viernes, 19 de junio de 2009

The Wheel of Time: The Movie

No, no se trata de una noticia. Se trata de una web. Una web, de un aficionado a la saga de libros, que se ha tomado la molestia de hacer una selección de actores para todos los papeles importantes de los libros (¡!) y la mayoría de los insignificantes (¿¡!?)

Hay que verla para disfrutarla:

http://takoren.tripod.com/index.html

Mat Cauthon - -WoT Compendium of Arms & Etc

Fuente:

http://personal.ars-informatica.ca/paul/wot/wot.php?page=mat

Información:

** Mat Cauthon **


This "... odd black-hafted spear with a short sword blade in place of a spearpoint, slightly curved and single-edged ..." follows the design of a basic Western glaive; some such are richly ornamented and a perfect match for Mat's ashandarei. Glaives however can widely vary in appearance; the Japanese naginata has a far more stereotypical form and is also an excellent match. This is, incidentally, the form depicted on the cover of CoT:

Mat Cauthon

detail, cover art from Crossroads of Twilight,
Copyright © 2003, Robert Jordan

Not untypically, the cover art deviates from Jordan's description in multiple respects. The haft should be black, and "A line of some strange cursive script [that] ran its length, bracketed by a pair of birds inlaid on metal even darker than the wood. Ravens ... Another pair were engraved on the blade ..." All these are overlooked .

Specifically, these words were inscribed upon the haft, in a script Rand could not read, and presumably in the Old Tongue:

    "Thus is our treaty written; thus is agreement made.
    Thought is the arrow of time; memory never fades.
    What was asked is given. The price is paid."

Thought and Memory are the names of Odin's twin ravens in Norse mythology; their identification with Mat is no coincidence, as discussed also below.

The blade itself was 2' in length , of black metal; the raven markings are at the point of the blade . The "... iron-hard black haft ..." could be either round or oval in cross-section; if modelled on the naginata, it would be oval.

The length of the weapon is unclear: Mat standing straight has the sword blade beginning just level with his head . That is, if the blade starts level with the start of his head, the length of the weapon is about 82", if level with the top of his head, about 95". If a length of 20" is assumed for the 2' blade, the overall length becomes either 78 or 91" respectively. Either length is typical for a polearm, though the shorter length seems more likely for a weapon used out of formation, and is more typical of the Japanese naginata.

Also worth of comment, not only for sake of the imagery involved, which surely is Jordan at his finest, are Mat's medallion, and the ring he acquires in ACoS. His medallion consists of "... a silver foxhead that almost filled his palm ..." , or 3" or so across - a gift from the Eelfinn, the Foxes, themselves:

    "The pupil of the fox's eye was a tiny circle split by a sinuous line, one polished bright, the other shaded in some way. The ancient symbol of Aes Sedai ..."

Since only the one eye is mentioned here, and elsewhere, the foxhead likely consists of a side-profile view , though one eye might be missing - no coincidence, given the prophecy below.

Mat's ring foreshadows his fate: to marry the Daughter of the Nine Moons. "Inside a border of large crescents, a running fox seemed to have startled two birds into flight ... He certainly needed to be crafty as a fox ... the medallion had made him fond of foxes." Indeed, the crescent border consists of nine crescent moons . Mat himself is the fox. The two birds are undoubtedly ravens, like the twin ravens engraved on blade and haft of his ashandarei - symbols of the Seanchan Imperial family. Tuon's sigil is the Raven-and-Roses, and when Mat marries her, he becomes Prince of the Ravens .

    "Fortune rides like the sun on high
    with the fox that makes the ravens fly.
    Luck his soul, the lightning his eye,
    He snatches the moons from out of the sky."

Tuon's fortune-telling is very similar:

    "Beware the fox that makes the ravens fly, for he will marry you and carry you away. Beware the man who remembers Hawkwing's face, for he will marry you and set you free. Beware the man of the red hand, for him you will marry and none other."

Mat is Jordan's Odin - the primary god of war of Norse mythology, instigator of battles, and bringer of victory. Odin's two ravens, Huginn and Muninn, or Thought and Memory, are clearly named on his ashandarei. The ashandarei is analogous to Gungnir, Odin's spear: strong, slender, dwarven-forged, never missing its mark. Odin's ring, Draupnir, does not clearly match Mat's, though it represented Odin's supremacy over the Nine Worlds. Unless, of course, the Nine Moons represent something similar ...

Odin who, seeking wisdom, died on the World Tree Yggdrasil and lived again, who sacrificed an eye to Mimir's well, surely inspires Mat's fate:

And so Rand finds Mat hung low from the branches of Avendesora, the Tree of Life, breathless, pulseless, even as Odin hung from the World Tree and lived again . That Mat, like Odin, should sacrifice an eye - "To give up half the light of the world to save the world" seems inescapable, given Egwene's dream of Mat: "... blood streaming down his face, the wide brim of his hat pulled low so she could not see his wound ..."

Mat echoes Odin down to the broad-brimmed hat the latter often wore. Though Mat changes his shirts and coats routinely, his hat is constant: black, wide-brimmed and flat-crowned; it otherwise goes undescribed .

Finally, Odin is destined to lead the glorious dead into Ragnarok, the Last Battle, in a final, annihilating fight against chaos. A myth that probably led to his association with the Wild Hunt - led by a multitude of heroes in other nations, but by Odin in parts of Scandinavia. Mat calls forth the Heroes of the Horn, initially at Falme, and undoubtedly will do the same for Jordan's Last Battle, as well.

Odin's Wild Hunt, painting by Peter Nicolai Arbo, 1872
The Wild Hunt, by Peter Nicolai Arbo (1872)

Robert Jordan's very neat incorporation of Norse mythology does not stop there. Rand is Tyr himself, down to the missing fingers (see the Dragon Scepter), and Perrin is Thor (see Perrin's hammer).

See also the reborn Shen an Calhar, the Band of the Red Hand, Mat's personal, ultimate fighting force.

Mat Cauthon (ING) - Wikipedia

Fuente:

http://en.wikipedia.org/wiki/Mat_Cauthon

Información:

Mat Cauthon

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Matrim "Mat" Cauthon is one of the main characters of The Wheel of Time fantasy series by Robert Jordan.

Contents

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[edit] Description

Mat has a wiry body, brown hair and brown eyes. He is about 5'10" and about 165 pounds (as described by Robert Jordan). After the events of The Shadow Rising, Mat has a prominent scar around his neck which he conceals with a scarf, a wide brimmed hat, and a silver foxhead medalion that has the power to protect him from saidar.

Mat is known to be a troublemaker; whenever he and childhood friends Rand al'Thor and Perrin Aybara were caught out of line, Mat was frequently the impetus behind it (and his sisters Bodewhin and Eldrin frequently the ones snitching on him). He is fond of drinking, gambling and the fairer sex, though he can handle people in authority with the same easy charm. Mat constantly claims he never wants to be married(or in a serious relationship at all) yet at the end of the eleventh book he is wed to The Daughter of the Nine Moons, Tuon. From his upbringing in the Two Rivers he acquired a farmer's outlook on life, and skill with a quarterstaff; from his father, Abell Cauthon, he inherited a keen eye for horseflesh. From ancient memories of previous lives, he is a brilliant general. He has a talent for separating fools from their money and an interest in affluence and fine living, though he has very little patience with the aristocracy and (like Perrin) continually refutes those who would call him a lord. A running theme in the books is Mat constantly trying to think of himself first and saying he's no hero yet finding himself doing whatever is possible to help others despite the dangers. Though he rather dislikes many of the Aes Sedai he's dealt with, Mat seems to find himself the "rescue man" more than once. He ends up rescuing Egwene al'Vere, Nynaeve al'Meara, Elayne Trakand, Teslyn Baradon, Joline Maza, and Edesina Azzedin. At the end of Knife of Dreams, he finds himself bound to a promise to rescue Moiraine Damodred from the Aelfinn and Eelfinn, as well. Finally, despite his flippant ways, Mat is a person of honor; when he gives his word, he keeps it.

