Stark Quest 2.0: The Search for Shinies

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Welcome to the 2nd thread of Stark Quest 2.0. First thread is here. Beyond this point will be...

Mazrick

Shai'tan
Location
The Pit of Doom
Welcome to the 2nd thread of Stark Quest 2.0. First thread is here. Beyond this point will be full spoilers for ASOIAF, Wheel of Time, and Stormlight Archive

Stark Quest v2.0
A Game of Thrones / AU / Crossover Quest
Crossovers: Wheel of Time / Stormlight Archive​
By act of a ROB, when the newly married Catelyn Stark, nee Tully, became pregnant with Robb Stark, she also conceived a second child. Nine months later she gave birth to two healthy babies. You are Robb Stark's fraternal sibling...
Protagonist Character Sheet:
Name: Harlon Stark
Sex: Male
Age: 18
Favored Status: Old Gods
-Favored 3

Attributes
Mental
Intelligence- 10
Wisdom- 10
Will- 8.1

Physical
Appearance- 7.5
Strength- 5.1
Dexterity- 5.1
Vitality- 7.2

Social
Reputation- 5
Personal Guard- 11
Hightower Guards- 9​
Charm- 5.7
Presence- 9

Skills
Knowledge
Lore:
Cyvasse 10; Economics/Business/Trade 6; Herblore 6; History 9.1; Medicine 10; Medicine (Disease) 2; Religion 8; Warcraft 4​
Languages:
High Valyrian 10; Low Valyrian 4​
Practical:
Flame and Void 4.5; Hunting 2; Ravenry 6; Riding 5; Seamanship: 5​
Art:
Wood Carving 10​
Occult:
General 4.5​
Demons 4.5
Wards 3
Mind 3
Attack (1): Aura 1; Control 1; Destruction 7; Illusion 1; Possession 3; Reading 1
Defense (1): Barrier 2; Detect 2; Fortify 3; Mirage 1; Reflect 2; Trap 2
Augment (2): Accelerate 2; Endurance 1; Focus 1.1; Multi-tasking 1; Regeneration 3; Senses 1
Current Array:
Active:
Senses level 1
Fortify level 2
Trap level 2

Passive:
Multi-tasking level 1
Accelerate level 1
Focus Level 1
Barrier Level 2​
Time 1
Short Term Precog 1​
Naming 2
Fire 1
Exalt(dagger) 1
Windrunner 1
Ithroen 0.5; Harlon Stark 0.5; Daenerys Targaryen 1
Weirwood 1​

Combat:
Armor Proficiency: Shardplate, Leather
Technique: Archery 1; Axe 2, Dagger 2; Greatsword 3.75; Shardblade 4.35; Spear 1; Sword/Board 2.5
Awareness: Strategic 8; Tactical 7

Social:
Perception: 8.1
Manipulation: 4.9
Leadership: 6.3


Harlon Stark's Personal Inventory
Funds: 3,000,000 Gold Dragons
Attire:
Transportation: 8 wagon and 18 horses
Locations: Underground Complex; Prince of Pentos' Manse
Rare Books: Illyrio's cyphered book; Defensive Warding
Arms and Armaments: Unbonded Shardplate; Veracity- unbonded Shardblade; Exalt- a Valyrian Steel dagger; 1 steel dagger coated in Essence of Midnight; One mundane dagger; One set of Leather Armor (non-descript); a bracer of the same strange metal engraved with strange red and gold flowing creatures that spiraled along the length; An Enchanted Arakh; An Enchanted Dothraki style whip
Relationships:
Wife- Daenerys Stark née Targaryen
Vassals:
Jon Snow- Full Shardbearer, First Sword
Ithroen- Forsaken, Possessing Lord Leyton Hightower (Presumably Returned to the Prison by Khal Drogo)​
Forces:
7 Stark Guardsmen
30 Hightower Guardsmen​
Animal companions: Windrunner
Trade Goods: 100 Bolts of Silk cloth, 100 crates of various spices, 10 pounds of ivory, 5 pounds of jade; 3 large diamonds; 4 medium sized diamonds; 60 pieces of intricate jewelry;
Miscellaneous: Cuendillar Ring Ter'angreal; Cuendillar Amulet (Circular disk half white and half black); Cuendillar chain; an ivory pendant, a ruby encrusted necklace; several documents written in Illyrio's hand; a rib bone from Illyrio Mopatis; Three petrified Dragon eggs; Cyvasse set; Blood Oath components; Four Rings that belonged to Leyton Hightower; Silver Scourge of Justice.
Perks
  • Leader of the Pack- The Direwolves that the Starks have found are a sign from the Old Gods, and Harlon's Direwolf stands out from the Pack.
  • Ta'veren- You become a Ta'veren. The pattern(i.e. reality) warps around you, so that you may fulfill its ends. Reroll crit fails, and add a moderate bonus to all rolls. Big events are more likely to happen around you as well.

Appearance

Height: 6'6"
Weight: 185 lbs
Eyes: Grey
Hair: Dark Brown
Appearance: Harlon's handsome without being considered pretty, and he possesses a chiseled jaw, generally well-formed bone structure, and symmetric features. As far as build goes, Harlon has broad shoulders and a narrow waist. He's lightly muscled with plenty of room to put more musculature on. Only his distaste for physical exertion and combat training has kept him from bulking up. Being a member of a Great House means that he only wears fine clothes, usually in the Stark color scheme.
Other Character Sheets:
Name: Jon Snow
Status: Sworn to Harlon Stark, Shardbearer
Sex: Male
Age: 18
Favored status: ????

Attributes:
Mental
Intelligence- 6
Wisdom- 6.5
Will- 8.7
Physical
Appearance- 7
Strength- 7 + 10 = 17
Dexterity- 9 + 7 = 16
Vitality- 10
Armor Class: Juggernaut

Social
Reputation- 4.3 (Bastard, Shardbearer)
Charm- 6.3
Presence- 6

Skills:
Knowledge:
Lore:
History 4; Religion 6; Economics/Business/Trade 2; Warcraft 4​
Occult-
Mind 1
Destruction 1; Possession 1;
Barrier 2; Fortify 2;
Acceleration:1 Endurance 1; Focus 1; Regeneration 1;​
Time 1
Short Term Precog 2
Slow Time 2​
Languages:
Practical: Riding 9; Hunting 8; Flame and Void 9;
Art:

Combat:
Armor Proficiency: Shardplate, Plate mail, chain mail
Technique: Shardblade 8.75; Sword/Board 9; Greatsword 8; Archery 8; Spear 8; Axe 7, Dagger 8
Awareness: Tactical 8; Strategic 7

Social:
Perception: 6
Manipulation: 4.1
Leadership: 6.2
Name: Robb Stark
Status: 2nd born son of Lord Eddard Stark; Currently out of favor
Sex: Male
Age: 18

Attributes:
Mental
Intelligence- 6
Wisdom- 4
Will- 9
Physical
Appearance- 6
Strength- 8 + 10 = 18
Dexterity- 7 + 7 = 14
Vitality- 9
Armor Class: Juggernaut
Social
Reputation- 7
Charm- 8
Presence- 8

Skills:
Knowledge:
Lore: History 3; Religion 5; Economics/Business/Trade 1; Warcraft 7
Languages:
Practical: Riding 9; Hunting 8; Flame and Void 9;
Art:
Occult:
Time:
Short Term Precog 1

Combat:
Armor Proficiency: Shardplate Plate mail, chain mail
Technique: Shardblade 7; Sword/Board 6; Greatsword 8; Archery 7; Spear 8; Axe 8, Dagger 8
Awareness: Tactical 8; Strategic 8

Social:
Perception: 5
Manipulation: 5
Leadership: 8
Name: Barristan Selmy
Status: Lord Commander of King Robert's Kingsguard
Sex: Male
Age: 60

Attributes:
Mental
Intelligence- 6
Wisdom- 9
Will- 9
Physical
Appearance- 5
Strength- 7 + 10 = 17
Dexterity- 9 + 7 = 16
Vitality- 8
Armor Class: Juggernaut
Social
Reputation- 10
Charm- 6
Presence- 9

Skills:
Knowledge:
Lore: History 9; Religion 7; Warcraft 4
Languages:
Practical: Riding 10; Hunting 8; Flame and Void 10;
Art:

Combat:
Armor Proficiency: Shardplate
Technique: Shardblade 10; Sword/Board 10; Greatsword 10; Archery 7; Spear 9; Axe 9, Dagger 9
Awareness: Tactical 10; Strategic 9

Social:
Perception: 7
Manipulation: 4
Leadership: 9
Name:Eddard Stark
Status: Lord of Winterfell, Warden of the North, Lord Paramount of the North
Sex: Male
Age: 38

Attributes:
Mental
Intelligence- 8
Wisdom- 8
Will- 8
Physical
Appearance- 6
Strength- 5 + 10 =15
Dexterity- 5 + 7 = 12
Vitality- 5
Armor Class: Juggernaut
Social
Reputation- 9
Charm- 5
Presence- 7

Skills:
Knowledge:
Lore: History 7; Religion 7; Economics/Business/Trade 5; Warcraft 9
Languages:
Practical: Riding 6; Hunting 5; Flame and Void 7;
Art:

Combat:
Armor Proficiency: Shardplate
Technique: Shardblade 5; Greatsword 5; Archery 4; Dagger 5
Awareness: Tactical 9; Strategic 10

Social:
Perception: 6
Manipulation: 6
Leadership: 10
Catelyn Stark née Tully
Sex: Female
Age: 36

Attributes:
Mental
Intelligence- 8.25
Wisdom- 6
Will- 7
Physical
Appearance- 7
Strength- 4
Dexterity- 5
Vitality- 6

Social
Reputation- 9
Charm- 7
Presence- 8

Skills:
Knowledge:
Lore: History 8; Religion 9; Economics/Business/Trade 5;
Languages:
Practical: Riding 7; The Embrace 8; Etiquette/Courtesy 8
Art: Music 3; Poetry 3

Combat:
Armor Proficiency:
Technique: Dagger 2
Awareness: Tactical 1; Strategic 4

Social:
Perception: 8
Manipulation: 8
Leadership: 6
 
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Magic
Demonology- He can theoretically communicate with, summon, and control the following demons:
  • Narsuul the Thane of Terror(Currently running amok on the mortal plane)
    • cost of summoning: the lives of a babe, a virgin maiden, and a crone
    • unique capabilities: possession.1) Narsuul needs physical contact to assume full control; 2)the texts imply that he gets very little, if any, access to the memories of its meat suit; 3)there is a time limit that Narsuul can remain in one body(13 days).
  • Mog-Groth the Lord of Nightmares (King of the Nightmare court)
    • cost of summoning: seven lives over seven days with each one taken at midnight. Maintaining him on the mortal plain is also costly. 1st day seven lives, 2nd day 49 lives, 3rd day 343 lives, 4th day 2401 lives, etc.
    • unique capabilities: Controlling other demons, attacking mortals in their dreams, pulling mortals into nightmares
  • Morthull the Breaker of Hope
    • cost of summoning: The lives of thirteen killers; The summoner must offer a fresh pint of his own blood per day to maintain Morthull on the mortal plane
    • Unique capabilities: Extreme physical might
  • Pandruig the Silent Blade.
    • cost of summoning: An assassin and a holy man slain by a Shardblade; can only be sent after one soul before returning to hell
    • Unique capabilities: Bending perception of himself so as to be undetectable; immense speed
Summonings: All have their own individual ritual but the cost in human life is noted above

Communication: the various demons costs human sacrifice to communicate with, but not necessarily death. An example of this is Varys being cut.

Control: Each demon has a specific spell laced into their summoning. This spell requires a personal sacrifice. The greater the sacrifice, the greater the control

Binding: The texts explain that demons can be bound into objects, but Harlon has not discovered how yet.

Warding: The process of refusing demons admittance into a physical space. Harlon doesn't yet have this knowledge.
Glamour- the skill of bending the perception of others to make them see, hear, smell, touch, or taste what you want them to. Glamours, or illusions, require an object, living or inert, to act as a base for the spell. At all but the highest level of proficiency an anchor is required to maintain the glamour. The difficulty of each spell rises as the product of the glamour becomes more dissimilar from the base. Another factor to consider is the intricacy of a glamour: as they become more complicated or increase in scale the difficulty of fabricating the spell increases exponentially.

At the highest level of skill, Glamourers can see through all but the best glamours, and no longer require anchors to cast their spells.

Anchor(A): Some practitioners limit themselves to one type of Anchor, like a ruby. This increases the efficiency and effectiveness of their spells as they are very familiar with the effects that their preferred anchor has on a glamour. The perceived rarity or the relation of the anchor to the desired outcome also affects the viability. (The use of rare rubies will make the illusion stronger. The use of a dead man's bones to make the base appear like the dead man will make the spell much easier.) Runs from 1-10 with 1 being a terrible anchor and 10 being the best possible anchor.

Scale(S): The size of the base you are trying to effect is immensely important, as is the relative size of the base and the desired outcome. As they increase the difficulty of the spell exponentially increases. Runs from 1 to a 10 with 1 being the size of a marble and 10 being the size of a Ryshadium.

Complexity(C): This takes into account the amount of senses that you are trying to manipulate, and the more that you attempt to alter from the base the higher the skill level required. Runs from 1 to 50 with 1 being a slight alteration from the base and only manipulating one sense; 50 would be a huge alteration from base and the manipulation of all five senses.

Time (T): Glamours take time to cast. The longer you have to cast your spell the less skill is required. Though in most cases a great glamour might take weeks to prepare. Runs from 1 to 10 with 1 being instant to 10 being months.

Skill: The proficiency of the practicioner which ranks from 1-10.

Places of power: Certain places enhance the magical arts. Ranks 1-3 with one being no noticeable effect and three being somewhere like the Wall.
Skill Cost
1 1-2
2 3-5
3 6-9
4 10-20
5 21-40
6 41-70
7 71-110
8 111-160
9 161-250
10 251-500
(1/Anchor) * Scale^2 * Complexity^(5/3) * (1/Time) * (1/Place) = Skill Level Required

Canon Examples:
Melisandre glamourizes Lightbringer:
Anchor: Ruby in hilt- 7
Scale: Sword- 3
Complexity: Fools one sense and makes blade look like its on fire 8
Time: Likely several weeks- 5
Place: Dragon stone- 1
(1/7) * 3^2 * 8^(5/3) * (1/5) * (1/1) = 8 = Requires Skill Level 3

Melisandre Glamorizes Mance to look like the Lord o' Bones:
Anchor: Ruby + Bones: 9
Scale: Adult Human Male- 7
Complexity: Fools two senses and fairly close to he base: 12
Time: A Week- 3
Place: The Wall-3
(1/9) * 6^2 * 12^(5/3) * (1/3) * (1/3) = 28 = Requires Skill Level 5
Blood Magic can be used to cause many different effects, some positive some negative. Positive effects require more sacrifice to enact. Blood should be used within 6 hours before it starts to degenerate, and it completely degenerates within three days. Storing blood in cold conditions has been tried and failed. It seems that something essential is lost during the passage of time.

Also, not all blood is created equal. Some bloodlines are more potent, or open up new possibilities. The former has been proven by the First Men and the Valyrians; the latter is mere theory awaiting confirmation.

