GURPS Wheel of Time: Advantages

Aspect Magic
(3 points / level)

Any application of magic (see the section on Magic) requires the use of one or more of the five aspects of the One Power. Access to each aspect is purchased separately as an advantage. Women and men tend to have roughly equal access to Spirit, but men tend to dominate Fire and Earth, while women dominate Air and Water. Levels of these advantages should be chosen with this in mind.

Aura Sense
(20 points)

This is a Talent for which the user need not have the Magery advantage. The character will automatically see auras around people from time to time (always if they can use the One Power, are ta'veren or have a critical role to play in history). These auras are often meaningless to the viewer, but can sometimes help to tell the future of the person being viewed. Images will be vague, and should be determined by the GM when and only when it suits him or her.

Detect ta'veren
(5 points)

This Talent seems to only appear in those who can use the One Power. The user must concentrate on a particular person who is in line of sight, and they will become aware of whether or not the person is ta'veren.

Dreaming
(15 points)

This is a Talent which allows the character to have prophetic dreams. The dreams come without any control from the character, and will be of a highly symbolic nature. The GM should treat this similarly to Aura Sense. Most people who have this talent are able to sense and use the One Power, but not all.

Entering tel'aran'rhiod
(15/30 points)

There are two ways to enter tel'aran'rhiod: by dreaming, and physically. This talent is related to (some say a part of) the Talent, Dreaming. This is not to be confused with the advantage, Dreaming, which is listed above, and includes only prophetic dreams.

For 15 points, the dreamer is able to make him or herself dream of tel'aran'rhiod, and actually show up there in the dream. For a description of tel'aran'rhiod see the section on Other Places. The sleep gained while in tel'aran'rhiod is only 1/2 as useful as normal sleep, and thus the dreamer will awaken unrefreshed, but better off than with no sleep. In game terms, this means that the character loses 2 fatigue for a half to full night in tel'aran'rhiod (as per the sleep deprivation rules on p. B134), 1 fatigue for over an hour and 0 for an hour or less. This fatigue can only be regained by additional rest equal to half the time spent in tel'aran'rhiod.

For 30 points, the dreamer can actually open a gateway to tel'aran'rhiod in the waking world. This is very dangerous, and any trainee who demonstrates the ability will be scolded never to do this. This is because tel'aran'rhiod is a dangerous place, and while dying there in a dream would be unpleasant, if you are physically there, you remain dead. However, since travel is quite fast in tel'aran'rhiod, this can be a cheap means of travel for those who do not know how to Travel, as per the spell.

Immune to Taint
(20 points)

Normally all males with access to the One Power will go mad, due to the taint on saidin. However, it is possible to get around the taint. So far, this has only been accomplished by collusion with the Dark One, and is only granted to the most powerful Darkfriends (known as Forsaken or Chosen, as they call themselves). In order for a player character to have this advantage, they would have to be in league with the Dark One.

One exception to this rule would be if the game setting were set in a time when the taint did not exist. In which case, this advantage would be automatic and free.

Immune to the One Power
(40/50/70 points)

It costs 40 points to be immune to any direct effects of saidin (the male half of the One Power); 50 points to be immune to saidar; or 70 points for both. Player characters should not be allowed to have this advantage, as it is very unbalancing, and occurs only twice in the stories.

Magery
This advantage is listed in the Basic Set (p. B21) and applies equally to the WoT mages. See the section on Magic for more details on how this advantage is applied.

Sense One Power
(10 points)

This advantage gives the character the ability to sense the use of the One Power. Only characters who do not have the ability to channel (Magery) must take this advantage. See Magic: Sensing Magic for more details.

Sense Weave Residue
(10 points)

Normally, once a weave has been allowed to dissipate (e.g. the spell ended), most channelers will loose the ability to sense that there even was a spell worked there within seconds. However, someone with this Talent can sense weaves even after they have faded. A perception roll must be made, as if the character were using normal sight. The GM should make this roll any time the character is within sight of an area in which a spell was cast within the last 2 days. After that, the weave begins to fade, and a -2 is applied to the roll for each day thereafter. The skill Read Weave will allow a character to analyze the weave more accurately, and determine details. Otherwise, he or she will only know the rough power level of the weave (e.g. ``Very Strong'' or ``Only about enough to light a candle'').

Speaking With Wolves
This Talent allows a person to speak with wolves at a distance, but is not really and advantage. The user simply purchases the Telepathy psi-power with the Telescan, Telesend and Telereceive skills (pp. P25-26), with a -60% cost reduction on the power cost (not the skill) for the fact that they can only be used to communicate with wolves and can only be used for voluntary communication (see pp. P28 for more info on limitations for psi-powers). The Telescan ability is somewhat modified. The user can search for any wolf, and need not know which one they are looking for, but the wolves may choose to be ``invisible'' to this scan. As these two modifications cancel out, and do not affect the other skills, no modification to the cost results.

So far, in the books, all characters who have this ability have also had other ``features'':

Yellow eyes
This counts as a -5 point social stigma (p. B27).

Acute senses
As per the advantages on p. B19.

Smell emotions
Characters in the books have been able to tell the emotional state of those around them using their sense of smell (to pick up body order, pheromones, or whatever). This can be purchased as the Emotion Sense skill (p. B167) from the Telepathy psi power, which the character already needs to speak with wolves.

Talents
(per Talent)

A Talent is the ability to work a particular type of specialized magic. In some cases, it is just a loose grouping of spell skills, in which case this advantage does not apply (e.g. Healing and Traveling). However, some Talents involve access to nearly independent powers (e.g. Dreaming (15 points) and detecting ta'veren (5 points)) which may or may not require the One Power. The GM will need to make a case-by-case choice as to which Talents are advantages and which are not, as well as deciding the point cost. Usually the deciding factor is: if the Talent is used without the user casting a spell, then it is an advantage.

Most Talents are described elsewhere in the list of advantages, but any that are not can be spelled out by the GM. The GURPS Psionics and GURPS Supers books can be very helpful for this.

ta'veren
(special)

This advantage makes the player much more plot-attracting. Much of the GM's plans will tend to concern the character and events will bend to the final goals that the GM has when the character is around. Taking this advantage costs no points, but the GM should be duly appreciative and supply you with a higher caliber of snack food. You can choose from ``minor'' ta'veren (call it ``PC glow''), ``strong'' ta'veren (``You won't believe what the Inn-keeper does when you ask for a room'') or ``powerful'' ta'veren (``Why should I role-play, I'm the GM, and there's a ta'veren in the party'').