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Everything posted by Voidus
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TUBA - The Underground Bakers' Association
Voidus replied to Stormblessed Dolphin's topic in The Alleyverse
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TUBA - The Underground Bakers' Association
Voidus replied to Stormblessed Dolphin's topic in The Alleyverse
Sudiov manifested nearby, looking on with a gaze of curiosity mixed with disapproval. -
Mac-level Alleymatics pretty much break the points system, it's essentially demi-god status ~2000 ? As a wild stab in the dark. Actually I think it's more an indicator that the Epic rating here is a little understated. 600 points is if this was the Reckoners RP and I was trying to measure character strength, but plenty of somewhat common Epic powers are impossible to acquire elsewhere and have far fewer limits so in the Alleyverse these abilities are much stronger. For example even if you can instantly kill people, there are High Epics who still live anyway and Epics in general might be resistant or immune to that ability, but in the Alleyverse it's far more powerful. So 600 is what my analysis would rate this Epic at, if I was to purely estimate the character based on personal opinion in the Alleyverse setting I'd put them at over 1000. There's very few things in the cosmere that could counter this, it's probably got more power that TLR level fullborn would.
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Except if they actually fought what would happen is Hellbent gets immediately timestopped and killed, then resurrected, timestopped and killed again without the ability to do anything. Hellbent is probably ~500 at a guess, I don't remember his full suite of abilities but he wasn't this bad.
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Necromancer power breakdown @Lord Meeker. I think the resurrection power has been taken out but that still leaves it at 450M for the Epic points. The instant-death power is particularly concerning, it is canonical in the Reckonerverse but most Alleyverse characters would just have 0 defense against that, which means no matter what kind of weaknesses you use to offset this, this character pretty much instant-kills any other character in a duel scenario.
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I was speaking to the spikes and Epic powers (Epic powers have since been removed I believe) but judging the weaknesses is still up at this point. Standing at 205M points at the moment with the Shardblade included. Not sure what the skill levels would be. Proposed weaknesses are: Stupidity and not using firearms. @Lord Meeker
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Having a spike with human strength makes him nearly twice as efficient as any other feruchemist. I added a little under half the total for each power on top for it since just being twice as good at something shouldn't necessarily make someone have twice the points, particularly when dealing with feruchemy, but I think this is well within reason. It's actually quite likely to be more than twice as effective, usually a feruchemist could only store around 30% strength at a time or they'd kill themselves with a heart attack, with twice the strength you could store nearly 65% strength and only be the same amount weakened. Which actually makes them nearly 4 times more efficient at storing with just one hStrength spike. (Bit less due to Hemalurgic decay) so with two he'd probably have around 6 times more strength and speed stored as a regular feruchemist.
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Sorry, I guess I wasn't explaining this very well, here's the full breakdown: hSpeed spike = 20 points (x2 = 40 points) hStrength spike = 20 points (x2 = 40 points) Feruchemical steel spike = 50 points Feruchemical pewter spike = 40 points (Above values do not include any of the weaknesses of spikes) Spike weaknesses compounding +3 for each additional: 5 + 8 +11 + 14 + 17 + 20 = -75 points for all spikes (Includes all weaknesses of spikes) Power synergy hSpeed + Feruchemical steel causes Feruchemical steel to become more powerful and reduces limitations of feruchemy = 45 points Power synergy hStrength + Feruchemical pewter causes fStrength to become more powerful and reduces limitations of feruchemy = 35 points Total = 20 + 20 + 20 + 20 + 50 + 40 -75 +45 + 35 = 175 M So given that the power synergy more or less balanced out the weaknesses I was cancelling them out but now that I've expanded that out it does actually still work out to an additional +5 on the top, the synergy slightly overbalancing the weakness. Hope that makes sense
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It definitely is a weakness, just one that's offset by the power synergy, same reason complimentary twinborn combos have points added. I didn't add extra because I was counting the weakness as offsetting the bonus.
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I was counting the spikes and reduced intelligence as offset by the obvious power synergy, with the Epic power removed the intelligence could count now but the spikes should remain at 80 total inclusive of weaknesses.
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Suspension: Suspensions abilities are limited by what people in her immediate vicinity believe about her powers, as soon as someone nearby ceases to believe she could possess the power she is attempting to use she can no longer use it. Superman: Skilled photon-manipulating Illusionist, creates an illusion of himself flying or using super-strength to seem more powerful, can create lasers strong enough to blind people or cause burns if focused on one area for long enough. Overlord: Epic with the ability to project an aura of awe around themself of incredible magnitudes. Anyone who stands before him with the intention of opposing him is struck with the intense feeling that no matter what they try they will never be able to defeat him and will be instantly killed. Mercurial: Epic with the ability to alter memories about herself, causing people to believe she has a different Epic power than the one she actually possesses. These alterations occur on a global scale to anyone who is aware of her existence and can even cause people to immediately dismiss any previous written record of her powers through some form of rationalization. I have a few takes on the idea in my profile list.