Numerology plays a large part in Blood magic. The use and repetition of 3, 7, or 13 will enhance any spells. They can either increase the potency or decrease the cost of a given spell. This is variable for each given spell.

Equation for causing negative effects
M = Magnitude (1-10)
D = Distance (1-10)
d = Defense (1-10)
S = Skill (1-10)

Units
1 liter of common blood = 1 B
1 liter of Royal blood, Special, or mage = 10 B
1 common life = 15 B
1 Royal, Special, or Mage life = 100 B

(Magnitude of desired outcome * Distance away from target (can be physical or temporal) * defenses) / Skill level = Amount of Energy Required(Units would be "Blood Points")
(M * D * d) / S = B

Hightower going bald in his castle
(5*1*10)/4 =12.5 BP

Cursing Hallis for being impudent (-5%+ luck)
(2*1*1)/4 = .5 BP

Help Robb by increasing the likelihood of killing Jorah in Essos
M (1-10) = Cursing Jorah (+10% chance of death) = 6.5 (has a rather large magnitude)
D (1-10)= distance = 9 (On a different continent)
d (1-10)= Shardplate Defense = 9
S (1-10 )= Skill = 4
Math: (6.5*9*9)/4= 131.6 BP

Killing Ser Davos Seaworth
(8*8*3)/4 = 48 BP
*NOTE: Starting at 5, defenses would add a percentage of failure which would be represented by a roll of the dice after the spell is cast. Examples: Sorcerer McEvil has a ward that represents a 5 in defense, so after casting a spell on him with the necessary sacrifices I'd flip a coin to see if the spell succeeded or failed; effecting Renly behind the Walls of Storm's End adds a 10 to the defense, thus the spell would have a 100% chance of failing upon casting.

Equation for positive effects:
(Magnitude of desired outcome^2 * Distance away from target (can be physical or temporal) * defenses) / Skill level = Amount of Energy Required(Units would be "Blood Points")
(M^2*D*d)/S

Giving Harlon a little extra luck equivalent to +5 on a roll
(7.5^2*1*1)/4 =14 BP

Temporarily Boosting Harlon's Strength, Vitality, or Dexterity by +1
(8^2*1*1)/4 = 16 BP

Guaranteed* success of a single specific action for the practitioner.
(10^3*1)/4= 250 BP
*Guaranteeing anything positive costs 10^3. This is not taking into account other arcane defenses.

Remove F&V damage from Harlon
(7^2*1*1*4)/4 =49

Legendary Tier (Exclusive to divisors of ten): aka Awesome shit can happen
Example: Birthing the dragons
(10^3*1*1)/10*= 100 BP
*divisor is part skill (the little Dany picked up from the Maegi) and part special event(Red Comet)
Mind Magic
The Art of using thought to affect another's mind, to defend oneself from mental intrusions, and to augment the processes of one's mind. This is done by running your mind through a complex series of abstract thoughts and images in which you invest significant emotional weight called Sequences. The precision of the patterns and the clarity of emotion invested directly correlate to the potency and utility of the Sequence produced.

Through a long and drawn out process, sequences can be invested in certain items, so that the related effects can be used much more quickly. It can take months or years of dedicated effort to create such items.

Student's of the Mind discipline grow in ability as they learn new sequences, personalize the sequences they have learned, and grow in understanding while applying them.

There are two general types of Sequences: Passive and Active

Passive: The Sequences run in the sleeping mind and provide passive effects. They are relatively simple, but also less potent. The three fundamentals of these are Auras, Fixed Defenses, and Acceleration. It is also relatively easy to perform multiple sequences at once, since the perceived cost is additive.

Active: sequences require conscious thought, and perform one specific effect. These are the most complex sequences possible, and can provide very powerful effects. They can range from possession to ensnaring a intruder to boosting speed of thought by orders of magnitude. Performing multiple sequences at once is much harder because the cost is multiplicative.

Categories:
Attack: The application of affecting others minds with your own.
Defense: The application of defending your mind from intrusion or undue influence.
Augment: The application of boosting your own mind's capabilities beyond human's levels.

Mechanics:This is a quest, so magic must have an underlying system. In this system, you gain mastery levels on a given Sequence. These levels go from 1 to 10. 1 signifies a basic understanding of a sequence, and 10 is a mythical level of mastery that only exists in theory. You can increase in levels by dedicating time to training or by purchasing new levels with XP. Gaining levels costs more XP and/or more time to train.

Advancement Costs from level to level are determined by: (1/Avg of Int&Wis x Level^4 x Sequence Complexity x 1/Understanding) = Advancement Cost

Example: Harlon moving from level 1 to 2 in Active Acceleration with Ithroen as a teacher and very little understanding: ((1/9.5) x 2^4 x 8 x (1/1)) = 13.5

Cost Time XP
1-3 6 Hrs 5 XP
4-15 7H-2D 25 XP
16-30 3D-10D 50 XP
31-60 11D-1M 90 XP
61-100 2M- 6M 150 XP
101-150 7M-1YR 200 XP
151-300 2YR-3YR 250 XP
301-750 4YR-6YR 300 XP
750-1500 7YR- 13YR 400 XP
So it would take him somewhere between 7 hours and 2 days to pass from level 1
Example: Possession- a 52 element Sequence that allows the caster's mind to enter another living organism and assume control of its mind; Falls into the Offensive category; Active cost to assume; Passive to maintain.
Level 1: Enter the mind of a non-sapient creature that you are connected with for 30 seconds

Level 2: Enter the mind of a non-sapient creature that you are connected with for 30 minutes

Level 3: Enter the mind of a non-sapient creature that you are connected with indefinitely

Level 4: Enter the mind of any non-sapient creature indefinitely

Level 5: Enter the mind of an undefended sapient creature for 30 seconds through physical contact

Level 6: Enter the mind of an undefended sapient creature for 30 minutes

Level 7: Enter the mind of an undefended sapient creature; full access to memories and skills of the vessel

Level 8: Penetrate mental defenses and assume control (20% success rate); full access to memories and skills of vessel; migrate from dead host without penalty

Level 9: Penetrate mental defenses and assume control (60% success rate); full access to memories and skills; migrate from dead host without penalty

Level 10: Penetrate mental defenses and assume control(100% success rate, unless against a 9+ Defense, then flip a coin); full access to memories and skills; migrate from dead host without penalty; can use full breadth of their own magic while in host

This is not a rigid scale. In reality, most students fall somewhere between the levels. For instance, Narsuul would fall in between levels 6 and 7.

Mind Points are an expression of the amount of mental energy that can be devoted to Sequences. Below are the equations that govern the casting of specific Sequences.

Total Mind Pool
Intelligence x Wisdom x Will x Understanding(1-10) = Total Mind Point Pool
Harlon: 10 * 9 * 7 * 1 =630 MP

Cost of casting Active Sequences
1/understanding x 1/Average of Will and Intelligence x Sequence Complexity^2 x Sequence Level^1.5 x # of Currently Active Sequences^2 x # Passive^1.5
Example: Ignorant Harlon trying to cast a Level 3 Active, Complexity 7 with 2 current Active and 3 Passive
(1/1) * (1/8.5) * 7^2 * 3^1.5 * 2^2 * 3^1.5 = 622.6 MP

Cost of casting Passive Sequences
1/Understanding x 1/Average of Will and Intelligence x Sequence Complexity^1.5 x Sequence Level x # Active^2 x # Passive^1.5
Example: Ignorant Harlon trying to cast a Level 3 Active, Complexity 7 with 2 current Active and 3 Passive
(1/1) * (1/8.5) * 7^1.5 * 3 * 2^2 * 3^1.5 =135.9 MP

Casting a new sequence retroactively raises the cost of all the existing ones you have running.

