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Posted

I know that there's MAG (Mistborn Adventure Game), but I just love Dungeons and Dragons, especially when I get to play with my family :lol:

But I also really love Mistborn; I love the story, I love the magic, and I love the worldbuilding. 

So I'm currently making a homebrew overhaul of 3.5 D&d to better accommodate a Mistborn style setting, and I think I've got some good ideas, but I'd like some advice/suggestions if anyone is willing.

I'm thinking about removing the class system and instead implementing a focus on Metalborn powers, where you could take Allomantic, Feruchemical, and Hemalurgic feats (in addition to general feats, of course) to build a more customizable character. For example, a Pewterarm could take a feat that allowed them to use Pewter dragging on top of the basic abilities provided by their Allomancy, increasing their repertoire. 

I think that I've got a good handle on most of the Allomantic and Feruchemical abilities, but Allomantic iron and steel in particular have got me worried; I want them to be cool and useful, but figuring out how to handle telekinetic powers is always a struggle in RPG games.

Not to mention, I know I want Hemalurgic spikes to be an option for the players. In fact, they'd almost be necessary if they really want to mix powers and get the coolest builds available (no natural Mistborn or Full Feruchemist are in the setting as I have it right now). I just don't know how I want the penalty of the spikes to work (i.e., what they actually effect negatively).

And don't even get me started on Koloss-bloods; I feel like there should be a special benefit or two for playing them, but I don't know yet how to balance it out properly with non-Koloss-bloods. Should it be like a Metalborn power on its own? Should it take a Feat at first level? Should it be a racial option and the other non-Koloss-bloods should get something to help boost them to compensate?

Anyway, it's still a pretty young idea right now, so it will take a while to polish up, but I sure wouldn't mind some ideas or suggestions from others in the meantime :)

  • 3 weeks later...
Posted

I'd totally be down to help you, if you still need it. I'm a pretty big D&D fan, and I think this would be great. I'm not sure if you've considered it, but you could make Koloss-bloods have a base Strength stat of like 17-18, and you just roll normally for the other 5 stats. Another option for it could be making them start as a natural Pewterarm (even though theyre not in the books) and also give them another metal power, almost like a double Misting. A downside to this could be they have reduced speed, or level up slower or something.

A downside to Hemalurgy could be for every spike you must take a short rest after every encounter. So if there is like a back-to-back encounter, they have half-speed and reduced health or spell slots or however you plan on forming them.

Those are just some ideas, but let me know if you like them or have updates because I would really like to see where this goes.

Posted
On 1/3/2024 at 6:46 PM, Shardwatcher01 said:

I'd totally be down to help you, if you still need it. I'm a pretty big D&D fan, and I think this would be great.

Thanks! Any and all ideas presented will be appreciated :).

On 1/3/2024 at 6:46 PM, Shardwatcher01 said:

I'm not sure if you've considered it, but you could make Koloss-bloods have a base Strength stat of like 17-18, and you just roll normally for the other 5 stats.

Interesting. I suppose you could also roll for strength normally, but add a +4 or something to it. I think constitution should come into play too perhaps.

On 1/3/2024 at 6:46 PM, Shardwatcher01 said:

Another option for it could be making them start as a natural Pewterarm (even though theyre not in the books) and also give them another metal power, almost like a double Misting. A downside to this could be they have reduced speed, or level up slower or something.

So, make them an actual Pewterarm plus making them another Misting, or give them the effects of being a Pewterarm plus being a Misting? Either way, that's pretty powerful. It would definitely need to come with a drawback of some kind to help balance it (or you'd just get a party of all Koloss-blooded muscle-heads and nothing else :P).

On 1/3/2024 at 6:46 PM, Shardwatcher01 said:

A downside to Hemalurgy could be for every spike you must take a short rest after every encounter. So if there is like a back-to-back encounter, they have half-speed and reduced health or spell slots or however you plan on forming them.

Ah, that's a pretty cool way to do it! I do think that there could be issues with needing to rest so often, especially if the rest of the party doesn't (kind of like how a warlock always is complaining they need a short rest but nobody else does), but I think it could work, especially if you were to divide up the effects of exhaustion a little more so as to spread it out and make taking more spikes a bigger liability.

I think that the Flaw should come into play in some way as well though, such maybe making them have penalties to their Will saves. But I really like the exhaustion idea, that's got some potential I think.

On 1/3/2024 at 6:46 PM, Shardwatcher01 said:

Those are just some ideas, but let me know if you like them or have updates because I would really like to see where this goes.

Absolutely! Thanks so much for your input, I really appreciate it.

I'm probably going to be too busy to give a ton of details out until some point Saturday, but if I can manage to polish off my first rough draft of the abilities I'd love to share them with you.

Posted
On 1/3/2024 at 6:46 PM, Shardwatcher01 said:

Those are just some ideas, but let me know if you like them or have updates because I would really like to see where this goes.

Alright, here's a very, very rough draft of some of the ideas I've come up with thus far. There's quite a bit that will need to be changed or added, but I this is (barely) good enough to show off.

Allomancy rules: I still am not totally sure how I want to tackle A-duralumin. Perhaps instead of just augmenting the base power briefly it grants a separate ability (such as a single, very powerful attack for pewter or a mile long jump for steel) that can be used at the expense of burning through all your Allomantic charges currently ingested.

I'm also not really satisfied with Allomantic iron or steel yet, but I'm not completely sure how I should handle them. Ideas would be especially appreciated here.

Spoiler

Allomancy

These powers work by ingesting pieces of Allomantically viable metal, then metabolizing them in a process known as “Burning”. When swallowed, you gain access to a reserve of power, represented by Allomantic charges. You expend 1 charge per round you use an ability, and use an extra 2 charges per action (total of 3) when you Flare it. You can normally only Flare once per round, but certain Feats can allow you to do so more often (though you will still need to expend more charges for each use).

It is also possible in some cases to Burn your metals slower than normal, allowing for smaller abilities that normally would not be possible. When Burned low, each charge lasts for 1 minute.

Allomantic metals are typically kept in vials of alcohol solution, making them easy to ingest when needed. It takes 1 standard action to drink a vial of Allomantic metals. Each vial typically holds 25 charges, but they can be modified to hold more or less (minimum of 1, maximum of 60).

Allomantic Pewter

This power enhances the user’s physical abilities when burned. You gain a +2 enhancement bonus to strength, dexterity, and constitution while burning. Additionally, your movement speed increases by 10 feet.

When Flared, you gain a +4 enhancement bonus instead.

When burned low, you can maintain your consciousness (and remain stable despite lowering beneath 1 HP) to stave off lethal damage taken while having your constitution score increased. You still die if you are at -10 or more HP. You also heal at a faster rate, recovering 2 HP per hit die instead of 1 per day of rest.

Allomantic Tin

This power enhances the user’s physical senses when burned. You gain a +4 enhancement bonus to your passive perception and to any spot or listen checks. You also gain better night vision than other people (you do not receive penalties for performing actions in dark areas, provided that there is at least a little light).

 You may Flare this metal to help knock you out of a stupor; you can Flare tin as a reaction when stunned to allow for a second saving throw to resist its effects.

When burned low, you gain a +2 enhancement bonus to your passive perception and to any spot or listen checks.

Allomantic Iron

This power grants the user a limited form of telekinesis when burned. You can pull metal objects toward from you that are within 60 feet. An object smaller than you is pulled toward you, while a larger object will pull on you instead.

You can draw fired metal projectiles toward yourself, granting you and your allies an added layer of protection; any metal object fired within 60 feet of you can be pulled on toward your chest if you succeed in a dexterity check (DC = attack roll of enemy). If you are wearing a sufficiently padded armor, this effectively negates the attack in the majority of cases.

You can also use this ability to easily scale walls and even ceilings provided that there is sufficient metal in them (a few small nails in a log cabin, for example, aren’t enough to warrant the use of this ability); you automatically can use your movement to walk or run up those structures without the need for making a climb check.

When Flared, you gain a +2 on checks made to pull attended objects away or to draw enemy fire.

When burned low, you can use your Iron lines to see nearby sources of metal.

Allomantic Steel

This power grants the user a limited form of telekinesis when burned. You can push metal objects away from you that are within 60 feet. An object smaller than you is pushed away, while a larger object will push you away instead.

You can fire a small metal object as projectiles, dealing 3d6 + your dexterity modifier in damage (piercing for small objects, bludgeoning for larger ones). Alternatively, you can fire a swarm of objects- such as a handful of coins- to attack in an area; you attack in a 60 foot cone, making each target make a dexterity saving throw (DC = 10 + your dexterity modifier + misc.) to take half damage or else taking 2d6 damage on a hit.

If you have a stable metal anchor nearby (60 feet), you may push on it Allomantically to gain a limited form of flight; you can move up to 60 feet on your turn, including the possibility of moving vertically, but you must land by the end of your turn (certain levels of skill may preclude this necessity).

When Flared, you gain a +2 on checks made to push attended objects away. You deal an additional 1d6 damage when attacking with pushed metal objects.

