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Era Three Proposals   

29 members have voted

  1. 1. Should we adopt Kenod's Laws (link in OP)? (Yes: check box beside each you want adopted. No, or if you want any adjustments made: don't check box.)

    • Law of Community Approval
      26
    • Law of Consequences
      27
    • Law of Proportional Weaknesses
      25
    • Law of Inverse Power Morality Correlation (the Mraize Addendum)
      23
    • I would not like to adopt any of these laws
      3
  2. 2. Would you like to adopt Kenod's Law of Power Increase?

    • Yes, as it is currently written.
      9
    • Yes, in principle. But it needs adjustment.
      17
    • No.
      0
    • No opinion.
      3
  3. 3. Would you like a points system to be used to quantify how powerful characters are when they are being approved? (Note: mods may still use their discretion)

    • Yes, for character creation. (RPers consciously reference list when making characters)
      5
    • Yes, for analysis. (May be used by mods to help determine if characters are too OP, but isn't advertised)
      18
    • No, I prefer our current system
      2
    • No opinion.
      4


Recommended Posts

Posted
1 hour ago, kenod said:

True. I'm still trying to figure out why malatium is ranked as more powerful than electrum.

Yeah, those should be switched because Electrum acts as a poor mans counter to Atium.

Posted (edited)

@Archer

I noticed you didn't have anything for the Centrifugal Earth. I have a character who has roots there, which basically means she has genetic modifications. I'm not sure how to score these, maybe up to the User, but I'm glad you had that listed.

Edited by Gancho Libre
Posted (edited)

Responses to Questions:

First, why is there a lerasium misting? There isn’t really any lerasium left, and anyone can burn it. - Mac 

True, but lerasium mistings still exist. They're just redundant. My logic was that anyone who made their character one is probably going to give them lerasium at some point. Otherwise, why would you do it? This being the Alleyverse, people can find ways to get it. Upon reflection, that was a bad way of going about it. A lerasium misting would have some value (5 points or so) for Dakhor experiments etc., but it's so impractical that it's negligible. I'm just going to remove it altogether. 

Then they should be more than mistborn? Not less than mistborn. - Mac

I was under the mistaken impression that lerasium mistborns were less powerful. That mistake has been corrected. It's possible to be a naturally strong mistborn, and a weak lerasium mistborn, so I'll just leave it to the tabulator's discretion to judge that. They should be similar, within a few points of each other. 

I think that hemalurgy needs to be a general rule, instead of specific values, because you can conceivably spike any trait. - Mac

Also true. My thinking was that anything not mentioned on the list would be subject to the tabulator's discretion. The general rule would be something like 'figure out how powerful that makes them, then subtract a bit for damage to their soul and vulnerability to rioting', yes? With the ones listed, I was trying to account for people replicating feruchemical and allomantic powers with spikes. I'll replace that with a footnote indicating what to do in those circumstances, and what to do about others. 

Non-Human Updates:

*Dysian Aimian: +45 (Hard to kill, great potential for spying and espionage. Functionally immortal. In short, they can get a lot of stuff done and not face many consequences for it. Knowledge is power and all that. I'd consider them to be more powerful, but being made of bugs is a real roadblock to having a social life.)

*Siah Aimian: +45 (We haven't seen much of them, so I'm giving them the benefit of the doubt. I'm assuming that their ability to manipulate their form could be extrapolated to give them greater ability to take damage. They've had years to practice doing it, so why wouldn't they have developed ways of shifting their form that would help in brawls or to make disguises? But if someone maintained that they'd stick to only powers seen in the book, of course it would lower, +20 or so. But I want to judge their peak potential. I feel that being long lived should be considered a significant bonus as well. With functional immortality comes the assumption that they have amassed a significant number of skills, knowledge to use their abilities effectively and avoid harm, and are experienced with keeping their emotions in check to be an efficient fighter. Plus, they can afford to play the long game. It presents the opportunity for the RPer to adopt a different mindset, one that has a lot of advantages.)

*Singer: +20 (Enhanced strength, durability of warform.)

*Spren: 0 (the drawbacks seem greater than the benefits, but that's all a matter of perspective, isn't it? They can still fly and make friend. But if someone argues it's a weakness because it makes them less powerful than the base level human, I'd be inclined to give them the negative points for it.)