Mental Penalties: Overuse of Sequences, particularly at higher levels and complexities, can cause mental instability. This is signified by the roll of 1d1000(No Ta'veren bonus) for casting a Active Sequences over Level 5 or 8 complexity, 5 or below will count as a negative modifier to your mental stability. For levels 9 and 10 or complexity 9 and 10, this roll becomes an insanity roll. Passive is a nat 1.

Failing the roll will result in temporary insanity, and multiple failed rolls will cause the insanity to last longer or become more pronounced.

Example of using Level 3 Destruction 5 times in rapid succession.
  1. No chance of insanity or mental instability
  2. Roll above a 3 on a D1000 to avoid penalties
  3. Roll above a 30 on a D1000 to avoid penalties
  4. Roll above a 300 on a D1000 to avoid penalties
  5. Accrue mental instability, and possibly insanity points. The further you go past this, the greater the mental taxation.
Attack: LINK
Aura (4)-
Active or Passive Sequence that allows the caster to emanate an aura of their choosing
Control(5)- Active Sequence that allows you to influence the minds of others, and at higher skill proficiencies you may give them absolute commands
Destruction (3)- Active. Cause damage to a target's mind
Illusion (8)- Project illusions into a target's mind
Possession (10)- Active Sequence to cast; Passive to maintain; allows the caster's mind to enter another living organism and assume control of its mind
Reading (10)- Active Sequence that allows the caster to sense emotions, read thoughts, or delve into memories
*Possession is normally a complexity of ten, but for characters with the "Warg" trait the complexity is halved. So it is represented with a five instead.

Defense: LINK
Barrier (5)- Active or Passive. Project a barrier surrounding your thoughts.
Detect (9)- Passive or Active Sequence that allows the caster to detect mental intrusions
Fortify (3)- Passive or Active. Builds a fortification in your mind to stop mental intrusions; helps organize thoughts
Mirage (8)- Active. Caster creates false emotions, thoughts, and memories within their mind
Reflect (5)- Active. This allows the caster to reflect an aggressor's attack back at them
Trap (3)- Passive. Caster sets up a mental trap to disrupt mental attacks

Augment: LINK
Accelerate (8)- Passive or Active. It will allow you to speed up your thoughts and reaction
Endurance (7)- Passive. Enhances the caster's mental endurance.
Focus (8)- Passive or Active. Enhances the caster's ability to focus his mind
Multi-tasking (9)- Passive or Active. Allows for greater ability to multi-task.
Regeneration (7)- Active. Increases rate of recovery from mental trauma.
Senses (6)- Passive or Active. The mind analyzes input from the senses more accurately, and draws more complete information from them.
  • Will can be raised to 11 when either Focus or Endurance reach level 9 and are kept in active. 12 requires both Focus and Endurance to be Level 9. 13 requires Level 10.
  • Intelligence can be raised to 11 when either Acceleration or Multi-tasking reach level 9 and are kept in active. 12 requires both to both to be Level 9. 13 requires Level 10.

Attack vs Defense- The Attacker has the initiative, so he gets the advantage in the dice. The Defender gets the advantage in the bonuses. Then understanding and INT allow the attacker and the defender's relative skill to figure in. The highest score is the winner of a battle.

Attacker
3d50 + Attack bonus + (Understanding + INT)^(3/2) = Attack Score

Defender
1d100 + Defense bonus + (Understanding + INT)^(3/2) = Defense Score

Higher score wins

Example: Rob (UND 7; INT 9) attacks with Control Level 8(+20), and Jim(UND 4; INT 7) defends with Passive Fortify 3(+6), Barrier 4(+8), and Trap 2(+6)
Bob
3d50 + 20 + (7 + 9)^(3/2) = Attacking score
24 + 20 + 64 = 108

Jim
1d100 + 6 + 8 + 6 + (4 + 7)^(3/2) = defensive score
3 + 20 + 36 = 59
Obviously, Bob wins in the above and successfully Controls Jim

Example: Stan (UND 8; INT 9) attacks with Destruction 9(60), and Joff(UND 9; INT 8) defends with Passive Fortify 7(30), Barrier 6(20), and Trap 8(50)
Stan
3d50 +60 + (8+9)^(3/2)
82 + 60 + 70 = 212

Joff
1d100 + 30 + 20 + 50 + (9+8)^(3/2)
98 + 100 + 70 = 268
This time the defender wins. Since Joff's highest defense bonus came from Trap, Stan is affected by Trap
NAMING
Ta'veren bonus does not apply.

Names carry a power all their own, and learning the True Name of a person, place, or thing gives you varying degrees of control over the bearer of the Name. This control is based on how fully a Namer understands and perceives the nature of the targeted Name, and the level to which they understand their own Name. For example, a neophyte might know the Name of fire, but he can only manipulate the quantity of flames present. The only limits a Master Namer would know is the nature of the flame, and what he can imagine. The Master Namer can even change the nature of an object by giving it a new name

Learning a True Name is not about rote memorization or a precise process at all, but about learning to perceive the world around the potential Namer. Most Namers only learn two or three Names in their entire lives. This is because they are unable to properly connect to the Sleeping Mind. The neophyte may spend years searching for a lone Name, but the Master Namer could know the Name with a glance.

True Names can also be used to cast Curses or Blessings. A curse is malignant in nature whereas a Blessing is positive in nature. Both Curses and Praises can be used from great distances by attaching them to a True Name. However, both spells can fail either because of a miscasting or mystical defenses. When this happens, the rebound causes the Namer Seven times the cost.

Many mystical defenses inadvertently give partial protection against Naming, but the most sure way to defend against having a Name used against a caster is to have greater Mastery than their nemesis. So, knowing the inner workings of their own True Name is essential in any clash between Namers.

Namers walk a knife's edge between sanity and insanity. Because they view the totality of the world, they are prone to going utterly insane. Also, Namers can do immense damage to themselves if they damage their True Name. Such damage is rare, but over eager students may cause it through overreaching.

Everything has a Name. Some Names are so improbable to learn that they might as well be impossible. Some Names require specific circumstance to learn. Some Names have costs to learn. Some Names will arouse unwanted attention. DCs will be revealed as you progress.

Naming is WIS BASED
LEVEL Wisdom Mod
1 700
2 1400
3 2100
4 2800
5 3500
6 4000
7 4400
8 5000
9 6400
10 10000
It is also affected by the understanding of the Namer. An inexperienced Namer will have a low understanding of the process names in general, and receive a penalty. The only way to turn that negative into a positive is to call names, and do interesting things. This understanding is a subjective score that I award for the Namer actions.

Costs for Names:
Harlon trying to perceive the True Name of Fire for the first time
1d10000 + WIS MOD (6400) - INEXPERIENCE (3000) = DC (13000)

A more experienced Harlon trying to call the True Name of Earth.
1d10000 + WIS MOD (6400) = DC (13500)

A Veteran Namer Harlon calling the Wind
1d10000 + WIS MOD (6400) + Veteran (1000) = DC (12500)

A Master Namer Harlon calling a Human
1d10000 + WIS MOD (6400) + Master (3000) = DC (19000)

A Grand Master Namer Harlon calling a Human with moderate defense
1d10000 + WIS MOD (6400) + Grand Master (8000) - Defense (5000) = DC (19000)

NOTE: A critical success(9950-10000) will allow you automatically learn a Name of your same tier. So, a beginner could learn a base element, a veteran could learn something like blood, a master could learn a human's name, and a grand master could learn defended name or a lesser concept.

After a faiure to learn a Name, you can try to learn a name once every seven days(no time shenanigans allowed). If you fail, you gain some modicum of understanding, but also take an increased likelihood of insanity. Each time you fail on a specific Name, the insanity roll grows higher. The higher the attempted DC the greater the scope of the madness.

For example, you try to learn the name of Death and fail. Then if you failed your ensuing insanity check, you'd go completely bonkers for the foreseeable future. Also, you'd have to worry about anything that took umbrage with you trying to Name a fundamental concept. That'd be loads of fun.

INSANITY
The enemy of all Namers is their own mind. The failure to learn a name result its in a roll for insanity.

The roll goes like this: (DC of failed Name) * 1/1d1000 * 1/Wisdom * Naming Opportunities * 1/Naming skill = INSANITY Score
Example: Harlon fails to learn the Name of Water
14000 * (1/1000) * (1/9) * 1 * (1/1) = 1.6

Any insanity score over 100 will result in acquiring an Insanity Point. If the score is well above 100, then additional IPs can be accrued at once. This will cause the character to act, well, insane. Insanity points can accumulate on top of one another, and they cause increasing instability. Points can be worked off through time, awesome actions, or the expenditure of XP. Though the latter increases every time you spend XP in this way.

A single IP can last from 6 hrs to 3 days of consciousness depending on a roll of the 1d100. As they start piling up, the time goes up exponentially, and you'll be paying more XP, too.

Direct competition is based on the skill of the Namer, their Wisdom scores, their proficiency with a given Name, and chance.

Both Namers Roll:
1d10 + Skill + Wisdom + Name

The higher value wins. For attack on a Namer's Name, as long as the defender has knowledge of their own Name, they would be effectively skewing defenses heavily in their favor. So, a +2 would be added and the d10 would be increased to a d20 for the defender.

If she were to use your Name against you, you'd be able to use her Name to stop whatever shenanigans she tried. At least while you're on a somewhat comparable level.

Advancing a known Name
Overall naming Skill level*(2d10000 + Wisdom Modifier + Experience(Can be negative)) = DC

DC = Name's DC * Level of Name you are attempting to reach

So Harlon trying to move from level 1 to 2 would be:

1*(2d10000 + 6400 - 3000)

DC = 13000 * 2

Overall naming Skill level*(2d10000 + Wisdom Modifier + Experience(Can be negative)) = DC

DC = Name's DC * Level of Name you are attempting to reach

Future Harlon trying to move from level 4 to 5 with a skill of 4, max wisdom, and veteran experience would be:

4*(2d10000 + 8000 + 1000) = Max 116000

DC = 13000 * 5 = 65000
Time Magic (AKA Chronomancy)

As the name of this discipline implies, a skilled practitioner deals with the manipulation and observation of time in a number of ways. Thus it is said that it has two branches. The Manipulation branch deals with slowing down, speeding up, and reversing the flow of time. Whereas the Observation discipline deals with viewing the past, present, and future.

The Manipulation branch requires the sacrifice of a portion of the wielder's own life span to alter the flow of time. The greater the magnitude of the effect, the greater the sacrifice required. For beginners, low level effects can cost as much as 10000 of their own seconds to 1 affected second. Casters of this magic spend their entire lives searching for insights and methods to increase the efficiency of their casting. Fractional Time Slow is the most used method of practitioners due to its relatively low cost and ease of casting.

The Observation branch is the root of modern divination. It is both more accurate, more powerful, and more dangerous than its modern offspring. Since there is no medium other than the practitioner's mind, body, and soul, the caster suffers from an increased potential for insanity. Distance, both temporal and spatial, is the great governor of this branch. The further one looks away from their self, the greater the difficulty, and the greater the chance of insanity. There are other limitations in that certain places may be warded against observation, some entities are able to harm an observer, and the future is ever changing. Thus, the most common use for this is Personal Precognition, since it does not look far from the self.

Chronomancers must perform highly specialized patterns that seem to defy logic, but have a shape and form that when completed are immensely pleasing to human sensibilities. The fabrication of this pattern requires a unique mindset that neophytes require meditation to obtain. The most capable chronomancers can maintain patterns for hours until they need them, and then they issue the trigger command to activate their power.

Time magic is Will based.

MECHANICS​
Observation delves into Insanity Points as well. Looking too far afield either temporally or physically will cause you to accrue.

Physical Distance * Temporal Distance^2 * Chaos Constant * Duration * 1/Skill * 1/Will=INSANITY

Physical Distance (1-10): 1 is focused on you; 10 is across the world
Temporal (1-10): 1 is within the present 10 seconds; 10 is millennia away
Chaos Constant (10): Time is always in motion, even the past and present
Duration (1-10): 1 is up to 30 seconds; 10 is a day
Skill (1-10): 1 is a neophyte; 10 grandmaster
Will (1-10): 1 is barely human; 10 unshakable resolve​
INSANITY: Roll a 1d100 and if it is less than or equal to this score you earn an IP. If the difference is great, earn more than 1.

Example:
Harlon looks 10 seconds ahead at his present location for a duration of 20 seconds
1*1^2*10*1*(1/1)*(1/7)=1

Harlon looks back to the Tower of joy for the duration of two hours
3*4^2*10*4*(1/1)*(1/7)=274

The first example you'd need to critfail to get a IP. The second one... well Malora's called the Mad Maid for a reason!

Manipulation steals time from the prime of your life to enable you to manipulate one of the fundamental concepts of the universe.
Quantity^2*Quality^3*Cost*1/Will*1/Skill=REAPED
Quantity(1-10): Amount of time affected; 1 is 1 second; 5 is 1 min; 10 is 5 minutes
Quality(1-10): Type of manipulation; 1 is slow time by 50%; 5 is reverse time/speed up time; 10 is stop time
Cost (1000): Manipulating time has an inherent cost
REAPED: The total amount of time you've lost. Each unit is equivalent to 100 seconds
EXAMPLE:
Harlon slows time by 50% for 1 sec
1^2*1^3*1000*(1/7)*(1/1)=143R=14300 seconds=3.97 hours

Harlon stops time for a minute
5^2*10^3*1000*(1/7)*(1/1)=3571429R=357142900 sec=99206 hrs
Naming State only works with Time Magic; though you can call a known Name at any time
Time Magic works with everything but the One Power
Mind Magic works outside the Void and not in the Naming State
INDEX
OMAKES
Stark Quest: Infinities by Tylonius
Stark Quest: Infinities (2) by Tylonius
Stark Quest: Infinities (C) by Tylonius
Stark Quest: Infinities (IV) by Tylonius
Seed of a Memory by Unelemental
The Birth of Cyvasse Grandmaster Harlon by Enjou
The Dwarf that Slays the Mountain by Enjou
Mierin Stark by Tel Janin Aman
A Loathsome Schedule by Enjou (CANON)
Tarwin's Gap Redux by Tel Janin Aman
Daily Lessons by Unelemental
Fairness by Enjou
Possible Futures- Winter is Comingby Enjou
Bronn, a Common Sell-Sword by BoSPaladin
It is a truth universally acknowledged that a single man in possession of a good fortune must be in want of a wife by Atri
The Red Viper by BoSPaladin
Bonding in Winterfell by Geordiefan (CANON)
The Demon's Last Word by IcePickLobotomy
A Strange Plague by Romv
The Wolf of Zero by Enjou
Game Theory(Or Why a 10 in Cyvasse Doesn't Immediately Solve All of Your Problems) by Redshirt
Possible Futures - Winter Is Coming by Fluffiness
Ruminations of a Demon by Unelemental
Blood and Sacrifice by Unelemental
Possible Futures: The Great Lord's Vassal by Enjou
Monster Hunting: Part 1 Part 2 by Unelemental
Devil King Harlon by Enjou
Hot Stuff by BoSPaladin
What's in a Name?, Part 2, Part 3 by Unelemental
Colder than Wrought Iron by BoSPaladin
Dragon Magic by Unelemental
Roots of Medicine by Unelemental
Ghastly News Part 1, Part 2, Part 3, Part 4 by Unelemental
Glamourous Life by Unelemental
The Folly of Harlon Stark by Atri
Shadowed Minds Part 1, Part 2, Part 3 by Unelemental
A Letter to Balon by Enjou
Secrets of the North Part 1, Part 2 by Alratan
The One Ring vs. The One Power by Enjou
Letters from Harlon by Enjou
Birth of a Hero Part 1, Part 2 by Unelemental
A New Stark Tradition by Enjou
A Game of Secrets by Enjou
Hatching a Dragon Part 1, Part 2, Part 3 by Unelemental
Blood Descent Part 1, Part 2 by Unelemental
Gray Man by Unelemental
The Dangers of Possession by Edkose
Treaty on the nobility and magic Westross by DragonParadox
Of years and power, regarding noble inheritance and the One Power by DragonParadox
To my assistant Pyate Prae by DragonParadox
The Faith of the Seven and the Coming of the One Power by DragonParadox
Passion by Evillevi
Dragons Reforged by Romv
Death from Above by Enjou
Blood from Ice by Dragon Paradox
Harry Winterking by Romv
Old Prayer by Unelemental
Gaming the System by Enjou
Pentosi culture and society at the dawn of the 14th century, between the sacred and the mundane, uncover the mysteries of the east by DragonParadox
Stormborn by Unelemental
Curious Circumstances (CANON OMAKE) by Romv
Friendly Ear (CANON OMAKE) by Unelemental
Try,try, try, again by Unelemental
To Forsake (CANON OMAKE) by Alratan
The Boozebringer by Unelemental
Harlon and Daenerys Dream by notmi
A Mother's Thoughts by cast2007
Prayers and Good News by Atri
 
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TOTAL CURRENT XP: 290

Mechanics
How to earn Experience Points (XP):
In-Game Actions- IC training or actions that develop a certain attribute, an awesome write-in, or a particularly daring course of action that works out. Amount will vary based on quality of the actions.



Out of Game Actions- Quality Omakes(5-10 XP), insightful reaction posts (5-10 XP), or original and high quality Fan Art (30 XP).

Votes can now count for XP too!I will be counting the number of votes as a way you guys can gather more XP. You will gain 1XP per 10 votes with a limit of 3 XP gained per update.*

This will be counted up by the number of votes per update. I will rely on someone to run the vote tally to get the number of votes, and add XP for 10, 20, 30 votes respectively. Each update will start off with a blank slate where you can accumulate new XP.

This information will be added to the mechanics section on the first page.

*Up to two extra XP can be earned for quality discussion of anything related to the quest. This discussion must occur between the time an update is posted and the voting is locked to be eligible for the extra XP. Spamming the thread or hostile debating may negate this bonus.
What the XP can buy:

Bonus Interludes- See the world from another perspective!
Cost: 40 XP

Extra Dice Rolls (EDR)- You can use this to re-roll a low roll.
Cost: 50 XP

Add Another Dice- Instead of rolling one dice, you may roll two, and receive the value of te sum.
Cost: 75 XP

Transcendent Points (TP)- When voting for a future update, you can apply a Transcendent point. Within the confines of the update, Harlon will be capable of performing a single personal action supernaturally well. This Transcendent Point will remain on the character sheet until it is expended. You may accrue multiple Transcendent points at one time. Hard cap of three can be on the character sheet at one time. Can only be used once very ten story posts (I.E. Use a TP in story post XV, and you can't use another until story post XXVI)
Cost: 100 XP

Ability Points (AP)- These Ability points can go directly on to the character sheet, and they will be applied to a specified category. They cannot take an ability above the maximum of ten. After they are applied, they will be represented organically as if they were earned through the result of some IC action.
Cost: 200 XP

Skill Points (SP)- These Skill points can go directly on to the character sheet. They cannot take an ability above the maximum of ten. After they are applied, they will be represented as organically as possible.
Cost: 200 XP

Channeler Points (CP)- This is how you will unlock and buy things related to channeling. More information will be provided in the future.
Cost: To Be Determined
GM DECISION: There will now be a XP reward for non-bandwagoning votes, and this new addition will allow you to earn up to +4 XP more per update. Voting for a plan is still acceptable, and encouraged if you judge the plan to be adequate. However, adding a paragraph or two explaining your reasoning behind your vote will push toward extra XP.

The way this is going to work is that the total number of votes will be divided into fourths, and for each fourth of the total vote that has a paragraph or two of legitimate/original/thoughtful reasoning explaining your choice I will award 1 XP. I'm not looking for anything too long winded here to qualify as an explanation. I'd just like to generate a bit more discussion, get a better feel for all of the players opinions, discourage thoughtless bandwagoning, encourage more diversity/activity in the thread, and give you guys a chance to maximize your XP.:)

So if all of the votes cast qualify, then you could add up to +4 XP extra per update. For example, if there are 26 votes and only 12 have a paragraph of reasoning attached to them, then you would round down to 24 and earn 2 XP. Alternatively, if all 26 voters in that scenario added adequate reasoning, then you'd gain a bonus point to bring you to +5 XP.

This will be a bit of work for me to keep track of, so I'm going to add a specific format required to qualify. In the same post as your final vote include the tag: "REASONING", and then a paragraph or two on why you voted the way you did.


EXAMPLE:
[X] Mazrick

REASONING: I believe that this vote will cause Harlon to grow as a character in the direction that I prefer. It is also the only way that I see him making it out of the situation whole and healthy. Therefore, it is the rational choice, and the other choices detract from the story or take the character in a negative trajectory. Not only that but they seem suicidal.


Anything more than that is welcome, but unnecessary to qualify for the XP.
 
Attribute Modifier     Skill Modifier
1 -40     1 5
2 -20     2 10
3 -10     3 15
4 -5     4 20
5       5 30
6 5     6 40
7 10     7 50
8 15     8 60
9 20     9 80
10 30     10 100
11 40        
12 50        
13 60        
14 70        
15 90        
16 110        
17 130        
18 150        
19 170        
20 200        

Miscellaneous
Dorne: 7
Riverlands: 10
Stormlands: 11
Vale: 12
Westerlands: 12
North: 12
Reach: 12
Kingsguard: 7
The Night's Watch: 6

Essos
Pentos: 1 (Start of the quest)
Tyr: 4
Myr: 4
Lys: 3
Braavos: 5
Population of Westeros
Total of 41,000,000 inhabitants over the continent of Westeros.
The Reach: 10.5 million
The North: 6 million
The Riverlands: 5.5 million
The Westerlands: 5 million
The Vale: 4.5 million
The Crownlands: 2.5 million
The Stormlands: 3.5 million
Dorne: 3 million
The Iron Isles: 500 000

Major cities:
King's Landing: 500,000
Old Town: 300-450,000
Lannisport: 100-150,000
Gulltown: 70-90,000
White Harbor: 50-70,000
Here's the listing of the military power of the Seven kingdoms at present.
Starks: 45,000 men - a ratio of 4-1 foot and horse
Greyjoys: 20,000 men - all foot, 500 longships and a handful that dip more than 100 oars
Tullys: 45,000 men - a ratio of 3-1 foot and horse, some Houses maintain ships to patroll the rivers
Arryns: 45,000 men - a ratio of 3-1 foot and horse, no navy except for Gulltown
Lannisters: 50,000 men - a ratio of 2-1 foot and horse, a fleet of 50-60 larger ships and an unknown number of longships
Tyrells: 100,000 men - a ratio of 2/3-1 foot and horse, a fleet of 200 ships with 100 oars or more
Baratheons (Stormlands): 30,000 men - an unknown but probably poor foot to horse ratio, no mentions of a navy but of very strong castles
Baratheons (King's Landing): 25,000 + royal navy of 200 ships
Martells: 25,000 men - unknown foot to horse ratio but probably rather high, a small fleet.
Eddard Stark- Harlon loves Ned, and views his father with admiration and respect. However, he thinks that Ned is a bit too hidebound. As with most of his family, there is a component of distance between Ned and Harlon because the younger Stark spends so much time studying. Nonetheless, Ned has acknowledged Harlon's raw intellect and wisdom, and wholeheartedly supports his firstborn as the heir to Winterfell.