When burned low, you can use your Steel lines to see nearby sources of metal.

 

Allomantic Zinc

This power grants the user the ability to increase- Riot- the emotions of those nearby when burned. You can choose to increase specific emotions in the target, such as fear, anger, joy, determination, or excitedness.

You can add a +4 to charisma based checks on a person or group of people within your range (80 feet). Additionally, by altering their mood you can make certain suggestions or comments that wouldn’t normally work, such as suggesting to a guard that letting you pass would really be in their best interest.

Additionally, in combat you can target allies or enemies with you powers to influence their mental state, either granting positive or negative effects; you can grant either a +2 moral bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Alternatively, you can give a -2 penalty to those you target. You may target anyone within your Allomancy’s range, but you may only target groups in a positive or negative manner (you can’t give penalties and bonuses simultaneously, even to two different groups).

When Flared, you can use an action to attempt to force a single individual to make an action that you wish through extreme emotional pressure. They must make a will saving throw or follow through with one of the options available to the command spell (DC = 10 + your charisma modifier + misc.).

Once a person has had this power used on them (whether or not it succeeds) or if they are aware of you Rioting them (and unwilling to be subject to the effects), they gain a +4 bonus to resist further attempts for 24 hours.

Allomantic Brass

This power grants the user the ability to dampen- Soothe- the emotions of those nearby when burned. You can choose to decrease specific emotions in the target, such as pain, anger, happiness, sadness, or complacency.

You can add a +4 to charisma based checks on a person or group of people within your range (80 feet). Additionally, by altering their mood you can make certain suggestions or comments that wouldn’t normally work, such as suggesting to a barkeep that they should tell you more about the dangerous murderer who’s threatened their life.

Additionally, in combat you can target allies or enemies with you powers to influence their mental state, either granting positive or negative effects; you can grant either a +2 moral bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Alternatively, you can give a -2 penalty to those you target. You may target anyone within your Allomancy’s range, but you may only target groups in a positive or negative manner (you can’t give penalties and bonuses simultaneously, even to two different groups).

When Flared, you can use an action to attempt to force a single individual to make an action that you wish through extreme emotional pressure. They must make a will saving throw or follow through with one of the options available to the command spell (DC = 10 + your charisma modifier + misc.).

Once a person has had this power used on them (whether or not it succeeds) or if they are aware of you Soothing them (and unwilling to be subject to the effects), they gain a +4 bonus to resist further attempts for 24 hours.

Allomantic Bronze

This power grants the user the ability to sense nearby uses of Allomancy when burned. When used you can hear or “feel” a pulsing, thumping sensation when nearby Allomancers use their powers.

You can tell which person is using the power and what type of power it is by making a wisdom check (DC = 15 +/- misc.)

When Flared, you gain a +4 bonus to detect the use of powers.

Allomantic Copper

This power grants the user the ability to cloak or “Smoke” the use of Allomancy and shield the user from Emotional Allomancy when burned. The “Smoker” dampens the pulses emitted by the use of nearby powers, making them much harder to detect; add +10 to the DC of detecting nearby powers.

You also gain a +10 Coppercloud bonus to resist the use of Emotional Allomancy.

When Flared, you increase the DC of detecting nearby power by an additional +4. Additionally, you gain another +2 to resist the use of Emotional Allomancy.

Allomantic Gold

This power grants the user the ability to see an alternate version of themselves had they made different choices in their life when burned.

When used, you see through the eyes of an alternate version of yourself, allowing you to see a sliver of how your life could have been had you made different choices.

This ability is not useful in most situations, and as such should be avoided most of the time.

Allomantic Electrum

This power grants the user the ability to see the most likely future version of themselves in a few seconds when burned.

You gain a +2 insight bonus to AC, all skill checks, dexterity saving throws, and attack rolls. While burning, you cannot be surprised or caught flat-footed.

A clever individual can use their precognition to determine whether an area is trapped by letting their Electrum Shadow walk in front of them and open doors and the like.

When Flared, you increase the distance you see into the future. You can see up to one minute in the future rather than a few seconds. There is no drastic increase to the bonuses you get, as your mind is not enhanced comparably, but you can see more possibilities available to you were you to take different actions.

Allomantic Cadmium

This power grants the user the ability to form bubbles of stretched time when burned, slowing themselves down compared to the rest of the world.

When used, you create a bubble that effects an area withing 20 feet of you (45 foot diameter in total). All creatures and objects in the bubble are slowed down, so much so that everyone outside the bubble gets 10 rounds to act for every 1 you and everyone else inside gets.

You need only expend 1 Allomantic charge per round you sustain the bubble relative to your own slowed down time (i.e., you only need 1 charge for each minute you spend sustaining the bubble relative to the outside world). You cannot move the bubble once it has been set. You can attack people outside the bubble (melee attacks require them to be directly adjacent to the bubble’s edge), but the chaos of the bubble’s barrier gives bestows you with a -20 penalty to hit, making such attacks nearly useless. Aluminum weapons ignore this penalty, but they immediately rupture the bubble after crossing its edge, ending the temporal effect.

When Flared, you slow down time to an even greater extreme. You double the number of rounds everyone else gets to act for each one you get (20 rounds to your 1).

Allomantic Bendalloy

This power grants the user the ability to form bubbles of compressed time when burned, speeding themselves up compared to the rest of the world.

When used, you create a bubble that effects an area within 5 feet of you (15 foot diameter in total). All creatures and objects in the bubble are sped up, so much so that you gain a number of rounds to act before anyone else; essentially, you and anyone in the bubble gets 5 rounds to act for every one round that everyone outside the bubble has.

You must expend 1 Allomantic charge per round you sustain the bubble relative to your own sped up time (i.e., if you gain 5 rounds of action while in the bubble, you must spend 5 charges to sustain it. This works for all other Allomantic or Feruchemical powers you use inside the bubble). You cannot move the bubble once it has been set. You can attack people outside the bubble (melee attacks require them to be directly adjacent to the bubble’s edge), but the chaos of the bubble’s barrier gives bestows you with a -20 penalty to hit, making such attacks nearly useless. Aluminum weapons ignore this penalty, but they immediately rupture the bubble after crossing its edge, ending the temporal effect.

When Flared, you can increase the speed at which your bubble’s move. You can double the number of rounds of which you can act in the bubble, but only by Flaring each turn.

Bendalloy Allomancy is more strenuous in its use than most other Allomantic powers; if you drop your bubble, you must wait until the beginning of the next round to put up another one (as if it were a full round action, though you are still able to do other things unlike with other full round actions).

Allomantic Duralumin

This power grants the user another way to use their other Allomantic powers by instantly using up all their Allomantic charges they are currently burning, releasing a massive burst of Allomantic might.

When burned, the user automatically uses up all their remaining Allomantic charges of a metal they are currently burning (i.e., if an Allomancer had Allomantic pewter, tin, and duralumin, but were only actively burning pewter and duralumin, they’d only use up pewter) in a massive burst of power.

The effects vary based on what metal is being used in conjunction with the duralumin and how many charges are expended;

Pewter: you may make a single overwhelmingly powerful strike; you gain an additional 2 damage per Allomantic pewter charge you expend on your next single attack (maximum of 40).

Tin: you may gain an overwhelmingly large amount of sensory input, allowing you to gain an intuitive sense of your nearby surroundings, but while risking putting yourself into a stupor; you

Iron: you may gain a massively increased ability to pull on nearby sources of metal, allowing you to rip them apart or to hurl yourself through the air;

Steel: you may gain a massively increased ability to push on nearby sources of metal, allowing you to tear them apart or to hurl yourself through the air;

Zinc: you may make a single enormously powerful blast of emotional force, allowing you to momentarily stun opponents; you can force all creatures of your choice within your Allomancy’s range to make a Will saving throw or risk getting stunned (DC = 8 + 1 per power level + 1 per 2 charges expended).

Brass: you may make a single enormously powerful blast of emotional force, allowing you to momentarily stun opponents; you can force all creatures of your choice within your Allomancy’s range to make a Will saving throw or risk getting stunned (DC = 8 + 1 per power level + 1 per 2 charges expended).

Bronze: you may gain a single moment of massively empowered Bronzesense, allowing you to tell where Allomancers are, even when they may be beyond your natural range;

Copper:

Gold:

Electrum:

Cadmium:

Bendalloy:

Aluminum:

Nicrosil:

Chromium:

 

Allomantic Aluminum

This power grants the user the ability to deplete your own Allomantic stores, but also to purify yourself from unwanted magical effects in the process.

When burned, you automatically deplete all of your Allomantic stores (and Feruchemical ones you are either ping currently or have embedded in your body), including the aluminum itself, but you also purge any unwanted effects from Investiture, such as being controlled by Emotional Allomancy when bearing too many Hemalurgic spikes.

Allomantic Nicrosil

This power grants the user the ability to enhance other’s use of their powers, allowing them to instantly use up all the Allomantic charges they are currently using in a massive burst of Allomantic might.

