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Everything posted by CoderDrag0n8
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well i don wanna do it *looks at chips*
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i dont have enough brain power to make another thread one of u do it
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Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
uuhhh well it has to fit in with the other ones... So it you can adjust it to use investiture or smth, then itll work. -
Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
Uhhh is it Cosmere? If so, put it in a spoiler box -
*looks*
oh hey when did i pass 2500 posts?
huh
okay
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Attending Dragonsteel Nexus as a minor?
CoderDrag0n8 replied to Kansas Stormcursed's topic in Events and Signings
I *would* protec but i not going -
wow i exited
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Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
I did the thing -
Somewhere in a far-off corner of the cosmere, there is a planet. This planet is known as the Worldhopper Planet. This planet has a magic system close to those of Elsecalling and Bondsmithing. There are these Spren known as Worldhopper Spren. You can only bond with one Worldhopper Spren at a time, but can bond with normal Rosharan Spren at the same time. Worldhopper spren give you the ability to make an incredibly temporary perpindicularity of your choice. This Perpindicularity does one of 3 things. Takes you back to the physical realm, takes you to the Cognitive Realm, or takes you to the Spiritual Realm. You can only take 1 other person, and the transfer is instant. The perpindicularity disapears the moment its purpose it fuilled. People, Spren, or Animals with a Nahel Bond to you or the friend you took with you are transported too. Unless you are transporting to or from the spiritual realm, this costs a lot of investiture. This takes A LOT of investiture, but you can also teleport places. You need to have a connection to there, or have something that has a connection to there, to teleport there. There is also a special band you can put around your wrist that can connect to your Worldhopper Spren, and store connection to a place while your there. It has an infinite storage of connection, but once you fill it with a certain amount of connection, it has enough to make the connection renewable.
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heh heh it just means that this wont exist in MSM but is here for some reason
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eberdoodle
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Reminder: Is disabled Too OP
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Here I will link other signifigant things Cosmere RP/Arvus RP FCRRP Sign-Ups [Phase 1]
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Shardmancers (this one is my fav lol)
CoderDrag0n8 posted a blog entry in Magic System Mahyem (Cosmere)
Okay so... I only have the history but the history explains my entire idea for the magic system (Also this is from in-world, so they have some weird names for stuff) (Oh yeah also WaT and Mistborn spoilers): Timeline: Before The Split & Context: There were people born with magical powers that had unique abilities. These people are called Shardmancers. There are strange metals found throughout the ground that do strange things when ingested. Shardmancers awaken (think snapping) their abilities when feeling a strong emotion. The Split: All of the Shardmancers suddenly felt a strong shock through their bones. They felt their entire body convulsing at the very nature of some cosmic event. Then it ended. Suddenly, all the Shardmancer's powers changed. There were then 16 types of shardmancers. Each with unique abilities. They all had some abilities, just some types were stronger at them then others. The First Crackling: All of the Commited (Type of Shardmancer) Shardmancers and the Controler (Type of Shardmancer) Shardmancers suddnly felt a similar strong shock. This time, it didn't stop. All of the Commited and Controler Shardmancers became the first Instables. The Instables kept their original powers, but they were mentally unstable and were slowly dissolving (Think Soulcaster Savants). The Second Crackling: Everyone was terrified. They thought this was a sign of doomsday. They prophesized that in 1000 years, another Crackling would happen. 1000 years went by and nothing happened. People started to think it was a one time thing. Another 1000 years later, the Second Crackling occured. This time, it was the Driven. The Driven, too, had become Instables. Now 3 of the 16 types of Shardmancers were are curse, and not a blessing. People were incredibly worried. The Third Crackling: At an unknown point in history all of the Kind Shardmancers also became Instable (Yes I did put this in last minute The Sealing: Near the begining of the Rippling, all Destructor Shardmancers lost their powers. They could still feel their powers, and access them, but it was incredibly hard too, and they couldn't use them much. The Rippling: The rippling happened an unknown time afterwords, but all the Stagnant Shardmancers felt their power slowly going away and becoming weaker. This was a long event that also seemed to progressivly make the Stagnant closer and closer too being Instable. Right after the Rippling, the Confusion struck. The Unsealing: Near the end of the Rippling, all Destructors regained their powers fully. The First Confusion: All of the Stagnant felt the strong shock for a brief moment. Only days or weeks later, they felt it again. Then, AGAIN! This was very confusing. But after the last shock to the Stagnant, the First Binding began. The First Binding: In the Confusion, the last shock was felt by the Destructors too. Then, for the first time in thousands of years, a new power emerged. Any Shardmancer had a 2/16 chance to be a Connector. All of the Stagnant and Destructors became Connectors. The Connectors were unlike other Shardmancers and when using their powers, you had to keep strong mental stability and concentration to use the powers. Otherwise, If you use your powers for too long, you will become a Disconected. The Second Confusion: All of the Anger Shardmancers felt a shock again but thought nothing of it. Only weeks later, the Oath Shardmancers all also felt a shock. Then, only days after, The second Binding began. The Second Binding: At the end of The Second Confsion, the Oath and Anger Shardmancers became the Punishment Shardmancers. The Punishment Shardmancers are slightly unstable. Also, this is my favorite magic system so far. Won't use in many RP's though -
Note: This Magic System will be disabled until futher notice. Too OP. I haven't thought too much about the effects of specific animals opon different powers, just know that the animals are impacting the powers greatly. A crow is vastly different from a wolf. Anyway, here we go: (This was pasted from google docs so be ready for it to be weird): Dracon-The Nexus Dracon, the Nexus of the Cosmere, also known as the Splintered Planet. This is, of course, against the fact that all full Draconians are very peaceful. When a Shard dies, its power slowly gets zapped by the Nexus. The longer a Shard is in unintended hands the more its power is slowly zapped. Shards power being infinite, therefore means that this has no noticeable effect whatsoever on the shard. The one thing it does do, is gather an almost infinite amount of unique investiture on the planet. This is the first reason it is called the splintered planet. The second reason is that Dracon used to have a shard. This shard was called Splinter. All of Dracon was of Splinter. This was a mysterious other shard that did not fit the others. This is because, when Adonalsium was splintered an unknown shard appeared in the cognitive realm. Because of its immense power (It held half of Adonalsium’s power) it instantly gained sapience. When formulated, the very nature of the shard was that it would inevitably splinter. The other shards knew this, and left it alone. As they had just integrated with their Shard, the intents were still weak in their mind. Splinter settled down on a planet drifting through space with no solar system. Splinter made the center of this planet a star, so that beings could live on the planet, Dracon. Splinter also made several changes to the star’s physics so that creatures wouldn’t instantly die. Splinter then inhabited the planet with all sorts of plants and animals, eventually adding humans and dragons. This planet eventually became a sort of Dragon hub, and practically half of the planet was inhabited by dragons. This planet was also incredibly large, as there was a star inside of it. Then, Splinter splintered. This is the second and third reason it is called the splintered planet. When Splinter splintered, so did the planet. Dracon the moving solar system, used to be a planet. The splintering made the planet a Nexus for the cosmere and had unexplainable ramifications to all of the investiture in the planet. On Sel, Investiture is most prominent in the cognitive realm. On most planets, investiture is most plentiful in the spiritual realm. On Dracon, investiture is most prominent in the physical realm. Every human who enters Dracon, or is birthed in Dracon will gain a communal power. The Main sector of Dracon also has the Nexus within. You can go to it and if you are an outsider you can gain a Higher Communal power, and if you have a strong connection to one of 4 planets (Or you get lucky), you can gain a Bound Communal Power, with certain combinations being a Higher Bound Communal Power. After going to the nexus once, it no longer has an effect on you. Unless you are a compounded Shatterer, in which… more things can happen, but if you aren't ready, they can be very bad. (Don’t go to the sector of Ripped. DON’T) There is one other facet of the Nexus that many don’t think about. If you go to the Nexus, you can ask to become a Draconian. You must then prove with your soul that you are peaceful. Then you become a Double Draconian. This is referred to when someone is a Full Draconian, but they have a 50% chance of having the normal powers of their original planet (So if Scadrian, 50% to have the normal chances for scadrian powers, and 50% chance to have the normal chances for Draconic Powers)(If they aren't originally from a Fixed Planet they are just a Full Draconian). Certain Communal Powers can be warriors, but Draconians will never wage unnecessary wars. If they get attacked, they will attack POWERFULLY in self-defense. This is because, since they have been with Dracon its self and compounded it into their identities. A side effect of this is having a 100% power boost (Doubling their power) Communal Powers Communal powers are the basic powers that humans gain when entering Dracon. There are 8 different types of lower communal powers. Each one corresponds to an animal and powerful spren-like being in Dracon. There is the Lion, with its Lion spren (Is more than just a lion. Lion communals go to the Lion sector to find the Lion spren to teach them), Tiger with its tiger spren (Same thing but Tiger), Fox, Wolf, Crab, Turtle, Crow, and Dragon (This one is the rarest). The communal power allows you to speak to the animal (Dragon gives you the ability to summon Dragonsteel items). If you go to the nexus you can get a Higher Communal power which grants some abilities of the animal, and grants you more if you are from the following planets (Fixed Planets)(Or are just very very lucky): Scadrial Scadrians can get one of 2 bonded communal powers. Vessel or Vector. With this enters Compounded Bonded Communal Powers. If your communal animal has the same Anchor Point you get a much more powerful Higher Bonded Communal Power. If you have the same breakpoint of your communal animal, you get an incredibly powerful Compounded Bonded Communal Power. Scadrials Anchor Point animals are the Fox and the Wolf. Scadrials Anchor point is Metal. The Scadrial Bonded Communal powers are very special in that they are similar in a very powerful way. Vessel Vessels have a power akin to Mistborn. Feruchemists have a higher chance of getting this one, instead of Vector. This power is a bit more strange. All metals and their alloys (Except for the allomantic ones (You can still have alloys of Tin, just not pewter)) give an effect when burned. It varies incredibly from metal to metal, but each metal and its alloys have a certain theme, and this persuades throughout both Allomancy and Vessels. All god metals can be burned by Vessels. Having a compounded Anchor Point gives you the power of a full Lerasium Mistborn and having stronger powers the closer you are to metal. Being a Full compounded Vessel gives you the powers of a Vector. Vector Vectors have a power similar to Feruchemy. Allomancers have a higher chance of getting this one, instead of Vessel. This power is a bit more strange. All metals and their alloys (Except for the feruchemical ones (You can still have alloys of Tin, just not pewter)) you can store different abilities in them. It varies incredibly from metal to metal, but each metal and its alloys have a certain theme, and this persuades throughout both Feruchemy and Vectors. All god metals can be stored by Vectors. Having a compounded Anchor Point gives you the power of a full Feruchemist and having stronger powers the closer you are to metal. Being a Full compounded Vector gives you the powers of a Vessel. Roshar Rosarians can get 1 of 2 communal powers. Likener and Luminous. Same things as above, but Roshar’s Anchor Point animals are the Lion and Tiger. It’s Anchor Point is Crystal Likener Each likener can forge a bond with 1 surge. This allows them to manipulate it. Likeners have more power than Luminous but they can only use their powers on one surge (Ex: Create black holes with gravity, Instantly grow a tree with Growth). With a compounded Anchor point they can access an incredible amount of investiture whenever they wish, and can store it in crystals. Being a full Likener compounder, allows you to travel to and from shadesmar at will along with being able to manifest spirits. Luminous Luminous has the unique ability to draw in investiture and use them on a surge. Luminous have the ability to control all 10 surges. When having a compounded Anchor Point a Luminous also has the ability to change investiture into an attribute. (Ex: Strength, Touch, Speed) They can also put investiture that increases that attribute into a crystal(They can do this with normal investiture too). Being a full Luminous compounder allows you to create spirits out of investiture. Sel Humans (Or other sapient beings) from Sel can get 1 of 2 communal powers. Crafter and Carver. Turtle and Crab. Rock/Stone. (Side note: Scholars are more likely to get communal powers.) Crafter A Crafter allows you to draw runes in the air that when drawn correctly can do magical things. Having a compounded Anchor point allows the runes you draw to be more powerful. It also makes having stone (Or any natural rock) bracelets near you allows you to draw more power. Being a full compounded Crafter lets you give sentience to objects for a short time. You can also then telepathically communicate with it. Carver A Carver allows you to Carve small runes onto rocks that, when activated (Given investiture), they perform a spell. Having a compounded Anchor Point allows you to turn on and off the runes more easily and lets them draw more power. It also makes having stone (Or any natural rock) bracelets near you allows you to draw more power. Being a full compounded Carver lets you give sentience to objects for a short time. You can also then telepathically communicate with it. Dracon This one is special. You can only get any of these Bonded Communal Powers if you are born in Dracon. ONLY. These also happen to be the most powerful of the bunch. Especially Higher or Compounded Bonding Powers. These are also very rare. Not just because it is restricted to Draconians but because it is rare on its own. Around 8% of all people of those planets actually get the powers when coming here. 0.8% if you are of one of the planets to get any of them. Then, really its only a 0.4% chance to get any specific power from the planets. If you are from Dracon (And that means being born here, AND having a strong connection to Dracon (Dracon has to be part of your identity)) then there is a 0.08% chance of getting the abilities. If Dracon isn’t part of your identity, then you have a 0.0008% chance that you get one of the abilities. In both situations, there is still a 50-50 chance to get either one of the powers. Because