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{( The Wheel of Time Guide )}----- --- -
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Character Database - --- -
The Source Guide - --- -
The Token Exchange --- -
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-- Synopsis: - --- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- --- -
- -- --- -- -WoT Destiny --
--: Story Development is mostly driven by the integrative story lines of our members intertwining via chance encounters, special events or political effect; everyone has a thread in the Pattern. An
NPC Element may be necessary to ensure difficulty, make necessary connections between characters or establish a plot revelation.
--: Organizations must have a minimum of
five active members to gain the official "seal of approval" and earn a complementary sub - forum in the appropriate region or nation, acting as a base of group operations.
( Recommendation: Leaders of any organization should be 2nd Tier or above, for safety. )
--: Character Attributes include Accuracy, Constitution, Dexterity, Speed, Strength and Willpower; kept as simple as possible whilst still covering all the most notable physical and mental aspects from
Wheel of Time.
Attributes are hard - pressed by a difference of ten and overwhelmed by a difference of twenty.
( Low: 0+. - --- - Mid: 20+. - --- - High: 40+. - --- - Insane: 80+. - --- - Inhuman: 100+. )
Strength and Speed are strictly used as circumstantial comparatives between conflicting characters.
Dexterity is supplemental and heavily influences a character's competence; agility, coordination, etc.
Constitution governs a character's ability to withstand damage and press on, until healed or dead.
Accuracy governs a character's ability to strike at a distance, using objects or weaves of the Power.
Willpower influences how talented a character is in using the Source, governing its overall potential.
****Note: The physical capabilities of characters that cannot channel have the potential to be higher than those of characters that can, emphasizing the drastic difference focusing most Attribute Points on one stat can make.
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The Human Class;
--: Starter: 5th Tier Human.
--: Attribute Points: +40.
Humans are the prominent race, rivaled only by swelling hordes of Shadowspawn in the Blight, and can be found all across almost every continent. Each region possesses its very own distinct cultural archetype but the Westlands offer more diversity, consisting of fourteen nations with many nobles and autonomous organizations.
Regions include the Westlands, Aiel Waste, Shara, Seanchan, Seafolk Isles and Great Blight.
( Specialties: Combative, Professional and Supplementary skills are negotiable. )
The Ogier Class;
--: Starter: 5th Tier Ogier.
--: Attribute Points: +75.
Ogier tend to remain in their Stedding and nurture any traditional talents, content to lead mostly mundane lives immersed in written histories-- or author new ones-- rather than take a more active role in whatever happens presently; unless it involves the Shadow, of course. Usually 8' - 10' in height and very, very strong.
The Ogier of Seanchan aren't bound to Stedding and find employed as Deathwatch Guards.
( Ogier Abilities: Green Thumb, Historian, Masonry, Tree Singer & Sensitivity. )
The Shadow Class;
--: Starter: 5th Tier Shadowspawn.
--: Requirement: NPC License.
Shadowspawn come in a wide variety of shapes and sizes, each sub - species genetically designed with the Source with one specific task in mind; specialized. Trollocs and Dark Hounds are rarely found alone while Draghkar, Myrddraal, Gray Men, Gholam and Jumara each have at least one skill or ability specialization.
NPC - ing will often present situations where a multitude of Shadowspawn must be in play.
( Types: Trollocs, Draghkar, Myrddraal, Gray Men, Dark Hounds, Gholam, etc. )
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