The templates in this section are designed to help with the creation of character types which are unique to the world of The Wheel of Time. The various GURPS template books (GURPS: Warriors and GURPS: Rogues) are also useful for coming up with more mundane characters.
This generic template is meant to give a flavor of Aes Sedai development without getting too bogged down in example. Aes Sedai tend to be very distinct, and a template system is not the best way to capture their features. Note that the reduced ST and DX are due to the relatively sedate lives that most Aes Sedai lead. This may not be appropriate for members of the Green or Red Ajahs, or other Aes Sedai who are physically active. The totals are given with and without the Warder.
ST: 9 [-10] IQ: 13 [45] DX: 9 [-10] HT: 10 [0]
Statistics: 25
Advantages: Status (3), Legal Immunity, Magery (1), Aspects (any combination) [30], Collected
Warder Option: Ally (Warder) [30]
Disadvantages: Minor Phobia (men who channel, in the red ajah, this tends to take the form of hatred) [-5], Ageless Appearance [-1], Three Vows [-30]
Skills: One Power, Circle, Meditation, Law (pick a kingdom), Law (White Tower)
Spells: Healing, Push, Bind, Start Fire
Warders are trained for service by the Aes Sedai. Green Ajah Aes Sedai will tend to have more than one Warder, while Red Ajah will have none.
ST: 11 (fatigue: 19) IQ: 11 DX: 13 HT: 11 (hits: 19)
Advantages: Extra Fatigue (8), Extra Hit Points (8), Strong Will, Combat Reflexes [15], Reduced Sleep [10]
Disadvantages: Major Vow (serve their Aes Sedai) [-10]
Skills: 3 Weapons of choice [24], Tracking, Survival (wilderness), Tactics, Brawling, Stealth, First Aid, Interrogation, History (warders), Camoflauge
Note also that all Warders that are trained at the Tower will have a cloak which allows them to blend in with their surroundings. This gives a +4 to stealth and camoflauge skills when there is cover or a +6 at night, away from bright lights (but never both).
Wilders are what Aes Sedai call women who can channel, and learn to use their abilities without training. They are generally looked down on by other Aes Sedai even if they become Aes Sedai, themselves. Wilders generally learn bad habits, magically speaking, and thus are often limited in comparison with other Aes Sedai, but this is not always the case. Some wilders who the tower lets go, or who run away join an underground group called the Kin, and are able to further improve their abilities. This template assumes a wilder who has either not been found by Aes Sedai or is a Novice, and is best used in conjunction with a character concept that describes what else the character has done with her life.
ST: 10 IQ: 12 DX: 10 HT: 10
Advantages: Magery (1), Aspects (any combination) [20]
Disadvantages: Blocked Channeler (common/always/can sense Power) [-5]
May also have: Secret (Channeling), Enemy (Aes Sedai), Enemy (Whitecloaks), Phobia (Aes Sedai) or Phobia (Using the One Power)
Skills: One Power [1]
This template is a rough sketch, because Asha'man, even more so than Aes Sedai, are shaped by their lives before coming to the Black Tower. As such, this template should be used as an add-on to an existing character concept.
ST: 10 [0] IQ: 12 (Will: 15) [20] DX: 12 [20] HT: 11 [10]
Attributes: 50
Advantages: Magery (1) [15], Strong Will (3), Aspects (any combination, with weight toward Fire, Earth and Spirit) [30]
Disadvantages: Taint [-10], Odious Personal Habit (channels), Enemy (Aes Sedai)
Possibly some of: Blocked Channeler, Phobias, and other mental disadvantages that stem from the Taint.
Skills: One Power, Brawling, Sword
There are many types of Aiel warrior, and each clan has their own specialties in combat. The following should sum up the general abilities available, though, and give a good point to start from. Warrior characters are equally male or female with no difference in status because of gender. Note that this template is quite expensive, but then the characters that we are introduced to are uniformly very impressive.
[124 points]
ST 11 (Fatigue: 16) [10] IQ 10 [0] DX 14 [45] HT 11 [10]
Statistics cost: 65
Advantages: Extra Fatigue (5) [15], Fit [5], plus: Alertness (1) [5] and Composed [5]; or Hight Pain Threshold [10]
Disadvantages: Major Vow (no swords) [-10], Code of Honor (ji'e'toh) [-15], Minor Phobia (fear of water) [-5],
Advantages/Disads total: (30 - 30) 0
Skills: Bow (Aiel short bow) (14) [4], Camouflage (12) [4], Climbing (12) [1/2], Running (12) [4], Sign Language (Aiel Hand-Talk) (11) [2], Spear Throwing (13) [1/2], Stealth (15) [4], Survival (desert) (11) [4], Tactics (10) [4], Tracking (desert) (12) [4], and 5 points from: Knife Throwing (14) [1], Law (Aiel) (10) [4], Leatherworking (10) [1], Poisons (desert) (11) [4]
Martial Arts Style: Kobujutsu/realistic (Aiel Warrior Style)
Primary Skills: Staff (13) [2], Spear (16) [8], Shield (16) [4]
Secondary Skills: Axe (14) [2], Knife (14) [1], Short Staff (14) [4], Brawling (14) [1] (note: Knife and Short Staff replace Jitte/Sai and Tonfa from Kobujutsu. These options reflect the difference between the Aiel and Japanese cultures).
Maneuvers: Off-Hand Weapon Training (Spear) (13) [1]
Total: (65 + 0 + 59) = 124
Wise Women are those Aiel who are brought into the female side of the Aiel power structure. They are mostly women who can channel, but some have other Talents, and some are powerful in other ways (force of personality, intelligence, etc.) Wise Women should not be underestimated, as their use of the One Power can be just as potent (and in some ways more so) as Aes Sedai. They are also the only ones besides clan chiefs who know the secret that the Aiel keep about their history and their failure to Aes Sedai. The example below gives channeling ability as an optional add-on. The cost for the character is given first in terms of the non-channeller, and then the channeller.
[100/155 points]
ST 10 (Fatigue: 13) [0] IQ 13 [30] DX 11 [10] HT 11 [10]
Stats: 50
Advantages: Clerical Investment (2) [10], Composed [5], Extra Fatigue (3) [9], Legal Enforcement Powers [5], Status (2) [10], High Pain Threshold [10]
Channeler Option: Magery (1) [15] Aspects: Any combination with weight toward Air, Water and Spirit [30],
Disadvantages: Major Vow (no swords) [-10], Code of Honor (ji'e'toh) [-15], Minor Phobia (fear of water) [-5]
Advantages/Disads Total: (49/94 - 30) = 19/64
Skills: Area Knowledge (Rhiudan) (13) [1], Bow (Aiel short bow) (9) [1], Climbing (10) [1], First Aid (14) [2], Hidden Lore (Rhiudan) (12) [1], History (Aiel) (12) [2], Interrogation (12) [1], Intimidation (13) [2], Knife (11) [1], Law (Aiel) (12) [2], Running (11) [4], Spear (10) [1], Survival (desert) (14) [4], Teaching (14) [4], and two of: Leadership (13) [2], Meditation (11) [2], Politics (13) [2], Sign Language (Aiel hand-talk) (13) [2], Dreaming (pp. CI139) (11) [2]
Channeler Option: One Power (13) [8], and one of: Circle (12) [2], Read Weave (12) [2], Unweaving (11) [2]
Skills: 31/41
Total: (50 + 19/64 + 31/41) = 100/155