*Kandra: TBC (I'm looking at somewhere around 80-130) (Again, looking at peak potential here. A kandra is immortal, so see previous comments on that. With a carbon-fiber skeleton and some pre-planned modifiers for disguises they could be very powerful. Remember how much damage that kandra took going through the temple as they were hit by all the traps? It's like being a gold and pewter msiting, but with the benefit of years of experience. This has been debated in the Character thread, so see there for more points.)

*Full koloss: +20 (Super strong and a good fighter, but not very smart. Easily controlled. These weaknesses detract from their score.)

*Koloss-blooded: +10 (You have the advantage of being stronger and more capable of taking hits, but not extraordinarily so. Adjust for how much koloss-blood they have. More = more powerful.)

*****

Updates:

- Dr. Dapper is working on the WoT section

- Voidus is working on the Reckoners section

- Made elantrians a scale

- Centrifugal section has been added to

- Removed alleymatics

- swapped electrum and Malatium

- Integrated non-humans 

- EDIT: Added fabrials (surge replicating ones. Go crazy on the heat fabrials)

 

To Do: Points for common skills

 

THE INDEX: SECOND DRAFT:

Spoiler

 

 

Detritus (Skyward)

[Redacted while the spoiler suppression period is in effect.]

Earth (Alcatraz vs the Evil Librarians)

Crystin: +25

Smedry Talent: Impure, +25, Prime, +50, Dark Talent, +150

Oculator/User of Blood-Forged Lenses: +40

Alivened augmentations: +15

Earth (Defending Elysium)

Sense: +15

Mind Blades: +40

FTL transport: +40

Earth (The Reckoners)

Epic Power: Counting primary, secondary, and tertiary powers all together and subtracting the impact their weakness has on their ability, rank on scale of 1 – 10 based on power output and usefulness. Multiply score by 10 and add 20.

Additional Prime Invincibility (High Epic): +20 (or +40 if also lacking a weakness)

Post-Calamity Epic (no Epic weakness): +5

Examples: Donny ‘Curveball’ Harrison = 30, Knoxx = 40, Refractionary = 70, Obliteration = 160

Earth (The Rithmatist)

Rithmatist: +30

Melody-level ability: +30

First of the Sun (Sixth of the Dusk)

Aviar: +10 per

Imperium (Aether of Night)

Amberite Bond: +35

Verdant Bond: +30

Bestarian Bond: +10

Ferrous Bond: +10

Luminous Bond: +25

Lukarvia (I Hate Dragons)

Knack: Rank each knack’s power on a scale of 1 – 3. Multiply by five.

Nalthis (Warbreaker)

First Heightening: +30

Second Heightening: +40

Third Heightening: +70

Fourth Heightening: +100

Fifth Heightening: +150

Returned: +135

Roshar (The Stormlight Archive)

Surgebinder: First Ideal, +60, Second Ideal, +80, Third Ideal, +100, Fourth Ideal, +120

Knight Radiant Squire: +50

Old Magic Boon/Bane: Treat like an Epic Power [see: Earth (The Reckoners)], but the minimum is 5 instead.

Fabrial that replicates surges: +30

*Dysian Aimian: +45

*Siah Aimian: +45

*Singer: +20

*Spren: 0

Scadrial (Mistborn)

Misting: Aluminum, lerasium (without access to the metal) and duralumin, +5, Level One, +35, Level Two, +45, Level Three, +55. [Note: Level distinctions are non-canon.]

            Level One: Brass, Bronze, Cadmium, Chromium, Copper, Gold, Malatium, Nicrosil, Tin, Zinc.

            Level Two: Bendalloy, Electrum, Iron, Steel, Pewter

            Level Three: Atium

Mistborn: +160

Ferring: Level One, +30, Level Two, +40, Level Three, +50.

