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  1. We've seen in ToES that an Elantrian can read the Aons written in a curse put on a person and can tell its "code" or instructions from this. Could it be possible for someone to learn to read the Investiture of Hemalurgic spikes in a similar manner, possibly be becoming heavily Invested by Ruin or manipulating Connection in the right way?
  2. I got an idea from the bees my family used to keep- you can put tags on their thoraxes to help track them (such as separating the queen from the workers and drones), but they can still fly alright.; could you potentially use some really small spikes to implant into an insect (such as a housefly or honeybee) to Bond and control them, using them to act as a tracker or as a distraction against enemies? Plus, they would have a very weak Cognitive Aspect I would think, so perhaps you wouldn't need four spikes to control them, but only two or three? Also, as a bit of a side note, how easy would peering out of the eyes of a creature you've dominated via Hemalurgy be? We've seen Vin do it with TenSoon, so would it be a matter of more spikes to make their soul easier to access, or would F-duralumin's Connection boost be more necessary for peering through your fly pet's compound eyes?
  3. 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.
  4. I made a thread before that talked about using Connection to conjoin two Hemalurgic spikes before (Multi-Pieced Spikes thread), allowing them to act as one distances, though long distances would probably make the process much less efficient. However, what if you tried something else, something more portable? I bet that you could fill a large chunk of flesh, probably your own back that was surgically removed (and grown back with F-gold, Wayne style) with lots of smaller pieces of metal that were Hemalurgically charged in order to prevent the Investiture from decaying. Then you'd inject an ethyl alcohol into it to prevent the flesh from decaying and wrap the whole thing in a plastic bag to prevent leaks. Then you put in in a vest that you wear and carry around with you (yes, it's sort of macabre, but it's efficient). The Invested metals- they don't have to be spikes, as those would probably pierce the plastic and make a mess- would all be Connected to a single spike in your body, linking them together and granting all of their power to you. This strategy would be particularly useful if Feruchemical and Hemalurgic storage is more efficient with lots of smaller containers than a single big one (as the storage size goes up and down non-linearly. We don't know yet whether it is more or less efficient to have a single large storage or many smaller ones).
  5. In RoW, Navani thinks to herself about trying to use Raysium to reconjoin two split Flamespren halves to please the Sibling, as Flamespren will apparently grow into two separate Spren if released and given Stormlight, if memory recalls (sorry, I don't have the book on me). So what if this process was made mass-scale? Hemalurgy as it stands now requires a viable Spiritweb to fuel it, and Spren can be spiked, so could you farm lesser Spren to get raw Investiture for something like nicrosil spikes without needing to hurt any humans?
  6. As you all know if you've read Warbreaker (as you should have if you are on this forum, I'd think) we know that Returned need to feed on a source of Investiture about once every eight Nalthian days or they perish. We also know that they can feed off of Investiture of other Shards than Endowment, such as Stormlight. But what are some other ways they could do this? Most in particular, could a Returned Hemalurgically spike someone, take their Innate Investiture and then breath it in and feed on it? Would they need to spike it into their body and use it up automatically like they would with Breaths?
  7. I had considered using Feruchemy to enhance Hemalurgy's use before, but I figured that it wouldn't work because the augmentations provided by it were only temporarily formed by an influx of Kinetic Investiture. That would mean that spiking the attribute the Feruchemist was tapping would have no bearing on the Invested charge of the spike. Only, I just remembered this WoB that states that such a thing is possible with a temporary change to the Spiritweb, such as with Forgery; I now believe this means that at least temporary spiritual Feruchemical enhancements (and not just Blanking Identity) can alter the creation of Hemalurgic spikes, as they should fall under the same parameters as Forgery. I'm not certain about the other quadrants of Feruchemy though, as they may not alter the Spiritweb enough to be spiked out (kind of like how F-Atium is only physical change and not a spiritual one). So, what could we do by combining spiritual Feruchemy and Hemalurgy? Aluminum: this one has been mostly explored before on the Forums, as the Blanking of Hemalurgic spikes may be able to be achieved by Blanking the Identity of a Donor during the spiking process. I do wonder whether you could possibly tap someone else's Identity temporarily and then spike out something from them that is specifically Keyed to the new Identity. Doing so could create a spike more efficiently tethered to the bearer's Spiritweb to let them Compound, use their powers more efficiently (WoB says that a Blanked Identity Metalmind tapped by a Blanked person would be slightly more efficient than a Blanked Metalmind with a non-Blanked person, hence the reasoning that a spike could work the same), and maybe allow for the creation of Resonances with Hemalurgy. This may require jumping through some hoops to manage, but maybe it could work. I'd still take it with a healthy dose of skepticism as we don't know a ton about Identity yet. Nicrosil: this is probably the biggest one there is. If you could augment your Allomancy with F-nicrosil and if you could spike that enhancement out, you could create spikes bearing tremendous power with relative ease. After all, storing, say, your A-pewter fully for a week and tapping it all in a brief moment while having it spiked out would create a Hemalurgic spike holding many, many times the standard power of a Pewterarm. I think that it also may be possible to have a non-Invested person tap an Unsealed Nicrosilmind, then spike the temporary power out of them, eliminating the need to spike a true Allomancer or Feruchemist at all. I'm a lot less certain about this possibility though, as the medallions that the Southern Scadriens use have been compared to the Honorblades (WoB, and WoB #2), which don't tie into the Spiritweb very effectively, which may very well prevent Hemalurgy from taking medallion-granted powers (though natural or Hemalurgic Feruchemical augmentations may still be on the table, as they are directly embedded into the Spiritweb). Duralumin: Hemalurgic spikes take a measure of the Donor's Identity along with whatever else is spiked out, such as their Allomantic or Feruchemical powers. I think that if the donor tapped Connection to a specific entity (or object, place, time, etc.) and the proper Intent and Command was used that Connection could be taken along with the spike (or a portion of it anyway) and grafted onto the spike bearer along with the standard power. This could potentially allow for a permanent web of Connections to be formed amongst a group of Hemalurgists by using a cental hub for all of them to Connect to, similar to how all Aetherbound are Connected to their respective Aether. If there isn't enough Connection that can be taken with a power spike, H-duralumin could probably be used to achieve the effect. Chromium: this one is by far the most mysterious of the Hemalurgic metals. It, apparently, can steal one's destiny, though it's the only thing on the Hemalurgy table that isn't guaranteed. I personally believe that this "destiny" is just a form of Fortune, though one that is specifically tied to an individual and what their Fortune would prompt them to do. The reason it isn't guaranteed is because the spike bearer would have their own destiny interfereing with the new one, potentially causing them to ignore their new fate. I think that tapping Fortune with Feruchemy would therefore effect the stolen Destiny, likely making it much easier to read it and lessen the chance it gets overlooked. Alright, that's all I can come up with now. Anyone else got some more ideas or comments/arguments to be made?
  8. Este é um dos meus primeiros tópicos e não sei se está no lugar certo, se coloquei na aba errada por favor me corrija. Alguma ideia de uma construção hemalúrgica para colocar em uma campanha MAG? Para adicionar monstros ao jogo fiz como se existisse um antigo culto de hemalurgia e ruína que vive fazendo experimentos, mas não em humanos e sim em animais. Então quando eu faço uma luta de chefe eu geralmente seleciono um pokémon aleatoriamente, tento recria-lo com hemalurgia e tomo-lo um pouco mais macabro, mas já estou nisso há algum tempo e estou ficando sem ideias, alguém tem algum? Solte a imaginação e crie os animais mais bizarros possíveis, por favor. Meu objetivo é ter um bestiário hemalúrgico completo um dia após esse tópico
  9. As we saw in TLM, malwish medallions can store ferruquemic and also food (BoM) capabilities, and this worries me because it takes away a lot of the main plots of hemalurgy in scadrial at least, I don't see people vying for powers in a world where they can simply buy medallions, therefore, the use that I foresee for hemalurgy in the future of the planet would be creating new species or improving current ones
  10. I was recently surfing the Guilds and clans forum when I stumbled upon the Koloss are people too foundation. A question was raised as to whether the Koloss' spikes should be confiscated so as to prevent any more people from being transformed into Koloss. Anyway, it got me thinking and I wondered what people's opinions were on the matter. So let's say you are an Elendel citizen that has heard of Koloss and how they are created. What would you do in such a situation? PLEASE don't devolve into fighting if you discuss your opinion; we just want to understand what others' thoughts are on the topic, that's all.
