Search the Community
Showing results for tags 'hemalurgic constructs'.
-
A human needs four iron Hemalurgic spikes to be transformed into a Koloss- a Hemalurgic construct. But what if only one spike is used? I know the Chimera use only one spike, but Tensoon mentions in SoS that it shouldn't be possible for such large changes to occur with only one spike, suggesting that one spike doesn't change a person nearly that much. In addition, what if you did what the Koloss did and repurposed a Koloss spike for yourself, since it apparently allows for a greater amount of one's humanity to remain? Basically, I'm wondering if you could find a way to use one, maybe two Hemalurgic spikes that use human attributes rather than Invested powers and yet somehow retain your humanity (I'm most particularly interested in H-copper, as having 500 IQ seems pretty nice )?
-
What makes a Steel Inquisitor a "Hemalurgic construct" as opposed to just "a person with spikes"? We see people with Allomancy/Feruchemy granting spikes in both HoA and BoM without their being Inquisitors. Is it just an in-world classification to distance the Inquisitors from regular humans? Is the dividing line between "person with spikes" and "Steel Inquisitor" having a linchpin spike, and if so, what determines the need for a linchpin? And what changes do Inquisitors get/suffer other than their actual given powers, if they are genuinely Hemalurgic constructs?
- 30 replies
-
- hemalurgy
- hemalurgic constructs
-
(and 1 more)
Tagged with:
-
Another question about hemalurgy. Koloss have their physical aspect changed drastically by having four iron spikes placed in their body. However, hemalurgic iron steals physical strength, which, obviously, is a physical attribute. Would the mental and spiritual spikes change the recipient in their mental and spiritual aspects rather than their physical aspect? (Aside from shifting organs around to preserve their function)
-
It seems that various combinations of spikes can make an Inquisitor, and you can keep adding more - Marsh had 11 at the end of the first book (2 in eyes, 1 linchpin in shoulders, 8 in ribs) and had 20-plus by the end of the trilogy. But koloss seem to be always the same, 4 iron spikes. Why? If someone accumulates spikes, what's the line between human and Inquisitor, and what does crossing that line mean? Maybe the point where you become controlled by Ruin or Harmony (Mr Suit says 3 spikes are safe, 4 aren't)? The point where you need a "linchpin spike" to survive? What if you give an Inquisitor 4 iron spikes? Does it turn into a koloss, just die, become a super-strong Inquisitor or what?
- 15 replies
-
2
-
- inquisitors
- spikes
-
(and 3 more)
Tagged with: