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Tiers of Power

Rules • Home Defiant TTRPG

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Tiers of Power

In Home Defiant, your will see Levels of Power ranging from 0 to 6 be described in the book. These numbers tell you how powerful or useful the ability is in the scale of the game.

Tiers of Power Tier Name Description
0 Mortal

Mortal

Tier 0 of Power

Mortals are bound by the harsh physical laws of an unforgiving world. Their struggles are profoundly local, usually determining the survival of a single family, a doomed merchant caravan, or an isolated village. They wield ordinary iron and wear mundane leather, and any magic they possess is strictly practical—used to mend a broken cart axle or coax a fire from damp wood rather than wage war.

Actions at this scale are grounded in blood and mud. A Mortal might break down a heavy tavern door, track a thief through rain-slicked streets, or barely survive a frantic clash with a desperate bandit. They face ordinary, yet entirely lethal, threats like starving wolves and common highwaymen. This tier mirrors the gritty reality of a fresh recruit on the Wall in A Song of Ice and Fire, or the vulnerable peasantry scattered across the continent in The Witcher.

1 Awakened

Awakened

Tier 1 of Power

Awakened individuals have sharpened their talents to the absolute peak of conventional training. Equipped with masterwork steel and a practical grasp of tactical magic, they are highly competent professionals capable of defending a frontier outpost from ruin. They have stepped beyond the helplessness of commoners, yet a misplaced blade or a bad tactical decision will still leave them dead in the dirt.

An Awakened warrior can hold the line against multiple lesser foes, hurl localized fire to clear a trench, or decipher a trapped vault lock while under fire. They regularly cross blades with veteran mercenary captains, packs of corrupted hounds, and wandering trolls. These characters channel the rugged lethality of a seasoned scout in the Malazan armies, or the brutal efficiency of a Named Man in Joe Abercrombie’s The First Law series.

2 Defiant

Defiant

Tier 2 of Power

Defiants are recognized champions who outright refuse the grim fates dictated to them. Through sheer willpower and enchanted weapons that never dull, they anchor the battlefield. Their victories and failures carry enough weight to shift the tide of a massive siege, secure a vital trade route, or save a sprawling fortress town. Where an Awakened fighter survives a battle, a Defiant actively controls its outcome.

At this stage, heroes shatter stone pillars with barehanded strikes, forge unbreachable wards, and turn the momentum of a skirmish with wide-reaching magic. They routinely hunt apex predators, dismantle elite knight-commanders, and survive encounters with young dragons. This is the realm of a fully realized Witcher bringing down a Leshen, or the specialized, high-stakes heists executed by the Allomancers in Brandon Sanderson’s Mistborn.

3 Unbound

Unbound

Tier 3 of Power

The Unbound have shattered the biological limitations of their species. Wielding ancient relics and large-scale magic, they operate as walking armies capable of destabilizing regional governments or obliterating enemy strongholds single-handedly. They no longer simply participate in conflicts; they are the overwhelming force that resolves them.

An Unbound hero can tear the iron gates off a citadel, sustain true flight, or summon violent thunderstorms to crush an encroaching legion. They match blades with fully grown dragons, towering giants, and tyrannical warlords. This tier reflects the terrifying battlefield dominance of a Knight Radiant in The Stormlight Archive, or the destructive weaving of a fully trained Asha'man in The Wheel of Time.

4 Ascendant

Ascendant

Tier 4 of Power

Ascendants leave their mortality behind to become living strategic threats. Their mere presence dictates the geopolitical landscape. Armed with legendary artifacts and calamity-class magic, a single Ascendant decides the outcome of continental wars and reclaims lost, corrupted ruins from the wilds. Nations do not hire Ascendants; they form desperate, uneasy alliances with them out of self-preservation.

At this height of power, they call down localized meteor strikes, slice through heavy siege engines with a single swing, and cure magical plagues across entire provinces. They clash with ancient wyrms, lesser Titans, and invading demon lords. An Ascendant wields the catastrophic magical authority of a High Mage in the Malazan Book of the Fallen, or the terrifying, ancient grace of Galadriel at the height of her power in Middle-earth.

5 Sovereign

Sovereign

Tier 5 of Power

Sovereigns hold true dominion over fate, standing at the terrifying peak of mortal existence. Armed with sentient, world-spanning items and conceptual magic, they do not just fight reality—they command it. Their sheer power can permanently alter the ecosystem of a continent, rewrite the fundamental laws of a ruling empire, or seal massive dimensional breaches that threaten to consume the world.

A Sovereign can part deep lakes with kinetic force, pull the recently deceased back to life, or forge flawless artifacts from simple scrap. They battle major Titans, avatars of dead gods, or entire armies functioning as a single, desperate threat. This tier embodies the world-breaking authority of Rand al'Thor in the final days of The Wheel of Time, or the cursed, devastating majesty of Elric of Melniboné.

6 Absolute

Absolute

Tier 6 of Power

Absolutes are no longer mortal beings; they are fundamental facts of the universe. They represent demigods, divine constructs, and entities capable of true reality revision. An Absolute wields the power to permanently reshape the world map, end a continental threat with a mere thought, or forge a thriving sanctuary out of an apocalyptic wasteland. They are forces of nature that lesser beings must survive rather than fight.

Their power is entirely incomprehensible to normal minds, allowing them to erase opponents from physical existence, shatter mountain peaks, or stop time globally. Clashing with an Absolute means fighting the universe itself, battling the cosmic source of world-ending curses or the physical manifestation of Fate. They are the tabletop equivalent of challenging one of the Shards of Adonalsium in the Cosmere, or standing before the Endless in Neil Gaiman’s The Sandman.

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