            Level One: Aluminum, Atium, Brass, Bendalloy, Bronze, Cadmium, Copper, Electrum, Duralumin, Nicrosil, Tin, Zinc

            Level Two: Iron, Pewter, Malatium

            Level Three: Chromium, Gold, Steel

Feruchemist: +150

Complimentary Twinborn Combination: +10

Compounder: Level One, +100, Level Two, +120, Level Three, +140

            Level One: Aluminum, Brass, Bronze, Cadmium, Copper, Duralumin, Electrum, Tin, Zinc

            Level Two: Bendalloy, Iron, Pewter

            Level Three: Atium, Chromium, Gold, Nicrosil, Steel

Fullborn: +1000

Hemalurgist: If using hemalurgy to replicate a feruchemical or allomantic power, subtract five from the score a ferring or misting would receive. Consider removing more points than five for additional spikes. Use discretion to judge the power level of spikes granting other abilities. 

*Kandra: TBC (I'm looking at somewhere around 80-130)

*Full koloss: +20

*Koloss-blooded: +10

Sel (Elantris, The Emperor’s Soul)

Elantrian: Rank based on experience and knowledge on a scale of 1-10. Multiply by five and add 75.

Dakhor user: +80 for full monk, +30 for single limb mutation.

ChayShan user: +40

Forger: +60

Bloodsealer: +50

Solar System Near Earth (Centrifugal)

Enhanced jumping: +10

Enhanced adrenaline: +30

Both enhancements: +45

Taldain (White Sand)

Sand master: Rank their ability from 1 - 5. Multiply by 5 and add 35.

The Westlands (The Wheel of Time)

Channeler: Rank their power on a scale of 1 – 10. Multiply by five and add 80.

Blademaster: +15

*****

Earth (Dreamer from Games Creatures Play)

TBC

Earth (Heuristic Algorithm and Reasoning Response Engine from Armored)

TBC

(Firstborn)

TBC

(Infinity Blade)

TBC

(Warhammer 40k)

TBC

*****

 

 

Edited by Archer
Added fabrials
Posted
1 hour ago, Archer said:

Responses to Questions:

First, why is there a lerasium misting? There isn’t really any lerasium left, and anyone can burn it. - Mac 

True, but lerasium mistings still exist. They're just redundant. My logic was that anyone who made their character one is probably going to give them lerasium at some point. Otherwise, why would you do it? This being the Alleyverse, people can find ways to get it. Upon reflection, that was a bad way of going about it. A lerasium misting would have some value (5 points or so) for Dakhor experiments etc., but it's so impractical that it's negligible. I'm just going to remove it altogether. 

Then they should be more than mistborn? Not less than mistborn. - Mac

I was under the mistaken impression that lerasium mistborns were less powerful. That mistake has been corrected. It's possible to be a naturally strong mistborn, and a weak lerasium mistborn, so I'll just leave it to the tabulator's discretion to judge that. They should be similar, within a few points of each other. 

I think that hemalurgy needs to be a general rule, instead of specific values, because you can conceivably spike any trait. - Mac

Also true. My thinking was that anything not mentioned on the list would be subject to the tabulator's discretion. The general rule would be something like 'figure out how powerful that makes them, then subtract a bit for damage to their soul and vulnerability to rioting', yes? With the ones listed, I was trying to account for people replicating feruchemical and allomantic powers with spikes. I'll replace that with a footnote indicating what to do in those circumstances, and what to do about others. 

Non-Human Updates:

*Dysian Aimian: +45 (Hard to kill, great potential for spying and espionage. Functionally immortal. In short, they can get a lot of stuff done and not face many consequences for it. Knowledge is power and all that. I'd consider them to be more powerful, but being made of bugs is a real roadblock to having a social life.)

*Siah Aimian: +45 (We haven't seen much of them, so I'm giving them the benefit of the doubt. I'm assuming that their ability to manipulate their form could be extrapolated to give them greater ability to take damage. They've had years to practice doing it, so why wouldn't they have developed ways of shifting their form that would help in brawls or to make disguises? But if someone maintained that they'd stick to only powers seen in the book, of course it would lower, +20 or so. But I want to judge their peak potential. I feel that being long lived should be considered a significant bonus as well. With functional immortality comes the assumption that they have amassed a significant number of skills, knowledge to use their abilities effectively and avoid harm, and are experienced with keeping their emotions in check to be an efficient fighter. Plus, they can afford to play the long game. It presents the opportunity for the RPer to adopt a different mindset, one that has a lot of advantages.)

*Singer: +20 (Enhanced strength, durability of warform.)

