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Hypothetical Additional Metals


Halyo_Alex

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37 minutes ago, Karger said:

Yeah since you are not actually creating any just borrowing it then you will not be able to jump on a hovering platform any more then you can carry yourself.

Correct. That's what makes an ettmetal Cobalt mimic better for Cobalt-floated platforms than a genuine allomancer. You can build the ettmetal into a solid platform and put that on the ground, then it'll anchor metal around it so you can have floating platforms.

37 minutes ago, Karger said:

The planet's motion relative to what?

Hang on, what was the rest of the question again? I'm still not understanding.

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18 minutes ago, Karger said:

V=0.  You said that now the planet's motion comes into play but with respect to what?

Using Nixium to speed up an object at rest would add the direction of the planet's motion because the object "at rest" is actually moving with the planet, so that motion is what gets amplified by Nixium...

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On 2/14/2020 at 5:59 PM, Halyo_Alex said:

Using Nixium to speed up an object at rest would add the direction of the planet's motion because the object "at rest" is actually moving with the planet, so that motion is what gets amplified by Nixium...

Yeah but relative to what is the planet moving?  The star?  The center of the cosmere?  The planet's own center of mass?

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  • 2 weeks later...

This is a brilliant idea, and inspired me to do my own, would you put speeding up/ slowing down others mental speeds, similarly to the personal increases and decreases in sparker ferrings in Internal or external abilities.

Edit: I've put it in external like emotional allomancy.

Edited by StoneBound
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My chart for my own metals, it is unfinished but if you have any ideas please respond.

 

Allomancy

Pushing

Pulling

 

Feruchemy

Pushing

Pulling

 

Hemalurgy

Pushing

Pulling

Internal

Titanium

Nital

 

Titanium

Stores Durability

MetalFlesh

Nital

 

 

 

Titanium

Steals Life-force (extends lifespan by the amount the person had left when spiked)

Nital

External

Mercury

Pushes things into the CR

MistBreaker

Arquerite

Pulls things from the CR into the PR

Conjurer

 

 

Mercury

Stores Realmatic Connection

SmokeSeer

Arquerite

Stores Physical Mass (unknown effects)

MassMaker

 

Mercury

Aquerite

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On 2/11/2020 at 0:09 PM, Halyo_Alex said:

I was bored, and, like any normal person would, I decided to make my own, non-canon, hypothetical "quadrant" to add to the three Metallic Arts. I used real metals and alloys of those real metals (including the infamous silver), but these effects could easily be Lerasium alloys' effects instead, if you want them to be more canon. 2 of them would be Physical (Cobalt and Nixium, likely would be alloys of Lerasium and iron/steel), and 2 would be Enhancement (Silver and Argentum, would likely be alloys of aluminum and duralumin). I also have a nice little minimalist chart of these 4 set up, just for the fun of it, and for practicing graphic design for later.

I'll elaborate on the brief descriptions of the powers in each of the segments of that chart here.

- The quadrant itself is the Mystic metals category. It's a nice catch-all term for the somewhat disparate abilities of the metals, without just being "hybrid" again like Feruchemy's hybrid quadrant.

- The Mystic Allomantic metals, as mentioned above, are 2 Physical effects and 2 Enhancement effects. Cobalt/Nixium's effects work by altering the overall velocity of a metallic object within reach. Nixium Pushes the metals, adding to their current velocity. However, like Steel, the Pushes are equal and opposite reactions on the Allomancer as well, as if they themselves were Pushing in the same direction that Nixium is adding the velocity in. So to accelerate an object upwards, the Allomancer will be pushed downwards equally in exchange.

- Likewise, Cobalt Pulls on metals, reducing their current velocity, including the inevitable pull of gravity, allowing an allomancer to produce hovering footholds with which to leap between. As with Nixium, Cobalt transfers force to the allomancer, meaning that the taken velocity is added to theirs. This results in the allomancer feeling an increased gravitational pull when stopping a metal object from falling, based on the mass of the object being anchored.

- Ahh, Silver, silver, silver... A tricky metal to be sure, and quirky enough to explain why it was (and, is) considered Allomantically Inert by all metalborn. Silver works by channeling its power into the "floodgates" of other metals' power, flowing into and through the Allomancer via their other burning metals. When burned by itself, this effect enters a feedback loop of constricting its own power, which induces a nauseating feeling that is almost completely indistinguishable from the sickness of burning a non-allomantic metal or impure alloy. Burning silver and Duralumin amplifies this issue, as the Silver constricts both the duralumin and itself, while the duralumin forces the Silver to expend itself at astronomical rates, causing the silver constriction to intensify to the point where no power can flow, releasing a huge amount of pent-up allomantic power when the constriction wears off, sickening the allomancer deeply, even killing them. Flaring silver and duralumin will kill an allomancer foolish enough to try it. When properly employed, Silver reduces the power output per gram of metal, which may seem purely negative as Aluminum does, but it comes with the added benefit of making the allomancer's metal resources more difficult to Leech or Nicroburst away, keeping them safe from harm while you have Silver to burn.

