taught that she was better, nor that she stood above others. Warned repeatedly that many would seek her misfortune and her demise along with the demise of her House standing in Andor, it was of little surprise that she took much of that to heart. Aubriana grew to be very protective of her siblings and her family house, and even started to find shadows in odd places. Odd, but not completely unusual. She had favorable instincts to see lies and deception out of her fear of failure. Tutors were changed, teachers were dismissed and replaced. Even family members were welcomes less, while others were kept in closer council. Aubriana was far too wise for her age, but even still when it came time for her to be sent to the White Tower, her youth was evident. Though she knew so many Aurbiana's friends were her family. Her allies her siblings. 

     

    Brought to the White Tower to train, Aubriana was far beyond her own depth. Especially when her training was not to be simply History and Protocol. An Aes Sedai! She couldn't even start on just how frightened she was. Not that she showed it when she signed the Novice Books.

  11. Basic Information

    Your Handle : Arie

    Full names of WT characters you already own and their status (active/retired/dead): Maegan Ryanne (Retired Red), Arie Ronshor (Retired/FL Green)

    Contact email: ariescapes@gmail.com

     

    Character Information

    Name (first and last) of this character: Carraidhin Glass

    State whether this is a Traditional or a Salidar character: Traditional

    Age of this character * (Traditional = 14-19 / Salidar = 20-70): 16

    Name of country where this character is from: Cairhien

     

    Appearance

    Hair: Long Auburn Hair

    Eyes: Sea-Glass Green

    Skin: Fairly Pale

    Height: 5'3"

    Voice: A little deeper than one of her size, but she speaks with clarity and detatchment.

    Other: 

     

    Standing at 5'3", with bright sea green eyes and beautiful long auburn hair, Carra has less of a temper then one might expect of a fiery haired lass. Her body slim and well toned, she is quick and nimble on her feet and well versed in the art of disappearing. Her body is lithe and light, not so willow that makes her look weak but not so muscular that she looks threatening. Physically she would be best suited to dance and light movements, but her intentions hardly let her dabble in such an innocent hobby. She is rather light on her feet and her movement is next to silence.

     

     

    Optional

    Special Skills: Carraidhin has a playbook of poisons she's stolen from libraries, but also has had some street-training with daggers and stealth.

    Knowledge Weakness: One Power, she is more likely to lean on her other skills before challenging herself with the one power.

    Physical Weakness: She is fast, and athletic, but she isn't particularly strong due to her size. 

    Personality weakness: She has many.

     

    Personality

        At the heart of her personality, Carraidhin is true neutral. She does not favor law over good deeds, or dark deeds over good ones. In a sense it makes her self serving, but she does not act in order to gain personal wealth or power, but out of pleasure and of a deed completed- be it bad or good. Carra acts with a basic moral code, never vicious with intent but never truly trusting with kindness either. Emotionally Carra is conflicted, confused and at best stubborn that she is right even if she can’t explain why she is right in her actions or convictions. Carra no longer believes that love, true love, is real. Marriages are scams and only used for political game, power and to procreate. Even sexual deeds are done without any sense of love, but filled with lust and an idea of love. A glamour or illusion used to only heighten the pleasure and to leave one wanting.

     

    On the other end of the scale, Carra didn’t really believe in hate, either. Like love, it was just what was used to gain power; killing was merely a contract carried out without any emotional attachment. Hate has become a new emotion for her, and she has difficulty controlling the emotion as it has anchored from her now lack of control life. Not that control was something she found a need in her life, but routine and predictability in the everyday was something she had depended on and now she has neither.

     

    Unfamiliar parts of her personality, pieces that she is learning as her world goes from the usual into the darkness of crazy, is that she holds a level of sympathy, caring and even a desire for friendship. Not friendship in the typical long-time close childhood innocent friend sense but a confidant that she could trust.

     

    History

     

        Born to a single woman who earned a living in artisan housing, Carraidhin was no stranger to sex. She was no stranger to murder, either, as the life of any whore was often short lived or long should she pick up a second profession. Carra's mother, an Andorian mix, was the best at what she did and often played the politics of the Cairhien courts until her inevitable demise when Carra was not yet a year old. It was rumored that her father was Cairhien high nobility and she was leverage against him. Fear of her life, another woman of the artisan house brought her to Tar Valon. Children of her kind are often treasured highly and Carra was rare to the Artisan House in Cairhien and well loved. However the rumors of whom this noble man was and his dislike of illegitimate heirs was enough to keep all the girl safe. So she was sent away.

     

    Much of her growth was surrounded by a rather skewed sense of what love was. What was considered right and wrong was rarely explained to her and in the end it confused her to a point where her own lines of each are rather blurred. The world was very grey and so as she started to mature at a very young age her sense of purpose was different then most other children. Money had it’s own luxury but ultimately Carra wanted a place to feel not only safe but in control of herself. A whore’s life was dependent on the rules surrounding her role. Carra wanted better.

     

    Carra didn’t lack the imagination of potential life paths, and had a certain moral ambiguity to not feel inclined to go a more... traditional path. She had a great deal of freedom as a youth and was part of various groups that ran around the safe streets of Tar Valon. She had a home, and orphans were few and far between, but that did not mean there wouldn’t be trouble from time to time by the youth too young to enter the Tower or Yard.

     

    Most children of Tar Valon dream of the Tower. The Aes Sedai and Gaidin that serve and protect the city. There was a weird idolization that Carra found almost unnerving. Upon the year that she would need to be brought to the Tower for testing, Carra instead took with her food, provisions and a dull blade that would tear flesh at best and left her home to find someone to teach her the way of the Sword without running the risk of being tested. She feared that requirement of the Tower and would take great lengths to avoid it.

     

    Cautioned to avoid Cairhien, Carra took the roads that lead into Andor. She had heard of their royal guard and her mother had been Andorian, or something akin to Andorian, and felt it wasn’t the worst place to start. But the Guards there merely laughed at the underfed and pitifully small girl that asked to join their ranks and sent her on her way. Carra spent about a year in Caemlyn before she moved on. Gang wars among the youth were growing too violent and without the emotional ties to any one in particular Carra didn’t want to be involved. So she picked the next logical direction; West.

     

    It was along the road that she came across Aes Sedai and their Gaidin. It was clear to them that she was able to channel, not gifted like the wilders but clearly with the ability to learn. The Aes Sedai gave her only two choices. Return to Tar Valon to learn, or to be chased down until she was dragged back. Carra bemoaned her options and detested them both. It would seem she was meant to channel, and Carra was starting to doubt whether she had any choices at all. With no better option in mind, and knowing of rumors what happens to those that could channel and didn’t learn, Carra agreed to go to Tar Valon with the Aes Sedai. Perhaps they would teach her enough not to die and then teach her the sword.

     
  12. Welcome back friends! Please post in this thread to let me know you have made it back and have a look around and make sure you still have access to all of the boards here that you had before. If you find you are unable to view or post in any boards please post in this thread to let me know and I will fix things up for you as soon as I can. 

    Please also sign into the Roll Call posted in the main RP Section here at our lovely Admin's request. Thanks, and Welcome home. 

  13. Welcome back friends! Please post in this thread to let me know you have made it home to the White Tower and have  look around and make sure you still have access to all of the boards here that you had before. If you find you are unable to view or post in any boards please post in this thread to let me know and I will fix things up for you as soon as I can. 

    Please also sign into the Roll Call posted in the main RP Section here at our lovely Admin's request. Thanks, and Welcome home. 

     

     

     

  14. I know a freind who served in Afghanistan. I knew him before he joined the military and watched his progess. He wrnt through something on one of his deployments that he never fully disclosed with me but from what i peiced together he was in a vehicle which was in an explosion and he lost hearing in one ear. He was able yo come home. I am not sure but I always got the feeling that a good number of his friends had fatal injuries.

     

    We went seperate ways for a number of years but I met up with him again about 2 years ago and he seems much his old self. Hearing hasn't returned but his spirit has and thats the important part.

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