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  1. Divine Breaths are large chunks of Investiture that grant multiple beneficial qualities to their bearers; they get augmented speed and strength, they can alter their appearance in limited ways, they can have visions of the future as they dream, and of course, they get the benefits of the Heightenings. Hemalurgically spiking such attributes abilities via the Investiture from a Returned is tempting, but there is a lot of Investiture contained within a Divine Breath. There's a good chance that a single spike simply cannot contain that much Investiture within it without some kind of modification (which we don't know for certain whether can be done right now). So instead of wasting that extra Investiture, could a Hemalurgist with the right Command deliberately excise only a fraction of the Breath and repeat the process multiple times to give multiple people some of the benefits of a Divine Breath? After all, the those with the Royal Locks have fragments of Divine Breaths they could benefit from if they allowed themselves to;
  2. On Roshar you can have a Polestone that is perfect- it has no flaws in its crystalline structure. Doing so means that it does not leak Investiture naturally and can have lots more Investiture squeezed into it than normal. I wonder if the same could be done with Hemalurgic metals. After all, metal has its own crystalline structure, so perhaps if people found a way to perfect it with advancements in technology you could get similar benefits to that of perfect Polestones; never having worry about Hemalurgic Decay and being to shove far, far more Investiture inside a single spike than would normally be possible (maybe this is how Hemalurgic Decay is a "thing of the past" according to Khriss. This is, obviously, speculative in nature and she could be referring to some other practice or phenomenon). Perhaps something similar could be done with Feruchemical Metalminds, allowing for much larger Feruchemical stores to be kept on person (probably only necessary for extreme Compounders) with comparatively little metal (in fact, maybe this was part of what allowed the Bands of Mourning to get as Invested as they were, but that is also purely speculative). I wondered if this could be extended to Allomancy too, but after some thought it seems doubtful; Allomantic stores aren't a matter of a perfected molecular structure, but more a matter of the metal's total mass, so this would not help in this situation. Perhaps if you could compress more metal into a smaller, more consumable vessel (highly dense beads, most likely) you could get more Allomantic stores with less stomach space, though their weight would increase proportionally.
  3. I'm going to get straight to the point with this one; I think it may be possible to create a Hemalurgic spike that contains more Spiritweb than other spikes and could potentially allow a very large piece of functional Spiritweb to be grafted onto a person with a single spike, perhaps even the whole thing. Let me explain; we know that you have to line up a spike with the right Bindpoint on the recipient to grant them anything, essentially hotwiring the Spiritweb fragment in the spike to that of the recipient. This normally prevents you from adding on too many things with a single spike, as you must line thing up just right, and not just any Bindpoint will do. However, if the Spiritweb chunk you took also took some extra bits with it, those bits should be able to function as well- you don't necessarily need to line them up in the spike bearer, as the spike is already hotwired to them and the Spiritweb fragment in the spike would just act like a single whole to the Hemalurgist. Now, I do think there would be some limitations to this; you probably couldn't get every power of a Fullborn in a single spike this way, for example, as the powers themselves are metal-dependent and would probably lead to some of them being frozen and inaccessible to the Hemalurgist just as Metalminds that are changed into a different metal cannot have their Investiture removed by a Feruchemist. But, then again, Hemalurgy does seem to be more flexible in its Keys (what each metal can do) than Allomancy or Feruchemy (i.e., Chimera were made with Trellium, which normally grants powers instead of human attributes, and it seems that the Set used nicrosil spikes to grant temporary powers to people, and all Hemalurgic spikes can take some Identity from a person despite the fact that H-duralumin is specifically made to do that), so maybe this wouldn't be a problem.