When burned, you can touch an ally to instantly expend the rest of any powers they are currently using (i.e., if an Allomancer had Allomantic pewter, tin, and duralumin, but were only actively burning pewter and duralumin, they’d only use up pewter).

This ability can also be used on unwilling individuals, but you must succeed on a melee touch attack to affect them if they are aware of what you are trying to do. Additionally, they have a chance to simply use the power against you if you aren’t careful;

Allomantic Chromium

This power grants the user the ability to drain other’s Allomantic and Feruchemical charges when burned.

When used, you may make a melee touch attack on an opponent to Leech a total of 20 Allomantic or Feruchemical charges from them (if you know which powers they possess, you can target specific ones. If not, you can do a general Leeching that splits the drained charges as evenly as possible).

Feruchemical charges are more difficult to affect than Allomantic ones; they must either be Tapping a Metalmind or the Metalmind must be piercing their body in order for you to drain them.

Additionally, you shut down any Allomantic or Feruchemical powers that the Metalborn is currently benefitting from when you Leech them (i.e., if you Leeched a Pewterarm who had burned pewter on their last turn to gain a higher AC for resisting attacks, they would immediately lose that current ability until they could reactivate it on their next turn).

When Flared, you can drain 30 charges instead of 20.

Feruchemy rules: I have a couple here that definitely need more stuff available to them (like Bendalloy and cadmium), but I'm happy with the overall state of Feruchemy's game mechanics.

Spoiler

Feruchemy

This power is a cousin to Allomancy, but instead of ingesting metals, you use them as batteries for your own attributes.

Unlike Allomancy, Feruchemy can be used (or “Tapped”) at nearly any rate you want; Tapping more Feruchemical charges gives you more and more effect. However, each increment you increase when Tapping reduces the total efficiency as more and more power is siphoned off to compensate for the compression of attributes. The Feruchemical Compression chart shows this.

Metalminds require a certain size to hold their power; small Metalminds are typically made into body piercings and rings (max 25 charges). Medium Metalminds are often seen in the shape of bracelets, anklets and necklaces (max 100 charges). Large Metalminds are often exist as bracers, greaves, or chest plates (max 250 charges). A Metalmind must be touching the body to be Tapped.

You can store Feruchemical charges at a set rate per long rest. How each attribute is stored (and how quickly) is dependent on the specific power.

Feruchemical Pewter

This power allows you to store and Tap strength, allowing you to spend time being weak and spindly to later spend time being inhumanly strong.

You can use this ability to gain a +1 muscle bonus to your strength score for each integer. At a +6 bonus and every even bonus thereafter, you receive a -1 dexterity penalty due to your impressive bulk (-1 at +6 str, -2 at +8 str, etc.).

Additionally, you have a maximum strength score you can get to based on your size category; small = 32, medium = 40, large = 48, huge = 56, gargantuan = 64, colossal = 72. Enhancement bonuses do not count toward this maximum.

You can store a number of Feruchemical strength charges per long rest equal to twice your strength modifier, to a minimum of 1. You can store a number of charges per short rest equal to half your strength modifier.

Feruchemical Tin

This power allows you to store and Tap physical senses, allowing you to spend time with sight, hearing, taste, touch, and smell at reduced capacity to later spend time with them being heightened.

You can store any of your five standard senses in a Tinmind, allowing you to Tap them at a +1 sensitivity bonus for each integer. These bonuses can be used for spot, listen, and tracking checks.

You can store up to 5 charges per long rest, though you must choose which senses can be stored for later use (you could, for instance, choose 3 charges for sight and 2 for hearing).

Feruchemical Iron

This power allows you to store and Tap physical mass, allowing you to spend time being lighter in order to increase your weight later (you appear no larger or smaller when doing this; the effect is purely magical in nature).

You can store mass to reduce your weight, granting you a +1 AC bonus and a +2 bonus to reflex saving throws, climbing checks, jumping checks, and swimming checks. You also act as if under the effects of a Feather Fall spell while storing mass like this. Lastly, you can more easily stand on surfaces that couldn’t normally support your weight.

Conversely, you can Tap mass to provide you with other benefits; you may gain a +1 circumstance bonus per integer to grappling checks. At a +6 bonus and every even bonus thereafter, you also deal 1d6 points of damage to grappled opponents.

You can Tap large amounts of weight to break through walls and floors; add +1 to your check to break through walls or floors DC for every additional integer you Tap.

You can store Feruchemical weight charges based on your size category per long rest; small = 2, medium = 5, large = 8, huge = 12, gargantuan = 20, colossal = 28.

Feruchemical Steel

This power allows you to store physical speed, allowing you to spend time being sluggish and slow to in order to make you lightning quick at a later time.

You can use this ability to gain a +1 speed bonus to your AC, attack bonus, and reflex saving throws at every odd integer (1, 3, 6, 10, etc.). Additionally, you gain an extra partial action every 5 integers you Tap (6, 18, 36, etc.), which can be used to make one additional attack, one interaction with an object (such as loading a gun or drinking a vial of Allomantic metals), or to move your speed.

You can store a number of Feruchemical speed charges per long rest equal to twice your dexterity modifier, to a minimum of 1. You can store a number of charges per short rest equal to half your dexterity modifier.

Feruchemical Zinc

This power allows you to store mental speed, allowing you to spend time being slow of thought in order to make you quick witted at a later time.

You can use this ability to gain a +1 Insight bonus on

Feruchemical Brass

This power allows you to store your body’s warmth, allowing you to cool yourself in order to warm your body at a later time.

Whenever you would take fire damage, you may instead siphon away the majority of the heat, granting you fire resistance 20 (excess of this will overwhelm your power, causing you actual damage). This does not protect you from other hazards that fire may cause, however, such as smoke being able to suffocate you (you may hold your breath up to 1 minute + 1 additional minute per constitution modifier bonus) or your clothes and equipment burning away.

Conversely, you may gain a +1 cold resistance per integer you Tap.

You may also gain an extreme tolerance for hot environments by storing, and an extreme tolerance for cold environments by Tapping 1 charge per minute.

You can also choose to Tap your warmth in excess, causing fire damage to any and all objects (or creatures) you touch; you deal 1d4 fire damage every even integer you Tap (2, 4, 8, 12, 18, etc.).

Feruchemical Bronze

This power allows you to store wakefulness, allowing you to spend extra time resting in order to rejuvenate yourself at a later time.

You may Tap 5 charges in order to overcome any natural drowsiness you may feel (as if you got a full night’s rest) or to remove 1 level of exhaustion.

Poisons or Invested effects that would put you to sleep can be resisted through Feruchemical bronze; you gain a +1 bonus to resist these effects per integer you Tap.

You can store up to 5 charges of Feruchemical wakefulness for every additional 8 hours you sleep on top of your normal long rest.

Feruchemical Copper

This power allows you to store memories, allowing you to forget something for a time in order to remember it with perfect clarity at a later date.

Feruchemical copper allows you to store up to 10 minutes worth of memory per charge. You can Tap those specific memories to perfectly recall something, such as a long sequence of numbers, someone’s exact facial structure, or a beautiful scene you wish to paint.

You may also choose to store more general memories from research; you may store up to 2 Feruchemical memory charges per hour you spend researching a particular topic (4 per long rest). You must have access to that knowledge in order to store it, such as with a library or the city archives. These charges are sorted by topic, such as history, arcana (Allomancy), arcana (Feruchemy), politics, or construction.

These general memories may be harnessed when making knowledge checks, granting you a +1 insight bonus per integer Tapped.

Feruchemical Gold

This power allows you to store health, allowing you to spend time being sickly and weak in order to heal yourself at an accelerated rate at a later time.

You can gain a +1 to Fast Healing per integer Tapped. You may cure blindness or deafness by Tapping 10 charges. You can gain a +1 bonus on saving throws meant to beat toxins every odd integer.

You can store a number of Feruchemical health charges per long rest equal to twice your constitution modifier, to a minimum of 1. You can store a number of charges per short rest equal to half your constitution modifier.

Feruchemical Electrum

This power allows you to store your sense of determination, allowing you to spend time being depressed and unmotivated in order to become determined and energetic at a later time.

You may gain a +1 moral bonus to will saves every odd integer you Tapp. You can also gain a +1 moral bonus on other saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls on every odd integer you Tap, up to a maximum of +5.

You can store a number of Feruchemical determination charges per long rest equal to twice your wisdom modifier, to a minimum of 1. You can store a number of Charges per short rest equal to half your wisdom modifier.

Feruchemical Cadmium

This power allows you to store your breath, allowing you to spend time needing to hyperventilate to sustain yourself in order to go without taking a breath for extended periods of time.

You may hold your breath for an additional 1 minute per 1 charge you spend (you must Tap a Metalmind once per minute to rejuvenate your air supply). This allows you to be effectively immune to airborne toxins.

You can store 5 charges per long rest.

Feruchemical Bendalloy

This power allows you to store liquids and nutrients, allowing you to remove food or drink you’ve consumed and siphon it away into a Metalmind.

You may Tap 1 charge to gain a day’s worth of food or drink.

You can store 1 charge per gallon of water (or other liquid) drunk or per 1 day’s worth of rations.

Feruchemical Duralumin

This power allows you to store your spiritual Connection to people, places, and objects, allowing you to spend time with a weakened Connection to them in order to enhance it at a later time.

You can choose to Tap Connection to people, granting you a +1 bonus on persuasion or deception checks per integer Tapped, up to a maximum of +5.

You may also choose to divest yourself of Connection to people, making it hard for them to focus on specific details about you, though they will still notice you in a general sense (i.e., guards may not think of you as different from others intruding on their space, but will still stop you if you try to enter the building they protect).

You can Tap Connection to another land, allowing you to speak the language of those born in that land for 1 minute per charge.

You can Tap Connection to things (inanimate objects) to try and locate an object you’ve stored Connection to previously; you gain a general sense of their direction and location for 1 round by Tapping 10 charges.

You can store a number of Feruchemical Connection charges per long rest equal to twice your charisma modifier, to a minimum of 1. You can store a number of charges per short rest equal to half your charisma modifier. When storing, you may choose to split these charges as you wish among people, places, and things (specific things require that you have the object currently in your possession).

Feruchemical Aluminum

This power allows you to store you spiritual Identity, allowing you to lower your spiritual defenses and barriers temporarily.

With this power you may choose to blank your spiritual Identity. This ability is not yet fully understood. However, you do automatically fail any will saving throw when blanking you Identity.

Aluminum cannot hold Feruchemical charges, so while you can divest yourself of your spiritual Identity, you cannot Tap it.

Feruchemical Nicrosil

This power allows you to store your powers, allowing you be without them temporarily in order to augment them at a later time.

You can Tap this power in order to gain the benefits of having extra Hemalurgic spikes adding to your total Allomantic or Feruchemical potential. You gain an additional level up every four integers (4, 12, 24, 40, etc.)

You may store up to 5 charges per long rest per level of power you have (i.e. if you double up on a power with Hemalurgy or Lerasium, you can store 10 charges). Each individual power has charges dedicated to it, which cannot be transferred between types of powers.

Feruchemical Chromium

This power allows you to store your spiritual Fortune, allowing you to be unluck temporarily in order to increase your luck at a later time.

You can Tap this power to shift fortune in your favor by granting you an instinctual sense of what to do at just the right time. You gain a +1 Fortune bonus every integer you Tap that is added to a single dice roll (if you roll multiple dice, such as for an attack, you may Tap for each die separately) for skill checks, saving throws, attack rolls, and damage rolls. This bonus cannot boost the die’s maximum number beyond its normal limits (i.e., if you gained a +5 Fortune bonus on an attack roll and rolled a natural 18, it would only add 2 to the roll for a total of 20).

Critical failure and critical success (natural 1s and 20s) are not affected by this ability.

This ability functions differently than most Feruchemical powers; instead of gaining a bonus until the end of the round when Tapped, Feruchemical chromium only provides its benefits for the specific roll you make (though you may Tap for each roll you make in a round).

You may store up to 5 Feruchemical Fortune charges per long rest and 1 charge per short rest.

 

 

Feruchemical Compression chart

This chart is used to help track the rate at which a Feruchemist must Tap their Metalminds in order to achieve the effects they want.

Left: category (all +1 are a category, all +2 are a category, etc.) Right: Integers (i.e. 1, 2, 3, 4, 6, 8, and 10 are all separate integers).

+1) 1

+1) 2

+1) 3

+1) 4

+2) 6

+2) 8

+2) 10

+2) 12

+3) 15

+3) 18

+3) 21

+3) 24

+4) 28

+4) 32

+4) 36

+4) 40

+5) 45

+5) 50

+5) 55

+5) 60

+6) 66

+6) 72

+6) 78

+6) 84

+7) 91

+7) 98

+7) 105

+7) 112

+8) 120

+8) 128

+8) 136

+8) 144

+9) 153

+9) 162

+9) 171

+9) 180

+10) 190

+10) 200

+10) 210

+10) 220

Etc.

Hemalurgy rules: This one, sadly, is rather empty except for simply adding or augmenting powers as of right now, but I will definitely see to it that it gets its proper due.

Spoiler

Hemalurgy

This power differs from Allomancy and Feruchemy; while the other two are genetic in nature, anyone with the proper knowledge and metals can wield Hemalurgy.

At its core, Hemalurgy deals with taking parts of other’s Spiritwebs- their souls- and grafting those pieces onto another entity. You can use this to take Allomantic or Feruchemical powers from others and grant them to yourself or another individual of your choice. You can use this method to gain access to powers you don’t have naturally.

It is also possible to double up on powers, adding a power you already have in addition to your natural abilities (this can also be referred to “leveling up” powers; a natural power with no spikes would equal a level 1 power, a natural power combined with 1 spike would equal a level 2 power, 2 spikes would equal a level 2 power, etc.). For example, a Pewter Allomancer could receive an Allomantic pewter spike, augmenting their natural power.

Each Allomantic power receives different bonuses when leveled up based on what they normally do.

Pewter: you gain an additional +1 strength, dexterity, and constitution when burning or Flaring pewter (and an additional +1 every even level when Flaring).

Tin: you gain an additional +2 to your perception as well as spot and listen checks when burning or Flaring tin (and an additional +1 every even level when Flaring).

Iron: you gain a +2 bonus when trying to wrestle metal objects from other’s grasp with your Allomancy and when pulling projectiles toward yourself to protect others (and an additional +1 every even level when Flaring). You also increase the range of your Allomantic iron by 5 feet.

Steel: you gain a +2 bonus when trying to wrestle metal objects from other’s grasp with your Allomancy. You increase the range of your Allomantic steel by 5 feet. You also deal an additional 2 damage when attacking with metal projectiles (and an additional +1 every even level when Flaring).

Zinc: you gain an additional +1 bonus when trying to make a charisma check enhanced by Allomantic zinc. You also can get an additional +1 or -1 (maximum of 10) moral bonus or penalty when effecting other’s emotions in battle. Finally, you add 1 to the DC to resist your Flaring command.

Brass: you gain an additional +1 bonus when trying to make a charisma check enhanced by Allomantic brass. You also can get an additional +1 or -1 (maximum of 10) moral bonus or penalty when effecting other’s emotions in battle. Finally, you add 1 to the DC to resist your Flaring command.

Bronze: you gain an additional +2 bonus to help pierce Copperclouds (and an additional +1 every even level when Flaring). You increase the range of your Bronzesense by 10 feet.

Copper: you gain an additional +2 bonus to help resist the effects of Bronzesense and Emotional Allomancy (and an additional +1 every even level when Flaring).

Gold: there is no benefit to leveling up Allomantic gold that is currently known.

Electrum: you gain the ability to stretch your Electrum shadow by a few seconds more as well as being able to comprehend them more naturally, granting you an additional +1 insight bonus to AC, skill checks, dexterity saving throws, and attack rolls.

Cadmium: you can compress time a little more, giving others outside the bubble another 2 rounds to act before you do, or 4 more rounds when Flaring.

Bendalloy: you can stretch time a little more, giving you an additional 1 round in which you can act before others outside the bubble get to. You must still pay for this round with an Allomantic Bendalloy charge to benefit from it.

Duralumin: there is no benefit to leveling up Allomantic duralumin that is currently known.

Aluminum: there is no benefit to leveling up Allomantic aluminum that is currently known.

Nicrosil: there is no benefit to leveling up Allomantic nicrosil that is currently known.

Chromium: you increase you power to Leech even more, allowing you to Leech 5 additional Allomantic or Feruchemical charges when burning chromium or 10 additional charges when Flaring.

 

Feruchemy becomes more efficient when leveled up; you reduce the cost of Tapping a particular Feruchemical power by 1 point for each category (i.e., if you were to Tap 6 charges of strength to get a +5 strength bonus normally, you only would need to Tap 4 charges when leveling up Feruchemical pewter to get a +5 strength bonus, as it is part of the +2 category). This efficiency cannot reduce the new cost of Tapping below half of its original cost.

It is also possible for Hemalurgy to take things other than Allomancy or Feruchemy from Spiritwebs, such as human strength, senses, or mental acuity, though using these attributes in place of powers is extremely complicated and very difficult to learn.

An example of this would be the existence of Hemalurgic constructs; beings that were once human (or sometimes animal) twisted by the power of Hemalurgy into inhuman creations.

Feats: I felt that these should be more a representation of skill than power, hence the reason they don't always give boosts to the raw power of the abilities.

Spoiler

Feats

In addition to having powers, you can also learn to use those powers in new and exciting ways. This knowledge and skill is represented by feats, showing that your character has honed their powers in ways that not every Allomancer or Feruchemist has.