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Sorry, missed that there was an epic power in there. Should be a 45, on par with pewter but no metal needed to fuel it, but could be much higher depending on whether or not it doubles base strength or total strength. Spikes should also be around a 40 for each pair of strength and speed. Brings to a total of 245 M
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Yeah I'd definitely put it at >30 but it depends what Meeker thinks, it's also a little less relevant with someone who reincarnates. If all natural causes can kill her then cancer shouldn't count towards anything extra and it's pretty impossible to implement in a duel for example so it's not that weakening. If I had to make a ruling I'd say she's probably ok, just a suggestion that you might want a little something extra to push it over the edge if Meeker disagrees.
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Depends how the skills work out. Yeah I need to update the Index at some point for Epic stuff, I tend to rate them higher both because they're rarer in the Reckonerverse but also they're more fullproof than cosmere invincibility tends to be unless you have their weakness. I'll leave the final say for Meeker, I just do the Epics because I have many years of experience from the Reckoners RP Taking a look through their skills though it looks like ~ 100 points worth so needs 40 points of weaknesses, not sure if the Hemophilia alone would quite cut it so might want to think about another minor weakness.
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Few notes: 1. All Epics can die of natural causes, Brandon has confirmed this. No Epic power grants true immortality, they can die of old age and disease. So another weakness may be needed. 2. Teleportation is canonically a rare Epic power so this is going to raise the score a little. Epic points: Teleportation 50 points Reincarnation 40 points (Would be higher if not for the 24 hour respawn time)
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Resurrection does not exist in Reckoners Earth, some Epics can bring themselves back to life when they die but no Epics can bring back other people who are dead, this is explicitly stated at one point (In Steelheart I believe). It's also highly prone to cause some story issues because it kind of trivializes death a bit, which can cause issues for other players trying to make an emotional death scene. Assuming that everyone were happy to accept it in spite of that though, point totals would be: (Breaking this into sections so that some can be removed if that's what you want to go with) He can use this to kill instantly - 160 (There may be some adjustments to this depending on how you imagine this working, how long it takes, etc. But at first glance this looks like 'ability to instantly kill any mortal creature within 100 feet with no way to block, dodge or avert this') bring people back from the dead - 150 (Again dependent on what kind of limitations you want this to have but as currently read this is instant, no cost, no limitation resurrection of anything within 100 feet) For plants, he can also, and uses this to accelerate plant growth. - 40 Healing - 50 Time stop - 200 (This amounts to the same as the insta-kill ability only this effectively can also instantly take out an otherwise immortal creature) Total: 600 (Even Hellbent is concerned with how OP your character is)
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Yep sorry, must have missed the previous tag in all my notifications.
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Just a note but savantism is not something that merely takes time. You need to constantly flare a metal for months on end. Normal use of tin wouldn't make someone a savant no matter how long they lived.
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So I've had a thought that something that might help people who are planning on having OP characters would be to have a separate character sheet. Or, essentially the same character sheet but with some additions so that other players can see why they might want to approve the character. I hope that it might also help people refine OP characters so that other players actually get excited about interacting with them and think of ways that they can weave their own character into the OP characters story. OP characters should be central to many plots, so it's important for other people to know how they might interact with the world ahead of time so that plots can develop accordingly. Something like: So for example: Metronome
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Pre-Alleystorm I was imagining that people used the Dor pipeline and had some way of changing it to Stormlight, so there would be recharging stations around the city where people could swap dun spheres for infused ones.
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Mac faltered, the darkness of hid Voidmaking vanished as he seemed to lose all drive to continue. "What's happening? Voidus? What is this?" Mac's voice was dull and emotionless as he spoke, a small trickle of fear and then nothing. "That's enough for today." Voidus picked up the remnants of the ball bearing, what was left of it was beginning to crumble away, lacking the structural integrity to maintain itself. "You did well, this is one of the consequences of overuse. You'll recover with a bit of time." Voidus felt a twinge of guilt as he explained to Mac. He'd known that Mac wasn't strong enough to feed that much matter to the void, but he'd pushed him. Tried to make him stronger, faster. He'd risked Mac's life just for his own goals. "Come on, there are some new Acolytes trying some research a few Alleys over. I could use a nice return to something simple for a while. Once you've rested a while we can go through some of the theories and principles that you'll need to understand, then once you've fully recovered we can try something practical again." Unfortunately, he might need to continue to push for these risks if they wanted things to return to normal.
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I'd say it's more powerful than Wayne's healing ability has been shown to be, but it's more limited than compounding is so not quite compounder levels.
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I think Stormlight healing is more useful than the weakness of having the oaths could counter.