  11. Mistborn normally don't have noticeable Resonances due to the large number of powers they have- such Resonances effectively get washed out of their system. But what if you non-lethally spiked a Mistborn of all but two or three of their powers? Would they then develop a Resonance between multiple Allomantic powers? Perhaps if they found a way to heal their Spiritweb (ahem, F-gold Hemalurgy) they could experiment and discover some new Resonances that wouldn't normally exist (the cost wouldn't be worth the benefit really, but hey, hypothetically I think that it'd work).
  12. We've learned from TLM that Hemalurgy is actually a lot like Awakening, especially in that they both can use Commands to achieve better results. But what could those Commands actually do? Well, here's a few ideas I came up with. Let me know what you guys think 1. Command to take more: apparently, the creation of Kandra Blessings is a bit different that the creation of Koloss spikes, mostly because Kandra spikes take more from the donor and different portions of the Spritweb as well; This also may be why Chimera were able to be made; a single Trellium spike took more from the donor and grafted it onto the recipient, causing a larger change than would normally happen (there may be more to it as well, but I'll leave that for another time). This suggests that a Hemalurgist could learn to take more or different things using a certain metal through the use of Commands and Intent. 2. Command to take less: Just as a Hemalurgist could learn to take more, they could potentially learn to take less. Perhaps this would leave a non-lethal spiking having less of a harmful impact on the donor (though it would be impossible to fully remove). If the creation of the Chimera did involve taking more Spiritweb chunks than normal, perhaps a Hemalurgist could learn to make Blessings that work on humans by mitigating or fully removing the flesh-warping aspect of the spikes (I have another thread that talks about this one in particular). 3. Command to control host: Perhaps a spike could be bestowed a Command to impose a measure of control on the bearer, causing the spike to directly force the bearer to follow the Hemalurgist's commands. Perhaps this could also be used to make it more difficult for other Metalborn to steal control of the Hemalurgist's constructs. 4. Command to selectively grant powers(s): If the spikes could be given the correct Command, they might be able to selectively grant powers to their bearer. The spike(s) would read their bearer's Intent and deprive said bearer of their power should they go against the Intent that the original Hemalurgist encoded into the spikes. Any other ideas for Hemalurgic Commands, or comments on the ones I've come up with? (I'm especially asking you @alder24, @Koloss17, @Quantus, @therunner, @Tamriel Wolfsbaine, and @Treamayne. Anybody else who I forgot can join in too ) EDIT: here's a few more. 5. Programmed death: Perhaps a Hemalurgist could Command a Linchpin spike to fail if its bearer had an undesirable Intent, such as if they every tried to kill the Hemalurgist who made the spike. 6. Autonomous spikes: We actually may have seen something like this already with Trellium spikes- spikes that can more autonomously activate powers, such as when the Cycle Marasi shot in the head was still able to heal despite not having the cognitive functions to do so. Such spikes could perhaps be made with Commands, allowing for similar effects. Additionally, you could possibly create autonomous spikes that forced their Bearer to Feruchemically store certain attributes, such as having a someone store all their non-essential strength away so that they could be apprehended more easily. Maybe you could force the bearer to store something like Identity, making it easier to spike them for Identity-free spikes. Or maybe you could selectively steal somebody's memories via F-copper and Identity blanking.
  13. In the SA, it is possible to split a Spren caught inside a Gemstone and have them continue to act as if they were one entity. Additionally, in RoW Navani potentially found a way to distribute the Spren in a less even way using Raysium. I wonder if the same could be done with Hemalurgy. One of the system's natural limitations is the size of the spike you can physically embed in the body of the spike bearer, limiting its capacity to an extent. However, if you could get a really large chunk of metal and fill it to the brim with Hemalurgic Investiture, then find way to split off a small section to act as a spike to implant into someone. If they were sufficiently Connected, you maybe could find a workaround to the size limitation of your spikes by being able to draw from the larger section's power whilst only needing to have the smaller spike embedded in your body. There could be some interesting complications as well. Since Spanreeds lose some effectiveness the farther they are from each other (it takes more force to move them), could the Hemalurgist's powers get weaker (less efficient, at least) the farther they get from the large piece? Could be an Elantris-style weakness. Additionally, if the Connection is strong enough, they might not be able to physically leave too far from the larger chunk and would need it to be carried around for them to travel long distances, similar to how Radiants cannot leave Roshar due to Connection. The big spike could also be somewhat vulnerable, as it is not being carried around in the Hemalurgist's body and therefore could be attacked/destroyed whilst the Hemalurgist is away. Honestly, could be really cool. Not entirely sure how it would be accomplished yet, but the in-world mechanics point towards its possibility.