Catelyn Stark- Harlon is her favorite. It may have something to do with the fact that he doesn't put himself into harm's way like Robb or he's the firstborn or that he inherited the Stark look. She actually played a big part in convincing Ned to send Harlon to Oldtown because she knew her son would flourish at the Citadel, but she still worries that he'll gt sucked into Southron politics.

Robb Stark- Harlon's younger twin is something of a wild child. Without the lodestone of being the heir, he has focused on fighting, hunting, and generally doing whatever he wants. Many Northmen compare him favorably with his late uncle. He's renowned through the North as a warrior, and an example of what a Stark should be. Robb has eschewed his studies, much like Harlon avoided the training field. Despite these differences, Robb and Harlon remain close. In fact, Robb has dueled Nobles for even implying that he should be Lord of Winterfell and not Harlon.

Jon Snow- We'll start with the fact that Harlon knows that Jon is not Eddard Stark's son, and he very much suspects that Jon is the progeny of his aunt Lyanna and Prince Rhaegar Targaryen. However, Harlon has kept this theory to himself because he has no proof, and the repercussions of the Secret would be incalculable. For Jon's part he matches Robb in the training yard, and he takes his studies seriously, though he lags miles behind Harlon in that area. They find common ground in their position as outsiders: Jon for being a 'bastard', and Harlon for his scholarly nature.

Sansa Stark- Sansa and Harlon are a bit distant. The girl thinks that Harlon should focus more on his duties as the heir, and less time holed up with her books. Harlon thinks that Sansa lives in a dreamworld, and that she needs to grow up. Still, they have had a significant impact upon each other: Sansa has become an accomplished lyre player, and Harlon has begun his woodcarving because of mutual interaction.

Arya Stark- Harlon spoils her. He used to tell her stories of warrior women from across the world, and actively encouraged her to follow her heart. Of course, her favorite story was that of Nymeria. In turn, Arya adores him... even if she thinks he can be a bore. She spends a great deal of time playing light-hearted pranks on him.

Brandon Stark- The youngest and the eldest Stark brothers get along well. Harlon has observed that besides himself, Bran is the smartest of his siblings. Thus, he has tried to cultivate that intelligence by giving the young boy the greatest gift he can think of: Books. Bran still dreams of being a great knight, but he also pursues his studies with fervor.
Ithroen, The Slaver of Minds
Aerical, The Timeless
Tavar, The Dreamless
Bragran, The Waterbearer
Yormun. The Serpent
Alûthair, The Speaker of Obscenities
Wekov, The Deceiver
Agrase, He Who Makes Still
Hantura, The Tormenter of the Damned
Labarta, The Diseased
Mashtu, The Breaker
Dath'riel, The Sin
Glanna, The Reaper

Summoning the Forsaken requires a mage to know the prerequisite skills, and to sacrifice 13 lives on 13 consecutive nights.

Controlling them requires the sacrifice of something of great personal value to the Summoner. The greater the sacrifice, the greater the control afforded to the Summoner.
As long as Harlon opposes and/or abstains from the following he should be good to go:
  • no slavery
  • no incest
  • no kinslaying
  • no breaking guest-right
  • no oath breaking
Additionally, he'd need to hold the weirwoods/heart trees sacred
Harlon's priorities in no specific order are:
  • Strengthening and protecting House Stark
  • Modernizing the North
  • Building a thriving Northern University
  • Learning all the magic:p
  • Learning everything else
  • Dealing with the Forsaken problem
  • Preparing for Winter
Favored: Seven tiers --> You are Tier 1
Champion: Three Tiers --> Drogo was tier 1
Demi-god: One Tier --> Mythical figures AKA HOLY SHIT TIER
This is a primer for those unfamiliar with the Wheel of Time series regarding the One Power and various other important terms.

The One Power

This is the source of magical power that turns the Wheel of Time. It is divided into two halfves, the male half called Saidin and the female half called Saidar. The symbol of the One Power is basically a ying-yang symbol, with Saidin represented by black and Saidar represented by white. The One Power has five flows: Earth, Air, Fire, Water, and Spirit.

Channeler - An individual capable of using the One Power to weave the one power to perform magic. Male Channelers using Saidin must seize and wrestle with it in order to control it, and female Channelers using Saidar must surrender to it before they can control it. Channelers generally have two or three flows they are better with, with males having a tendency towards Earth and Fire, females having a tendency towards Air and Water, and Spirit having an equal affinity between the sexes. Channelers grow in strength over a matter of time until they reach a peak, which varies between individuals. Males grow in strength in spurts, whereas females grow in strength gradually. Using of the One Power enhances the senses and makes the user feel more alive.

Weave - A combination of flows of the One Power laced together to produce an effect. Using different flows increases the complexity and variety of effects that can be produced. Weaves using Saidar and Saidin are generally done in different ways, and cannot be seen by the opposing gender.

Sparker - Someone with the inborn ability to channel.

Learner - Someone who can be taught to channel. Generally less powerful than Sparkers, but exceptions do exist.

Channeling Sickness - A Sparker who has no instructor to teach them how to use the One Power will experience this. When the Sparker gets to a certain age, their affinity will activate and they'll start using the One Power unintentionally, causing them to get sick. Only one out of four Sparkers who experience this will survive. Those that do survive this may or may not begin learning how to use the One Power properly.

Block - A Sparker who survives Channeling Sickness will often put up a psychological block that limits their ability to use the One Power outside of certain situations unique to the block in question. Without training, those with blocks may still use the One Power without realizing it, though often with reduced effectiveness. Blocks can be removed, but it can be extremely difficult to do so.

Burning Out - If a Channeler uses more of the One Power than they are naturally able to handle or an experiment with the One Power goes awry, there are too frequent results. The first is death. The second is burning out. This means they are no longer able to use the One Power. See Severing for side effects.

Forcing - This is a method of growing a Channeler's strength faster than it naturally would. It involves using the One Power frequently, often for everyday tasks. Risks death or burning out.

Objects of the One Power

There are many objects invested with the One Power to have a variety of effects. They range in size, shape, and function. Many seem to defy the laws of physics in their very construction. For example, Harlon's bracer doesn't look like it should fit him when he's not wearing it, and yet it does.

Angreal - An item that a Channeler can use to safely Channel more of the One Power than they normally could. Varies in strength. Created using a ter'angreal called a Seed in which a Channeler permanently invests a portion of their channeling strength over several months. These generally can only be used for either Saidar or Saidin, but not both.

S'angreal - A significantly more power version of an angreal.

Ter'angreal - Items that have a wide variety of functions using the One Power. Some require the user to Channel weaves into them, others can be used by anyone provided they know how to activate them. Effects range from purely cosmetic to extremely powerful and dangerous.

Power-wrought items - Any item whose making is enhanced by the One Power. For example, power-wrought weapons can be made that are extremely difficult to damage, never require sharpening, and never rust.

Talents and Weaves of Note

Talents - A Talent is an inborn magical skill or affinity for a certain type of weave. Not all Talents require the One Power. Those that are affinities can greatly reduce the cost and difficulty an individual has with using the related weaves.

Healing - The ability to heal people with the One Power. A number of other Talents are associated with this, such as Killing and Compulsion.