[edit] Youth

Mat, like Rand and Perrin, was led away from the Two Rivers on Winternight by Moiraine Damodred, and it was revealed that all three were ta'veren, the focal points around which the Wheel of Time weaves. Mat was the first of the three to show any sign of his ta'veren-ness: during a battle with pursuing Trollocs, Mat gave the war cry of Manetheren in the Old Tongue, with no understanding of what he had said (it has also been theorized that this was the result of the Old Blood that many in the Two Rivers are said to possess). Mat has throughout the series been known to unconsciously slip into the Old Tongue. On the journey away from the Two Rivers, the party stopped in Shadar Logoth to lose the Trollocs chasing them. Against Moiraine's advice, Mat took Perrin and Rand to explore the city. While exploring, they met a man calling himself Mordeth, claiming to be a treasure hunter in need of help to carry a large amount of treasure. Heedless of the danger, Mat followed Mordeth immediately, and Perrin and Rand, unwilling to leave him behind, were forced to follow after. After he lead them to a room full of various treasures, Rand realized that Mordeth lacked a shadow. Upon announcing this, Mordeth quickly reverted to his true form and vanished through a wall. Unnoticed by Perrin or Rand, Mat had picked up a dagger that he carried with him on the flight from Shadar Logoth. The dagger made Mat increasingly sick, as well as inflaming his paranoia and hostility.

[edit] Tainted

Later, in Fal Dara, Padan Fain stole the Horn of Valere and Mat's dagger, having become tainted by Shadar Logoth's evil himself. Mat needed the dagger to rid himself of its taint, but also to survive until the Aes Sedai could cure him. He journeyed with Rand, Perrin, Verin, Loial, and Ingtar to Falme. On his journey, he discovered that Rand was the Dragon Reborn, and felt estranged from his old friend. In Falme, about to be overrun by the Seanchan, he blew the Horn of Valere, summoning Heroes from beyond the grave to fight for him. He is now bound to the Horn; it will work for no other as long as he is alive. He is destined to blow the Horn at Tarmon Gai'don. He journeyed to Tar Valon with Verin, Nynaeve al'Meara, Egwene al'Vere, and Elayne Trakand. When he reached the White Tower he was almost dead from the dagger's taint, but the Aes Sedai broke the bond between him and the dagger, though Mat almost died in the Healing. When he awoke, he found that he had many holes in his memory.

[edit] Death and Rebirth

He left Tar Valon soon after his healing and went with Thom Merrilin to Caemlyn, where he happened to overhear Rahvin, disguised as Lord Gaebril, plotting to kill Elayne, Egwene, and Nynaeve in Tear. He and Thom left for Tear, aided Rand in taking the Stone of Tear, and saved the three women from the Black Ajah. After Rand had secured Tear, Mat, wandering through the Stone's collection of angreal and ter'angreal, went through a freestanding red stone doorway, which took him to the land of the Aelfinn, snakelike creatures who would answer him three questions. They prophesied he would: a) die and live once more as a part of what once was, b) marry the Daughter of the Nine Moons, and c) give up half the light of the world to save the world. A bit unnerved, he followed Rand to Rhuidean along with Egwene, Moiraine, and Lan.

In the valley of Rhuidean, while Rand discovered his Aiel heritage, Mat found another redstone doorway, which brought him to the land of the Eelfinn, who resemble foxes. He was expecting to get more answers, so when the Eelfinn offered him wishes instead, he rather squandered them: he wished to a) have the holes in his memories filled, b) be free from Aes Sedai channeling, and c) to be returned to Rhuidean. Mat now has the memories of countless historical military leaders and is thus privy to over a thousand years of cultural and military knowledge; he has a foxhead medallion that causes flows of the One Power to simply dissolve when applied to him; and Mat was found by Rand hanging by the neck in Rhuidean, suspended from a black-hafted spear - Ashandarei - set across two of Avendesora's branches. Rand managed to revive Mat, though to this day he bears the scar round his neck; he also decided to keep the spear, actually a naginata-like weapon called an ashandarei in the Old Tongue, and it has been his signature weapon ever since.

[edit] Quandaries

Though Mat believes that his hanging and boon of historical memories are the fulfillment of the Aelfinn prophecy that he would "die and live once more as a part of what once was," fans have questioned whether he is correct in this belief, unsure if mere clinical death counts as having died—especially since author Robert Jordan insisted that Mat was still alive, if barely, when Rand found him.[1] Mat also died during the attack on Caemlyn in The Fires of Heaven, struck down by Rahvin's channeling, but he was restored to life when Rand undid Rahvin's actions with balefire. Mat's death (or lack thereof) bears particularly on his status as Hornsounder: if either of these deaths count, the Horn of Valere would arguably be no longer linked to him, and can be blown in its hero-summoning capacity by anyone. The final book in the series, A Memory of Light, should resolve this; though Robert Jordan died in 2007, he dictated enough of the story to his estate that they should be able to finish it as he intended. The first volume of the final book entitled The Gathering Storm, to be completed by Brandon Sanderson, is expected in November of 2009.