Allomantic Feats

Pewter:

Tin:

Iron: Ironsight; while all Coinshots and Lurchers can see Iron or Steel lines, only some have learned to use them so effectively as to count as another set of eyes. You gain the ability to use your Allomantic sight to outline the world so finely that you can effectively see even without light. Additionally, you cannot be blinded while you are burning iron (technically, your actual eyes can, but you can still see with your Allomancy).

Steel: Steelsight; while all Coinshots and Lurchers can see Iron or Steel lines, only some have learned to use them so effectively as to count as another set of eyes. You gain the ability to use your Allomantic sight to outline the world so finely that you can effectively see even without light. Additionally, you cannot be blinded while you are burning steel (technically, your actual eyes can, but you can still see with your Allomancy).

Zinc:

Brass:

Bronze: Finer Listening; a Seeker can learn to pick up on signs and information transmitted via the pulses only they can listen to, and the most skilled learn to read even the most minute oscillations found within. You gain the ability to sense more than before, allowing you to sense the use of Feruchemy at a DC 25. You can also sense how many charges an Allomancer or Feruchemist has when they use their abilities.

Copper: Focused Cloud; a Copper Misting with enough skill can learn to focus their Coppercloud into a smaller area (5 foot diameter, effecting only themselves), trading their ability to Smoke other Metalborn’s powers to better secure their own powers. You add an additional +4 to resist Emotional Allomancy and to resist Bronzesense while using this feat, though your power no longer effects other’s powers.

Gold:

Electrum:

Cadmium:

Bendalloy:

Duralumin:

Aluminum:

Nicrosil:

Chromium: Leecher’s Art; while any Leecher can vaporize the metals from another Allomancer or drain the Metalminds of a Feruchemist, only some learn to move with the grace necessary to do so without getting their neck broken in the process. You gain the ability to attempt a grapple whenever you make a successful Leeching touch attack. As the target is momentarily dazed by having their metals drained, you gain a +2 bonus to succeed at this grapple.

Feruchemical Feats

Pewter: Herculean Physique; many Brutes have trouble wielding their impressive bulk, letting it limit their movement and get in the way. Not so for some. You gain the ability to act as if you were one size category larger for all beneficial purposes (carrying capacity, weapon size, reach, grappling) when Tapping to get at least a +5 strength bonus. Additionally, you reduce the dexterity penalty for increasing your muscle mass by 2 (to a minimum of 0).

Fiddler Crab; typically, a pewter Ferring must distribute their stored muscle mass equally across their body, but with a little training this becomes more of an optional state. You gain the ability to unevenly distribute you muscle mass, granting several new options to Tapping strength. You can Tap 2 charges to gain a +5 climb checks, swim checks, and jump checks. Additionally, you can Tap 2 charges to increase your movement speed by 10 feet for the round.

Tin: Painless; there are a number of sense capable of being stored, though most Windwhisperer Ferrings only think of the traditional five. You gain the ability to store pain, granting you a +4 bonus to resist being stunned, sickened, or shaken. Additionally, you gain Damage Resistance 1 while storing pain (you reduce the damage delt to you from any source by 1 point before subtracting it from your current HP).

Proprioceptive; some Tin Ferrings have learned that it is possible to Store and Tap the ability to feel their own body and its intricate movements. You gain the ability to store kinesthesia as another sense type, allowing you to gain a +1 sensitivity bonus to dexterity at every odd integer, to a maximum of +5.

Iron:

Steel:

Zinc:

Brass:

Bronze:

Copper:

Gold: Die-hard; some Bloodmakers are so attuned to their power that their body can learn to Tap health even when they are near death. You gain the ability to Tap health even when below 1 HP and unconscious, though you may only gain Fast Healing 1 with this ability.

Regeneration; gold Ferrings are always getting beaten to a pulp (it’s in the job description, apparently). It’s only natural that they’d learn to recover from the most grievous of injuries without so much as a scar. You gain the ability to completely regenerate lost organs and appendages, regenerating them from scratch. It takes a certain period of time to do so based on your level of Fast Healing.

FH 1 = 10 minutes, FH 5 = 5 minutes, FH 10 = 1 minute, FH 20 = 3 rounds.

Electrum: Gone Berserk: some Pinnacle Ferrings give in to their excitement and determination so much that not even terrible odds or life-threatening injuries can hold them back. You gain the ability to resist

Cadmium: Exotic Breath; while most people don’t deliberately inhale toxic gases, some Gasper Ferrings get a real kick out of it. You gain the ability to store other gases you inhale, such as smoke or toxic fumes. 1 minute of breathing such gas equals 1 charge of that type air. You may later Tap such gases to exhale them into the face of you opponents within 5 feet of you, pushing their effect onto them or creating a smokescreen. 

Bendalloy:

Duralumin:

Aluminum:

Nicrosil:

Chromium:

Hemalurgic Feats

Unlike the Allomantic and Feruchemical Feats, Hemalurgic feats aren’t centered around specific powers, but around the use of Hemalurgy itself.

Compounding rules:

Spoiler

Compounding

While Allomancy and Feruchemy are both quite formidable on their own, combining the two in a special way unlocks a far greater potential.

When an individual has a natural Allomantic and Feruchemical power that shares the same metal (Hemalurgic spikes are excluded from this in the majority of cases), the Metalborn can Burn a Metalmind they’ve previously filled with an attribute. This allows them to draw Feruchemical charges instead of Allomantic ones, which can be stored in another Metalmind for later use.

This process is done at a rate of Burning 1 charge in exchange for 5 over the course of 1 minute, meaning that an Allomancer burning 60 of their Stored Feruchemical charges over the course of an hour (destroying the Metalmind and the original charges in the process) they would gain a total of 300 Feruchemical charges (600 charges per long rest maximum).

DM’s note: it is not recommended that you allow players to access Compounding in most cases. It is not designed to be balanced for gameplay, so reserving it for villains, NPCs, or one-shots is where it would probably shine best.

I'd like to get medallions, Savantism (don't know if it should be a feat or something else), and Godmetals fleshed out a little more before presenting them.

Any critiques and ideas would be appreciated!

  • 2 weeks later...
Posted (edited)
On 1/6/2024 at 3:15 PM, Trusk'our said:

Alright, here's a very, very rough draft of some of the ideas I've come up with thus far. There's quite a bit that will need to be changed or added, but I this is (barely) good enough to show off.

I love your ideas, however, I do have some feedback. First, your writing isn't nearly as streamlined or specific as it should be.

On 1/6/2024 at 3:15 PM, Trusk'our said:

These powers work by ingesting pieces of Allomantically viable metal, then metabolizing them in a process known as “Burning”. When swallowed, you gain access to a reserve of power, represented by Allomantic charges. You expend 1 charge per round you use an ability, and use an extra 2 charges per action (total of 3) when you Flare it. You can normally only Flare once per round, but certain Feats can allow you to do so more often (though you will still need to expend more charges for each use).

Even just this much raises many questions. How do I gain access to metals? How much of a metal equates to one charge? Should you save flaring for a higher level? This doesn't give an accurate description of exactly how alomancy works. As a contrast, here's what I wrote.

Spoiler

Allomancy

1st level Mistborn feature

Allomancy is the art of burning metals to produce powerful effects, and is what defines the mistborn. Without it, a mistborn simply wouldn’t exist.

Learning Metals

As a mistborn, you have the ability to “burn” metals. This is when you ingest a powdered metal diffused in liquid, though you can also swallow beads of metal. There are 20 known metals that you can burn, detailed at the end of the class description.

At 1st level, you know 4 metals of your choice. This amount increases as you gain levels as shown on the “Metals Known” column of the Mistborn table.

At first through fourth level, you can only learn Basic metals. When you reach 5th level, you can learn Higher metals. Starting at 11th level, you can learn God metals, and at 17th level, you can learn D&D Metals.

Metallurgy

 During a long rest, you can use your down time in which you aren’t sleeping to create metal vials. A metal vial has between 1 and 8 ounces of any combination of metals you know in it. You must spend money per 1 ounce of metal you make, as shown on the Metal Cost table below. God metals must be bought separately; you can’t make them.

Metal Costs
Metal type Cost per ounce
Basic 1 gp
Higher 5 gp
God

Burning Metals

As an action on your turn, you can ingest a vial of metals, and you gain that amount of metal as burnable metal. As a bonus action or reaction, as long as you have burnable metal, you can begin burning a metal you know, or stop burning a metal you are burning. If you no longer have any burnable metal of a given type, it automatically stops burning.

While burning, you can activate the metal’s burn effect as an action unless the burn effect is continuous. If it is continuous, the burn effect activates when you begin burning the metal and ends when you stop burning the metal.

Some metals have multiple burn effects, and you choose between the options available. If a burn effect deals damage, the action it took to activate the burn effect counts as the Attack action.

You loose all of a burnable metal if the burn time for that metal runs out. Allomantic effects count as magical.



Some burn effects will call for a saving throw. For those effects, use your Allomantic Save DC.