  4. Hemalurgy can bestow great power upon its wielder, but it has costs and limitations. Arguably the biggest of which is that piercing yourself with enough Hemalurgic spikes will open you up to complete control from outside influences, such as Shards, Emotional Allomancers of sufficient power, or duralumin Ferrings who have stored up enough Connection. But there should be ways to bypass this weakness in Hemalurgy. Here's what I've come up with- 1. Don't. Just don't: this one is pretty simple. Just don't spike yourself with more than three spikes. Simple, guaranteed to work, and will also have the benefit of not putting a large amount of strain on your Spiritweb (such as is seen with the Steel Inquisitors). It does limit the amount of power you can get though, which is the downside (though there may be ways to cheat a little bit, such as charging a single spike with multiple different powers or the same power multiple times to increase the spike's total level of Investiture and versatility). 2. Aluminum foil hats: aluminum acts as a great insulation from all sorts of Investiture, most particularly Emotional Allomancy. In fact, an aluminum helmet would have been able to greatly reduce Ruin's influence on Rashek, meaning aluminum could probably also help prevent Shardic control. Aluminum lining in clothes or as ornamentation could also help in lieu of a helmet, since it has a field effect (WoB). 3. Trellium spikes: Another method proven to work, at least allowing up to five spikes to be borne by a human Hemalurgist without letting Harmony take control of them. Trell can still control them though, so it's also not infallible. Trellium/other Godmetal alloys may be able to achieve a similar end result without Connecting oneself to Trell too much, and therefore may be a better alternative to the pure metal. 4. Connection shenanigans: In order to control a being pierced by too much Hemalurgy, you must maintain a spiritual Connection to them. Feruchemical duralumin can store away Connections that the user has, so a Hemalurgist could potentially store the Connection that their opponent tries to use against them. This might even be able to protect against Shards (and maybe blind the Shard's vision of them as a bonus), as they exist almost entirely in the spiritual Realm and seem to require Connection to something to interact with it meaningfully- though storing Connection to Ruin could possibly prevent their Allomantic powers endowed via Hemalurgy from working if they draw from that Shard's Investiture, which is not ideal. 5. Determination: Marsh was able to resist Ruin's influence a small bit in HoA, but with the number of spikes he bore he was unable to do so sufficiently under Ruin's direct pressure. If he had access to F-electrum though, he might have stood a better chance, at least temporarily. Compounding would make it a more viable option for the long haul, though the constant wearing down of willpower makes this method of resisting outside influence unappealing. 6. Supercharged Copperclouds: Copperclouds can make the Smoker (and potentially others nearby) resistant to Emotional Allomancy. It only makes sense that if you were to augment this power enough it could render a being far more resistant to powerful Allomancers, or maybe even Shards (though that is dependent if there is a practical limit to the amount of influence a Shard can exert on a single being's Spiritweb, which would probably be based on Connection and the size of the Spiritweb's cracks- which is my current train of thought. If the only limitation is the Shard's own Investiture, this method will not work). A-copper Savantism may help as well. 7. Supercharged Blessing of Presence: similar to #5, but with Hemalurgic copper rather than Allomantic copper. This option would only really be available to Kandra unless a new breakthrough in Hemalurgy comes, but it would also have the added benefit of increasing the Hemalurgist's mental faculties as well, not just covering a weakness. 8. Raw Investiture: The more Invested a being is, the more it resists other sources of Investiture. For example, the God King Susebron would be highly resistant or even immune to Rashek's Emotional Allomancy. This could mean that a Hemlurgist that managed to find a way to Invest themselves enough (such as collecting enough Breaths) they could offset the Flaw to some degree. It also could be that supersaturating the Hemalurgic spikes themselves with Investiture could be particularly effective, as they may be so full that any other invasive Investiture trying to get through the Hemalurgist's Spiritweb cracks would be rebuffed. 9. Protective Commands: Commands can be used when creating Hemalurgic spikes, possibly allowing for some interesting shenanigans. Perhaps you could endow a spike with the Command to repel any other Investiture trying to invade the Hemalurgist's Spiritweb, possibly protecting in a similar manner to Trellium. Or maybe you add a Command to a spike to directly resist and counteract Commands given by outside influences. 10. Shared control: Perhaps if a group of Hemalurgists all deliberately "control" (and thereby Bond or Connect to) each other. They could pool their collective mental prowess to resist influences outside their pseudo-hivemind; the Heralds seemed to be able to resist torture through their Bonds, so maybe Hemalurgists could do the same. Those are all the ways I can think of right now to circumvent the Flaw. Does anybody else have any ideas to pitch in?
  5. Here's another possibility for making a single Hemalurgic spike grant you all the powers of a Fullborn: First, you grant yourself F-aluminum, F-nicrosil, and one additional power of your choice all through Hemalurgy. You then Blank your Identity and use nicrosil to store the extra power in a large nicrosil spike that has a partial gold coating. You repeat this process, replacing the third power-granting spike with all the other powers eventually, storing access to these powers in the spike. Finally, you Hemalurgically Invest the gold portion of the spike with that of a Bloodmaker and implant it into yourself. The spike can be tapped Feruchemically to access all the powers of a Fullborn, plus it can be embedded in your body to prevent others from being able to steal it from you (you also may be able to keep your Identity encrypted into the powers held within if you have enough skill with F-aluminum, but that's a hypothetical). Additionally, having some of your F-gold being accessed via Hemalurgy means that you should be able to heal spiritual injuries, such as those made by Hemalurgy. I know that this is mostly a technicality though, as you could make an Unsealed Metalmind granting access to all Metalborn powers without turning it into a Hemalurgic spike- that part is mostly just for extra safety. I still say this is a win though, as there are benefits to it being a spike
  6. What does feruchemically storing investiture do exactly? Does it give you more raw power that could be channeled? Does hemalurgically stealing it bump up all the powers they already have by a little bit because they have more investiture in their bodies? Is it like Connection, but you're Connecting to a shard? Has Brandon told us anything about it, or left it a RAFO? Does anyone know? Also, if anyone has any theories, I would love to know those. This just like grabbed my mind and isn't letting go. This just occurred to me, would it be like breaths from Warbreaker? Because that's just extra Investiture stapled onto someone, so would it raise someone to, say, the first heightening for a short amount of time after being like a drab for a week or something.
  7. I found this WoB and it got me thinking; This question was mostly meant to answer whether regular Bio-Chromatic Breaths were vulnerable to Hemalrugic transfer, but it also hints that Hemalurgy may be able to take Kinetic Investiture, such as that which is being used to fuel Allomancy or Surgebinding. There's a good chance this isn't true (as the WoB is from 2015), but if it is true, I think it could lead to some interesting stuff. I think that if you could take Kinetic Investiture via H-nicrosil you could potentially siphon off an Allomancer's Investiture as they burned a metal (embedding the spike in them and letting it continually strip them of the Investiture as it is drawn from the SR), similar to how Feruchemy can siphon off attributes for later use (could also be used instead of A-chromium to Leech someone). You may be able to implant the spike into someone else (or spike your own Investiture for later use, simply keeping the spike imbedded in yourself and using the proper Intent or Command) to give them access to a ready to use reservoir of power that they could use in leu of metals to burn, kind of like how a Surgebinder has their Stormlight in their body ready to use in the amount they want or how Marasi was able to absorb and direct Unkeyed Dor in the amount that she wanted- no limitations of burn rate involved. This could be another possible hack for augmenting Allomancy, allowing for great bursts of power that can be sustained longer and in a more stable fashion than with A-duralumin.
  8. Normally, if a Hemalurgist wanted to access a Radiant's Surgebinding they would have to spike both the Radiant for their power and the Spren for their raw Investiture; But what if it was the Radiant just stealing the necessary part of the Spren's Spritweb? For example, you have someone who is becoming a Radiant start to Bond a Spren, but the Spren feels like the person isn't making the right choices and tells the Surgebinder that they're going to break the Bond for their own good. The Surgebinder decides to spike the Spren and take the chunk of their Spiritweb necessary to sustain the Bond and the powers it grants them. Rather difficult to justify such an action on the Surgebinder's part (would make for a great villain origin though), but it seems like it should be possible to do with only one spike.
  9. Resonances are something that are created when two (or more, potentially) powers exist in an entity and are used extensively. They pop up as pleasant little perks that aren't directly fueled by the powers themselves but are influenced by the nature of what the powers are. Anyway, I found this WoB: This makes me wonder, does Brandon really mean that everybody has a Resonance, even those without Invested powers? It's very possible that he meant that all multi-powered individuals do, but that it's just too small to notice normally, but for the sake of this discussion I'm going to assume that he meant that everybody technically has a Resonance. I think that this could simply be a skill or talent that someone has- for example, if you're naturally gifted with playing the piano in the Cosmere, that would be counted as a Resonance. Above average with spearplay (ahem, Kaladin)? Resonance. Basically, I hypothesize that a Resonance is just a slight augmentation in some part of your Spiritweb, making your more naturally gifted in a certain area than others. This plays well with what we've seen Resonances do, as none that I can think of are too far removed from what a person can already do; Windrunners Connect to others better, allowing for them to create more Squires than other Orders. Lightweavers have mnemonic abilities, which are just an extension of natural memory. Hypothetical Radiant Resonances include an innate sense of geolocation (Elsecallers) and speaking/understanding others more easily (Edgedancers). Even my hypothesis for Wax and Wayne's Resonances don't seem much like anything more than a boost to natural abilities (Wax; aiming incredibly well, Wayne; extra lucky- increased Fortune). Now, if all these Resonances hold true, then none of them grant an ability that isn't already present to some extent in the bearer. I believe that this supports the idea that Resonances can be present in everyone, not just those with powers. Those powers would augment those natural Resonances though, bringing them to the forefront and making more use of them, which is what would traditionally be called a Resonance. So, if Resonances are present in all people, this makes me wonder; can I spike it? Yes, yes, this is pretty much my first question to all new postulations, but in this case, I feel it's pretty fitting. Perhaps if a Resonance-talent is tied to one's Destiny you could use H-chromium, or if it's more a web of Connections you could use H-duralumin. I also think it would be interesting to see if one could augment a Resonance to greater levels by spiking, regrowing (F-gold), and re-spiking it multiple times, adding to its total effect. If this is the case, you could possibly grant someone Savant-level skill in an area without the other consequences.
  10. Okay, two hemalurgy thoughts. I'll let @Trusk'our tell me if anyone's already asked this, but I'm posting it here rather than in the Mistborn or Q&A channel in case it has larger implications. Question 1: We think of Hemalurgy as a precision art where you have to setup fine-tuned scenarios steal or grant powers. To what extent does Ruin's Intent require you to be intending to steal or grant the powers to activate Hemalurgy or can you trigger a similar intent if all you want to do is use a big hunk of metal to bludgeon off chunks of their Spiritweb? Minigun loaded with Hemalurgically viable metals? In essence, is the Intent required specific to stealing the power or can the right intent simply be to ruin or otherwise damage their soul and not just their body? Basically, does Hemalurgy have to be a spike, or can you have the right intent with a steel baseball bat and start hitting souls and not just heads? We know that Hemalurgy is a universally applicable art, so anyone can use it. So... once the secret that Hemalurgy can be used by anyone anywhere to damage souls will it become the universal poor man's Shardblade? For example, if any of the Set had figured out the correct intent when fighting Wayne, would aluminum bullets have started tearing out chunks of his soul rather than just punching holes in him that would be slightly more problematic to heal? Per WoB, some healing systems can still handle the kind of spiritual damage that Hemalurgy can dish out, but not all of them. Thus far, Surgebinders and Hoid both of whom we already knew could heal Shardblade wounds, are the two cited examples of healing from Hemalurgy. Question 2: What kind of attributes can you harvest from a Kandra and will they grow back? Kandra bindpoints are fluid, so knowing exactly where to spike them especially if the Kandra is resisting you could make this very problematic, but it seems feasible. Hypothetically if the Set had captured a few Kandra when they were revealed during the Bleeder incident, would they have been able to make them into spike factories? Now Allomantic or Feruchemical powers are the primary attributes of interest to the Set, but being able to harvest unlimited strength from a kandra could have very interesting applications (assuming that the harvesting is survivable and reversable which may or may not be the case).
  11. Sorry for not posting the last couple of days; I had some minor burnout but I'm feeling better now. For the longest time I've really liked the potential magical boosts that come from Hemalurgic human attributes, such as the ones the Kandra get, but I wasn't a real fan of the physical transformation that had to come with it. That was the unacceptable drawback unless you were a Kandra, and I have spent a number of my Hemalurgy theories discussing how to bypass it. I'm now thinking that there may be a better way to look at the situation. Let's take a look at Koloss for a minute; they have enormous strength, increased speed (Sazed comments on this when he encounters them the first time in WoA), they somehow have an incredible immune system (otherwise they'd die very quickly from not having a proper skin to keep out pathogens), and they can subsist off of most biological matter (even ash and dirt apparently). There are a number of weaknesses too, which has always kept me from admiring them too much, but if one were to find a way to make such a major transformation a temporary ability that could be turned on or off at will, being a Koloss would be much nicer. Additionally, nobody says you couldn't potentially find a way to make more "minor" physical alterations that let you retain most of your humanity but still get a few nice physical/psychological and magical perks- you'd just have to really know what you were doing (i.e., A-Atium, enhanced A-electrum, F-chromium, Hemalurgic Heightenings, Hemalurgic Connection shenanigans, etc.). In any case, the post is meant to delve deeper into the ideas of using Hemalurgic attributes to physically change someone in beneficial ways (with a magical boost added on top, as attributes seem to do that too from what I can tell). I be focusing on relatively minor changes that are meant to retain most of the Hemalurgist's humanity but still give them a powerful boost in certain areas as opposed to a full-blown change to your fundamental self, such as becoming a Koloss. I will post my own ideas, but I'd sure love it if others wanted to do so as well H-iron. We've seen from Koloss that this spike can increase muscle mass, alter growth hormones, increase the oxygenation of blood (Koloss blood is unusually bright, likely indicating there is a higher level of oxygen), increase speed (possibly the magical side of the Blessing of Potency, but present nonetheless), alteration/augmentation of the digestive tract (Koloss can eat just about any biological matter), and a high tolerance for pathogens. I would think that any of these abilities would be on the table for H-iron (possibly others, though these fit the bill for this attribute more), with more that haven't been used yet. So, if done properly, I bet you could alter your base musculature, such as taking steroids but without as many consequences potentially. You might be able to affect your metabolism so as to be able to eat things other humans couldn't or to sustain the microbiome necessary for Aviar worms. Speaking of steroids, it would be interesting to see if you could create a "super-adrenaline" rush with the right alteration/magical boost from H-iron, allowing for bursts of crazy strength, speed, ferocity, and focus (maybe not compared to Hemalurgically augmented Pewterarms, but it could be an Investiture cheap alternative). You could also increase bone density and shape, similar to the Dakhor monks (the magical aspect of the attribute may help boost it to more supernatural levels as well, though getting on the same footing as a real Dakhor would require high levels of Investiture). I bet you could alter your biology in such a way as to become more resistant to/immune to exhaustion via physical exertion. This one may take some extra work, but there are muscles in your body that don't get tired from extensive use (such as the heart) and can keep functioning. H-tin. This one is another interesting attribute (@Koloss17, here's one you may get excited over ). The alterations made to the bearer of tin spikes are almost certainly going to be tied directly to the sensory organs, which makes them a little more intuitive than most of the others. The most interesting aspect of H-tin over Allomantic or Feruchemical tin is that it doesn't just give you a boost to your senses, it can give you new ones as well. You could give yourself the nose of a bloodhound and track the world by scents. You could alter you vision to have better night vision, or perhaps to see colors regular humans can't (such as ultraviolet or infrared light. X-rays I'm not sure about, as you'd probably need a source of light that gives them off to utilize it). You could make yourself able to use the hairs on your body to feel the world around you like a spiker does, able to feel the movement of individual atoms. You could have echolocation, electrical detection, or the ability to sense magnetic fields (built in GPS). H-copper. This one is a bit trickier, as it delves deeper into the mind and brain than the rest of the body I'd think. First off, increasing certain forms of intelligence feels like the obvious go to, such as increasing one's kinesthetic intelligence and gaining a better ability to learn to fight or learn to read other's fighting styles, increasing one's linguistic-verbal intelligence to read, write, and speak better, increasing logical-mathematical intelligence to boost general problem-solving skills etc. There are simply too many possibilities for me to list here with how long the rest of this post is going to be (though others are more than welcome to accept the challenge ) The magical portion of the spike already provides a boost to memory (TenSoon is proof of that), but I wonder if there could be a shifting in the Cognitive Aspect via copper that could make it more effective, granting an additional mnemonic ability similar to Radiant Lightweaver's Resonance. Perhaps you could alter other functions of the brain as well, such as mimicking a dolphin's ability to unihemisphericly sleep (one side of their brain sleeping at a time to always retain a semblance of consciousness). H-zinc. This one's possibilities are probably similar to H-copper in that it effects the brain and how the body functions with it, but I'm honestly stumped as to how to utilize it effectively (except maybe for increasing certain forms of intelligence that copper doesn't. Some form of emotional intelligence maybe?). The others. Hemalurgic chromium, duralumin, and nicrosil all are pretty nifty (probably), but @alder24 and I have discussed it before and I'm really not certain that they would cause serious transformations, as the attributes they deal with don't interact with the body or mind directly- for example, Awakeners can have much more Investiture than other humans, but don't have any serious physical alterations made to them. Their magical aspects are plenty interesting though, but I've already made posts regarding what they possibly do before (Spiritual Hemalurgy's Hypothetical Possibilities).
  12. I been thinking of new Hemalurgic Constructs based on the other 'Human' Hemalurgic metals. Mostly just for fun. Their all assumed to be made with 4 Spikes like a Koloss. So here's my ideas. Tin 'Koloss' would probably have super deformed sensory organs, like long gross tongue to smell the air, huge bulbous eyes that they have trouble blinking with, stupidly large ears, a really big nose that droops downwards or something. Probably something going on with their skin for their sense of touch. Just overall even less pleasant to look at than an older Koloss. They could even act like Clickers from The Last of Us, having a bit of echolocation. They'd make excellent scouts or lookouts, as good as a Tin Savant. Probably in constant pain from sensory overload, like if Spook's Savantism was just always on. Yeah it'd suck to be turned into this one. I think I'd rather be turned into a Koloss than this thing. Copper 'Koloss' could have really large heads, with their skull extended like a Xenomorph's, since I think they'd have at least some deformation as a Hemalurgic Construct, mental or not I feel like every 'human' attribute Construct needs to be visually distinctive like Koloss. They'd definitely have far greater intelligence than most, with the IQ of other people literally stapled onto theirs. Maybe they could even think multiple trains of thought at once. They'd definitely be crazy due to mental damage or something, possibly having dissociation issues due to having the memories or bits of the personalities of 4 other people stabbed into one poor sod's skull. Zinc 'Koloss' would probably have it the easiest, maybe not having too many deformations along with by far the greatest resistance to external manipulation of any Hemalurgic Construct. Could probably be sociopath's due to having too much 'Emotional Fortitude'. Maybe it even affects their hormones and makes them shorter? I dunno but it'd be weird if this was the odd one out and not have any visual distinguishing features. They'd really good at keeping a cool head even in the most high-pressure scenarios, wouldn't really be good at anything in particular though. Not that I can think of. Then there's the possibility of mixing the spikes used, like using 2 Iron and 2 Tin Spikes. You'd have someone with half the strength, size and endurance of a Koloss as well as greatly enhanced senses, a terrifying stalker that could follow you for miles and miles. I don't think that the Spiritual Hemalurgic Metals could let you make a Koloss variation, since Aluminum does effectively nothing for this purpose, Duralumin would help with languages and such and Nicrosil wouldn't be able to steal all that much due to people only having so much Innate Investiture to take. Chromium's effect isn't even certain besides maybe stealing 'Destiny'. Doesn't sound like the right 'material' to make a Koloss out of. Power spikes would only create Steel Inquisitors. Atium spikes are just wildcards for powers but Lerasium would be both a huge waste but also kind of interesting to see.You could literally take 4 people's strength, senses, etc and stuff them into one person to make an 'All your powers combined' Koloss that is as strong as a normal Koloss, as perceptive as a Tineye, is incredibly resistant to emotional allomancy and the 'Flaw' as well as being much smarter. Though you'd probably have huge deformations from all 4 types, maybe some would balance out though? So yeah, that's what I got for that, any thoughts or ideas?
  13. There was a WoB brought up by @..... recently that said you can Hemalurgically excise Hemalurgically granted powers; The "technically" part could be interpreted multiple ways, including the idea that you'd just reuse the spike on someone else, but for the sake of discussion let's assume Brandon meant that you can really charge a new spike with an old one. This is Interesting because it opens some new possibilities. For one, I think you could use this mechanic to Blank previously made Hemalurgic spikes; you grant F-aluminum to the Hemalurgist donor (via Hemalurgy) and have them Blank their Identity and that of the spikes they bear while charging the new one, creating a freshly Blanked spike. It also might be a way to combine the charges of other spikes, as you could give a person multiple spikes, have them Blank their Identity and then spike both charges out at once (or do them one at a time), repeating the process to make a single, far more powerful spike (there would probably be some extra loss with each transfer, but if you're recycling spikes I think the process could potentially be worth it). Then there's the idea that the Investiture taken from the Spiritwebs held in the spikes would cause less damage to the donor (the new one, not the original donor) since they aren't part of the donor's actual Spiritweb, meaning that you could realistically expect to do this more than a few times. The Emperor's Soul spoilers;
  14. I had a little idea about Hemalurgy that lead to a much bigger one. The little idea was about whether an ancient Koloss could be used to fuel the creation of an iron spike to create new Koloss. After all, from what we know of with Jack's adventures with the Koloss suggests that they are pretty limited in how many can undergo the transformation due to the limited number of spikes in their possession. If some of their elders decided to be the donor's for those spikes, more Koloss could be made over time- they may even be far more powerful due to the fact that the strength that they grant is that of a 12 - 13 foot tall slab of muscle than some scrawny human. Which is then multiplied by four. But, would there be side effects? Would the Spiritwebs of the Koloss donors make the recipient even more twisted and removed from humanity? This might actually be a concern, as I believe we may have seen something similar to this with the Chimera; they have Trellium (or Bavadinium, whichever you prefer) spikes, which we know take powers, not attributes (I mean, I guess they could do both, but I'm skeptical as we've seen no other metal do anything like that) due to Set members having Trellium spikes without losing their humanity. I believe that this ties into my Hemalurgy, Powers, Human Attributes, and Blessings thread on the Cosmere discussion board- when you take something from a donor via Hemalurgy you can also take some extra stuff depending on the skill and knowledge of the Hemalurgist. The direction I was wondering here was, what if you charge a Hemalurgic spike and take a desired characteristic- say a certain body type (tall, muscular, etc.)- then give it to another person who also has that characteristic. Then you spike that person, giving the newest spike an exaggeration of the desired characteristic. This could continue through as many "generations" as you needed to get the desired characteristic. Anyway, that's kind of what I was thinking along the lines of. What say you guys? Do you think it's doable?
  15. Alumínio

    Duble spike

    Would there be any way to create a double peak? for example, one part is bronze and the other is brass, so with the right intention I could steal more than one thing per peak? sticking a twinborn in the heart (which in my opinion is the bindpoint of all metallic art) I could take A-Zinc and F-Copper For example, one part is bronze and the other is brass, so with the right intention I could steal more than one thing per spike? by sticking a twinborn in the heart (which in my opinion is the bindpoint of all metallic art) I could get A-Zinc and F-Copper?
  16. Nicrosil is an incredibly useful metal when we talk about Allomancy and Ferruchemia, but when it comes to hemalurgy the story changes, it only steals investiture, not invested art but standard investiture and it does not seem to be renewable. In my opinion, this would only be useful if you could store an absurd amount, because you are destroying your spiritual web in the process of inserting the stake into yourself, but according to Coppermind the amount is negligible, so I don't find any use for these piles
  17. It is possible to Bond certain Awakened objects, such as Nightblood, to obtain more effects from them. I think that it would be possible then to form a Bond with a Hemalurgic spike that was Invested enough, had the correct Spiritweb fragments spliced into it, and perhaps that had the correct Command. This could be interesting, as the Bindpoint you place the spike in wouldn't matter so much- the Bond is what would transfer the use of powers to the Hemalurgist, not the Bindpoint hotwiring itself. This might, then, be another way to gain access to more than one power with only one spike. Basically, it's like making an artificial version of Yelig-nar, but reigned in with better Commands (hopefully. Playing with such powers is probably going to have complications at some point or another). Plus, you probably wouldn't have to bear the spike yourself, just have it nearby to gain access to its powers.
  18. I have a few more ideas for the use of Hemalurgic Commands. 1. What if you were to put multiple powers of the same Hemalurgic spike that have conflicting Identities, but you use a specialized Command to have the powers inside swap when given a mental trigger. You'd have the ability to use only one of the powers contained in the spike at a time, but you could swap the powers at will (and if A-Bendalloy is any indication for balancing purposes, it may take a second or two for the swap to work). This would be less powerful than if you were to strip the Identities of the powers in the spike, but perhaps it would be another way to bypass such a limitation. 2. What if you gave yourself or someone else an attribute bearing spike that transformed you into another creature, but you placed a Command on the spike to suppress all benefits of the spike at will or under certain circumstances? I could see this as a way for humans to undergo limited physical and psychological transformations. Basically, werewolves in Mistborn (especially if you have a timed Command rather than an at-will Command. Sync it up with the full moon, and bam, you got that aspect of it too). I doubt that you could remove the holes in the Spiritweb caused by the spike by suppressing the attributes or powers (not without reversing the warping that keeps you alive anyway), but I think it's reasonable to have transformations be on the table.
  19. I've seen metal spike theories shared and recently I've read almost everything that @Confie em nós has posted within the site ( So please give me your opinion, you are my reference in hemalurgy here) Isoon thought about the idea of joint spiritual webs, perhaps with enough connection or some magical hack involving awakening there is the possibility of merging the spiritual web of two people who are close enough, like brothers for example. By doing this, perhaps we could overcome the hemalurgical failure or even share powers. Maybe people end up with a hive mind like those roshar conscientious Kremlins, I don't know At the moment I'm in the middle of the gym with a lot of caffeine and pre-workout in my blood, maybe I'm rambling too much
  20. I had been wondering how the weakening of Feruchemy worked for Hemalurgy for a while, whether the Hemalurgic Feruchemist could store less of an attribute or whether the taping was simply less effective. Well, I just found a WoB that tells us: It's an efficiency deal, meaning that a Feruchemist who gained their powers via Hemalurgy would store the same amount of Investiture as another Feruchemist, they just get less effect out of what they tap. Maybe not a big deal to some, but this answers a few questions for me and I thought it worth sharing.
  21. For a while, I've thought about Awakening a Hemalurgic spike to copy and augment the Investiture it contains, though Awakening something like that and plugging it into your soul would potentially have the downside of it gaining an awareness and controlling you. But what if you were to take this weakness and turn it into another strength? Let's say you find a way to match the Identity of the spike to your own (perhaps spiking yourself to charge it in the first place, then healing it with F-gold). Then you supercharge it with Awakening, and give it a Command to mimic the power of the spike and to become one with you. Basically, the idea is that the Investiture of the spike will gain a mind of its own, but it will be guided to act as an extension of your mind instead of becoming a separate personality. The spike has the same Identity as you and is plugged directly into your Spiritweb, allowing the two to interact as one. The spike's section of mind could be directed to focus on other tasks to free up your own innate mind to do as you please. The spike could watch for enemies, make calculations for you, or keep track of certain patterns. The expansion of mind may only stay as long as you're not actively using the powers of the spike though, as we see with Nightblood that when an Awakened object's Investiture gets activated its higher cognition takes a backseat: Still, it would be a nice benefit to obtain.
  22. If I stab an elantrino with a nicrosil spike (steals imvestiture) what would I get? since they do not maintain investiture, they only channel the DOR
  23. Here's another "fun" topic- let's say you have a non-Invested human champion you want to fight for you. You can give them up to three Hemalurgic spikes containing any combination of Allomantic and Feruchemical power. What are those powers you're giving to your champion? I'll start with one a bit different than normal- I'll forego the obvious my standard choice of F-gold and go for A-steel, A-iron, and F-iron. They'd be the ultimate master of Pushing and Pulling, able to use metals in an offensive manner and to quickly move across the battlefield. The main counter to Coinshots is to have a Coinshot or Lurcher of your own to deflect all their projectiles, but this Hemalurgist could easily counter them by tapping weight and either smashing them with the force of their own Push, force the metal projectile through their Allomantic defenses, or with Lurchers just squish them in their own armor. They could also shove heavy metal objects around to act as barricades or to smash opponents. EDIT: it's era 2 Hemalurgy, so no Compounding.
  24. I just thought of this a little earlier, but if a skilled Sandmaster were to learn Hemalurgy, they could be very dangerous; they could use their ribbons of sand to wield spikes to stab with great speed and precision (from a relatively safe distance) and charge those spikes, allowing them to cause spiritual injuries to opponents and to simultaneously charge their spikes for personal use. Very powerful combo.
  25. I've been wondering about a few WOBs and the nature of Metalminds/Spikes as containers of Investiture. We know that if you stored into an Ironmind and alloyed it into steel, you wouldn't be able to access the Physical Weight stored within. Same thing with Spikes. But what if you didn't alloy them? What if you just merged two Ironminds/Spikes into one? For Feruchemy you'd likely just get a Metalmind that two different Feruchemists can access without blanking Identity beforehand. But what about Hemalurgy? If you merged two charged Iron Spikes together, would you get a stronger spike that counts as a single spike or as two spikes?
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