  14. It is possible to Hemalurgically spike Spren. But what would it really do? I have a hypothesis; if you spike a Spren (or, at least if you spike out certain things) and implant the spike correctly in somebody you will give them a Singer Form, since that's basically what Singers do naturally. Singers themselves wouldn't have much use for this, but a human could potentially get a Singer Form available to them this way; for example, spiking a Painspren could give an approximation of Warform to a human. It also might make it easier for the human to hear the Rhythms. It also makes me wonder about Radiant Spren Forms. My guess is that you'd get something similar to the Fused- Forms exaggerated in some way similar to a Fused's Form, like how Rabboniel was unnaturally tall and lanky.
  15. I was on a thread recently that's been talking about Koloss-blooded people and things regarding them, which got me thinking about why Koloss' children are so different from their parents. The first hypothesis was that the Koloss just happen to pass on different genes to their children than what they possess. Which technically could be what's going on, but literally no other creature in existence works that way; they try to pass on a slight variation of the genes they have, not an extreme mutation. Sazed could have done some shenanigans with this, but ultimately it just doesn't make sense that he'd do that. The second hypothesis was that Koloss DNA changes into whatever the Koloss-blooded child's DNA will be when it leaves the body of the Koloss, kind of like how a Soulstamp won't continue to affect a part of the body that was lost- it would revert to its normal form after the Stamp (or in this case spikes) stopped having a direct effect on it. Only problem is, that isn't how the spikes work; they cause a permanent change to the Koloss's body, even after they die. If a Koloss's arm doesn't change back to a human's upon leaving their body, neither would their genetic code. The third hypothesis was that Koloss have the same DNA that Koloss-blooded do. The Koloss's spikes would work as a magical component that would keep up part of their transformation, but their DNA would pass on to their offspring. After all, the Cognitive Aspect of the Koloss reverts to being human after death, so this would almost make sense. . . except that, once again, the spikes aren't like Soulstamps; the same problem as with hypothesis #2 occurs here, where the spikes simply don't grant a temporary physical transformation, it's a permanent thing. So, my final- and I believe plausable- hypothesis is that Koloss simply can't give all their genetic code over to their children. Basically, the spikes of the Koloss add to their spiritual (and by extension) physical DNA, causing them to change from humans into Koloss. However, the code in the spikes is nontransferable; the same thing happens when a Steel Inquisitor tries to pass on their Hemalurgically granted powers to their offspring- the genes in the spikes just don't make the leap from parent to child. This would also explain why Koloss couldn't have children before Harmony intervened; any time they tied to have kids, the genes they passed on were mangled because they were filled with holes as the Hemalurgic spikes didn't pass on their portion of the Koloss's DNA, meaning that the child wouldn't have been able to form properly, and the cells would simply never have formed correctly to make a new organism. However, when Harmony stepped in and tweaked the system, he allowed the spikes to pass a spliced version the Koloss genes, allowing a new being to be created, though without parts of the genetic code of its parents. This would also explain why Koloss-blooded have some vestigial traits of Koloss, but why they are mostly human- Hemalurgy is less brutal now than it once was, allowing for Spiritwebs holding the spikes to pass on some small portion of the Spikes' contents. Or, possibly, instead of the Spikes themselves passing on part of their code, the portion of the Koloss DNA passed on splices itself into a usable set of genes, but is still slightly twisted from the spikes' code, hence the reason Koloss-blooded have some residual traits of their Koloss parents. That one may also be possible. Hmm. Perhaps I've put a little too much thought into this. . .
  16. Trusk'our

    Wire Spikes

    Even though Hemalurgy technically doesn't care about shape, the metal focus of the system is pretty much always turned into spikes for ease of use. But I had an idea. What if you instead made it into a wire? Think of it like this; you have the main portion of the "spike" which holds the majority of the Investiture in it. There is a wire of the same metal as the main body melded into it, which can be used to pierce a desired bearer of the spike. This way you can have a large storage for Investiture while only having a small point that needs to be inserted into the spike bearer. This would be impractical for any situation that required mobility, but there are still ways that you could use it. This would allow for someone to have a very large amount of Investiture stapled onto themselves via Hemalurgy while not having to worry about dying once the spike is removed (it would only superficially pierce the skin of the bearer, meaning that the injury would be nothing worse than getting a shot) or the spike's charge decaying (the main body is stored inside a large cut of meat preserved in alcohol solution). One way in particular that would be interesting to me is to use this for medicinal purposes. You could store a lot of Investiture inside the "battery" portion and then use the wire to let it touch the recipient's Spiritweb. The massive amount of Investiture could help the person overcome even the most virulent of diseases or could make it easier for someone to store health via F-gold. You also might be able to pierce multiple people at once with the same "spike" since you could have multiple wires coming off the same main portion. Don't exactly know what it could allow, aside from maybe letting them use the same Feruchemical power to store their attributes (it depends on whether they weaken the quality of their stored attributes when they do this or whether the strength of the Feruchemy only matters when tapping. If it merely comes down to the speed that they can store, five bearers storing 20% would be faster and easier on them than one storing 40%)? In any case, what do you guys think? What possibilities could be achieved with this new kind of "spike"?
  17. I read this somewhere in wob where he said that nicrosil can be used to store Devine breath of a returned. Then i started thinking let's say there is a full feruchemist with knowledge of hemalurgy. He can steal the devine breath of a returned through hemalurgy and give himself fifth heightening through hemalurgic spike and then he put that Investiture in his nicrosil metalmind by filling it and then remove the hemalurgic spike and heal himself with gold metalmind. Healing both his physical body as well as his spiritweb. Although the healing of his spiritweb won't be absolute but atleast there won't be a hole in his spiritweb (which cannot be exploited by anyone) that is caused by hemalurgy. If it's possible then why not also steal other ability to use a certain magic and store that in your nicrosil metalmind. This method could give you powers without a big disadvantage of hemalurgy.
  18. We've seen from Navani in RoW that a person can change the Tone of a piece of Investiture to become an anti-Investiture. But what if this were done with a Hemalurgic spike? Since the spike tries to stapple its contents onto the Spiritweb of its bearer, I think you could turn the spike into a cheaper, more flexible soul-destroying weapon that a Raysium blade. It's way, way, way easier to get ahold of the necessary components to craft an anti-Investiture Hemalurgic spike, and the actual shape doesn't matter- you could make anything from a sword to a spear to a bullet with not Gemstone to worry about during the weapon's construction.
  19. The Coppermind says while in the Physical realm you use a metal spike to steal an attribute. Can you be in the Cognitive realm and charge by stabbing one of the candle-like souls. What if you spike a spren that doesn't have a bond? Can you gain surgebinding without having a bond?
  20. It is possible in real life to take some stem cells from a human and turn them into cell culture outside the body. So, what if you did this in the Cosmere? Could you grow a living cluster of cells that would develop their own Spiritweb which could then be harvested Hemalurgically? That could potentially create a way to ethically use Hemalurgy- no people and not even any animals would be hurt in the process. Or, what if you did the reverse and spike something into them, creating a new entity altogether? It would be particularly interesting to see if you could take some Spiritweb from the cell donor and add it to the cell culture. Perhaps it would react differently than if it was someone else's due to the similar Identities.
  21. Some Investitures, such as Sand Mastery or Surgebinding allow their practitioners to grow in power over time based on certain circumstances for each system. But what if you gain that power via Hemalurgy? For example, let's say that a Hemalurgist spikes a Sand Master and steals their ability to wield White Sand. If that Hemalurgist were to Overmaster, would they grow in power? If they do grow in power, is it the contents of the spike that grow in Investiture, or does the Hemalurgist's own Spiritweb grow instead?
  22. 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?
  23. Bronzesense can detect Kinetic Investiture, but it has a difficult time detecting Static Investiture. Anyway, I got thinking and wondered, when you fill a Hemalurgic spike with Investiture, does it count as Kinetic Investiture when traveling from the donor to the spike, similar to transferring Breaths? If this is the case, you could enhance your A-bronze to get extra information from the spiking, similar to when Vin burned duralumin and bronze in tWoA and could easily tell exactly what emotions Breeze was Soothing away from Elend. Maybe a Hemalurgist could store some Bronzesense in a Tinmind and tap it at an accelerated rate to achieve this effect and this could help give them a greater knowledge of Hemalurgy's inner workings.
  24. So here's an idea I've been wondering about for a while; When Allomantic or Feruchemical powers are stapled onto someone via Hemalurgy there is very little physical or cognitive warping, just enough to shift organs around and not kill the recipient of the spike (except for Steel Inquisitors, but more on that later). However, when human attributes are added to a human (or animal) they mutate into crazily different beings- they become a Hemalurgic construct. I have a hypothesis as to why this is and some proof to help back it up. Basically, my thinking is that the human attributes are very closely tied to the rest of the Spiritweb because they are a more integral part- you can live and function as a human without Allomancy or Feruchemy, but you need "strength" and "senses" to be considered a standard healthy human. The human attributes are deeply tied to you being human, basically. My guess is that when a Hemalurgist tears off a piece of the Spiritweb with a spike, they do so sloppily because they aren't aware of the Realmatics and therefore cannot give an accurate Command to the Investiture. The spike takes more than what was intended, ending up with a bunch of "useless" bit and pieces. This isn't so bad with power spikes because they aren't tied very deeply to the human aspect, hence the reason they don't cause so much warping in the recipient, but attribute spikes lead to fundamentally changing their bearer. As for the changes we see in Steel Inquisitors (extra height and scratchy voice) those may be caused by simply having so many small extra bits taken along with their spikes that there is a little warping involved. I also hypothesize that it is possible for a Hemalurgist to train themselves to be better at preventing this, similar to an Awakener and get better at wielding Hemalurgy with better and more accurate Commands. Visualize it like this; the first Hemalurgists were wielding it like someone would a crude, jagged knife and who has only very basic (nearly nonexistent) medical knowledge- they can technically cut into someone to perform surgery, but they weren't very good at it and they took a bunch of stuff they didn't intend to as well. A Hemalurgist who really knew their Realmatics and had practiced with Hemalurgy extensively may be closer to an expert surgeon wielding a highly precise scalpel to delicately perform an organ transplant. Basically, a really, really skilled Hemalurgist may be able to give something akin to Kandra Blessings to humans without turning them into inhuman creatures. Now, for the proof part; we know that just having attribute spikes of the right kind isn't enough to make a Kandra, even when adding more spikes- if a Mistwraith ate a Koloss they wouldn't make a Kandra, they'd become something else with less awareness. https://wob.coppermind.net/events/90/#e4580 And https://wob.coppermind.net/events/90/#e4652 This suggests that something more must be done to create Kandra spikes, which I believe could mean taking more specific things from the donor's Spiritweb to. To further back up this claim, look toward the Hemalurgic Chimera- they are made with only one spike yet have changes brought to them large enough to surprise TenSoon. Plus, I'm pretty sure that Trellium is supposed to take powers, not attributes (Set members having those spikes and not turning into inhuman creatures), but they can still bring physical warping if the Hemalurgist charging them uses the correct Commands and has enough skill (Bleeder has multiple functioning Trellium spikes that acts as half-Blessings but still grants Allomantic or Feruchemical powers). Additionally, we know that you can have a Kandra Blessing that uses non-attributes, such as with ReLurr's pewter spikes, which suggests that you can optionally go the opposite direction and take more from a donor to bring a more significant change, which makes it viable for bringing sapience to a Kandra (or possibly making Chimera from humans). https://wob.coppermind.net/events/7/#e7081 I hope that these are coherent, but I know that I have a tendency to become incoherent when I ramble If anyone wants clarification, please ask and I'd be more than happy to have a conversation about my ideas.
  25. Hey guys, I'm back! Sorry for ghosting you (to anybody who cares), I had some stuff going on that took my attention away from the 17th Shard for a while, but hopefully I will be able to come back now, though it may be more infrequent. In any case, I've had a LOT of ideas or questions that I wanted to post, but couldn't. Here's one of the big ones; we saw in TLM that Marsh was running low on Atium, causing him to start feeling the effects of old age which would eventually kill him. However, what if he had been given some Unkeyed Dor instead? After all, it can be used to fuel any Invested power (as far as we've seen), so why couldn't he use some to fuel his F-Atium youth? Did Kelsier just not think of helping his brother out with the Dor, or did Marsh just keep it a secret? I suppose that it could be that Hemalurgic spikes can't use Unkeyed Investiture, but that seems unlikely to me since it can be used by anybody with an Invested power, and even if Identity contamination somehow does managed to mess with that function, Marsh specifically can bypass Hemalurgy's new limitations. What are your thoughts everyone? I'm dying to hear.
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