Ferring Race(s)
Posted: Thu Feb 09, 2012 6:42 pm
This is an idea for an addon, based on the Mistborn books by Brandon Sanderson. I might get around to coding it, but I wanted to get it down somewhere before my thoughts on them went away. First, some background:
A ferring is an individual who has access to magic that allows them to store and retrieve of one attribute inside of a specific metal, as follows:(note: they only get one of these powers)
Iron: mass (inertia/weight)
Steel: physical speed
Tin: Each of the 5 senses (independent from each other)
Pewter: Strength (muscle mass)
Copper: Memories (store it to forget, retrieve it to remember)
Bronze: Wakefulness
Zinc: Mental Speed
Brass: Physical warmth (body heat)
Cadmium: Breath (oxygen in the blood)
Bendalloy: Food (calories and water etc...)
Gold: Healing
Electrum: Determination
Chromium: Fortune (luck)
Nicrosil: "Investiture" (basic power of magic, IIRC)
Aluminum: Identity (sense of self)
Duralumin: Connection (spiritual connection with others)
Eventually, I'd like to make 16 subraces, one for each type of Ferring, although some would be much easier to come up with abilities for (gold/healing, pewter/strength etc...) than others (Aluminum/identity, Bendalloy/food etc...)
On birth, a Ferring would have a unique resource pool (called "metal" for now) with a capacity of 100, and two talents, one that decreases the attribute associated with the Ferring's magic, filling the resource pool, and one that increases the attribute, draining the resource. The resource cannot be filled past capacity. Later, more talents would be unlocked (I also imagine most of them being single-point talents).
Here is an example of what an Iron (mass) Ferring's skill tree would look something like:
Iron Feruchemy
Heaviness: sustain, instant cast, -4 metal per turn, 5 cooldown (given at birth)
-20% movement speed, +50% knockback immunity, +25% teleport immunity, - (some) accuracy (exclusive with Lightness)
Lightness: sustain, instant cast, +4 metal per turn, 5 cooldown (given at birth)
+20% movement speed, -50% knockback immunity, -25% teleport immunity, -(some) physical power (exclusive with Heaviness)
Weightless Jump: Activated, +20 metal, 10 cooldown, 2 duration
100% evasion, cannot move, cannot hit in melee, switches to Lightness.
Massive Smash: Activated, 5 duration, 20 cooldown, (no cost to activate)
Adds a 50% chance to knock back and (some) physical power to your attacks, at a cost of -10 metal per swing. Switches to Heaviness.
Weightless: Sustained, instant cast, +10 metal per turn
If you get hit in melee, or by archery, you are knocked back (like 0 gravity), -50% movement speed, +200 encumbrance, switches to Lightness.
Not all types of Ferring would have advantages for both storing and retrieving attributes; for example, there is no advantage in storing Health, you simply heal slower.
Anyways, thoughts?
A ferring is an individual who has access to magic that allows them to store and retrieve of one attribute inside of a specific metal, as follows:(note: they only get one of these powers)
Iron: mass (inertia/weight)
Steel: physical speed
Tin: Each of the 5 senses (independent from each other)
Pewter: Strength (muscle mass)
Copper: Memories (store it to forget, retrieve it to remember)
Bronze: Wakefulness
Zinc: Mental Speed
Brass: Physical warmth (body heat)
Cadmium: Breath (oxygen in the blood)
Bendalloy: Food (calories and water etc...)
Gold: Healing
Electrum: Determination
Chromium: Fortune (luck)
Nicrosil: "Investiture" (basic power of magic, IIRC)
Aluminum: Identity (sense of self)
Duralumin: Connection (spiritual connection with others)
Eventually, I'd like to make 16 subraces, one for each type of Ferring, although some would be much easier to come up with abilities for (gold/healing, pewter/strength etc...) than others (Aluminum/identity, Bendalloy/food etc...)
On birth, a Ferring would have a unique resource pool (called "metal" for now) with a capacity of 100, and two talents, one that decreases the attribute associated with the Ferring's magic, filling the resource pool, and one that increases the attribute, draining the resource. The resource cannot be filled past capacity. Later, more talents would be unlocked (I also imagine most of them being single-point talents).
Here is an example of what an Iron (mass) Ferring's skill tree would look something like:
Iron Feruchemy
Heaviness: sustain, instant cast, -4 metal per turn, 5 cooldown (given at birth)
-20% movement speed, +50% knockback immunity, +25% teleport immunity, - (some) accuracy (exclusive with Lightness)
Lightness: sustain, instant cast, +4 metal per turn, 5 cooldown (given at birth)
+20% movement speed, -50% knockback immunity, -25% teleport immunity, -(some) physical power (exclusive with Heaviness)
Weightless Jump: Activated, +20 metal, 10 cooldown, 2 duration
100% evasion, cannot move, cannot hit in melee, switches to Lightness.
Massive Smash: Activated, 5 duration, 20 cooldown, (no cost to activate)
Adds a 50% chance to knock back and (some) physical power to your attacks, at a cost of -10 metal per swing. Switches to Heaviness.
Weightless: Sustained, instant cast, +10 metal per turn
If you get hit in melee, or by archery, you are knocked back (like 0 gravity), -50% movement speed, +200 encumbrance, switches to Lightness.
Not all types of Ferring would have advantages for both storing and retrieving attributes; for example, there is no advantage in storing Health, you simply heal slower.
Anyways, thoughts?