my profile | search | faq | forum home
  next oldest topic   next newest topic
» Wizards.Com Boards   » Wheel of Time   » Revised Channeling Rules

   
Author Topic: Revised Channeling Rules
Telchar
Member
Member # 48351


posted July 29, 2002 05:17 AM      Profile for Telchar      Edit/Delete Post
Some times ago, I proposed a way to deal with Channeling in a thread from Asha'man Bob, I believe. I worked a bit on it, and here's what came out. I hope you will like it, as I tried very hard to make the thing feel like the books.

I will be using "she" for channelers, as females are the most frequent.

Power Stat:

Every character rolls a seventh stat, Power (Pow), along the others. Power is used in several ways, as it will be described.

DETERMINING WHAT'S MAKE A CHANNELER :

The strength of every channelers is characterized by :

-> The amount of Power she may hold at a time (the "filling herself with the power" deal)
-> Her resistance to the strain of working the power (the "Power is tiring" deal)
-> Her training with using the Five Powers (Elayne teaching a windfinder how to weave Fire)
-> The Talents she has learned to use
-> Her natural affinity with a Power (Egwene and Earth)
-> The Talents she has a knack for (Nynaeve and Healing).

CALCULATING BONUS WEAVES, DIFFERENCING MALES FROM FEMALES:

The Bonus weaves are now calculated using Pow alone:

-> Females takes their Modifier, doubles it, and gains bonus weaves according to their doubled Modifier.
Example: The strongest female ever, Lanfear, has Pow of 19 (+4). She gains bonus weaves as if she had 26 (+8)

-> Males takes their Modifier, triples it, and gains bonus weaves according to their tripled modifier.
Example: The strongest male ever, Rand, has Pow of 21 (+5). He gains bonus weaves as if he had 40 (+15)

Bonus weaves are gained as soon as the character can use them, according to their Weave progression table.

Males no longer gain 5 bonus weaves for being male, since they already got a huge bonus.

CALCULATING RESISTANCE TO WORKING THE POWER:

Easy: As per Ishamael pool system, just multiply the number of weaves by their level. 0-level weaves counts as half.

Also, note five "caps" on your sheet: one for each fifth of your Resistance (if you had Resistance of 30, they would be: 30, 24, 18, 12, 6).

Each time your resistance will go under one of those cap, you'll suffer 1D6 Subdual damage and a cumulative penalty of -1 to every physical action, because of your weariness.

CALCULATING HOW MUCH POWER YOU MAY HOLD AT A TIME

Again, a easy one: Take your maximum weave level according to your weave progression, and add in you Power modifier.

Please note that your maximum weave level gained through weave progression CANNOT exceed Pow-10.

Example: Moiraine was once a lv1 Initiate, with a Pow of 15 (+2). The maximum amount of Power she could hold 1+2=3. A good deal of years later, Moiraine was a lv15 Aes Sedai. The maximum amount of Power she could hold was 5+2=7. The chart allowed her up to lv8 weaves, but her Power score limited her. The weaves were still used to calculated her Resistance, though.

EMBRACING AND DRAWING ON THE SOURCE

When Embracing, the channeler chooses how much Power she wants to hold. Embracing up to 1/4 (rounded down) of her Maximum Power Held limit is made in a free action. Embracing up to 1/2 (rounded down) of her Maximum Power Held is made in a Standard Action. Embracing every single drop you may without risk takes a full Action.

You then suffer 1D4 Strain for each Power point you're holding, taken from your Resistance pool. You may make a Fortitude Check: every two points above 10 reduce the Strain damage by 1.

Drawing on the source works the same way for most things. The only differences are:
-> It is done as a partial action. You can still move and attack, but you can't take a Full Action AND Draw on the source.
-> It may be done only once per round.

Overchanneling is done here, by choosing to draw more than you can safely hold. DC is set the same way than in the Core rules.

Each time your Resistance Pool passes one of the five Caps, you suffer 1 point of Temporary Ability Damage on Pow. Changes to Pow Modifier on Maximum Power Held limit are applied immediatly. This ability damage heals at the rate of Con Modifier for each 8 hours rest.

Resitance Pool is refilled at the rate of Con Modifier *2 for each hour of sleep, or Con Modifier for each hour of waking rest (sitting, or lying awake for example)

When your Strain Pool is depleted, you can't channel any more. If you suffered more Strain Damage that you can pay from the pool, you suffer it as Subdual Damage, and make a Fortitude check against DC 20, consequences being the same af if you had overchanneled.

CHANNELING

When you channel, you use Power Points you are currently holding. You can't weave at higher level than your maximum weave level given in the chart, representing your understanding of Power

Weaves with Concentration Duration no longer requires a Con Check to be maintained, but the channeler now REALLY need to maintain it, by using Power Points she hold each turn.

You can work several flows at once, as long as you have the Multiweave feat. Each new Flow requires an additional Power Point . Example, Weaving a lv5 Shield and a lv3 Tool of Air requires holding 9 Power Point.

TALENTS AND AFFINITIES:

They work the same as in the Core Rules.

INBORN STRENGTH:

Very strong Affinities or Talents are reflected as two new feats. Each may be taken only once.

NATURAL STRENGTH IN (one of the five Powers here).

You are naturally attuned to one of the five Powers. Weaves composed of that Element and that Element only are considered one level lower for casting purpose. That ability stacks with having all affinities.

If you have every Affinity for a weave containing your Strong Element, you are considered as if you had the Talent for it, though you don't reduce its level for having all affinities or it being only of your Strong Element.

NATURAL KNACK IN (one of the Talents).

You are naturally competent in one of the Talents. You can weave most of those blindfolded, and they usually work at their maximum strength for you.

When weaving a weave from your favored Talent, you can either reduce the time it takes by half (one standard action being the minimum amount of time), either maximize its effect (you don't roll any dice, you just apply the maximum figures everywhere), for +1 casting level.

An added bonus is that the added complexity to your weaves when you are using the above abilities, makes them impossible to understand unless the watcher also has the Natural Knack in this talent.

Restriction: Elementalism is NOT a Talent per se, and can't be taken for this feat. It's just regular training with the OP.

EDIT: Channeling section was missing a sentence

[ July 29, 2002, 06:10 AM: Message edited by: Telchar ]

--------------------
Telchar
My most famous last words:
"I'm going to burn a Force Point to save my jedi teamnate !"
(Star Wars)

Registered: Oct 2001  |  IP: Logged


All times are Pacific Time  
   Close Topic    Move Topic    Delete Topic    next oldest topic   next newest topic
Printer-friendly view of this topic
Hop To:

Contact Us | http://www.wizards.com/ | Privacy Statement



Powered by Infopop Corporation
Ultimate Bulletin BoardTM 6.2.0

Shop Games Books Magazines Stores Events Company Worldwide Community