Allomantic Save DC: 8 + your Wisdom modifier + your proficiency bonus

 

 

Metals Left in System

When you take a long rest and you still have metal left unburned, refer to the following table for results.

Unburned Metal Consequences
Unburned Metal Results
0-10 ounces No negative results
11-20 ounces Add 1 level of exhaustion
21-50 ounces Add 2 levels of exhaustion
51-90 ounces Add 3 levels of exhaustion
More than 90 ounces Add 4 levels of exhaustion

Burn Levels

Each metal has multiple burn levels. The metal’s base burn time functions normally at the normal burn level. It is halved for the weak burn level, doubled for the strong burn level, and tripled for the flare burn level. You decide what level it is burning at when you start burning it, and you can change the burn level of a metal you are burning as a reaction, bonus action, or action. You can never burn at flare level until 7th level. Different burn levels have stronger or weaker effects.

Example metal

Spoiler

Steel

Physical, External, Push
Time: 1 minute per ounce
Blue lines shoot from the center of your chest to all of the metal within 50 feet of you. Steel allows you to push those objects away from you.

Burn Effects

There are two psssible burn effects for Steel.

Push Large Object. You can push an object within range. If the object weighs less than you, you can push it up to the edge of your range. If it weighs more, you are pushed backwards from the object until you are up to your range in feet away. You can use this effect to hover. This object cannot be piercing the skin of another creature, though it can be being held by one.

If another creature is in the path of the object, they must succeed on a Dexterity saving throw or take damage determined by the burn level.

If the object is being held by a creature, they must make a Strength saving throw. On a success, they nor the object move.

Normal. range is 50 feeet. The damage is 2d4.

Strong. range is 80 feet and you can push an object weighing up to 45 pounds than you. The damage is 3d4.

Flare. range is 100 feet and you can push an object weighing double your weight. The damage is 4d4.

Fling Small Object. You push on a small object nearby you at another creature or object within range, using range described in Push Large Object. Make a ranged weapon attack usong Wisdom instead of Dexterity. On a hit, it deals damage based on the burn level.

Normal. 1d4 + Wis. modifier

Strong. 2d4 + Wis. modifier

Flare. 3d6 + Wis modifier

 

I'm not trying to tell you you're wrong; this is still good stuff. I just think it needs significant editing. I have a 32-page Scadrial ruleset with my version of these rules. Let me know if you'd like to see it.

Edited by TheFrugalWizard
Posted
3 hours ago, TheFrugalWizard said:

I love your ideas, however, I do have some feedback. First, your writing isn't nearly as streamlined or specific as it should be.

Thanks so much for your feedback!

Yes, I think I need to sculpt my words a bit better and streamline it more. Good point.

3 hours ago, TheFrugalWizard said:

Even just this much raises many questions. How do I gain access to metals? How much of a metal equates to one charge? Should you save flaring for a higher level? This doesn't give an accurate description of exactly how alomancy works. As a contrast, here's what I wrote.

  Hide contents

Allomancy

1st level Mistborn feature

Allomancy is the art of burning metals to produce powerful effects, and is what defines the mistborn. Without it, a mistborn simply wouldn’t exist.

Learning Metals

As a mistborn, you have the ability to “burn” metals. This is when you ingest a powdered metal diffused in liquid, though you can also swallow beads of metal. There are 20 known metals that you can burn, detailed at the end of the class description.

At 1st level, you know 4 metals of your choice. This amount increases as you gain levels as shown on the “Metals Known” column of the Mistborn table.

At first through fourth level, you can only learn Basic metals. When you reach 5th level, you can learn Higher metals. Starting at 11th level, you can learn God metals, and at 17th level, you can learn D&D Metals.

Metallurgy

 During a long rest, you can use your down time in which you aren’t sleeping to create metal vials. A metal vial has between 1 and 8 ounces of any combination of metals you know in it. You must spend money per 1 ounce of metal you make, as shown on the Metal Cost table below. God metals must be bought separately; you can’t make them.

Metal Costs
Metal type Cost per ounce
Basic 1 gp
Higher 5 gp
God

Burning Metals

As an action on your turn, you can ingest a vial of metals, and you gain that amount of metal as burnable metal. As a bonus action or reaction, as long as you have burnable metal, you can begin burning a metal you know, or stop burning a metal you are burning. If you no longer have any burnable metal of a given type, it automatically stops burning.

While burning, you can activate the metal’s burn effect as an action unless the burn effect is continuous. If it is continuous, the burn effect activates when you begin burning the metal and ends when you stop burning the metal.

Some metals have multiple burn effects, and you choose between the options available. If a burn effect deals damage, the action it took to activate the burn effect counts as the Attack action.

You loose all of a burnable metal if the burn time for that metal runs out. Allomantic effects count as magical.



Some burn effects will call for a saving throw. For those effects, use your Allomantic Save DC.

Allomantic Save DC: 8 + your Wisdom modifier + your proficiency bonus

 

 

Metals Left in System

When you take a long rest and you still have metal left unburned, refer to the following table for results.

Unburned Metal Consequences
Unburned Metal Results
0-10 ounces No negative results
11-20 ounces Add 1 level of exhaustion
21-50 ounces Add 2 levels of exhaustion
51-90 ounces Add 3 levels of exhaustion
More than 90 ounces Add 4 levels of exhaustion

Burn Levels

Each metal has multiple burn levels. The metal’s base burn time functions normally at the normal burn level. It is halved for the weak burn level, doubled for the strong burn level, and tripled for the flare burn level. You decide what level it is burning at when you start burning it, and you can change the burn level of a metal you are burning as a reaction, bonus action, or action. You can never burn at flare level until 7th level. Different burn levels have stronger or weaker effects.

Example metal

  Hide contents

Steel

Physical, External, Push
Time: 1 minute per ounce
Blue lines shoot from the center of your chest to all of the metal within 50 feet of you. Steel allows you to push those objects away from you.

Burn Effects

There are two psssible burn effects for Steel.

Push Large Object. You can push an object within range. If the object weighs less than you, you can push it up to the edge of your range. If it weighs more, you are pushed backwards from the object until you are up to your range in feet away. You can use this effect to hover. This object cannot be piercing the skin of another creature, though it can be being held by one.

If another creature is in the path of the object, they must succeed on a Dexterity saving throw or take damage determined by the burn level.

If the object is being held by a creature, they must make a Strength saving throw. On a success, they nor the object move.

Normal. range is 50 feeet. The damage is 2d4.

Strong. range is 80 feet and you can push an object weighing up to 45 pounds than you. The damage is 3d4.

Flare. range is 100 feet and you can push an object weighing double your weight. The damage is 4d4.

Fling Small Object. You push on a small object nearby you at another creature or object within range, using range described in Push Large Object. Make a ranged weapon attack usong Wisdom instead of Dexterity. On a hit, it deals damage based on the burn level.

Normal. 1d4 + Wis. modifier

Strong. 2d4 + Wis. modifier

Flare. 3d6 + Wis modifier

 

Nice! I like the way you implemented the Flaring for Steel.

I will say though, part of what I'm trying to go for with this is a separation of the powers from class. I think I'll make a few simple classes to use instead of the twelve to thirteen you normally see, with a greater focus on customizing powers and skills than class features.

3 hours ago, TheFrugalWizard said:

I'm not trying to tell you you're wrong; this is still good stuff. I just think it needs significant editing. I have a 32-page Scadrial ruleset with my version of these rules. Let me know if you'd like to see it.

Oh yeah, this was just a rough draft I wanted to share and get some feedback on. Also, yes, I'd love to see your method of integrating Mistborn into a D&d setting; I could learn a lot and get some good ideas.

Thanks so much for your thoughts, I really appreciate it :)

  • 1 month later...
Posted (edited)

After some time working on this, I think it's finally time to release the second draft of the Mistborn D&D adaptation! Thank you so much to everyone who helped with ideas and advice, I sincerely appreciate it! 

As always, I'm more than happy to hear constructive criticism and more ideas, so if you have any thoughts to share, please post away!

I wanted to make sure that this has all of the Allomantic and Feruchemcial powers out this time, as well as Feats to increase their versatility and some basic rules for Hemalurgy. I hope you guys enjoy!

Allomancy: I wanted to make it possible for Allomancers to use their powers most of the time, but they would need to worry about running out of charges, hence the reason Allomantic charges are often used in terms of rounds rather than minutes or even hours. Also, thank you @TheFrugalWizard for the reminder on actually needing to set rules for obtaining metals for Allomancy :P

I may decide to change some metals' powers at some point, at least tweaking them. Any feedback on how they perform is appreciated!

Spoiler

 

Allomancy

These powers work by ingesting pieces of Allomantically viable metal, then metabolizing them in a process known as “Burning”. When swallowed, you gain access to a reserve of power, represented by Allomantic charges. You expend 1 charge per round you use an ability, and use an extra 2 charges per action (total of 3) when you Flare it. You can normally only Flare once per round, but certain Feats can allow you to do so more often (though you will still need to expend more charges for each use).

It is also possible in some cases to Burn your metals slower than normal, allowing for smaller abilities that normally would not be possible. When Burned low, each charge lasts for 10 minutes.

Allomantic metals are typically kept in vials of alcohol solution, making them easy to ingest when needed. It takes 1 standard action to drink a vial of Allomantic metals. Each vial typically holds 30 charges, but they can be modified to hold more or less (minimum of 1, maximum of 60).

Allomantic metals can be purchased (or stolen) from trusted (or shady) metallurgists, which typically can be found in any large settlement. The prices for such charges are as follows (counted in Notes, Northern Scadrial’s standard currency), depending on the metal:

 

Pewter: 30 charges = 120 Note.

Tin: 30 charges = 45 Note.

Iron: 30 charges = 70 Note.

Steel: 30 charges = 75 Note.

Zinc: 30 charges = 60 Note.

Brass: 30 charges = 60 Note.

Bronze: 30 charges = 60 Note.

Copper: 30 charges = 45 Note.

Gold: 30 charges = 2,000 Note.

Electrum: 30 charges = 1,000 Note.

Cadmium: 30 charges = 500 Note.

Bendalloy: 30 charges = 1,500 Note.

Duralumin: 30 charges = 4,500 Note.

Aluminum: 30 charges = 5,000 Note.

Nicrosil: 30 charges = 1,000 Note.

Chromium: 30 charges = 1,000 Note.

 

 

After being ingested, these metals continue to be available for you to Burn for the next 8 hours, after which they pass through your system and can no longer be used.

You can also Allomantically Burn any viable metals that pierce your body, including earrings, tongue piercings, or even bladed weapons or bullets that become lodged in your body.

Allomantic Pewter

This power enhances the user’s physical abilities when burned. You gain a +2 enhancement bonus to strength, dexterity, and constitution while burning.

When Flared, you gain a +4 enhancement bonus instead.

Your movement speed increases by 5 feet when burning normally, or 10 feet when Flared.

When burned low, you can retain your constitution bonus from your standard Burn, allowing you to survive injuries you normally could not.

You also heal faster than normal; by expending 10 charges during a long rest, you heal an additional 1 hp per character level each day, or an additional 1 hp per character level each hour when healing from subdual damage.

Each additional level you increase your strength, dexterity, and constitution scores by +1 when burning, plus an additional +1 when Flaring at every odd level.

Allomantic Tin

This power enhances the user’s physical senses when burned. You gain a +4 enhancement bonus to your passive perception and to any spot or listen checks. You also gain better night vision (60 feet) than other people (you do not receive penalties for performing actions in dark areas, provided that there is at least a little light and that it is within your night vision’s range).

You may Flare tin to grant you an additional +2 to spot and listen checks as well as an additional 10 feet to the range of your night vision.

When burned low, you gain half your standard enhancement bonus to your passive perception and to any spot or listen checks, and you retain your night vision.

There is also an inherent weakness in bolstering your senses; you suffer a -1 sensitivity penalty to sonic damage and saving throws meant to resist sonic or light-based attacks for each +1 sensitivity bonus you receive.

Each additional level you increase your bonus to spot and listen checks by +2 and extend your night vision by another 10 feet, plus an additional +1 to spot and listen checks and 5 additional feet of night vision when Flaring.

Allomantic Iron

This power grants the user a limited form of telekinesis when burned. You can pull metal objects toward from you.

The specific rules are found in the Steelpushing and Ironpulling section.

When burned low, you can use your Iron lines to see nearby sources of metal.

Allomantic Steel

This power grants the user a limited form of telekinesis when burned. You can push metal objects away from you.

The specific rules are found in the Steelpushing and Ironpulling section.

When burned low, you can use your Steel lines to see nearby sources of metal.

Allomantic Zinc

This power grants the user the ability to increase- Riot- the emotions of those nearby when burned. You can choose to increase specific emotions in the target, such as fear, anger, joy, determination, or excitedness.

You can add a +4 to charisma-based checks on a person or group of people within your range (80 feet). Additionally, by altering their mood you can make certain suggestions or comments that wouldn’t normally work, such as suggesting to a guard that letting you pass would really be in their best interest.

However, a person may make an insight check against a DC (DC = 5 + your charisma modifier + your deception skill) to determine whether or not they’re being manipulated via Allomancy (this is typically only done if the charisma check failed or if they’re just paranoid). A different person can try to use an insight check to determine if you’re using Emotional Allomancy on someone else with a +20 to the DC. A person who’s discovered they’ve had Emotional Allomancy used on them is typically hostile unless they wanted you to do it.

In combat you can target allies or enemies with you powers to influence their mental state, either granting positive or negative effects; you can grant either a +2 moral bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Alternatively, you can give a -2 penalty to those you target if they fail a Will save (DC = 10 + 3 per level of Allomancy). You may target anyone within your Allomancy’s range, but you may only target groups in a positive or negative manner (you can’t give penalties and bonuses simultaneously, even to two different groups).

When Flared, you can use an action to attempt to force a single individual to make an action that you wish through extreme emotional pressure. They must make a will saving throw or follow through with one of the options available to the command spell (DC = 8 + your charisma modifier + 2 per your level of Emotional Allomancy).

Once a person has had this power used on them (whether or not it succeeds) or if they are aware of you Rioting them (and unwilling to be subject to the effects), they gain a +5 bonus to resist further attempts for 24 hours. Any attempt to make persuasion or deception checks against an individual aware of your manipulation usually refuses to believe or trust you.

Each additional level, you gain an additional 10 feet to your range, a +1 to your moral bonus (or penalty), and a +1 to force someone to listen to your Flaring effect.

Allomantic Brass

This power grants the user the ability to dampen- Soothe- the emotions of those nearby when burned. You can choose to decrease specific emotions in the target, such as pain, anger, happiness, sadness, or complacency.

You can add a +4 to charisma based checks on a person or group of people within your range (80 feet). Additionally, by altering their mood you can make certain suggestions or comments that wouldn’t normally work, such as suggesting to a barkeep that they should tell you more about the dangerous murderer who’s threatened their life.

However, a person may make an insight check against a DC (DC = 5 + your charisma modifier + your deception skill) to determine whether or not they’re being manipulated via Allomancy (this is typically only done if the charisma check failed or if they’re just paranoid). A different person can try to use an insight check to determine if you’re using Emotional Allomancy on someone else with a +20 to the DC. A person who’s discovered they’ve had Emotional Allomancy used on them is typically hostile unless they wanted you to do it.

In combat you can target allies or enemies with you powers to influence their mental state, either granting positive or negative effects; you can grant either a +2 moral bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Alternatively, you can give a -2 penalty to those you target if they fail a Will save (DC = 10 + 3 per level of Allomancy. You may target anyone within your Allomancy’s range, but you may only target groups in a positive or negative manner (you can’t give penalties and bonuses simultaneously, even to two different groups).

When Flared, you can use an action to attempt to force a single individual to make an action that you wish through extreme emotional pressure. They must make a will saving throw or follow through with one of the options available to the command spell (DC = 8 + your charisma modifier + 2 per your level of Emotional Allomancy).

Once a person has had this power used on them (whether or not it succeeds) or if they are aware of you Soothing them (and unwilling to be subject to the effects), they gain a +5 bonus to resist further attempts for 24 hours. Any attempt to make persuasion or deception checks against an individual aware of your manipulation usually refuses to believe or trust you.

Each additional level, you gain an additional 10 feet to your range, a +1 to your moral bonus (or penalty), and a +1 to force someone to listen to your Flaring effect.

 

Allomantic Bronze

This power grants the user the ability to sense nearby uses of Allomancy when burned. When used you can hear or “Seek” a pulsing, thumping sensation when nearby Allomancers use their powers.

When you sense a metal being burned by an Allomancer, you know what power it is and where it is coming from (and by extension who is using it).

To detect nearby powers being used, roll a d20 and add your wisdom modifier (this signifies your ability to block out distractions and listen carefully for Bronzepules). The base DC to detect a power equals 5.

Reduce the DC of detecting powers by -2 for each level above the first the power you’re trying to detect has, and an additional -1 per level whenever it’s Flared.

A noisy or distracting environment can make Seeking difficult; add a +2 to the DC of detecting a power in use when you are in a mildly distracting environment (i.e. a handful of people audibly speaking to one another in a tavern), a +4 when in a distracting environment (in a crowd of closely packed people talking), or a +8 when in a very distracting environment (such as when in battle or being spoken to or speaking directly to another person).

Sometimes there are things that can make Seeking difficult, such as nearby sources of aluminum or Copperclouds.

Add a +2 to the DC of detecting powers per aluminum object withing 5 feet of the Metalborn (being fully covered by aluminum makes it impossible to sense).

Add +1 to the DC of detecting powers every 10 feet you are from the Metalborn.

When Flared, you gain a +4 bonus to detect the use of powers.

Each added level, you gain an additional +4 to detect powers, plus an additional +1 when Flaring.