*Spren: 0 (the drawbacks seem greater than the benefits, but that's all a matter of perspective, isn't it? They can still fly and make friend. But if someone argues it's a weakness because it makes them less powerful than the base level human, I'd be inclined to give them the negative points for it.)

*Kandra: TBC (I'm looking at somewhere around 80-130) (Again, looking at peak potential here. A kandra is immortal, so see previous comments on that. With a carbon-fiber skeleton and some pre-planned modifiers for disguises they could be very powerful. Remember how much damage that kandra took going through the temple as they were hit by all the traps? It's like being a gold and pewter msiting, but with the benefit of years of experience. This has been debated in the Character thread, so see there for more points.)

*Full koloss: +20 (Super strong and a good fighter, but not very smart. Easily controlled. These weaknesses detract from their score.)

*Koloss-blooded: +10 (You have the advantage of being stronger and more capable of taking hits, but not extraordinarily so. Adjust for how much koloss-blood they have. More = more powerful.)

*****

Updates:

- Dr. Dapper is working on the WoT section

- Voidus is working on the Reckoners section

- Made elantrians a scale

- Centrifugal section has been added to

- Removed alleymatics

- swapped electrum and Malatium

- Integrated non-humans 

 

To Do: Points for common skills

 

THE INDEX: SECOND DRAFT:

  Hide contents

 

 

Detritus (Skyward)

[Redacted while the spoiler suppression period is in effect.]

Earth (Alcatraz vs the Evil Librarians)

Crystin: +25

Smedry Talent: Impure, +25, Prime, +50, Dark Talent, +150

Oculator/User of Blood-Forged Lenses: +40

Alivened augmentations: +15

Earth (Defending Elysium)

Sense: +15

Mind Blades: +40

FTL transport: +40

Earth (The Reckoners)

Epic Power: Counting primary, secondary, and tertiary powers all together and subtracting the impact their weakness has on their ability, rank on scale of 1 – 10 based on power output and usefulness. Multiply score by 10 and add 20.

Additional Prime Invincibility (High Epic): +20 (or +40 if also lacking a weakness)

Post-Calamity Epic (no Epic weakness): +5

Examples: Donny ‘Curveball’ Harrison = 30, Knoxx = 40, Refractionary = 70, Obliteration = 160

Earth (The Rithmatist)

Rithmatist: +30

Melody-level ability: +30

First of the Sun (Sixth of the Dusk)

Aviar: +10 per

Imperium (Aether of Night)

Amberite Bond: +35

Verdant Bond: +30

Bestarian Bond: +10

Ferrous Bond: +10

Luminous Bond: +25

Lukarvia (I Hate Dragons)

Knack: Rank each knack’s power on a scale of 1 – 3. Multiply by five.

Nalthis (Warbreaker)

First Heightening: +30

Second Heightening: +40

Third Heightening: +70

Fourth Heightening: +100

Fifth Heightening: +150

Returned: +135

Roshar (The Stormlight Archive)

Surgebinder: First Ideal, +60, Second Ideal, +80, Third Ideal, +100, Fourth Ideal, +120

Knight Radiant Squire: +50

Old Magic Boon/Bane: Treat like an Epic Power [see: Earth (The Reckoners)], but the minimum is 5 instead.

*Dysian Aimian: +45

*Siah Aimian: +45

*Singer: +20

*Spren: 0

Scadrial (Mistborn)

Misting: Aluminum, lerasium (without access to the metal) and duralumin, +5, Level One, +35, Level Two, +45, Level Three, +55. [Note: Level distinctions are non-canon.]

            Level One: Brass, Bronze, Cadmium, Chromium, Copper, Gold, Malatium, Nicrosil, Tin, Zinc.

            Level Two: Bendalloy, Electrum, Iron, Steel, Pewter

            Level Three: Atium

Mistborn: +160

Ferring: Level One, +30, Level Two, +40, Level Three, +50.