Mat's memories also raise questions as to the nature of reincarnation through the Wheel; Mat remembers dying, "more times than he could count" (The Fires of Heaven), due to his memories being from many individual lives of adventurers that went to the Aelfinn and Eelfinn, whether through the doorways or the Tower of Ghenjei (Tor Q&A[citation needed]), or perhaps his own previous lives (the books make many references to people being "spun into the Pattern" many times, such as Birgitte Silverbow or, obviously, the Dragon Reborn).

[edit] General

Despite a substantial aversion to fighting, Mat's re-filled memories make him a consummate strategist and tactician; he remembers battles and strategies that have been lost for centuries. The memories have also augmented his substantial martial prowess, and he has been praised even by the Aiel for his capability in physical combat. Mat is an incarnation of luck: in games where chance is involved, like dice or cards, he wins almost all the time; and once when a quest for information, a randomly-chosen tavern yielded exactly what he was looking for. While Rand and Perrin also display the ta'veren's ability to bend chance, they usually create as many unlikely misfortunes as they do miracles; Mat spreads and experiences nothing but good luck. As of The Fires of Heaven, Mat hears dice rattling in his head when he is about to make a critical choice; when he has made it, the dice stop. More often than not, Mat (and, by extension, the reader) never knows what the important choice is, at least until the dice stop, and sometimes not even then: one instance of rattling ceased when a building fell on him. (He did survive. His resulting injuries also led to him being trapped in the city of Ebou Dar, where he would meet the woman he is fated to marry. Again, which topic the dice were addressing has not been specified.)

Just before the Battle of Cairhien against the Shaido, Mat attempted to leave Rand's company permanently, but upon seeing a band of soldiers about to drift into an ambush, he stopped to assist them. From there, luck, chance, his encyclopedic knowledge of warcraft, and (to his disgust) a growing sense of responsibility brought him from the fringes of the battle to its center, where he personally slew Couladin, the Shaido leader, and helped bring victory to the Dragon Reborn. He also gained the allegiance of a multinational coalition of soldiers who would follow him into the Pit of Doom if he led them. This new army, Shen an Calhar, the Band of the Red Hand, is personally loyal to Mat, believing that, under his leadership, they cannot be beaten. In Mat's absence (see below), Shen an Calhar has been doubled in size by his trusted general Talmanes, currently numbering around 30,000 men.

[edit] Daughter of the Nine Moons

Mat traveled to Ebou Dar with Elayne, Nynaeve and Aviendha. There, the consummate ladies' man had the tables turned on him by Queen Tylin Mitsobar, who began to pursue him in earnest—and succeeded in catching him, for that matter, despite his attempts to make his disinterest known. Despite the awkwardness of his status as (temporary) queen-consort, his confession of the matter to Elayne did manage to smooth over some of the more frosty contretemps that had gone on between them previously. He was then responsible for saving her from an attack by a gholam, deepening the gratitude between them.

Though Mat was unable to flee Ebou Dar before Seanchan conquered it, he was able to sneak out after, along with Thom, Egeanin, Bayle Domon and several Seanchan prisoners. During his escape, the Seanchan High Lady Tuon attempted to stop him. Upon restraining her, he found out that Tuon was, in fact, the Daughter of the Nine Moons, the woman he is fated to marry. After learning this he decides to kidnap Tuon and take her with them. Mat and his coterie escape Seanchan territory by means of Valan Luca's Travelling Menagerie, and during their journey Mat begins to court Tuon in earnest, seeming to finally accept his fate. Her responses are never less than opaque, though, and when they finally do complete the marriage ceremony in Knife of Dreams, just before her return to Ebou Dar to reassert control over the Seanchan, it is entirely for political reasons, though Tuon expresses interest in the idea of affection growing between them. As the prince-consort of the heir to the Crystal Throne of Seanchan, Mat is now known amongst the Seanchan as the Prince of the Ravens.

[edit] Importance

Rand may be the central character of the story, but Mat and Perrin are only slightly less important; they are critical parts of Rand's battle against the Shadow, integral to his success at Tarmon Gai'don, and each in his own way is just as dangerous as the Dragon Reborn despite being unable to channel. For this reason, it should not be surprising that the books have begun to follow Mat's and Perrin's adventures independently of Rand's; by the time of Winter's Heart, the three ta'veren all run their own major plotlines and campaigns.

Mat, like Rand, has changed enormously over the course of the story. Originally the quintessential charming rogue, he has found himself in situations of more and more responsibility, most notably during the formation of the Band of the Red Hand. He has discovered what Rand and Perrin already know: that the three of them must lead, and that the Wheel will push them into positions of authority no matter what they themselves want. He is now more comfortable with responsibility, and although initially irritated by her, Mat marries Tuon at the conclusion of Knife of Dreams, making him what he always professed to despise—a married nobleman. The events during Knife of Dreams also confirm what many readers had speculated from previous novels: that Mat would be crucial to the introduction of firearms to the world of The Wheel of Time via gunpowder used in the making of fireworks; he has already used explosives to breach the Stone of Tear.

[edit] Beyond Tarmon Gai'don

The author said he intended to write some 'outrigger novels', one concerning Mat and Tuon. This statement suggested that both characters will survive Tarmon Gai'don. Whether these 'outrigger novels' will ever be published will ultimately be at the discretion of Harriet McDougal, the late Mr. Jordan's widow and former editor.

[edit] Quotes

  • "Burn me!"
  • "Blood and bloody ashes!"
  • "Sheepswallop and bloody buttered onions!"
  • "Never dance with a girl whose brothers have knife scars."
  • "One pretty woman means fun at the dance. Two pretty women mean trouble in the house. Three pretty women mean run for the hills."
  • "Taking responsibility takes all the joy out of life, and drains a man to dust."
  • "Always leave a way out, unless you really want to find out how hard a man can fight when he’s nothing to lose."
  • "No wine for me. Strange enough things happen when my head is clear. I want to know the difference."
  • "What's life like if you don't take a chance now and then?"
  • "Luck is a horse to ride like any other."
  • "Dovie'andi se tovya sagain" Old Tongue, "Time to toss the dice." From The Fires of Heaven
  • "Sa souvraya niende misain ye." Old Tongue,"I am lost in my own mind."
  • "Carai an Caldazar! Carai an Ellisande! Al Ellisande!" "For the honor of the Red Eagle! For the honor of the Rose of the Sun! The Rose of the Sun!" From The Eye of the World
  • "Bad habits always pay off in the long run." From Fires of Heaven
  • "I'm no lord. I've more respect for myself than that."
  • "I do read sometimes."
  • "Light!"

[edit] References

The Wheel of Time, El juego de Rol

Fuente:

http://www.espejosdelarueda.org/article46.html

Información:

The Wheel of Time, El juego de Rol

Juegos de RolAmplio artículo sobre lo que nos ofrece esta guía para jugar en el mundo de la Rueda del Tiempo. Habilidades, clases, etc. Sin duda una estupenda adaptación al mundo de Robert Jordan.

Como recientemente se comentó en esta web, ya está a la venta el juego de rol de Wheel of Time basado en las novelas de Robert Jordan. Más que un manual informativo de este mundo, WoT d20 es un juego de rol independiente. El libro transcribe un montón de información básica del manual del jugador, de modo que no es necesario manejar otro libro de consulta. La introducción también incluye una sección tipo "Esto es un juego de rol..." obviamente dirigida a los aficionados a la Rueda no jugadores. El libro también está dividido en capítulos del Manual del jugador. Aquí tenéis un resumen de los contenidos del manual.

Capítulo 1 - Habilidades. Vuestro manual habitual de generación de personajes, incluyendo la adquisición de puntos y creación de seguimiento rápido. Nada nuevo aquí.

Capítulo 2 - Fundamentos contextuales. Sólo hay dos razas con las que se puede jugar en Wotd20: Humanos y Ogier. Los humanos se desglosan a continuación dependiendo de los fundamentos contextuales de su procedencia, por países grosso modo, y que son:

Aiel Athan´miere (Marinos)
Habitantes de las Tierras Fronterizas
Cairheininos
Domani
Ebudarianos
Illianos
Habitantes de las regiones centrales
Tearianos
Tarvaloneses
Taraboneses

Tu elección de fundamentos contextuales según procedencia te permite el acceso a un numero de habilidades especiales limitadas, similar a Reinos Olvidados. También te provee de algún equipo extra para el comienzo y de unas pocas habilidades extra de clase. Los Ogier son seres de gran tamaño, + 4 de fuerza, -4 de destreza, con buena visión en poca luz. Al inicio un Ogier obtiene 4 niveles gratis a elegir entre Conocimiento, Profesión, o Descifre de Manuscritos.

