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 └→ Spinning Weaves.

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h3artl3ss
The Enigmatic Wanderer
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PostSubject: └→ Spinning Weaves.   Mon Dec 30, 2013 4:00 pm



A  Guide  to  Spinning  Weaves
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- ---  The Five Powers  - --- -  Spinning Speed   - --- -  Custom Weaves   - --- -

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--  Requirement:  Channeling.

Channeling consists of spinning one or more of the Five Powers-- the Elements of Earth, Water, Spirit, Air and Fire-- in a weave of varying intricacy, each created deliberately and with a specific purpose in mind; weaves of the highest Tiers may be reasonably multi-purpose. The power intensive weaves of a high potency will always leave residual traces which may be read by characters possessing the extremely rare Talent for perceiving these residues, enabling them the ability to distinguish which of the Five Powers were involved, how they were woven and basically copy a weave as if they had seen it performed first-hand. Residual weaves fade with time.

These weave residues will linger for one turn per ten Power Taps.

There is no set number for how many weaves a character may simultaneously utilize, instead relying on the Power Tap system to simplify everything and adhere to WoT Logic. Each weave will have a designated Power Tap count, on a per-turn basis if sustained, and the character may freely create more until reaching the limit of its Strength of Power; making more than three weaves simultaneously comes with a Power Tap Penalty.

Power Tap Penalties begin with a value of 10 and begin to double per additional simultaneous weave.

The concept behind Power Taps is simple; governing the maximum potential magnitude a weave can generate on a character-to-character basis. Diversity is an integral part of the World of the Wheel and the administration takes great lengths to preserve that, offering a wide variety of customization for community participation.

Power Taps will determine the general potency of weaves, regulating everything from the intensity of an offensive weave of pure Fire to the effectiveness of applied compulsion. The magnitude of an effect is a representation of how many Power Taps a weave consists of, designating its proper Tier classification.

--:  Signature Weaves are, in a nutshell, weaves that a character is specialized in and can justifiably produce above-average results due to small refinements to maximize their intended potency; slotted much like skills.

Characters can only possess a small amount of signature weaves but one may be replaced by another.



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--  Weaving Tiers:
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     5th  Tier,  Basic  Weaves;  1 - 25  Power Taps.

--:  5th Tier Signature Weaves
generally cost 10 Tokens.

Weaves of a particularly rudimentary nature, often self taught "tricks" wrought with a trickle of One Power that other channeling characters wouldn't notice unless they were within ten feet of the weave or its caster.

--:  Residual Weaves are the last fading vestiges of One Power which still cling to the form last given to them, so faint as to be imperceptible without an exceptionally rare Talent for seeing these ghostly patterns. Residues will last for a predetermined amount of turns based on the weave's Power Taps, 10 equaling one turn.


     4th  Tier,  Minor  Weaves;  25 - 100  Power  Taps.

--:  4th Tier Signature Weaves
generally cost 20 Tokens.

Weaves of a comparatively simple and straightforward nature, generally taught to Aes Sedai and Asha'man in the early phases of their training as exercises with weaving. Such feats use little of the One Power but may be sensed from up to twenty feet away by a wary channeling character, and will leave a residual weave for a time.

--:  Combining Elements must be done reasonably, producing effects kept proportional with the character's elemental affinities and the weave's designated Power Taps. Such weaves must always use WoT Logic.


     3rd  Tier,  Standard  Weaves;  100 - 200  Power  Taps.

--:  3rd Tier Signature Weaves
generally cost 40 Tokens.

Weaves of a comparatively average nature, still straightforward in their effect but reliable enough to serve as a backbone in the repertoires of most Aes Sedai and Asha'man. Such feats use a notable amount of One Power and will be apparent to any channeling characters within fifty feet whether they were being wary or not.


     2nd  Tier,  Major  Weaves;  200 - 500  Power  Taps.

--:  2nd Tier Signature Weaves
generally cost 80 Tokens.

Weaves of a comparatively stronger nature, able to break the mold of being straightforward in effect by adding a measure of intricacy and often integrating several of the Five Powers to do it. Such weaves generally require a large and very conspicuous amount of the One Power, though some may not, and tend to be "redefined" variations of traditional weaves. A channeling character within one hundred feet will sense it without fail.


     1st  Tier,  Greater  Weaves;  500 - 1K  Power  Taps.

--:  1st Tier Signature Weaves
generally cost 160 Tokens.

Weaves of a comparatively greater nature, adaptable within reason and capable of producing multi-faceted effects comparable to the versatility of Gateway or Compulsion weaves. Anything with true complexity will more than likely be branded a 1st Tier, demanding vast Strength of Power and high elemental affinities.

Residual Weaves of this caliber had a tendency to linger for several days in the canon series and will generally be given the same span here, while specific types of weaves will remain indefinitely; an example of the latter is Compulsion, which will remain embedded within the mind of an inflicted character to fulfill its protocol.


     Zero  Tier,  Epic Weaves;  1K+  Power  Taps.

--:  Zero Tier Signature Weaves
generally cost 320 Tokens.

Weaves of a comparatively profound nature, far surpassing the boundaries of what seem possible even for the World of the Wheel, justifiably achieving feats of a near paranormal caliber; an example of this is the canon cleansing of saidin. This pinnacle of One Power can only be reached with a full circle of strong channeling characters, or by a particularly strong one in possession of a legendary sa'angreal on par with callandor.



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