            Level One: Aluminum, Atium, Brass, Bendalloy, Bronze, Cadmium, Copper, Electrum, Duralumin, Nicrosil, Tin, Zinc

            Level Two: Iron, Pewter, Malatium

            Level Three: Chromium, Gold, Steel

Feruchemist: +150

Complimentary Twinborn Combination: +10

Compounder: Level One, +100, Level Two, +120, Level Three, +140

            Level One: Aluminum, Brass, Bronze, Cadmium, Copper, Duralumin, Electrum, Tin, Zinc

            Level Two: Bendalloy, Iron, Pewter

            Level Three: Atium, Chromium, Gold, Nicrosil, Steel

Fullborn: +1000

Hemalurgist: If using hemalurgy to replicate a feruchemical or allomantic power, subtract five from the score a ferring or misting would receive. Consider removing more points than five for additional spikes. Use discretion to judge the power level of spikes granting other abilities. 

*Kandra: TBC (I'm looking at somewhere around 80-130)

*Full koloss: +20

*Koloss-blooded: +10

Sel (Elantris, The Emperor’s Soul)

Elantrian: Rank based on experience and knowledge on a scale of 1-10. Multiply by five and add 75.

Dakhor user: +80 for full monk, +30 for single limb mutation.

ChayShan user: +40

Forger: +60

Bloodsealer: +50

Solar System Near Earth (Centrifugal)

Enhanced jumping: +10

Enhanced adrenaline: +30

Both enhancements: +45

Taldain (White Sand)

Sand master: Rank their ability from 1 - 5. Multiply by 5 and add 35.

The Westlands (The Wheel of Time)

Channeler: Rank their power on a scale of 1 – 10. Multiply by five and add 80.

Blademaster: +15

*****

Earth (Dreamer from Games Creatures Play)

TBC

Earth (Heuristic Algorithm and Reasoning Response Engine from Armored)

TBC

(Firstborn)

TBC

(Infinity Blade)

TBC

(Warhammer 40k)

TBC

*****

 

 

Sorry, I missed it. What's the acceptable level for this?

Also, I would enlist @Grey Knight for help with 40k stuff.

For WoT, add Aiel with +10.

Posted
Just now, Ark1002 said:

Sorry, I missed it. What's the acceptable level for this?

Also, I would enlist @Grey Knight for help with 40k stuff.

For WoT, add Aiel with +10.

I was surprised how quickly you'd responded to my fabrial update, but then I saw the content. :lol: I set it up to be a base 100 system, but if added tech and skills points make that too limiting, I'm open to bumping it up to 110. But plan on characters being allowed 100 points. (Remember, weaknesses allow you to subtract points as well.)

@Dr. Dapper's working on the WoT section. He's been pinged. 

Posted

I think I see a few problems with that.

A Chromium compounder is probably more powerful than a full feruchemist. Nicrosil compounder without other things shouldn't be too OP, it just means you can do Nicrobursts really powerfully, not the best power. Nicrosil doesn't become OP until other things are mixed in.

Posted
1 hour ago, Ark1002 said:

I think I see a few problems with that.

A Chromium compounder is probably more powerful than a full feruchemist. Nicrosil compounder without other things shouldn't be too OP, it just means you can do Nicrobursts really powerfully, not the best power. Nicrosil doesn't become OP until other things are mixed in.

I disagree with both points.

While a chromium compounder is certainly specialised is just how much luck they can tap, Feruchemists can also do that (albeit on a lesser scale) and 15 other things. Unless it’s a stupid Feruchemist, there’s a multitude of things they can do to beat a chromium compounder.

Nicrosil Compounding may not seem much, but as soon as you get a single unsealed medallion, you can store the Investiture and then compound it until you have infinite of that specific power. With access to unsealed metalminds, this can make any Nicrosil compounder incredibly powerful.

Posted

How would this point list work with already approved era 3 characters? Cause you had already approved KanMien, but going by the new points list the number of points needed for a Kandra would push them well over a hundred, even with weaknesses, I think.

Posted
9 hours ago, Ark1002 said:

A Chromium compounder is probably more powerful than a full feruchemist. 

See Devaan killing Hellbent twice.

 

Posted (edited)
1 hour ago, Nohadon said:

See Devaan killing Hellbent twice.

Twice? How can someone die twi- ... you know what, I wont ask. 

Edited by Furamirionind
Posted
5 hours ago, kenod said:

How would this point list work with already approved era 3 characters? Cause you had already approved KanMien, but going by the new points list the number of points needed for a Kandra would push them well over a hundred, even with weaknesses, I think.

That's why I stuck asterisks on approvals whenever I remembered to. I think there was a reason I felt confident approving yours, but to be fair I'll look at it again anyways when the time comes. Remember, weaknesses have to be taken into account too. 

Posted

I think the reason was because I gave a good outline of ways to defeat my character (kandra), and because I lowered the strength of their spikes, and because I made them unable to perform well in CQC.

Posted
Just now, kenod said:

I think the reason was because I gave a good outline of ways to defeat my character (kandra), and because I lowered the strength of their spikes, and because I made them unable to perform well in CQC.

I read your post in the Character thread, and like the idea of having a scale based on bone strength etc. Kandra are still much harder to kill than, say, humans, but I agree that they're not indestructible. I think I'll start at 30 more than a gold ferring since they have similar healing abilities, but kandra are older and can disguise themselves, then have the scale go up past 100 for experienced fighters with combat skeletons. I'll consider the Era they're from to be a potential weakness. 

Posted
5 hours ago, Nohadon said:

See Devaan killing Hellbent twice.

 

Devaan is not just a full feruchemist. He had a lot more going for him.

And if a luck compounder is tapping enough, there is nothing they could do. Any attack would fail, through one way or another.

Posted

In response the second draft of the Index, I still think that Centrifugal magic includes all types of genetic modification. This is just the way I read it, and I could be wrong. In facvt, I'm probably biased, since I need this to be the case so one of my Era 3 characters makes sense. However, I can make it work if this is not the case.

Posted
23 minutes ago, Gancho Libre said:

In response the second draft of the Index, I still think that Centrifugal magic includes all types of genetic modification. This is just the way I read it, and I could be wrong. In facvt, I'm probably biased, since I need this to be the case so one of my Era 3 characters makes sense. However, I can make it work if this is not the case.

Any power not mentioned on the list that people try to use shouldn't necessarily be rejected, just evaluated on a case by case basis or added to the Index when it comes up. But I'll include a generic enhancement option in the next update for you since it's relevant. 

Posted
18 hours ago, Archer said:

Responses to Questions:

First, why is there a lerasium misting? There isn’t really any lerasium left, and anyone can burn it. - Mac 

True, but lerasium mistings still exist. They're just redundant. My logic was that anyone who made their character one is probably going to give them lerasium at some point. Otherwise, why would you do it? This being the Alleyverse, people can find ways to get it. Upon reflection, that was a bad way of going about it. A lerasium misting would have some value (5 points or so) for Dakhor experiments etc., but it's so impractical that it's negligible. I'm just going to remove it altogether. 

Then they should be more than mistborn? Not less than mistborn. - Mac

I was under the mistaken impression that lerasium mistborns were less powerful. That mistake has been corrected. It's possible to be a naturally strong mistborn, and a weak lerasium mistborn, so I'll just leave it to the tabulator's discretion to judge that. They should be similar, within a few points of each other. 

I think that hemalurgy needs to be a general rule, instead of specific values, because you can conceivably spike any trait. - Mac

Also true. My thinking was that anything not mentioned on the list would be subject to the tabulator's discretion. The general rule would be something like 'figure out how powerful that makes them, then subtract a bit for damage to their soul and vulnerability to rioting', yes? With the ones listed, I was trying to account for people replicating feruchemical and allomantic powers with spikes. I'll replace that with a footnote indicating what to do in those circumstances, and what to do about others. 

Non-Human Updates:

*Dysian Aimian: +45 (Hard to kill, great potential for spying and espionage. Functionally immortal. In short, they can get a lot of stuff done and not face many consequences for it. Knowledge is power and all that. I'd consider them to be more powerful, but being made of bugs is a real roadblock to having a social life.)

*Siah Aimian: +45 (We haven't seen much of them, so I'm giving them the benefit of the doubt. I'm assuming that their ability to manipulate their form could be extrapolated to give them greater ability to take damage. They've had years to practice doing it, so why wouldn't they have developed ways of shifting their form that would help in brawls or to make disguises? But if someone maintained that they'd stick to only powers seen in the book, of course it would lower, +20 or so. But I want to judge their peak potential. I feel that being long lived should be considered a significant bonus as well. With functional immortality comes the assumption that they have amassed a significant number of skills, knowledge to use their abilities effectively and avoid harm, and are experienced with keeping their emotions in check to be an efficient fighter. Plus, they can afford to play the long game. It presents the opportunity for the RPer to adopt a different mindset, one that has a lot of advantages.)