Capítulo 3 - Clases.
Ninguna de las clases del manual del jugador típico están disponibles en WoT. En su lugar se presentan siete nuevas clases, y todas tienen asociadas un bono de Defensa y Reputación, similar al de Stars Wars d20.


Algai´d´siswai: Una clase específica de guerrero aiel. Sólo armas simples, malas tiradas de salvación (excepto para Reflejos, que es moderada) el mejor bono de Defensa de todas las clases, y bonus de movimiento rápido, habilidad excepcional como rastreador, e iniciativa.

Mesnadero u hombre de armas: Semejante al soldado de SW. Algunos bonus de proezas; bono de Defensa horrible, aunque al llegar al tercer nivel, la Compatibilidad de la Armadura permite acumular bonus de clase y Defensa de armadura.

Iniciada: Una de las dos clases de encazaudoras.
Válido para cualquier tipo de encauzadora instruída formalmente ( Torre Blanca, Sabias, Detectoras de Vientos, etc.). Se compararan iniciadas y espontáneas más adelante.

Noble: Si sabes cómo son los nobles de Star Wars entonces conoces a los nobles de WoT.

Trotamundos: Los rufianes de Star Wars.

Espontánea: El otro tipo de encauzadora, hablaremos sobre ella más adelante.

Explorador de bosques: Un Ranger que no lanza hechizos. Algunos bonus de habilidades especiales de combate. Bonus de sigilo en entornos naturales, Iniciativa Mejorada implícita con armadura ligera. Gana puntos (para golpear) al encontrar en entornos elegidos por él.

Iniciada versus espontánea: Para aquellos que no estén familiarizados con WoT, no hay hechiceros, sino encauzadores. Como los hechiceros, nacen con la habilidad y encauzan espontáneamente; tienen disponibles cierta cantidad de casillas de hechizo por día, determinados por el nivel. Las iniciadas son encauzadoras a las que se localizó a temprana edad y se les instruyó en una academia, como las Aes Sedai de la Torre Blanca. Las espontáneas deben aprender por sí mismas a controlar su don y las tres cuartas partes de estas mujeres perecen al escapar el Poder a su control. Las espontáneas son aquellas capaces de mantener algún tipo de control. Las espontáneas empiezan en el juego con un bloqueo psicológico que limita su capacidad de encauzar a un estado emocional específico. Puede llevarse a cabo una proeza después del tercer nivel para eliminar el bloqueo. Ambas son clases que encauzan, pero tienen enfoques ligeramente diferentes en lo que respecta a las reglas. Comparación entre ambas clases: Las iniciadas comienzan con más tejidos conocidos; +4 en Visión de tejidos; más bonus de proeza de encauzamiento (11, contra los 7 de las espontáneas); la inteligencia determina la tirada de salvación de DC; Inteligencia y Sabiduría (sí, ambas) añaden bonus de casilla de hechizo por día; mejor Reputación. Las espontáneas tienen un mayor número de casillas de hechizo por día, acceso más rápido a un nivel superior de casillas de hechizo, mejor Golpe de Muerte (d6, contra los d4 de las iniciadas), mayor habilidad con armas, bonus en sobreencauzamiento.

La Sabiduría determina la tirada de salvación. Sabiduría y Carisma añaden bonus de casillas de hechizo, y unos mejores tejidos de Talentos mezclados. Las espontáneas tienen también ese bloqueo psicológico que requiere que alcancen un estado emocional específico (enfado, serenidad, miedo) para poder encauzar.

Capítulo 4 - Habilidades. Aquí se encuentran
tres nuevas habilidades, todas relacionadas con los encauzadores:

Compostura: No es un rasgo exclusivo, pero sí una clase de habilidad sólo para encauzadores. La Compostura te permite mantener la calma en situaciones de mucha tensión, añadiendo un bono para tiradas de habilidad social, obviar las distracciones generadas por temperaturas desagradables o dormirse a voluntad.

Inversión: Una tirada llevada a cabo con éxito hace que un tejido sea invisible para otros encauzadores.

Visión de tejidos: Similar al SPELLCRAFT, la Visión de tejidos se utiliza para detectar, analizar y aprender tejidos.