Traveling - The ability to open a gateway to instantly travel from one place to another. Requires familiarity with the location you are Traveling from to open a gateway. This weave requires a lot of power.

Skimming - Lesser alternative to Traveling. The Channeler opens up a hole in reality to a dark void, creates a platform, and the platform moves across the void until the desired destination is reached and a hole opens to let the passengers out to the destination. Requires familiarity with the destination.

Compulsion - The ability to layer weaves on a person's mind to compel them to take actions the Channeler desires. Can be used to completely brainwash a person, but the more it is used on an individual the less capable of free will and free action the person becomes, eventually making them unable to function at all without orders.

Severing - A weave of Spirit used to cut off a Channeler from the One Power permanently. Often considered a death sentence for Channelers, as they tend to fall into depression and apathy, dying within a few months. Exceptions exist, usually if the person finds a new purpose in life. Can be healed using advanced Healing with the One Power.

Shielding - It is possible to use a weave to block off an individual from the One Power.

Dreaming - Not associated with the One Power. The ability to enter the World of Dreams at will, to see the dreams of others, and to receive prophetic dreams. Variants exist.

Tel'aran'rhiod

Tel'aran'rhiod, also known as the World of Dreams, is a parallel world where all the possibilities of the Wheel of Time connect. It reflects the waking world. More permanent things in the real world appear solid there, and less permanent things tend to appear and disappear. Very dangerous. Can be entered either in a dream state using the One Power, the right Talent, or a ter'angreal, or physically using the right Talent or Traveling.

The World of Dreams is rather malleable, and those who master it can use their imagination to control it to a large degree. However, weaker minds might accidentally conjure nightmares whose danger becomes very real. Those Channelers who have entered it in a dream state can only use Spirit flows.

Any damage taken in the World of Dreams occurs in the waking world, including severing and death.


Want to know more? There's a wiki!
24: Viserys
23: Willas / Arianne Martell
21: Garlan
19: Loras / Theon / Aegon / Quentyn
18: Robb / Jon / Harlon / Margaery
17: Joffrey / Dany (subsequently turned 18)
15: Sansa
14: Myrcella
12: Arya
11: Tommen
10: Bran / Robert Arryn
 
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Every time we start a new thread I will offer a bonus vote as a sign of my appreciation for the players!

Bonus Vote (Pick one):
[ ] Find an Angreal while in Pentos. If this wins, we will roll a 1d1000 to see how strong it is. No Ta'veren bonus applied.
[ ] Extreme Growth Spurt within one of the Three Magic disciplines the next time you train it. (+3 in the chosen spell; +1 in a discipline)
-[ ] Write-in. Which specific spell do you advance in?(E.g. Destruction, Slow time, Barrier, etc.)
[ ] From Westeros with Love. Help is on its way from Home.
 
Ooh. Bonus!

Angreal would be handy, but with our luck Enjoy will get 3 on 1d1000 so its a bit risky.

I could see the Growth Spurt being most usefull. We can gain a big boost in some important sequence such as possession (I so wish we had bought that possession boost with XP! could have reached level 6 possession!!).

Help from home is perhaps least usefull imho.
 
Guh. Why must you torture us so! I'd totally go for the angreal option if we weren't in such deep shit right now. Perhaps Naming? Not sure I want anyone else to arrive at the city and see what we did to it. :oops:
 
Dammit. So shiny...

As always, I will vote for the OP option.

[X] Find an Angreal while in Pentos. If this wins, we will roll a 1d1000 to see how strong it is. No Ta'veren bonus applied.
 
[X] Find an Angreal while in Pentos. If this wins, we will roll a 1d1000 to see how strong it is. No Ta'veren bonus applied
 
[X] Extreme Growth Spurt within one of the Three Magic disciplines the next time you train it. (+3 in the chosen spell; +1 in a discipline)
-[X] Multi-tasking

Though if Ithroen's name is allowed....
 
[X] Extreme Growth Spurt within one of the Three Magic disciplines the next time you train it. (+3 in the chosen spell; +1 in a discipline)
-[X] Fire

Reasoning
Naming is a powerful discipline that we have been neglecting for too long and getting a bonus point will help to bring it up to par with our other magic. I picked fire for its offensive utility.
 
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I'm almost tempted to go for an Ithroen Naming bonus :p Or maybe Multitasking ... The angreal would be really nice, but useless for now.
 
For the record, this is what we would get with each mind sequence:
Mind 2
Attack (1): Aura 1; Control 1; Destruction 3.3; Illusion 1; Possession 2; Reading 1
Defense (1): Barrier 2; Detect 2; Fortify 3; Mirage 1; Reflect 2; Trap 2
Augment (2): Accelerate 2; Endurance 1; Focus 1.1; Multi-tasking 1; Regeneration 3; Senses 1


Attack:
Aura 4
Level 4: Produce a slight emotional reaction of your choice in individuals less than 100 yards away

Control 4
Level 4: Issue a directed sense that the individual target should follow a magically communicated order

Destruction 6
Level 6: Cause the individual target to suffer long term mental trauma and pass out

Illusion 4
Level 4: Project a simple illusion into an individual target within line of sight for 60 seconds

Possession 5
Level 5: Enter the mind of an undefended sapient creature for 30 seconds through physical contact

Reading 4
Level 4: Through eye contact sense the emotions and thoughts of an individual target

--

Defense:
Barrier 5
Level 5- A: 25%; P: 10%

Detect 5
Level 5- A: 25%; P: 10%

Fortify 6
Level 6- A: 50%; P: 20%; +6% memory; +6% mental clarity

Mirage 4
Level 4- A: 20%;

Reflect 5
Level 5- A: 25%; Amplify reflected intrusion by 5%

Trap 6
Level 6- 30%; holds an intruder for up to 480 seconds

--

Augment:
Accelerate 5
Level 5- Mental speed: Passive 1.5; Active 2.75x

Endurance 4
Level 4- Increase mental endurance by 3.x

Focus 4
Level 4- Focus: Passive 1.4; Active 2.5x

Multi-tasking 4
Level 4- M: Passive 1.4; Active 2.5x

Regeneration 6
Level 6- Regen 60% damage daily; 10% chance to heal insanity; Reduces amount of sleep required by mind by 25%

Senses 4
Level 4- Senses Analysis: Passive 1.4; Active 2.5x
 
[X] Extreme Growth Spurt within one of the Three Magic disciplines the next time you train it. (+3 in the chosen spell; +1 in a discipline)
-[X] Write-in. Mind magic (+1), Regeneration (+3)

This would put Regeneration on 6.

Level 6- Regen 60% damage daily; 10% chance to heal insanity; Reduces amount of sleep required by mind by 25%

Giving a very large boost to the amount of time Harlon is awake for, and allowing us to heal insanity. This is the vote to go for if you want to accelerate Harlons growth out.
 
Hmm. Reading sounds useful for our current situation. If we want to improve ourselves, then Regeneration is probably better than Multitasking, as it'll allow us to heal Insanity points and reduce our need for sleep.
But we might need to fight Drogo and his allies soon, and for that, a Fire Name 4 would be useful. Hnng. Can't decide.
 
[X] From Westeros with Love. Help is on its way from Home.

We do kind of need help; our ships are gone and we have angry shard armed Drogo/Joral and company to deal with.
 
[X] Extreme Growth Spurt within one of the Three Magic disciplines the next time you train it. (+3 in the chosen spell; +1 in a discipline)
-[X] Fire


Harlon could use an offensive option. The Angreal is tempting as all fucking hell, but it would be put on the negotiation table and we have the chance of finding more of those anyways. Mazrick stated that getting Fire to level 2 would probably take Harlon a month or two of training. Getting Naming to 2.5 will make learning new names easier, and Fire 4 will give us some literal firepower.
 
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