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How would a Mistborn video game work?


IvoryRoad

  

97 members have voted

  1. 1. Which BS novel would work best in video game form?

    • Mistborn series
      64
    • Stormlight
      20
    • Warbreaker
      6
    • Elantris
      7


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Definitely. That's an important facet of the universe; can't just ignore when your metals are running low.

Should coin jumping or shooting have any effect on your money? I know that clips were nearly worthless in the book, but I also don't want to just have an unlimited supply. Maybe clips and cash are just permanently separate categories that you have to manage. Some sort of looting system, perhaps. Or maybe you can hire yourself out to nobles as an assassin.

Are we tied to any specific faction, or should we just be free as our whims?

And BF3 = Battlefield 3. Another generic military FPS, but pretty much the only new-ish thing I liked was the suppressing fire.

Could you explain your fatigue thing a little more in-depth? Are sensory fatigue and physical weariness tied together, somehow?

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  • 3 weeks later...

New guy here.

I'm thinking:

Copper: Toggle, turning it on will cancel out your bronze

Bronze: Toggle, sound (can be turned off in options menu) and provides an aura around detected people

Tin: Toggle, while on loud noises will replace your audio with the "ringing" effect from Half-Life 2 and a slow effect, bright lights will blur everything

Pewter: Toggle and a Flare button, provides bonus "hit points" but subtracts the amount added from the amount you have when it runs out, actions complete faster, movement is faster, bonus jump height, damage reduction, more damage dealt.

Iron/Steel: Tough ones, because the interface needs to support jumping around like spiderman on the moon but also not result in cause of death: failed to perform vector addition in head during a combat situation.

Brass/Zinc: conversation system? I could see some really interesting gameplay where you have to decide how strongly to push/pull to get what you want without tipping people off. Using on Koloss or Inquisitors or Kandra results in the message: You seem to have mistaken yourself for some sort of divine figure. Okay, maybe not in those words.

Gold: Cutscene exclusive

Atium: People who are not burning Atium/Electrum automatically fail at any attacks, parries, or dodges relating to you

Electrum: You don't get this, it's Inquisitor-only.

Duranium: Inquisitor-only

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  • 3 weeks later...

I think the best way to go about using Allomancy would be to use a 'flare' system - all basic Allomantic skills would be free (i.e slightly enhanced strengt h - Pewter, small-medium steelpushes and ironpulls, slightly enhanced sight and hearing) but to perform special moves would require 'flares' which could be replenished using a metal vial.

For Example

Pewter - Basic Skills: Enhanced Kicks, Punches etc, Enhanced Speed and Agility, Enhanced Reactions (Ability to

counter enemies moves)

Advanced Skills: Health Regeneration, Temporary immunity to damage, 'Super Moves' e.g. Ground Pound, 1 hit KO

Tin - Basic Skills: Zooming in on enemies, Ability to hear/see/smell enemies nearby (takes the form of a minimap)

Advanced Skills: Ability to temporarily tell if characters on minimap are friends, enemies etc, Ability to shock

yourself out of being KO'ed

Iron - Basic Skills: Ability to pull on small metal objects and anyone wearing metal (most enemies excluding

Allomancers/Inquisitors/Hazekillers), Ability to pull yourself towards large sources of metal at

some speed

Advanced Skills: Pulling large metal objects, 'Super Moves'

Steel - Basic Skills: Ability to push on metal objects and , Ability to shoot coins, Ability to Steeljump small

heights

Advanced Skills: Ability to perform massive Steeljumps, Ability to Steelpush large objects

Brass - Basic Skills: Ability to soothe peoples emotions during conversations

Advanced Skills: Ability to calm the suspicions of nearby enemies (excluding Allomancers/Inquisitors and

possibly Hazekillers), (Possible) Ability to put enemies to sleep and therefore avoid

fighting them

Zinc - Basic Skills: Ability to riot someone's emotions during converations

Advanced Skills: Ability to riot nearby enemies fears in an attempt to get them to to run away or attack each

other

Copper - Basic Skills: Hides you from other Allomancers (excluding Inquisitors)

Advanced Skills: Temporarily confuses Inquisitors (situational)

Bronze - Basic Skills: None (Copper renders this redundant)

Advanced Skills: Allows you to detect nearby Allomancers on the minimap

Atium - When activated enters you into 'Atium mode'. Whilst in 'Atium mode' time will seem to slow down, every attack

will be on target and your character will be able to counter automatically. That said Atium vials will be rare

and worth large sums of money. Possible drops from enemy Mistborn?

And possibly for later games

Duralumin - When used in conjunction with other metals allows to use 'Ultra moves' (not necessarily called that in-

game) which will have devastating effects but instantly alert any nearby Allomancers to your presence.

Note by advanced skills I don't mean that they're acquired any earlier in-game just that they require 'flares' to use

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Okay so here goes another massive post.

There are two ways that I can envision a Mistborn Game:

1) RPG (solo)

2) MMORPG (battlegrounds style)

For the first it would be a route type game, it would be set in Elendel in the midst of a war between the families. For no other reason but to perpetuate the theme of even numbers I envision eight different Noble Families. You begin with the eight basic Mistings, which eventually lead to the Mistborn storyline. This way you introduce all the different skills stage by stage.

I can also see an interesting idea being able to play a Feruchemist, where the storyline is retrieving your copper metalminds to discover something, would be something of a mini-game.

As for game mechanics...as everyone has mentioned Iron/Steel will be the hardest to program. I forget who mentioned it exactly, but this is certainly a skill that would need to scale with increased skill level. The user starts with a small level of influence, which would slowly increase as you improve the skill. As for the mechanics I envision you toggle it on with a hotkey, which would switch you to a greater third person view. This third person view shows the entire sphere of influence, with a gradient of influence shown by the intensity of the colors of the metals around the person. Now then for selection I envision a 'brush' idea, where you hold a key/button and a scroll feature to increase/decrease the size of the brush for multiple selection, and for the power of the push/pull you have another combination of button holding and scrolling (with a passive bar showing what percentage of power you have your push set at as default). Hope that this makes sense.

Burning Tin well this will make a shout out to the new SyFy series Alpha, where they basically have a Tineye. The show symbolizes smell as colors which for a Tineye makes some sense in terms of a video game, the smells of things would be a distraction from what you are trying to focus on while you are 'zooming', also whatever platform this game runs off of Tin would allow the programmers to have some ridiculous fun with high definition sound. Again I envision sound being based off of gradient spheres, where as the person burns tin the sphere of sounds that they would normally be able to hear increases. As for touch, well you are more sensitive so you could potentially take 'damage' from things that hit you too hard, or from extreme heat/cold.

As for Pewter someone mentioned a 'health bar' concept. Well that would be included, an additional health bar that appears while you are burning Pewter, kinda like the concept of shields. However, if you toggle pewter off while there is damage on that bar it is taken from your actual health bar. Everything else Pewter enables would be passive effects upon the character, increased damage, increased armor, increased speed, and the like.

For Zinc/Brass it would have to be with NPC interaction, where you stir up riots/armies to fight for you or make distractions, or in storyline interaction. This skill would also require training, you start out with a few basic emotions that you can riot or soothe. As you progress you begin to recognize more emotions. Again with the gradient brush tool for selection of multiple targets, and over each target a selection menu of emotions you can target, and again scrolling to increase or decrease the amount that you pulse. There would also be a large DC system running while Zinc/Brass is going on.

Copper/Bronze this story arc would be more interactive with party members, the more that you increase this skill, the more party members you can have. For the game mechanics I kinda envision it like moving pylons from SCII. You need to be aware of where your party members are for copper so that you can cover as many of them as you can. This would be potentially interesting if the arc was that you and your little sibling are running from a non-hazekiller Inquisitor. That covers the Copper aspect. For Bronze it would be that you are seeking someone, or perhaps in the group setting you are the non-Tineye scout. For these it would be a set sphere of influence with a gradient sphere on the fringes.

This covers the eight basic metals.

For the Temporal Metals I am still working things out, Gold/Electrum would be plot/storyline events, I cannot see any use for them otherwise. Cadmium and Bendalloy would be interesting, however the mechanics for that in an MMO become ridiculously hard to represent properly, although they are entirely possible for a solo-RPG setting.

For the Enhancement Metals I am also still working things out.

For the Second Idea for the MMO it would kinda be like WoW battleground, where you have two sides and fight it out. Again I was thinking of a Family War background for the story, where you choose a family, and the families are on different sides of the war. Alternatively I thought of the idea where the war is channeled through a Gladiator setup where the Families earn prestige through victory (kinda like Brandon's Mythwalker Prime and the House Wars).

Other thoughts on the topic include how to appropriately incorporate Feruchemical Powers as those are heavily time related, as well as Hemalurgy.

I will post more as I think of more ideas, and I will update this post once I have more concrete ideas of how to appropriately incorporate the temporal and enhancement metals.