Capitulo 5 - PROEZA: Las proezas de manual del jugador
se reproducen aquí, junto con algunas nuevas. La mayoría son bonus para una o dos habilidades (Atlética es +2 en Escalar y Nadar. También hay aquí dos nuevas categorías: proeza de encauzamiento y de habilidad perdida: Las proezas de encauzamiento sustituyen a las proezas metamágicas. En lugar de modificar hechizos preparados, sin embargo, las proezas de encauzamiento dan acceso a más tejidos, Lanzamientos de Combate, u otras habilidades de encauzamiento. Por ejemplo, los Multitejidos te permiten mantener dos tejidos a la vez, mientras que con el Tejido de Atadura se consigue que un tejido se mantenga por sí mismo durante un tiempo. Las proezas
de Habilidad Perdida representan unas poderosas y extremamente raras Habilidades Perdidas que la gente de WoT muestra a veces, tales como la Predicción o Cantar a los Árboles. Cada una de estas Habilidades Perdidas requiere al menos dos proezas para poder usarlas; antes de que un personaje pueda comenzar a predecir el futuro, debe primero realizar una proeza de Predicción Latente, que no hace nada.

Capítulo 6 - Características heroicas: altura, peso y Reputación. Nada excitante aquí. Sigamos adelante.

Capitulo 7 - Equipamiento: En su mayoría es una repetición del
equipamiento del manual del jugador, aunque incluye alguna que otra novedad. Una nueva armadura:
Peto lacado (nivel medio), que representa la armadura de los seanchan.
Una nueva categoría de calidad: Obra maestra: coste +300gp para armadura, +600gp para armas. Reduce la penalización de tirada en 2 o añade +2 para golpear. También añade Reputación por el mero hecho de llevarla. Las armas forjadas con el Poder reemplazan las armas encantadas. Es lo mismo, sólo que +3 máximo, sin poderes especiales, y no pueden embotarse, mellarse o romperse de ninguna manera.

Capítulo 8 - Combate: lo conoces y te encanta.

Capítulo 9 - El Poder Único: Este capitulo en verdad me impresionó. No creía que el encauzamiento de WoT pudiera trasladarse correctamente a d20. Me equivoqué. Los tejidos se dividen en Talentos. Una encauzadora no puede usar tejidos que no estén en el ámbito de sus Talentos, excepto en el nivel 0 (las espontáneas pueden utilizar Talentos mezclados hasta de tercer nivel). Cada encauzadora comienza con un Talento y la proeza de Talento Extra de encauzamiento (realizada múltiples veces) añade más. Los tejidos también se asocian con una o mas afinidades (Aire, Tierra, Fuego, Agua y Energía). Una vez más, cada encauzadora empieza con una afinidad y la proeza de Afinidad Extra añade más. Si tienes todas de las afinidades requeridas para un tejido, se considera un nivel inferior para ti. Si no tienen ninguna de esas afinidades, entonces es un nivel superior. Muchos tejidos son de nivel múltiple, proporcionando al encauzador opciones en el modo de realizarlos. Por ejemplo el tejido de Luz (Talento Elemental, Aire y Fuego) es de nivel 0-3. Puede ejecutarse como un tejido de nivel 0 para producir un pequeño globo de luz. El mismo tejido también puede ejecutarse como de nivel 1, 2 ó 3 utilizando un casilla de hechizo del nivel apropiado. La luz
se intensifica en la misma medida que el nivel aumenta, hasta que en el tercer nivel todo el que mire la luz debe hacer una tirada de salvación de Reflejos o quedará cegado. Y ése es sólo un simple tejido de Luz. Sobreencauzamiento: Oh vaya. Has agotado las casillas de hechizo del día; pero ¿de verdad necesitas realizar ese tejido? Haz una tirada de sobreencauzamiento para lanzarlo de todos modos. ¿Qué no tienes casillas de hechizo de tercer nivel? Haz una tirada de sobreencauzamiento y usa en su lugar una casilla de hechizo de nivel 2. ¿Qué quieres usar un tejido de segundo nivel cuando sólo eres una iniciada de primer nivel?.

Sobreencauzamiento.
El sobreencauzamiento permite que un personaje utilice más Poder del que normalmente podría usar si se tiene éxito en una tirada de Concentración. Es arriesgado, sin embargo. Si fallas en la tirada de Concentración, te verás obligado a hacer una tirada de salvación de Fortaleza. Si también fallas en eso, podrías acabar con un feo dolor de cabeza, fatiga, daño, o perder la habilidad para encauzar durante un tiempo. Si fallas estrepitosamente, podrías neutralizarte y perder la habilidad de encauzar para siempre. Entre los lanzamientos espontáneos, tejidos y multiniveles, la proeza de Multitejido, y el sobreencauzamiento, hay suficiente versatilidad aquí para hacer feliz a cualquiera (dejando al margen a Mago: La Ascensión, claro esta.)

Capítulo 10 - Dominar el juego: Consejos para llevar a cabo una partida
de WoT. Nada sorprendente, pero aun así útil. Detalla un método para que los varones que encauzan retrasen el proceso de la locura. También se incluyen aquí las clases con prestigio de WoT:

Aes Sedai: Mientras que a las iniciadas se las puede instruir en la Torre Blanca, esta clase de prestigio de WoT representa la graduación de hecho como hermana Aes Sedai.

Asha´man: Lo mismo, pero para los varones de la Torre Negra.

Maestro espadachín: Creo que he visto esta clase con anterioridad, dos veces. En "Sword and Fist" se le llamaba Maestro de Armas y en "Oriental adventures" era el Kensai. Nombres diferentes de la habilidad, el mismo efecto.

Comandante: Posee bonus y habilidades relacionadas con (¡sorpresa, sorpresa!) dirigir tropas y ejércitos.

Juglar: Sin bardos, el juglar cumple el papel de artista ambulante. Posee la música juglar y el conocimiento de la tradición popular juglar, similar a la del bardo. Otras habilidades relacionadas con las actuaciones.

Husmeador: Caza recompensas profesional. Habilidad extraordinaria como rastreador, ataque sigiloso, contactos.

Guardián: Guardaespaldas de las Aes Sedai. Perceptividad Defensiva. Número indeterminado de proeza.

Detectoras de Vientos: Clase prestigiosa, como las Aes Sedai, pero para los Atha'an Miere.

Sabias: Clase de "graduación" de iniciadas Aiel.

Hermano lobo: Gente que puede hablar con lobos. Poseen algunas de las cualidades de los lobos (olfato, vista agudizada), y telepatía de largo alcance con los lobos. También se vuelven locos.

Capitulo 11 - Combates: Utiliza un Código de Desafío del tipo de Star Wars en lugar del nivel de dificultad. Se dan estadísticas de los monstruos de Wot: corlm, Sabuesos del Oscuro, Draghhkar, gholam, Hombres Grises, grolm, lopar, Myrddraal, raken, s´redit, to´raken, torm, trollocs, lobos. Los lobos de WoT son sintientes y con capacidades telepáticas entre ellos y los hermanos lobos.

También se dan estadisticas de los principales personajes no jugadores de WoT: Rand al´Thor, Matrim Cauthon, Perrin Aybara, Egwene al´Vere, Nynaeve al´Meara, Elayen Trakand, Aviendha, Moraine, Damodred, Min Farshaw, Loial, al´Lan Mandragoran, Thomdril Merrilin, Dain Bornhald, Padan Fain.

Capítulo 12 - Las Tierras del Oeste: Información de la historia y los países para la ambientación de WoT. Buen material. Mapas en color a toda página de Ebou Dar, Caemlyn, Cairhien, Illian, Tar Valon, Tear.

Capítulo 13 - Otros mundos: Información sobre el Tel'aran'rhiod (el Mundo de los Sueños), los Atajos, Steddings y los Mundos de los Espejos (Mundos Especulares).

Capítulo 14 - Objetos extraordinarios: angreal y sa´ngreal que sirven para aumentar la cantidad de encauzamiento, clasificados de 1 a 10 (los angreal de 1 a 3, y los sa´angreal de 4 a 10). Tener uno de esos objetos reduce el nivel de casilla de hechizo de cualquier tejido empleado. De esta manera, un tejido de quinto nivel, realizado mientras se sostiene un angreal de nivel 2, usa una casilla de hechizo de nivel 3. También se incluyen varios ter´angreal, objetos que se usan a través del Poder Único para usos específicos.

Capítulo 15 - Lo que se origina en la Sombra. (Lo que acecha en la Sombra) Aventura de prueba.

Enviado por Gwalchy, traducido por Loial, y revisado por Saitai.

All images are © 2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved.

Moda - Chamfort

El cambio de moda es el impuesto que la industria del pobre carga sobre la vanidad del rico.