Dracon is a roaming planet, not only is it hard to get there, but many sectors of Dracon aren't fully Draconic and don’t see themselves as Draconic, not letting it be part of their identity. Dracon’s Bonded Powers are Soulbinder or Shatterer. Its Anchor point is Fire, and its Anchor animals are: Crow and Dragon. Soulbinder Soulbinders have 1 simple, yet powerful ability. They can rewrite anyones sDNA. They can do whatever they want with any of it, with one very big exception. They cannot mess with the Dracon section. Of anyones. Even themselves. Low-level Soulbinders, cannot inmate any of the other powers. This is innately connected to your communal animal. The different things you can do, depend greatly on your specific powers. Having a compounded Anchor point allows you to manipulate the Dracon portion of your sDNA. This, however rarer, is incredibly dangerous. The chance that this occurs is still very low. Another effect of compounded Anchor point, is the ability to manipulate fire. This allows you to create fire and do other things. The main part of this, is that a Compounded Anchor point allows you to slightly rein in a shatterer. Even a Full Soulbinder cannot replicate a Shatterer. If they try, they go insane before getting there. A Full soulbinder can alter the deep web. The deep web is the sDNA of shards. They can access all the investiture of a shard. They can also burn peoples souls and twist their deepest intent and identity. Shatterer When you encounter a Shatterer you react one of 2 ways. You run away screaming, you die, or the Shatterer becomes your friend. All shatterers are mentally insane. If you become a shatterer without first being insane, you burn up in flames. This is one of the reasons why shatterers are so terrifying. A compounded Anchor point Soulbinder is needed if living within the same sector as one. The only sane shatterers are the dead ones. If you give birth to shatterer, some places on Dracon will end your and your kids life. Just as a precaution. 99% of shatterers are driven to suicide before they fully manifest their powers. The reason for this is that shatterers merely burn up in flames whenever they wish too. When a shatterer is born it has a fractal tattoo on its cheek. A shatterer's main ability is the power to compound. They are born with a little bit of investiture, and then can compound that by taking the original piece of investiture and amplifying it to the power of 64. This is the main power of a shatterer. They are born with a special kind of investiture, Draconic investiture. They still don’t manifest powers until they go into the nexus. Draconic investiture can be utilized and changed into literally anything. Of course, shatterers can only use a little bit of it. A compounded anchor point would give a shatterer the full abilities of a Full compounded Soulbinder. They can also use fire to burn away anything. Including someone's soul. A Full compounded shatterer can also travel to the spiritual realm and kill shards with a single punch. They have full access to the well of power that is Draconic investiture. That said, many shatterers going to the nexus for the first time, will burn into pure draconic investiture. Purely by coincidence. 90% of them. 99.9% of shatterers never make it past the nexus. 99.999% of shatterers never make it to the nexus a second time. 99.9999999% of shatterers make it out of the second nexus interaction with a largely more unstable mind. Those shatterers get teleported to the sector of the ripped. They cannot leave. If you enter the sector of the ripped, you will most likely get killed instantly. If you are part of the 0.0000001%, then you become Splinter when entering the nexus. Anyway, tell me your thoughts! I'm not to good at making storylines but I feel like I got this magic system down. (Yes Splinter does have a metal called Draconium. It's feruchemical ability is everything. Like you can store, just anything. You can even store multiple things in it! Allomantic powers are yet unknown. No one has been brave enough to try.)
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Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
I will. -
Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
updated -
Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
FCRRP - Full Cosmere Restarted RP edit: actually, give me a moment, I have an Idea. -
Magic System Mayhem (Cosmere) (Sign-ups kinda)
CoderDrag0n8 replied to CoderDrag0n8's topic in Roleplaying
Did you look over the FCRRP planets and stuff? Everyone will be starting on the same planet, so you can be from either Main Cosmere Scadrial or FCRRP Scadrial, but cannot have both powers, sorry. And Roshar would be FCRRP Roshar. -
Guess That Cosmere Character! Forum Edition!
CoderDrag0n8 replied to Kidpen's topic in Forum Games & Random Stuff
all of the female characters in Alethkar fit this -
=D
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The bite phases through him. "Away." He leaves.
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The reason I voted BBB was as a Poke Vote (ish). I wanted him to respond to what I believed as legitimate reasoning on my end. At the end of the day, I saw BBB as an un-substantial vote with me and a Vengence Vote, and I agreed with your Twin reasoning. I thought that his reasoning was (Fairly) solid, and that was enough grounds for me to switch to my other e!read that was more likely to play out (Twin). This was his response:
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no it just ends
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