-Argentum, then, is the opposite. It uses the influx of power from Preservation to widen the "floodgates" of other metals burned alongside it. It enhances the power output per gram of metal, which pairs nicely with Duralumin, giving you a further multiplication on power received per second. It also allows you to be a bit more subtle with your burn rate, keeping a low burn while still getting a fair bit of power out of the metals. As you might guess, Argentum-boosted metals are easier to Leech or Nicroburst away. As well, Argentum Savants are not terribly uncommon among Argentum allomancers, due to the fact that by burning Argentum alone, you can have a positive feedback loop of increasing power flowing through via Argentum widening its own "floodgates" over and over. Benefits of Argentum Savantism include a generally improved power output per gram of metal in all metals that the Savant can burn, and an improved ability to control your metals' burn rates. Drawbacks include an addiction-like dependence on Argentum allomancy, as well as a particular vulnerability to being Nicrobursted. Some speculate that the Argentum Allomancer welcomes the rush of power from a Nicroburst on a subconscious level, being familiarized with it from Argentum Allomancy, though this is unconfirmed.

 

- The Mystic Feruchemical metals, then, are quite fun. Cobalt feruchemy is my personal favorite, as it allows the feruchemist to shrink or grow, like ant-man. Cobaltminds are often worn as bracelets at normal size, rings at large size, and a belt at small size, with their standard "big" and "small" sizes being dependent on when the Cobaltmind fits as such. Cobalt Feruchemy also strengthens the body to prevent it from collapsing at larger sizes from the Square-Cube Law, and to allow mobility even at such sizes, much like how Iron feruchemy strengthens the body to allow movement at great weights.

- Nixium Feruchemy is rather odd, as it stores Ionic Energy. Fire, Electricity, both can be stored in Nixiumminds, allowing a Nixium feruchemist to quench flames or deplete batteries and charge their metalminds with that type of energy. One Nixiummind cannot store both fire and electrical energy in it at a time, but multiple Nixiumminds can be employed by a Nixium feruchemist to circumvent this. When tapping, the Nixium Feruchemist can direct the stored energy out of their body, typically through the hands, casting lightning bolts or spouts of flame. It's one of the most visually stunning feruchemical powers, to be sure. The Feruchemist is also protected from electrocuting or burning themselves when tapping.

- Silver feruchemy stores Light from a small radius around a feruchemist, typically close to their skin, though further out as they store more aggressively. In an enclosed room with a large amount of uncharged silver, a feruchemist can darken the whole room to pitch-black for some time. Tapping Silver causes the Feruchemist to glow, illuminating the area around them. They are also not blinded by the light emitted from their Silver feruchemy, though others can be, making a quick, aggressive tapping of Silver an effective flashbang, of sorts, disorienting foes. (side note: this unintentionally made a pun of Silver-light. I couldn't pass this up after I realized that.)

- Argentum Feruchemy stores Sound, a fitting counterpart to Silver. When storing, the feruchemist and his/her immediate surroundings become muted, with the area affected increasing as they store more aggressively. When tapping, sounds produced by the feruchemist become amplified, moreso the more they tap. With enough stored Sound, the feruchemist can create dangerously loud sounds, which is of particular effect against Tineyes or Windwhispers. The feruchemist is also strengthened to be able to withstand the loud noises they produce, unable to deafen themselves.

 

- Cobalt Hemalurgy steals Mystic Allomantic powers. Pretty simple, just like any other allomancy-stealing spike.

- Nixium Hemalurgy steals Mystic Feruchemical Powers, which functions just as expected.

- Silver Hemalurgy steals Spiritual Fortitude, which is somewhat complex. A spike will enhance the "can't push/pull on metals inside someone" effect, will reinforce the user against Emotional allomantic possession, and even increases the spike threshold for Shardic possession by a net gain of 1 for every silver spike (of average strength). A Silver Kandra Blessing would make them immune to Emotional allomantic possession, and almost fully immune to Shardic possession, in theory being more trouble than it's worth, requiring too much concentration to break through (if we're talking about Ruin trying to control an army of Kandra, Koloss, and Inquisitors, which, isn't likely to happen again. But a Silver Kandra COULD resist Harmony, if they tried hard enough, though that is in part due to his conflicting Intents, rather than the sheer strength of Silver.

- Argentum Hemalurgy Steals Physical Immunity, which is to say, potency of your Immune System, and liver. Diseases, and poisons, are reduced in effectiveness against someone with a Nixium spike.

 

So, what do you guys think? These WOULD be more logical as godmetal alloys, i admit, but the idea was too fun to pass up to stave off boredom.

Full Metal Mystic Chart.png

I'm not sure I like the allomantic properties. But I love the feruchemical properties. Esp F-silver. 

H-Sliver is great too. 

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