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I kind of pictured Rioting and Soothing kind of like Elder Scrolls 4 Oblivion, when you had to speak with people to convince them to like you more, and get either information or quests out of them.

However if it was a real rpg, it would be possible to learn hemalurgy, and spike yourself, which would be awsome.

You would also need to make Atium so incredibly rare, that it would be extremely difficult to buy, I dont remember the exact amount that it cost in the Final Empire.

Edited by lordofsoup
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Just to throw in an update here, Brandon did say that it would be an action-RPG prequel to the Final Empire in his Dungeon Crawlers interview yesterday.

EDIT: Specified that it was a prequel.

Edited by Kurkistan
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Just asking who would prefer the game to follow he storyline of the books and who would prefer it to be a new story with more choices in the storyline. I think it would be cool if the game used a sort of morality system which could determine how the ending panned out. You could get either Full Preservation in which you save the day and protect everyone or you could have Full Ruin and go on a rampage of Destruction through Scadrial.

Personally I would prefer having a more open world type game with a new story, probably set a few years after the events of the books. That way they could have a lot of freedom in the story and it could explain how Scadrial was rebuilt. You could play a Mistborn who snapped soon after the events of the third book and they would then try to make a place for themselves in the new society.

That, or I would have it set a few years prior to the events of Book 1 and you would play a Skaa Mistborn who has recently joined a thieving gang (I know it's similar to what happened to Vin, but, this way it enables them to bring in new characters and have more fun with the story.)

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Just asking who would prefer the game to follow he storyline of the books and who would prefer it to be a new story with more choices in the storyline. I think it would be cool if the game used a sort of morality system which could determine how the ending panned out. You could get either Full Preservation in which you save the day and protect everyone or you could have Full Ruin and go on a rampage of Destruction through Scadrial.

Personally I would prefer having a more open world type game with a new story, probably set a few years after the events of the books. That way they could have a lot of freedom in the story and it could explain how Scadrial was rebuilt. You could play a Mistborn who snapped soon after the events of the third book and they would then try to make a place for themselves in the new society.

That, or I would have it set a few years prior to the events of Book 1 and you would play a Skaa Mistborn who has recently joined a thieving gang (I know it's similar to what happened to Vin, but, this way it enables them to bring in new characters and have more fun with the story.)

I think that I'd like to see a game that begins with Kelsier's catastrophic raid on TLR that resulted in his being sent to the Pits, and followed him throughout the following years until it culminated with his epic battle with the Inquisitor. The game would be more or less guided, but you would still have a decent amount of freedom, especially at the beginning. Yes, it's kind of a downer ending if you're playing as Kelsier, but I don't think it would go over too badly if done properly.

Also, I still think that Mistborn is uniquely suited to make the ultimate Lego game.

Edited by Sir Read-a-Lot
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1) I think as much as I enjoy the Mistborn series/story, I'd want to see a unique take on the world (i.e. before or after the events of the books). That way you don't have any "book-ruining game/movie" syndrome.

2) Also, while I'm probably too influenced by games like Assassin's Creed, Infamous, and the like; I think this game should have a sort of 3rd-person, over-the-shoulder RPG feel, personally. A Preservation/Ruin scale, though strikingly similar to Infamous' Karmic scale, also sounds pretty cool.

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Does anyone think it might be interesting to play as the Lord Ruler during his rise to power? As we've seen he could use all 3 of the Metallic Arts and it would be interesting to learn more about his ascension.

Did you ever play The Force Unleashed? Remember that first level where you're Darth Vader casually massacring an entire village? Playing TLR would be like that up to a thousand. Not much room for challenging gameplay in that. I can easily see a level or two dedicated to his awesomeness, though.

EDIT: To expand, I agree that it might be interesting to play as a noble mistborn or misting and learn about the ascension from a slightly less god-like perspective.

Edited by Kurkistan
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I do, too, but I'd personally prefer turn-based rather than RTS. I've never liked RTSes.

I think that there should be a number of different Stormlight games since it's such a big universe.

My ideas:

1. A strategy game using the Total War mechanic (Strategy mode where you build structures, train soldiers, purchase plateaus, move your armies, etc; and tactical mode where you fight out the actual battles).

2. A first-person killer game where you play as a Surgebinder and Shardbearer and carry out missions. (i.e. you become Szeth).

