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Hey all! Back again with another world of my mind. This time, it's from a dream induced by quarantine and riots! Fun. The tl;dr for my dream is that it took place on a semi-futuristic planet inside a city that had a government and police force that was prejudiced against people with Powers, the common term for the supernatural abilities. I know, I know, incredibly imaginative. But it somewhat ties into the magic system itself. Powers originate (typically) from the Shard of Pragmatism. Pragmatism has a Vessel, is not Splintered, and isn't bound to the planet like Odium is to Braize. In fact, he's probably what we would call one of the Good Guys when it comes to Shards. No special modifiers, he's very much in a similar state to Cultivation, shardically. Attached to this post will be a chart I made detailing the known Powers and what they're like, categorized into 10 different sets. Internal/External, and Physical/Mental/Temporal/Spiritual. Very similar to Allomancy, yes. But you might have already done the math and realized "wait, that's only 8 sets, where's the other 2?" Well, the last 2 sets are the Internal/External sets of the Void Segment of the chart. Void powers originate from the second Shard of the world, Vengeance. Vengeance was Splintered by Odium in a struggle not unlike his battle with Ambition, but with Pragmatism stepping in to drive Odium off just after the Splintering of Vengeance. Vengeance's splinters settled onto the world (which, I still need a good name for, suggestions for that are welcome) and Pragmatism decided to oversee the Splinters to make sure they wouldn't wreak havoc on the planet's CR and PR. Thankfully, they remained mostly dormant, and time passed with Odium moving on and getting locked on Braize some time after the battle. Unlike Allomancy, these Powers do not require a physical key in the form of Metal. Instead, each person with a Power can only use so much Investiture per day. This is a result of Pragmatism's Intent. He only allows a certain "budget" of Investiture per person per day, and using it pragmatically is key to getting the most out of your Power. It's a bit like if a Surgebinder could draw on a certain amount of Stormlight per day without needing filled gems to breathe in from. However, the Splinters of Vengeance are not as dormant as once thought. Under the oppression and genocide of Powered humans by non-powered law enforcement and government, the Splinters of Vengeance are stirring, drawn towards Void Powered people with an intense desire to exact, well, Vengeance upon those that wronged them or their loved ones. When this desire, this Intent you could say, reaches a critical point, a Splinter can bond to the Void Powered individual, granting them an Ascended Form. Ascended Forms are not full, Shardic Ascension like Sazed to Harmony. Instead, these forms are like mini-Avatar ascensions. A large reservoir of Investiture to be sure, but nowhere near as massive as a full Shard. However, a key difference now is that the Ascended Void user can draw on their reservoir with much less restriction. It's not artificially gated like Pragmatism's Investiture supply. This empowers the Ascended Void user to enact their vengeance upon the world, whatever it may be. And for many, this would be the extent of their power. But for some, there is yet more to achieve. By remaining pragmatic despite their limits being relaxed, an Ascended Void user can earn a Splinter of Pragmatism, much like a Divine Breath from Endowment, doubling their capacity for power usage. This only takes place after proving their responsibility with an expanded Investiture pool, and the Intent of Pragmatism inside the Splinter will reinforce that slightly, much like how a whole shard warps the mindset of whoever the Vessel is. This way, Pragmatism can be reasonably certain that the Ascended Void user will remain responsible with their power. Often, when he grants this Splinter, he will tell the recipient of the greater Cosmere, and the battle between Odium and Vengeance, telling them of how dangerous and destructive Odium is, and entrusting them with the task of Worldhopping off of the planet to find some way of making sure Odium stays a non-issue for as long as possible. Some will take on this task, seeing how it's so important to not only this world, but many others, and some will decide what's more important is getting things sorted out on this world before tackling that much bigger issue. So few people have truly Ascended in this manner and Worldhopped that they're effectively unknown in the greater Cosmere, electing to stay hidden and plan things out in secret, pulling the strings from behind the scenes to orchestrate a true defeat of Odium. An interesting other parallel to Mistborn is that what's happening with these Double Ascensions is that this is basically a slow-burn version of the mixture of Ruin and Preservation into Harmony. Now it's Pragmatism and Vengeance slowly blending into... Something. What would be a good combined Intent name for these? The second attached picture is a drawing I made of the Void Spark Ascended Form's arm, with Spark Blades manifested above each fingertip. I'll eventually do a full-body drawing of it, but for now, this is all I could get to look reasonable. (plus it was alright practice for hand anatomy. I cheated a little by making the fingers spiky triangles.)
LG20: Warcamp Enigmas You are all members of the Alethi lighteyed nobility in the warcamps. Many of you have secret items in your possession. There are a few of you who are hiding other secrets. Whether you use those for good or evil is up to you. You have been infiltrated by some nefarious Ghostbloods who are attempting to steal a soulcaster and a shardblade from you. Killing them all before they obtain those is the only way to succeed. There is also a thief in your midst, though he may end up helping you. Format: This is a rerun of LG5, the first game I GMd. Each Day turn will be 48 hours and each Night turn will be 24 hours long. Rollover time will be 9 pm MST. Signups will end on April 22nd. There is a 5 turn inactivity filter; after five turns of inactivity, inactive players will be killed. General Rules: Every player gets up to three actions per night. Only one item from each tier category may be used per cycle. One 1A, one 1D, and one Tier 2 item is the most that can be used. Any action can be replaced with the Ghostblood kill or a role ability/declaring an heir. Items: Other roles: Item Rules: Death Cries: When a player is killed in any way, they get a chance to send one last message to the group as a whole. The messages must be less than 200 characters and sent to the GM to be posted to the rest of the group. The dead player will not be sent to the dead doc before the end of the turn following their death or until their death cry is sent in. It must be sent in before the end of the turn following the player’s death. Except for this, the dead may not speak. Win conditions: Ghostbloods’ Win: Outnumber the other players Bonus goal: Obtain a Shardblade and Soulcaster. Nobles’ Win: Kill all Ghostbloods Bonus goal: Survive until the end and the player with the most/most valuable items will be made king and the other survivors will be made Highprinces/Highprincesses. Thief's Win: Steal at least one of each item(excluding Shards and a Soulcaster) throughout the course of the game to become a master thief and live a life of luxury. Order of Actions: Links to the writeups: Day 1: Succession War Night 1: Violet Wine Day 2: Whitespines* Night 2: Silence of the Stars Day 3: The Land of the Free* Night 3: Self Sacrifice Day 4: Death's Herald Night 4: The Final Duel Day 5: Dual Stabbing* Night 5: Rightful Vengeance* Day 6: Rematch Night 6: Violet Wine II*† Day 7: Felled Thief Night 7: Running In Circles*† Day 8: Sneak Attack Night 8: Mutton Day 9: Dead for Real Night 9: Third Time's Not the Charm*† Day 10: Another One Bites the Dust Night 10: Is He Dead Yet?*† Day 11: Defensive Maneuvers Night 11: Turning Tides Day 12: Fatal Miscalculation Aftermath: No Way Out *Written by Elbereth †The Saga of Kayden(Kynedath) Current Player List: