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325 Stormwarden

About KalaDellexe

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  • Birthday 04/02/1997

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    I ain't meeting any 17th Sharders in dark alleys, if that's what you're asking.
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  1. Hmm, there goes my ThrenodySilver=Aluminum headcanon.
  2. I think that "silver" on Threnody is just aluminum. Or Silver that is somehow Invested, and therefore not related to the 16 metals at all.
  3. This is true, we don't know if inverted Investiture has the same effects with metals or not. Though I suppose the daggers behaved normally, which might throw a wrench into it.
  4. Crack theory here, one of the Scholars planted Chromium somewhere in Nightblood, which mixed with the Intent and Command to produce a sword that Leeches Investiture.
  5. The text says steel, yes. This is why I noted that Sanderson has obfuscated things before. Or perhaps the blade was meant to be steel, but contained some impurity. Or one of the other Returned modified the blade without Vasher's knowledge. I would argue that we know that one Allomantic metal is capable of affecting Awakening, and now that the powers that the metals act as guides for in Allomancy are not unique to that system, unless Preservation is influencing Roshar. To claim that Awakening has no particular interactions with other metals is a bold statement, and one that I find to be unfounded. Unless there's a WoB you can refer me to that states explicitly that Nightblood was forged from ordinary steel, I will remain skeptical.
  6. Apologies if I'm very late to the party with this, it's been some time since I frequented this forum, so I'm a bit behind on the current WoB's and theories. With Rhythm of War's chapter headings, we now know that I am eager to see your responses. Remember that Sanderson has a tendency for obfuscation when describing things, as evidenced by Roshar's wines, and Aluminum's many descriptors.
  7. Same here, I have a regular D&D group that I'd probably be able to play with if I converted the rules though, part of my motivation for conversion. I like that idea, make it work like Cure Wounds+Feruchemical Gold modifier for each equivalent spell level, up to 9. Adding the Gold Mod to each d8 healing for consistency. So levels 1-2, 1d8+Gold Mod Levels 3-4, 2d8+ 2(Gold Mod) etc. From levels 1 to 2, assuming a gold modifier of +3 (as Keepers begin with a rating of 3 in all metals. I'm translating the Rating system from MAG to work the same as a modifier in 5E, so a 5 Rating would be the equivalent of a 20, with a +5 modifier), it'd heal an average of 8.5, a full heal for squishies like Sorcerers and Wizards, and a solid 1/2-2/3rds heal for the d12 and d10 hit die classes like Barbarians, Fighters, and Rangers. From levels 3 to 4, keeping the gold modifier of +3, it'd heal an average of 15, still a great chunk. Levels 5 to 6, bumping modifier to +4 through advancement, average healing of 25.5 Levels 7-8, 34 healing average. 9-10, 40.5 with a +4, or 45.5 with a Gold modifier bump. Seems pretty reasonable so far, I'll put together a graph of average class health with various constitution modifiers and compare it to the average healing from this system. I'll probably balance it around the d10 hit die, since in a true Mistborn campaign setting the classes would be Barbarian (D12), Rogue (D8), Fighter (D10), and non-magic Ranger(D10). EDIT: So do you believe that sending links in PMs would be acceptable? I could send you an example to judge. EDIT #2: Here's a quick chart, using a D10 hit die with a constitution modifier of +2, using the default of 6 for the d10 roll for levels 2 through 20, compared to the concept you put forward. As you can see, it pretty steadily falls off rather than staying consistent, especially for levels 17 through 20, where spell levels plateau. I've got to sleep now, it's 3AM, but in the morning I might try a model with 8.5 average healing, rather than 7.5, simulating a d10+3 instead of a d8+3.
  8. Hey 17th Shard, I started myself on a bit of a lengthy project, converting the rules for Mistborn Adventure Game to the Dungeons and Dragons format, specifically, Fifth Edition, as it is the edition I am most familiar with. I've completed some rough drafts for most of the Allomantic powers, with the exception of Atium, Lerasium, Cerrobend, Cadmium, and the God-Metal alloys. I know for sure that they'll have to be revised a lot more, but to refresh my brain I decided to start thinking about some Feruchemical powers, specifically Feruchemical Gold, and I've run into a bit of a problem. In typical D&D play, as players advance from level 1 to level 20 they gain HP, and quite a lot of it. Generally at level 20 a character will have well over 15 times their level 1 HP. In typical MAG play, health doesn't change that much, with someone maybe doubling their health over the course of a long campaign. This is causing a bit of a problem with figuring out rules for Feruchemical Gold healing, especially Compounding. In MAG, restoring 6 HP via Compounding is always going to be a massive chunk of HP no matter what, because HP stays fairly consistent in MAG. I've already lined up some equivalents for damage in D&D versus MAG by comparing the weapon damages of items like daggers, clubs, and swords. +1 damage in MAG seems to be about 1d4 in terms of D&D. The easy solution, therefore, is to make the 6 HP restore of Feruchemical Gold equal to 6d4, which averages to around 15 HP restored. For a lower level character, up to level 5 or 6 (depending on class and physical scores), that's a comparable chunk of HP regeneration to how it's intended to be in MAG. As levels progress, however, it rapidly becomes a smaller and more negligible amount. Any ideas, folks? I have a couple, but since I'm diving more into homebrew and winging it here, rather than just converting distances and action economy to 5e terms, I'd like some external input. Also, I'm assuming posting my conversions here would be frowned upon because in this early rough draft stage a lot of text is directly copied from the MAG rulebooks rather than reworded or abridged. If I am mistaken, please let me know, and I'd be willing to PM users my conversions if that's allowed.
  9. Necro'ing an old thread, but I had a brief idea while reading Oathbringer, no spoilers for that book specifically here, though. In short, I think that this is an instance where Sanderson is working with wordplay and the idea of an unreliable narrator. I think that when big T's scribes wrote down this particular Death Rattle, they made a mistake. I suggest that instead of "the Broken One reigns," the original Death Rattle could be interpreted as "the Broken One rains." The Stormfather, following Honor's Splintering, essentially took up or was forced to take the largest Splinters of Honor and had its nature changed to become more like the ghost/cognitive shadow/spiritual afterimage/whatever-the-hell-it-is we see on Roshar today in the events of the books. The Stormfather, being the largest conscious Splinter of Honor left, could be very easily considered to be "the Broken One." As for the second part, I trust it is exceedingly obvious how the Stormfather, or the Broken One, would be "rain"ing rather than "reign"ing. Apologies if there's a more recent thread about this somewhere, I did a quick search and this is what came up with regards to the quote.
  10. If I recall right, Harmony is a deep intermingling of Ruin and Preservation, but there's still a distinction between the Investiture. I've been away from the 17th Shard for a while though, so I don't know of any new developments. Do the intermingled Investiture, in my mind, would create the fused God-Metal, but the two distinct Investitures at the "edges" of Sazed would bleed through and create Atium and Lerasium. Can Shards willfully stop the bleed of power into the three forms, gas, metal, liquid? /
  11. Gold/Gold or Steel/Steel, to be honest. With Gold/Gold, I can't get sick, can hold my breath as long as I have Gold-charge, and I can do stupid things without getting seriously hurt. Steel/Steel lets you pseudo fly with hops and Steelpushes AND you're also the Flash.
  12. http://www.theoryland.com/intvsresults.php?kwt='pits of hathsin' Second item. Apparently believing that Wax's father is interested in the Pits is "on the right track." I think that they will keep producing Atium, though in reduced quantities as some Investiture is now going towards the creation of the fused God-Metal.
  13. I thought that they did have some Feruchemical spikes pre-Ruin. I remember reading somewhere that they had to sleep so often to refill health metalminds, since the Lord Ruler didn't give them Gold Allomancy. I could be wrong, though. Looking at the Coppermind, apparently while Kelsier was alive some had Feruchemical spikes, but they weren't taught how to Compound by TLR, and learned that by themselves. No source, however.
  14. They would be braced more, and be able to move heavier objects. The force of their Push wouldn't change, but they would now be more of anchor. This is why Wax's combo is powerful, when he destroys the building from the top-down, he should fly straight up, but because he's increased his weight so much, the building is lighter than he is, so therefore the building moves, not him. More weight doesn't increase the strength of Pushes, it increases how much weight they can move without themselves being moved.
  15. That seems like a recipe for disaster for me, if they're really that different. If Alethkar-armies and Shattered Plains-Armies operate completely differently, then working together is going to be as difficult as two entirely different nations trying to coordinate their armies. Even if you purged all the Alethkar-army commanders, you'd need months to train and retrain the Alethkar-armies. If Alethkar-armies are not representative of Shattered Plains-Armies, then the Alethi military is dysfunctional, fragmented, and merging them would be like telling the Russian Army to integrate with the U.S. Army during WWII. They would have completely different structure, training, expectations, etc. As opposed to this, if Alethkar-Armies ARE representative of Shattered Plains-Armies, then they will integrate much more smoothly, but they still have the problems I laid out in my TLDR. Shardblades drop to the ground when their owners die. Mistborn carry metals anyways, as we see in Kelsier's training in Eleventh Metal, plus they're supposed to be working together against a non-Mistborn enemy so they should have no reason to not carry metals. It is not largely defensive; it also shows you every opening your opponent makes before they make it allowing you to counter every swing. Shardplate makes someone stronger, but do we have evidence of Shardbearers actually reacting faster because of Shardplate? I don't believe we do. Pewter, in any case, gives Allomancers enhanced speed as well, enough to blitz ordinary humans with relative ease.