3. A first-person killer game where you play as a Radiant. (Same mechanics as above, but different time period.)

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Videogame idea :

Mistborn : the Terris Legacy

Type: say like Uncharted, some action, some puzzles and some interaction movies between missions

Main Character: a young Terrisman raised by skaa in the Southern dominance around 100 years after the LR went to power

Story: "Terrisboy" is 16 and his father tells him a story, the story of how he is not really a skaa (many suspected since he was taller) The stoy tells of how he was found in the arms of a Terrisman dying of terrible wounds and how they promised him to raise him and

when turned 16 told the story of hiS real father. The skaa father tells him as well how the terrisman was covered in broken jewelry of which only 2 rings and a bracer where still intact and this are now given to the boy.

The bracer is copper (memories, to save the game) and the rings can be chosen at the start, they can be : Petwer, tin, steel, iron or gold

The kid find out he is a Keeper and the game tells his journey, from the south to the Terris dominance, to find his roots culminating with the founding of the Terris synod

In his journey he will meet , Skaas and Terrismen, Kandras and Koloss, nobles and Obligators, Mistings, Mistborns and even Inquisitors . some will be his allies, some will be enemies But all will help me to grow in his powers

He will find more metalminds and learn to use them at full potental and finally understand his destiny; to remember The TERRIS LEGACY

Feruchemy is much easier to represent gamewise,

Pewter is a strength booster

Tin is a detection booster

Gold, health booster

steel, speed booster

etc

I would play this

Edited by None70
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  • 1 month later...

Third time trying to post this.. *crosses fingers*

I would like a sandbox styled RPG, with a twist.

Open world and non-linear, but with ceratin anchor events that unfold in the story arc, you switch over to another PC. Sort of like LoK: Defiance. I think it would lend itself to Brandons character development quite well. Additionally, this way you can play a mistborn, feruchemist or hemalurgist in a playthrough, but it isn't necessary for them to essentially write three serparate games as they would have o do if you were only able to pick one of those "races".

Though, I would be happy with just having a single mistborn PC.

My hopes would be that it is real time and not turn based in order to really capture flying through mists (if the setting allows) the effects of atium and so on. But, so long as there is a game, I'll be happy, I think.

I like Knightmare's ideas for the different allomancy skills! Perhaps, in addition to leveling those skills, some metals don't become available right away. In addition, there could be metal vendors of differing reputation and skill. Some perhaps aren't as good with the purity of their metals or in making their alloys. Depending on who you buy metals from can determine the efectiveness of allomantic skill. This could be a good way to scale how powerful you are.

Edited by Massik
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A 3rd-person game starring a Mistborn/Lurcher/Coinshot is flat-out impossible. Iron and Steel are impossible to represent in a book-accurate way unless the player is superhuman -- which (s)he is not. Thus, it cannot be done. Not in three dimensions.

A 2D sidescroller on the other hand ... :P

That said, a Feruchemist would be perfect for a videogame.

anything other than a 3rd person action assassin's creed type game on a Stormlight's Truthless Surgebinder is a crime.

Also, THIS.

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A 3rd-person game starring a Mistborn/Lurcher/Coinshot is flat-out impossible. Iron and Steel are impossible to represent in a book-accurate way unless the player is superhuman -- which (s)he is not. Thus, it cannot be done. Not in three dimensions.

Mistborn I can understand because of Atium. I also understand your concerns about lurchers/coinshots, but if you think that those can't be done in a book accurate way I think you're short-selling the ingenuity of game designers. The moment you add a feature to pause combat coinshots/lurchers become much more viable.

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Mistborn I can understand because of Atium. I also understand your concerns about lurchers/coinshots, but if you think that those can't be done in a book accurate way I think you're short-selling the ingenuity of game designers. The moment you add a feature to pause combat coinshots/lurchers become much more viable.

Atium is *easy*; bullet-time was old-hat in video games seven years ago. Just add an "atium shadow" effect and you're golden. As for Lurching and Coinshotting, I seriously doubt having to pause the action every time I want to get to a rooftop would be fun. I suppose they could drastically reduce the number of metal anchor points in the game environments so they'd be few enough for the player to keep track of but again, not book-accurate.

For combat alone, Iron/Steel Allomancy is totally doable; awesome even. You burn iron and watch the blue lines spring out every which way. The moving ones double as radar because they signify mobile enemies. The static ones signify anchor points of Mistborn parkour. The difficulty comes from doing both. Now factor in moving objects (arrows, enemy coin, swords, breakable environments) all while managing your other metals. It gets pretty hectic.