*Singer: +20 (Enhanced strength, durability of warform.)

*Spren: 0 (the drawbacks seem greater than the benefits, but that's all a matter of perspective, isn't it? They can still fly and make friend. But if someone argues it's a weakness because it makes them less powerful than the base level human, I'd be inclined to give them the negative points for it.)

*Kandra: TBC (I'm looking at somewhere around 80-130) (Again, looking at peak potential here. A kandra is immortal, so see previous comments on that. With a carbon-fiber skeleton and some pre-planned modifiers for disguises they could be very powerful. Remember how much damage that kandra took going through the temple as they were hit by all the traps? It's like being a gold and pewter msiting, but with the benefit of years of experience. This has been debated in the Character thread, so see there for more points.)

*Full koloss: +20 (Super strong and a good fighter, but not very smart. Easily controlled. These weaknesses detract from their score.)

*Koloss-blooded: +10 (You have the advantage of being stronger and more capable of taking hits, but not extraordinarily so. Adjust for how much koloss-blood they have. More = more powerful.)

*****

Updates:

- Dr. Dapper is working on the WoT section

- Voidus is working on the Reckoners section

- Made elantrians a scale

- Centrifugal section has been added to

- Removed alleymatics

- swapped electrum and Malatium

- Integrated non-humans 

- EDIT: Added fabrials (surge replicating ones. Go crazy on the heat fabrials)

 

To Do: Points for common skills

 

THE INDEX: SECOND DRAFT:

  Hide contents

 

 

Detritus (Skyward)

[Redacted while the spoiler suppression period is in effect.]

Earth (Alcatraz vs the Evil Librarians)

Crystin: +25

Smedry Talent: Impure, +25, Prime, +50, Dark Talent, +150

Oculator/User of Blood-Forged Lenses: +40

Alivened augmentations: +15

Earth (Defending Elysium)

Sense: +15

Mind Blades: +40

FTL transport: +40

Earth (The Reckoners)

Epic Power: Counting primary, secondary, and tertiary powers all together and subtracting the impact their weakness has on their ability, rank on scale of 1 – 10 based on power output and usefulness. Multiply score by 10 and add 20.

Additional Prime Invincibility (High Epic): +20 (or +40 if also lacking a weakness)

Post-Calamity Epic (no Epic weakness): +5

Examples: Donny ‘Curveball’ Harrison = 30, Knoxx = 40, Refractionary = 70, Obliteration = 160

Earth (The Rithmatist)

Rithmatist: +30

Melody-level ability: +30

First of the Sun (Sixth of the Dusk)

Aviar: +10 per

Imperium (Aether of Night)

Amberite Bond: +35

Verdant Bond: +30

Bestarian Bond: +10

Ferrous Bond: +10

Luminous Bond: +25

Lukarvia (I Hate Dragons)

Knack: Rank each knack’s power on a scale of 1 – 3. Multiply by five.

Nalthis (Warbreaker)

First Heightening: +30

Second Heightening: +40

Third Heightening: +70

Fourth Heightening: +100

Fifth Heightening: +150

Returned: +135

Roshar (The Stormlight Archive)

Surgebinder: First Ideal, +60, Second Ideal, +80, Third Ideal, +100, Fourth Ideal, +120

Knight Radiant Squire: +50

Old Magic Boon/Bane: Treat like an Epic Power [see: Earth (The Reckoners)], but the minimum is 5 instead.

Fabrial that replicates surges: +30

*Dysian Aimian: +45

*Siah Aimian: +45

*Singer: +20

*Spren: 0

Scadrial (Mistborn)

Misting: Aluminum, lerasium (without access to the metal) and duralumin, +5, Level One, +35, Level Two, +45, Level Three, +55. [Note: Level distinctions are non-canon.]

            Level One: Brass, Bronze, Cadmium, Chromium, Copper, Gold, Malatium, Nicrosil, Tin, Zinc.

            Level Two: Bendalloy, Electrum, Iron, Steel, Pewter

            Level Three: Atium

Mistborn: +160

Ferring: Level One, +30, Level Two, +40, Level Three, +50.

