Documentos de Académico
Documentos de Profesional
Documentos de Cultura
World
Version 0.2.2
Part I
Introduction and Setting Information
Chapter 1
History
1.1.1
5 Statues
The Survivor:
Kelsier, the Survivor of Hathsin. The man behind the Fall. More than a man now, or so
Vin, the Heir to the Survivor. A prominent part of the religion of the Sur-
The Lawbringer
It is told that he ruled the land and established law in the days following the fall.
His laws are the basis for Elendel's today.
Was married to the Ascendant Warrior.
Known in the Final Empire as the Lord Ruler, though that is not remembered today.
Almost all that is know of him today, is that he has a statue with the other 4.
1.1.2
IronEyes:
The Steel Inquisitors. They have all been grouped as one as the avatar of Death.
Chapter 2
Locations
Chapter 3
Religion
Savivorism: 50%
Pathanism: 25%
Sliverism:
10%
Others:
15%
Part II
The Alloy of Law Adventure Game
Chapter 1
Game Terms
The New World
The world of Scadrial, as it exists during the time period for roughly 500 years, following
the Battle for Scadrial. This is the world and time in which the Alloy of Law novel takes place. Note: In
character the people of the New World don't really have a name for their country, and even the term The
New World is seldom (if ever) used. This term is mostly for the convince of the players.
Chapter 2
Building Your Hero
Strong
Compounding Twinborn :
same metal.
Compound (see 2.1 on page 19) He or she has a Feruchemy rating of 3 and a Allomancy rating of 4 in
the same metal.
Koloss-Blooded Misting:
Koloss-Blooded Ferring:
Koloss-Blooded Twinborn:
Average
Twinborn :
Your character is both a Ferring and a Misting. He or she has a Feruchemy rating of 3 in
one metal, and a Allomancy rating of 4 in a dierent metal. (Note: for a normal Twinborn these must
be dierent Metals, if they are the same, you are a a Compounding Twinborn. see below)
Ferring:
Your character can store and magnify any number of personal qualities.
He or she has a
Feruchemy rating of 4 in one metal, and may use Feruchemical metalminds of this type (see page 275
of Core).
Koloss-Blooded:
You character is a half-caste, descended from both human, and (the now true breeding)
Koloss stock. Stronger, tougher, stronger and quicker to heal, than any normal man. Your slightly
blue-tinted skin, makes clear your ancestry to those who notice. (see 1.2.2)
2.1.2
The following options no longer exists as normal character options in the New World. Your Narrator may
allow you to play one (if you have a good enough story).
Strong
Mistborn :
It is a well documented fact that there have been no more Mistborn, other than the Lord
Mistborn himself (died ~ NE 75). It is theorized that the blood has become to thin (there are allot
more Misting now, though that may be the result of easier snapping,and more known metals). That
is not to say the blood could not become more concentrated though luck or intention of breeding...
10
Keeper:
There are no more Keepers, their task is now done. With the Words of Founding humanity
has been restored the knowledge it lost during the Lord Ruler's reign. Moreover there are no known
full spectrum Feruchemists, like Mistborn it is theorized the blood has become too thin. That is not
to say there could not be some hiding away in a Terris community...
Average
Kandra :
The Kandra no longer server the Contract. They now serve Harmony as the Faceless Immor-
tals. (Note: In-Character, few know what a Kandra is, and most believe that the Faceless Immortals
to be a Pathian myth. It is unlikely that anyone has made the connection.)
2.2 Props:
In the New World, manufacturing and industry are much better o than under the lord rulers reign. Because
of this, people have more stu.
A soldier doesn't just a carry one weapon, he carries 2 or even 3. (eg two revolvers, and a rie).
A characters maximum numbers of Props is equal to their Resources plus 1.
11
Chapter 3
Equipment
3.1 Firearms
The prevalence of rearms in the new world, is possibly the most notable change.
The stats below are for rearms in the New World (later time periods would have dierent stats)
Prop Cost
Firearm
Diculty
Damage
Clip
Derringer
+1
Touch/Close
Revolver
+2
Striking/Medium
Heavy Handgun
+3
Striking/Medium
Shotgun
+4
Close/Medium
Rie
+3
Close/Long
Repeating Rie
+3
Close/Long
N/A
+5
N/A
Close/Medium
3.1.1
Min/Max Range
Reloading
Most rearms need to be reload. When a number of shots have been red equal to a clip,
a Beat must be spent reloading.
3.1.2
Ammunition
Other than in exceptional circumstances it can be assumed that a character always has ammunition for there
gun. Unless it is story relevant, a character will always be able to reload. That said in a long gun ght, that
the characters were not expecting (and so didn't stock up on ammo), they might, at the narrators discretion
notice they are down to there last clip.
Aluminum Rounds
Aluminum Rounds may be purchased specially for all guns.
12
3.2 Explosives
Prop Cost
Explosive
Diculty
Damage
Radius
+4
Striking
+4
Close
3.3 Other
Prop Cost
Explosive
Diculty
Damage
Radius
+4
Striking
+4
Close
13
Chapter 4
Improving Heroes
ADVANCEMENTS
Cost Description
Become a Twinborn
Become a Ferring
10
Become a Ferring
15
Compounding Twinborn)
Become a Misting
15
14
Part III
More than any Man
15
16
Chapter 1
Koloss
The Koloss, are not what they used to be. In someways they are more, and they are less. They are more
human, but weaker. They live longer, but grow less.
In the new world, Koloss are no longer hemalurgic creations, they are a true breeding race. More so over
they can interbreed with humans.
Summery:
Heal faster
Growth
Koloss infants are the same size as human infants, though they do grow faster. A Koloss reaches
the development of a 5 year old child at 2 years, and are considered an adult by the tribe at 12. Prior to
this age, no adult Koloss will harm them.
They continue growing through out there whole lives, though not at the rate H
1.2 Stats
The stats below apply of the normal stats for a human.
1.2.1
Full Koloss
Tough; Terrifying,
More than Human: Koloss are not human thus are not subject to the normal restriction
of having there Health Resilience 6 or less. As they continue growing Koloss become tougher and tougher.
Koloss may increase their Health resilience up to 9.
17
Koloss may downgrade Grave Physical Burdens to Serious or completely recover from Serious Physical
Burdens during a Short Breather (They may take no other action during the breather). Koloss may completely recover from Grave Physical Burdens in a Long Breather (They may take no other action during the
breather)..
1.2.2
Koloss Blooded
Powers (Other):
More than Just Human: Koloss Blooded may increase their Health resilience up to 8.
Beyond human Strength: add 2 dice with rolls involving physical strength.
Beyond human Recuperation: Koloss Blooded may completely recover from Serious Physical Burdens
during a Short Breather (They may take no other action during the breather).
18
Chapter 2
Twinborn
2.1 Compounding
2.1.1
Burning Allomanticaly
It is possible to simply normally burn the metal that the metal mind is made
capacity below the number of number of Feruchemical charges, then the excess charges disappear (without
eect).
Tapping Feruchemicaly
It is also possible to Tap the metal you have ingested (though there basically no
reason to), it Taps as normal, leaving empty Feruchemical Capacity. You can also store in ingested charges
normally.
2.1.2
Using Compounding
Summery:
In summery:
Charges:
A metalmind has Allomantic Charges equal the number of Feruchemical Charges initially
stored in it
Burn Rate:
sec).
Flare Rate:
sec)
6sec).
While burning:
each round you may spend (Tap) an number of Free Feruchemical charges equal to your Allomancy
Rating.
19
This Tapping happens basically as normal, and maybe combines with Tapping from your (regular) metalminds. As normal you may tap individually for the usual bonus, tap in groups of 5 for a nudge and the
rest.
Spending these Free charges still counts towards your limit of tapping no more that
10your
Feruchemy
sec)
Flaring a charged metalmind has the same eect as burning a charged metalmind except that as usual
you treat your Allomancy rating as one higher than it actually is.
2.1.3
It is quiet likely that a a metalmind will need to be cut or ground down for purposes of consuming.
Method
For simplicities sake, the following mechanic applies: assuming appropriate cutting tools:
Determine the number of charges you want the metalmind portion to have and Test Wits 2 (you may
get someone else to do this for you).
If the character succeed then the character end up with the metalmind portion contains the charge
you wanted.
If the character fail the resulting metal portion (not the larger metal mind) is had no usable Charges
(though as below,they are still removed from the larger mind).
Whether the character succeed or fail the original metalminds Charges (and total capacity) is reduced
by the amount you wanted in the metalmind portion.
Possible Complication (from failing badly) include greater loss of capacity (and potentially charges too).
Possible use of Nudges include reducing the amount of total capacity lost, while keeping the Charge the
same (i.e the metalmind portion has a higher amount of charge than normal for a piece of metal this size).
2.1.4
Compound Storing
You may transfer the charges you get by compounding into a (suitable) metalmind.
This particular use is call Compound-Storing, and is give Compounders their ability to tap (gently)
almost constantly. It allows the spreading out of the the multiplied short-lasting charge from burning over
time.
This is down using a very slow burn
While Compound-Storing you may not Compound normally, nor may you Store normally.
Though Compound-Storing you may store:
1 When
not story relevant the Narrator may let the player simply assume this succeeds (this will always be the case during
2 OOC:
don't think about the mechnics for this - there is no actual slow burn mechanic in the RPG system.
20
half your Allomancy rating times your Feruchemy rating (round down) each hour.
Up to the capacity of the metal mind being lled.
i.e
1
AF
2
Feruchemical charges per hour.
(where
and
Feruchemy ratings)
It is suggested you write this gure down somewhere.
Doing so you Burn a number of (Allomantic) charges equal to your Feruchemy rating.
(This is because, as with converting with a Nicrosilmind, transferring is a lossy process)
(round down). Ie
1
AF
2
Short Breathers:
You may recharge a total of
10
1
AF
2
charges.
of the metalmind you subdivided and burnt remains at its lowered state.
Long Breathers:
1
You may recharge a total of 30
AF
2
charges.
of the (Prop) metalmind you subdivided is assumed to have been restored, Though the charges are still
expended (no doubt replaced may times over into a dierent metalmind).
21
Chapter 3
The Metals
3.1 Gold
Clarication about how tapping gold for health stacks with itself
While Tapped (individually) Gold gives you temporary hit points lasting 1 hour, if you tap again with in
that hour it doesn't give you more, you simply have the Higher of the two value. If you Tap for equal to or
more the second time than the rst it also refreshes the amount of time til the temp health disappears to an
hour (from the second tapping).
Tapping more (individually) in the hour does still count toward the Tap more than 5 in an hour to start
healing 1 hit point per minute).
22
Part IV
Always Another Secret
23
Appendix A
FAQ:
A.1 Why is it mechanically impossible for a Compounding Twinborn to constantly Burn charged metal minds?
In the books Compounders are seen burning there metalminds round the clock.
It is impossible in this system because:
The Storing mechanic, and Tapping mechanic work a little dierently in the RPG than in the books.
In the RPG they are asymmetric.
It takes an hour to store what is tapped in an instant.
This makes some sense, because when storing your spreading out the loss to your attributes over an hour.
Though mechanically you are basically taking full penalty for the loss for every instant of the hour.
Balancing this is the storing you can do in breathers.
Storing is done over the course of an hour, where as Tapping is done in the course of a instant.
If we assume an instant is 1 second then there are 3600 instants, the hour you spend storing.
So you would need to Tap 3600 charges (Tap, not burn since burning increases the power of a Feruchemical
charge (multiplying it by your Allomancy rating to get the eective number of charges).
Even a Maximum power Compounder (Allomancy 10, Feruchemy 10), using the Compound-Storing
mechanics of Compounders, can only store 50 charges in an hour.
Had you been able to store at the same rate you can tap (that is as amount per instant), Even a
Compounder Multiplier (aka Allomancy rating) of 4 is enough to ensure you are Storing as more than you
are Tapping and will never run out.
Indeed it may be tempting for the player of a Compounder to think of his Allomancy rating as
They
are throwing around a huge amount of Feruchemical charges, but a merely burning (For no Allomantic
charge) with the Allomancy. That is not to say that using Compounding doesn't ever justify Advancing you
Allomancy rating, merely that it justies Feruchemy rating improvement more. So if you were only using
Compounding (and never Allomancy) your Feruchemy Rating should always be higher than your Allomancy
rating.
24
Appendix B
Copyright
Sanderson, Tor and Orion Books of their trademarks, registered trademarks and copyrighted works.
25