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How would one go about killing a Compounding Spinner? (Aside from atium)


DoctorWh0m

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I think you just try drop a brick on them. Tapping so much chromium grants narrative causality almost unlimited power, and we didn't say "nearly infinitely lucky" meant "immortal via luck." If their goals, or the thing that would be considered "lucky" for them can be granted by the turn of events that kill them, the Skimmer will definitely die.

I tried to game the system with that answer (Mentioning narrative causality in a serious theory thread like it's valid). Let me try a different one.

 

Massive electromagnet...wait just checked Wikipedia, and chromium is antiferromagnetic (not magnetic) below 38 C, so unless the compounder has a spike for F-Brass then this is out of the question. I thought this would work better than a Pull or Push because we don't know whether Investiture resists magnetism, too.

Be a Compounder yourself--double Iron. Tap weight to an incredible amount when you're close enough (like, within a few hundred feet but hopefully closer), and they may lose a lot of blood from damage as a result of the uneven gravitational attraction (not quite spaghettification, but equally lethal). Unwieldy in a city where buildings may tear you apart faster than you kill the Super Skimmer, but it's worth a shot. Range: a few hundred feet, working in all environments (cityscape, flat plain, etc). However, requires death.

Hit them with a flamethrower or some kind of heating device that throws out energy with both conduction and radiation--they may get behind some luckily placed obstacles that block radiative heat, but bathing them in flames could maybe balance that out. Range: tens of feet; high chance of failure. Where chance is involved, you can't push your luck. They'll Pull their luck. Definitely unadvised in corridors where flames could conceivable weaken structure, get blocked, and rebound. Ideal for solid, flat plains.

Cripple them somehow, or wait until they are injured. If they have a broken leg, now's your chance. Activate the sinkhole on which they are now standing. They won't be able to jump out of the way fast enough after their realization of the trap. Range: tens of feet; high, HIGH chance of failure. More of a way to kill a regular Spinner who stores a lot.

Get them to die because of their choices, like making them the protagonist of some story who walks into inescapable traps to save people they just met. Make the trap legitimately inescapable. They will then die. Range: however big your trap is. If they tap luck, but don't make life-or-death decisions on a whim, they don't deserve their powers.

Make the area frictionless. Next, remove gravity from the equation. Fight them in space. Then, hit them with a swarm of high-inertia sharp objects. This is a good tactic from Era 4 Mistborn, for performing summary executions of traitors to the Ones Above. So, equip all rooms with a releasable airlock and independent artificial gravity systems. Range: most of the spaceship you're on. They may hang onto doorways, so install automatic sealing gates for every room. The Compounder probably wouldn't want to live on such a ship, so you won't be able to do this without trickery.

 

That's all I can think of right now, and though they're pretty creative, they aren't that effective.

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4 minutes ago, Walin said:

I think you just try drop a brick on them. Tapping so much chromium grants narrative causality almost unlimited power, and we didn't say "nearly infinitely lucky" meant "immortal via luck." If their goals, or the thing that would be considered "lucky" for them can be granted by the turn of events that kill them, the Skimmer will definitely die.

I tried to game the system with that answer (Mentioning narrative causality in a serious theory thread like it's valid). Let me try a different one.

 

Massive electromagnet...wait just checked Wikipedia, and chromium is antiferromagnetic (not magnetic) below 38 C, so unless the compounder has a spike for F-Brass then this is out of the question. I thought this would work better than a Pull or Push because we don't know whether Investiture resists magnetism, too.

Be a Compounder yourself--double Iron. Tap weight to an incredible amount when you're close enough (like, within a few hundred feet but hopefully closer), and they may lose a lot of blood from damage as a result of the uneven gravitational attraction (not quite spaghettification, but equally lethal). Unwieldy in a city where buildings may tear you apart faster than you kill the Super Skimmer, but it's worth a shot. Range: a few hundred feet, working in all environments (cityscape, flat plain, etc). However, requires death.

Hit them with a flamethrower or some kind of heating device that throws out energy with both conduction and radiation--they may get behind some luckily placed obstacles that block radiative heat, but bathing them in flames could maybe balance that out. Range: tens of feet; high chance of failure. Where chance is involved, you can't push your luck. They'll Pull their luck. Definitely unadvised in corridors where flames could conceivable weaken structure, get blocked, and rebound. Ideal for solid, flat plains.

Cripple them somehow, or wait until they are injured. If they have a broken leg, now's your chance. Activate the sinkhole on which they are now standing. They won't be able to jump out of the way fast enough after their realization of the trap. Range: tens of feet; high, HIGH chance of failure. More of a way to kill a regular Spinner who stores a lot.

Get them to die because of their choices, like making them the protagonist of some story who walks into inescapable traps to save people they just met. Make the trap legitimately inescapable. They will then die. Range: however big your trap is. If they tap luck, but don't make life-or-death decisions on a whim, they don't deserve their powers.

Make the area frictionless. Next, remove gravity from the equation. Fight them in space. Then, hit them with a swarm of high-inertia sharp objects. This is a good tactic from Era 4 Mistborn, for performing summary executions of traitors to the Ones Above. So, equip all rooms with a releasable airlock and independent artificial gravity systems. Range: most of the spaceship you're on. They may hang onto doorways, so install automatic sealing gates for every room. The Compounder probably wouldn't want to live on such a ship, so you won't be able to do this without trickery.

 

That's all I can think of right now, and though they're pretty creative, they aren't that effective.

Most of these would be blocked if Chromium Luck works in the same way as people generally refer to luck--however, if it did grant simple, pure good luck, they're unkillable anyways. Nice ideas 

Edited by Crimson Not Blood
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On 11/17/2017 at 11:47 PM, asterion137 said:

F-Steel beats a lot of things. I don't think luck would be a factor if they can't react fast enough to even notice the steelrunner.

If you used F-steel on a Chromium Compounder you'd probably run into something and kill yourself, assuming they're tapping and their luck affects your attempt to kill them.

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Just going to weigh in, I don't think chromium feruchemy actually affects what is generally referred to as luck, as in the probabilities of certain events to occur. It cannot make beneficial events which are unlikely to occur more likely simply by virtue of tapping. I think what Fortune does is that it's more about instinct, a little voice in your head that makes you think one decision is better than another. However, it uses the spiritual realm and slight emanations from the future, to make that voice suggest actions would be more beneficial to you. 

In other words, it can only affect events which you can operate on, by you performing actions which will make the event more beneficial for you. 
To make an example of a coinspinner at a casino: If they sat down at a slot machine and played 1000 times while tapping, the odds of them winning would be the exact same every time, and the odds would be the same as if they had played without tapping. However, if they had gone to a roulette wheel and tapped, they could've felt a stronger instinct for which number would be chosen, and bet accordingly. 

As a final example, in Harry Potter 6, when Harry drinks the Felix Felicis, from his voice he's getting an inner suggesting actions to do, as well as instinct on them being good choices. That is basically how I see tapping chromium to be. 

 

Back to the main thread, yes, I think it would be hard to kill or capture a chromium compounder if they were tapping all the time, depending on how hard they were tapping. The trick would be to attempt actions which work independently of which actions they take. A steelrunner for example, could probably handily kill them.

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On 11/26/2017 at 11:55 AM, Spoolofwhool said:

Just going to weigh in, I don't think chromium feruchemy actually affects what is generally referred to as luck, as in the probabilities of certain events to occur. It cannot make beneficial events which are unlikely to occur more likely simply by virtue of tapping. I think what Fortune does is that it's more about instinct, a little voice in your head that makes you think one decision is better than another. However, it uses the spiritual realm and slight emanations from the future, to make that voice suggest actions would be more beneficial to you. 

In other words, it can only affect events which you can operate on, by you performing actions which will make the event more beneficial for you. 
To make an example of a coinspinner at a casino: If they sat down at a slot machine and played 1000 times while tapping, the odds of them winning would be the exact same every time, and the odds would be the same as if they had played without tapping. However, if they had gone to a roulette wheel and tapped, they could've felt a stronger instinct for which number would be chosen, and bet accordingly. 

As a final example, in Harry Potter 6, when Harry drinks the Felix Felicis, from his voice he's getting an inner suggesting actions to do, as well as instinct on them being good choices. That is basically how I see tapping chromium to be. 

 

Back to the main thread, yes, I think it would be hard to kill or capture a chromium compounder if they were tapping all the time, depending on how hard they were tapping. The trick would be to attempt actions which work independently of which actions they take. A steelrunner for example, could probably handily kill them.

OB SPOILERS

Spoiler

That would fit with the connection between Fortune and the Spiritual Realm in regards to divining information...

 

Edited by Ookla the Noble
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