            Level One: Aluminum, Atium, Brass, Bendalloy, Bronze, Cadmium, Copper, Electrum, Duralumin, Nicrosil, Tin, Zinc

            Level Two: Iron, Pewter, Malatium

            Level Three: Chromium, Gold, Steel

Feruchemist: +150

Complimentary Twinborn Combination: +10

Compounder: Level One, +100, Level Two, +120, Level Three, +140

            Level One: Aluminum, Brass, Bronze, Cadmium, Copper, Duralumin, Electrum, Tin, Zinc

            Level Two: Bendalloy, Iron, Pewter

            Level Three: Atium, Chromium, Gold, Nicrosil, Steel

Fullborn: +1000

Hemalurgist: If using hemalurgy to replicate a feruchemical or allomantic power, subtract five from the score a ferring or misting would receive. Consider removing more points than five for additional spikes. Use discretion to judge the power level of spikes granting other abilities. 

*Kandra: TBC (I'm looking at somewhere around 80-130)

*Full koloss: +20

*Koloss-blooded: +10

Sel (Elantris, The Emperor’s Soul)

Elantrian: Rank based on experience and knowledge on a scale of 1-10. Multiply by five and add 75.

Dakhor user: +80 for full monk, +30 for single limb mutation.

ChayShan user: +40

Forger: +60

Bloodsealer: +50

Solar System Near Earth (Centrifugal)

Enhanced jumping: +10

Enhanced adrenaline: +30

Both enhancements: +45

Taldain (White Sand)

Sand master: Rank their ability from 1 - 5. Multiply by 5 and add 35.

The Westlands (The Wheel of Time)

Channeler: Rank their power on a scale of 1 – 10. Multiply by five and add 80.

Blademaster: +15

*****

Earth (Dreamer from Games Creatures Play)

TBC

Earth (Heuristic Algorithm and Reasoning Response Engine from Armored)

TBC

(Firstborn)

TBC

(Infinity Blade)

TBC

(Warhammer 40k)

TBC

*****

 

 

One: Why is duralumin feruchemy +30 points? It has no combat use whatsoever. Also, what is the point-addage for Shardplate?

@Archer

Posted

Duralumin deals with Connection, which is one of those fundamental cosmere things, so it's possible it's a lot more powerful than we know as of right now. That's my guess, at least.

Posted
1 hour ago, Ark1002 said:

And if a luck compounder is tapping enough, there is nothing they could do. Any attack would fail, through one way or another.

Incorrect. All you'd have to do is wait til they sleep and then kill them there, since they can't be automatically tapping (unless they're wounded).

Posted
10 minutes ago, I think I am here. said:

Incorrect. All you'd have to do is wait til they sleep and then kill them there, since they can't be automatically tapping (unless they're wounded).

Except if they're a luck savant. Miles tapped when sleeping. If they do it enough they will be.

Posted
1 minute ago, Ark1002 said:

Except if they're a luck savant. Miles tapped when sleeping. If they do it enough they will be.

Miles is much of a special case particularly because he's a gold compounder than anything else. If you were to stab him in the neck while he was sleeping, his body would immediately tap and compound (we have WoBs that say bodies can unconciously tap when wounded), curing the injury instantly as soon as it happens. But once you've got a knife in your neck as a chromium compounder, no amount of luck is going to stop it from incapicating you, since the injury has already happened.

Posted
Just now, I think I am here. said:

Miles is much of a special case particularly because he's a gold compounder than anything else. If you were to stab him in the neck while he was sleeping, his body would immediately tap and compound (we have WoBs that say bodies can unconciously tap when wounded), curing the injury instantly as soon as it happens. But once you've got a knife in your neck as a chromium compounder, no amount of luck is going to stop it from incapicating you, since the injury has already happened.

The problem with this is that Brandon has said without tapping he would be incredibly weak to things like disease, and he hasn't gotten those. Also, Spook burned tin while asleep, savantism let him. This should work for f-chromium as well.

Posted
11 minutes ago, I think I am here. said:

but you're right about Spook.

*immediately assumes that Itiah meant Spock* 

*realizes that he is a huge nerd*

*is proud of it*

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