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Atium is *easy*; bullet-time was old-hat in video games seven years ago. Just add an "atium shadow" effect and you're golden. As for Lurching and Coinshotting, I seriously doubt having to pause the action every time I want to get to a rooftop would be fun. I suppose they could drastically reduce the number of metal anchor points in the game environments so they'd be few enough for the player to keep track of but again, not book-accurate.

For combat alone, Iron/Steel Allomancy is totally doable; awesome even. You burn iron and watch the blue lines spring out every which way. The moving ones double as radar because they signify mobile enemies. The static ones signify anchor points of Mistborn parkour. The difficulty comes from doing both. Now factor in moving objects (arrows, enemy coin, swords, breakable environments) all while managing your other metals. It gets pretty hectic.

I think the best option for, at least, allomantic travel, was already offered. The game calculates anchor points for you, and all you have to do is point where you want to go and either push or pull. If it's possible, it will happen, if not, you stand there like an idiot.

Say you run through an area, and there is a constant feedback of anchor points emanating from your chest (blue lines, obviously). Point and push. The anchor lines being used turn a different color or something as you fly, and you're free to look around while flying as long as you keep holding the push button.

Once the momentum/anchor points get out of range, repeat.

Combining that with combat would be tricky, though. Gotta hand that one to you.

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I think the best option for, at least, allomantic travel, was already offered. The game calculates anchor points for you, and all you have to do is point where you want to go and either push or pull. If it's possible, it will happen, if not, you stand there like an idiot.

Say you run through an area, and there is a constant feedback of anchor points emanating from your chest (blue lines, obviously). Point and push. The anchor lines being used turn a different color or something as you fly, and you're free to look around while flying as long as you keep holding the push button.

Once the momentum/anchor points get out of range, repeat.

Combining that with combat would be tricky, though. Gotta hand that one to you.

Some of the more recent spiderman games had similar controls with his webbing. If there's something to swing by when you hit the button, he'll swing by it. An auto-travel button with direction would be nessesary for a Mistborn game.

Pushing or pulling on enemies or objects would need to be seperate from the travel button though, or need a combo maybe?

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A cross between Assassins Creed and Fallout with a bit of Mass Effect thrown in would be awesome.

OKAY GOT BOARD AT WORK SO I CAME UP WITH THIS.

MY REALLY QUICK GAME RUN DOWN. FEEL FREE TO DESTROY AND FLAME:

The Story is focused on Kelsiers Master. Who is being trained himself in Alomancy. Your characters Master (M) trains the player ( Tutorial Mission and were you choose your abilities in a similar style to fall out, you tag 3 skills as your main powers, such as Kelsier tagged pushing and pulling and they are given a skill point poost to level 25/1000 were as all the others are at 10/100) in the basic principles of alomancy. M takes Kelsier to a the rebellion, were they are up in arms about trying to secure the Terris Breeding Camps and take them away from the Empire hoping for an instant Terris Rebellion.

M agrees that this would be a good idea, and that he and His Apprentice, would create a team that would be the centre point for a Terris Rebellion.

-From here on out, it Will play like Mass Effect 2-

Creating a team of allomacer indivduals with unique abilities.

Such as a Thug would be a soldier type character.

A Soother would be a thief style character.

A Coin Shot would be a sniper

A Tin Eye would be a spotter for the coin shot etc.

A Rioter would be a skill booster for the team

You get the idea...

M sends his apprentice with two of the rebellion alomancers, a Tin eye and coin shot. To hunt down a valuable asset for the rebellion a Seeker who will help them find other allomacers who are sympathetic to the cause.

They come across Marsh, who joins up with the rebellion after seeing the Team defend someone from a beating by a soldier. This also shows the rpg side as you are given 3 choices, to let the beating happen, in which you gain RUIN points (making you more susceptible to turn to hemalurgy) this would result in Marsh joining your team to stop this from happening anymore.

If you step in and calmly tell the Guard to walk away, youll gain PRESERVATION which opens up more options to resolve arguments peacefully (Making your Metal reserves last longer as you are closer to Preservation)

If you choose to kill the soldier you will gain MISTBORN which makes soldiers/guards become alert to the presence of a Mistborn in the town, and increases your fame. If your Mist born level is too high a House War can erupt in which you are attacked on sight by soldiers anywhere, until the timer resets itself (Like GTA) and Inquisitors will hunt you down ( they will appear on the mini map as a Spike.

Marsh passes on intelligence of several underground alomancers who may help, and you have the option to pursue them and persuade them in any way possible.

You can choose to do missions with a team like in Mass Effect, or on your own creating a dynamic game style were if you take a team multiple outcomes including death can happen.

For instance a poor team were the Allomancers powers do not complement each other can result in the death of a team member.

For instance.

A Smoker and a Seeker would need to be protected by the Apprentice, were as a Thug and a Coin Shot could hold their own against a few soldiers.

You can travel to any of the main towns and cities, choosing modes of transport such as a Horse and Carriage, a barge or the Mistborn road network.

You would be able to take out contracts for hire from noblemen to steal trading information or assassinating targets in a similar sense to Assassins Creed. You would then be able to invest your money into Skaa workers like Club’s Shop, were you would gain profit from the shop every 30 real time minutes like in AC.

With that money you would then be able buy weapons and leather armour with wooden buckles etc. for your Team. For instance up grading your Lurchers wooden shield so it can take more hits.

You can also pay informers money to tell you the location of Keeps with Atium to steal.

Iron and Steel would work in the environment like the force pushes and grips in Force Unleashed.

Were as in combat it would open up a VATS style system were you can choose what to push and pull based on distance weight and size creating a percentage of successful pulls and pushes.

For atium, it would slow down the environment, and once again open a VATS style system in which you can do some cool execution style moves, out of the VATS system you see a blurry shadow of their movement, like the Nercophage in Chronicles of Riddick.

In which you can fire a coin at etc.

After gathering your team, your base of operations is attacked by Ministry troops and 3 Inquisitors.

If your RUIN is high, you join the Inquisitors. And your team scatters, apart from those that are unloyal. You kill them.

If your PRESERVATION is high, You hold off the Inquisitors and your team escapes, you fool the inquisitors and you believe you have lost them.

From here the Game splits in to two possible storylines.

RUIN:

You Hunt down your team and Spike them. Thwarting all possible plans of the rebellion. Only Marsh survives.

In the final part of the game you fight M who seeing you turn in to a monster feels he should have killed you when he found your potential as your powers of alomancy have become legendary. He strikes a lethal blow, and the Apprentice falls to the floor.

M leaves the rebellion in the care of Marsh, and says that his days of helping the rebellion are over as he cannot help them anymore.

We see the Lord Ruler and a retinue of Inquisitors pick up their fallen comrade. And take him back to luthadel to “Rest” Like Star Wars Episode III.

PRESERVATION.

You lead the Inquisitors on a goose chase through Luthadel, finally escaping when you slide down a bolt hole into one of the underground thieving crews.

You come across a cameo of Reene and Vin scavenging for food, throwing them a couple of clips will give you a PRESERVATION bonus, were as telling them to get out of your way will boost RUIN.

You journey back to the Rebellion caves were your team escaped to, and find any of your un-loyal team members to of been killed and for M to of been captured and taken to Kredik Shaw.

You and your team go on a mission to break in to Kredik Shaw, they battle through a few soldiers.

Just in time to see the Lord Ruler kill M, in a similar fashion to kelsiers death. Your team tells you to escape as you are more valuable than they are. They run a suicide mission in which the Coin Shot shoots two coins through the LR’s eyes who insta heals the wounds and sends the same two coins back and impale your coin shot. And the Thug kills 5 soldiers in a berserker run. The other Members of your crew hold back the Ministry Allomancers. And you shoot away with two Inquisitors on your heels. You escape the Inquisitors and the cut scene at the end shows the death of your team members, and the inquisitors spiking a few.

You go back to the rebellion HQ and inform Marsh on what happened. He tells you that you have to go to the source of the Ministry and Empires power.

The Pits of Hathsin.

Your journey there, and meet a man with scared hands, who you see with your Brass is burning two metals.

Every time you complete a quest, you gain EXP. You also gain 15 points to increase your proficiency with each aspect of Alomancy. It also gives you better abilities with each metal, for instance 75 points in rioting will enable you to boost your team further.

Skills:

Proficiency in every metal

Knife Fighting

Axe Fighting

Perks:

Silent step

Ruins Influence. You purposefully spike yourself to gain double proficiency in a metal. But gain 50 ruin points as well.

Preservations Prayer. When your health drops below a quarter your metals become infinite

Mistcloak: Night time your Mistborn level doesn’t increase. Day time Your mistborn level increases by 10 every minute.

Extra Vials

Glass throwing knives

Pewter Powder. Enables you to escape Inquisitors quickly

Obviously this isn’t finished, but I don’t have much time to expand any further.

I suppose this is really a fan fiction game storyline that I would like to expand upon

so ill post more here when im done on the elements of the game.

enjoy!

Edited by the95th
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