[X] Attempted Ascension
I'm not keen on the Darkling thing. Stealth magic, precognition, and effect-stealing are all awesome.
Wait, the shadow-runners do do the teleportation thing, right? Have I wildly misinterpreted this?Keep in mind the first two sound awesome, but grant very few direct combat benefits. Given how popular Ascension is, I'll argue against the Yellow Lighthouse (it seems to be very popular) and for Blue before moving on.
Firstly, precognition is not Worm-style awesome precog where you get percentage chances or amazing future sight, or powerful combat precog where it tells you what to do. It's more of a situational 'how does this play out if I do it in the next few hours' sort of thing, alongside the occasional thirty-second look ahead. It's still very powerful as any future sight is (it will require a more cautious approach to doing things in-game, a Glimpse can't just rush in, ever) but if you get caught on the plains against some Darklings and don't foresee it, you're just as vulnerable as anyone else.
Stealth magic likewise is good, but isn't perfect. You might be able to hide from one sense early on (and doing sight would be a huge strain you could only manage from a relatively small while), and the number increases as you gain skills, but if you're found, you're a squishy regular human.
Effect-stealing has a huge hole in it - you either need to fight other mages (very dangerous, likely to make you an outlaw and hunted by humanity), or trade with them. Which means you need to buy spells off them, which means you need to either trade spells between cities (a common use of the effect-stealing) or go make money some other way.
Blue on the other hand has three powers. Watersingers can move fast along rivers and the coastline, and if you get skilled enough you can carry water with you permanently, moving at high speeds all the time. A powerful Watersinger can also move a *lot* of water at high speed, enough to wash enemies away en masse. It's not very directly in combat, but has high utility.
Stormchasers are probably the most powerful offensive mages. Fireeyes can make walls of fire and things of that nature (giving them more defensive utility), and Coldhands are more defensive in general (ice walls, ice shells, etc). A Stormchaser can summon lightning, which has one major advantage. It's instantaneous, meaning missing is tough. You hit things, they go down. It has no real defensive or mobility potential, but the sheer raw offensive power is huge.
Lastly, Runesmiths are probably the weakest characters directly, but they're probably somewhat comparable to Tinkers in Worm. They can make a lot of stuff, though most of it is single-use at low levels. They augment, but can also build stuff for various situations. If they have prep time and foreknowledge, they're very very strong.
Keep in mind the first two sound awesome, but grant very few direct combat benefits. Given how popular Ascension is, I'll argue against the Yellow Lighthouse (it seems to be very popular) and for Blue before moving on.
Firstly, precognition is not Worm-style awesome precog where you get percentage chances or amazing future sight, or powerful combat precog where it tells you what to do. It's more of a situational 'how does this play out if I do it in the next few hours' sort of thing, alongside the occasional thirty-second look ahead. It's still very powerful as any future sight is (it will require a more cautious approach to doing things in-game, a Glimpse can't just rush in, ever) but if you get caught on the plains against some Darklings and don't foresee it, you're just as vulnerable as anyone else.
Stealth magic likewise is good, but isn't perfect. You might be able to hide from one sense early on (and doing sight would be a huge strain you could only manage from a relatively small while), and the number increases as you gain skills, but if you're found, you're a squishy regular human.
Effect-stealing has a huge hole in it - you either need to fight other mages (very dangerous, likely to make you an outlaw and hunted by humanity), or trade with them. Which means you need to buy spells off them, which means you need to either trade spells between cities (a common use of the effect-stealing) or go make money some other way.
Blue on the other hand has three powers. Watersingers can move fast along rivers and the coastline, and if you get skilled enough you can carry water with you permanently, moving at high speeds all the time. A powerful Watersinger can also move a *lot* of water at high speed, enough to wash enemies away en masse. It's not very directly in combat, but has high utility.
Stormchasers are probably the most powerful offensive mages. Fireeyes can make walls of fire and things of that nature (giving them more defensive utility), and Coldhands are more defensive in general (ice walls, ice shells, etc). A Stormchaser can summon lightning, which has one major advantage. It's instantaneous, meaning missing is tough. You hit things, they go down. It has no real defensive or mobility potential, but the sheer raw offensive power is huge.
Lastly, Runesmiths are probably the weakest characters directly, but they're probably somewhat comparable to Tinkers in Worm. They can make a lot of stuff, though most of it is single-use at low levels. They augment, but can also build stuff for various situations. If they have prep time and foreknowledge, they're very very strong.
I'm beginning to suspect that - More than simply determining powers, the personality and emotions of a person also determines success or failure. Hubristic Orothia failed at the Indigo and was supposed to die, but instead killed the Lighthouse; The Last Emperor also screwed everything up.
I am also rather keen on that route. It specifically mentions fleshcrafters are highly valued, so logically that would give us leverage for a chance to learn another magic. Plus Orange sword magic seems pretty badass and we have the body to use it.