Allomantic Copper

This power grants the user the ability to cloak or “Smoke” the use of Allomancy and shield the user from Emotional Allomancy when burned. The “Smoker” dampens the pulses emitted by the use of nearby powers, making them much harder to detect; add +20 to the DC of detecting nearby powers within a radius of 80 feet.

You also gain a +10 Coppercloud bonus to resist the use of Emotional Allomancy (you subtract this number from any Emotional Allomancy penalties or bonuses that would normally affect you).

When Flared, you increase the DC of detecting nearby power by an additional +4. Additionally, you gain another +2 to resist the use of Emotional Allomancy.

You increase the DC to detect nearby powers by 4 per level, plus an additional 1 when Flaring. Additionally, you increase your resistance to emotional Allomancy by 2 and an additional 1 when Flaring.

Copperclouds made by other Smokers that overlap with your own add their levels to yours for determining the DC to detect powers used within their range.

Allomantic Gold

This power grants the user the ability to see an alternate version of themselves had they made different choices in their life when burned.

When used, you see through the eyes of an alternate version of yourself, allowing you to see a sliver of how your life could have been had you made different choices.

This ability is not useful in most situations, and as such should be avoided most of the time. In fact, you suffer a -4 penalty to skill checks, attack rolls, and a -2 penalty to your AC after using Allomantic gold.

These effects last for 1 hour after you stop Burning it.

 

Allomantic Electrum

This power grants the user the ability to see the most likely future version of themselves in a few seconds when burned.

While burning this metal, you gain a bonus to any attack rolls, Reflex saving throws, or skill checks you make (these rolls must have noticeable consequences within 6 seconds per level of Electrum you have. Otherwise, your Shadow grants no bonus). This bonus equals 1 + 1 per level of your Allomantic Electrum.

Additionally, you may use your Shadow die to avoid attacks made against you; whenever an enemy makes an attack roll against you while you’re burning electrum, you may add half of your bonus to your AC.

Whenever you have an attack made against you or you make an attack, reduce the bonus of your Shadow by until the beginning of your next turn as your Electrum Shadow splits, making it harder to use effectively. This penalty upscales exponentially as you make more attacks and have more attacks made against you; -2 after the first attack, -4 after the second, -8 after the third, -16 after the fourth, and an additional -4 for every attack made after that. This penalty cannot reduce your Electrum Shadow bonus below 0. You add your attacks and attacks made against you for the purposes of determining the penalty you take to you Electrum Shadow.

When Flared, you increase your effective level for Allomantic Electrum by 1.

Allomantic Cadmium

This power grants the user the ability to form bubbles of stretched time when burned, slowing themselves down compared to the rest of the world.

When used, you create a bubble that effects an area withing 20 feet of you (45 foot diameter in total). All creatures and objects in the bubble are slowed down, so much so that everyone outside the bubble gets 10 rounds to act for every 1 you and everyone else inside gets.

You need only expend 1 Allomantic charge per round you sustain the bubble relative to your own slowed down time (i.e., you only need 1 charge for each minute you spend sustaining the bubble relative to the outside world). You cannot move the bubble once it has been set. You can attack people outside the bubble (melee attacks require them to be directly adjacent to the bubble’s edge), but the chaos of the bubble’s barrier gives bestows you with a -20 penalty to hit, making such attacks nearly useless. Aluminum weapons ignore this penalty, but they immediately rupture the bubble after crossing its edge, ending the temporal effect.

When Flared, you slow down time to an even greater extreme. You double the number of rounds everyone else gets to act for each one you get (20 rounds to your 1).

Each additional level beyond the first, you may add another 5 rounds of slowed time to your Slownessbubble before you or anyone else inside your bubble may take a turn relative to those outside of it. You don’t need to pay for this extra time (though you must first spend the charges you normally would).

Allomantic Bendalloy

This power grants the user the ability to form bubbles of compressed time when burned, speeding themselves up compared to the rest of the world.

When used, you create a bubble that effects an area within 5 feet of you (15 foot diameter in total). All creatures and objects in the bubble are sped up, so much so that you gain a number of rounds to act before anyone else; essentially, you and anyone in the bubble gets 5 rounds to act for every one round that everyone outside the bubble has.

You must expend 1 Allomantic charge per round you sustain the bubble relative to your own sped up time (i.e., if you gain 5 rounds of action while in the bubble, you must spend 5 charges to sustain it. This works for all other Allomantic or Feruchemical powers you use inside the bubble). You cannot move the bubble once it has been set. You can attack people outside the bubble (melee attacks require them to be directly adjacent to the bubble’s edge), but the chaos of the bubble’s barrier gives bestows you with a -20 penalty to hit, making such attacks nearly useless. Aluminum weapons ignore this penalty, but they immediately rupture the bubble after crossing its edge, ending the temporal effect.

When Flared, you can increase the speed at which your bubble’s move. You can double the number of rounds of which you can act in the bubble, but only by Flaring each turn.

Each additional level beyond the first, you may add another 1 round of sped up time to your Speedbubble before others can take a turn. You don’t need to pay for this extra time (though you must first spend the charges you normally would).

Bendalloy Allomancy is more strenuous in its use than most other Allomantic powers; if you drop your bubble, you must wait until the beginning of the next round to put up another one (as if it were a full round action, though you are still able to do other things unlike with other full round actions).

Allomantic Duralumin

This power grants the user another way to use their other Allomantic powers by instantly using up all their Allomantic charges they are currently burning, releasing a massive burst of Allomantic might.

When burned, the user automatically uses up all their remaining Allomantic charges of a metal they are currently burning (i.e., if an Allomancer had Allomantic pewter, tin, and duralumin, but were only actively burning pewter and duralumin, they’d only use up pewter) in a massive burst of power.

The effects granted by Allomantic duralumin are extremely brief; they last only for the next action you take, meaning that any action you take that requires more than that cannot be performed with the power.

While you automatically expend all charges of a given metal when Burning it in conjunction with Allomantic duralumin, you can only gain the benefits of Burning a maximum of 15 charges. You increase this maximum by 10 per level of Allomantic duralumin.

The effects vary based on what metal is being used in conjunction with the duralumin and how many charges are expended;

Pewter: you may make a single overwhelmingly powerful strike; you gain an additional 1d6 damage per 3 Allomantic pewter charges you expend on your next single attack if it hits. This attack must be made using your strength (so guns and bows would not count).

Tin: you may gain an overwhelmingly large amount of sensory input, allowing you to gain an intuitive sense of your nearby surroundings, but risk putting yourself into a stupor; you gain a +1 to your Spot or Listen check per 2 Allomantic tin charges expended (maximum of 25). However, you must make a fortitude saving throw to resist being stunned for 1d4 rounds afterword, with the DC equaling 10 plus 1 for every 2 bonus points you expended in the duralumin blast.

Iron: you may gain a massively increased ability to pull on nearby sources of metal, allowing you to rip them apart or to hurl yourself through the air; you deal 1d6 points of damage to a single object you pull on (maximum of 20d6) per 3 charges you expend, but you also deal half that amount of damage to yourself (if you Burn Allomantic pewter simultaneously, you reduce this damage by 2 per 3 charges of Allomantic pewter you expend).

Additionally, you increase the range of your Pull by 5 feet per charge expended. You can add this to your total movement while Ironpulling, but you must move at least half of it and you must move only in a straight line.

Steel: you may gain a massively increased ability to push on nearby sources of metal, allowing you to tear them apart or to hurl yourself through the air; you deal 1d6 points of damage to a single object you Push on (Maximum of 20d6) Per 3 charges you expend, but you also deal half that amount of damage to yourself (if you Burn Allomantic pewter simultaneously, you reduce this damage by 2 per 3 charges of Allomantic pewter you expend).

Additionally, you increase the range of your Push by 5 feet per charge expended. You can add this to your total movement while Steelpushing, but you must move at least half of it and you must move only in a straight line.

Zinc: you may make a single enormously powerful blast of emotional force, allowing you to momentarily shock opponents; you can force all creatures of your choice within your Allomancy’s range to make a Will saving throw or take subdual psychic damage (DC = 5 + 1 per power level + 1 per 3 charges expended). The damage equals 1d4 per 2 points they failed the save by.

You also increase the range of your Allomantic zinc by 5 feet per 2 charges you expend.

Brass: you may make a single enormously powerful blast of emotional force, allowing you to momentarily shock opponents; you can force all creatures of your choice within your Allomancy’s range to make a Will saving throw or take subdual psychic damage (DC = 5 + 1 per power level + 1 per 3 charges expended). The damage equals 1d4 per 2 points they failed the save by.

You also increase the range of your Allomantic brass by 5 feet per 2 charges you expend.

Bronze: you may gain a single moment of massively empowered Bronzesense, allowing you to tell where Allomancers are, even when they may be beyond your natural range; You increase the range of your Seeking by 5 feet every charge you expend as well as gaining a +1 bonus to pierce Copperclouds.

Since you cannot sustain this ability for more than a brief moment, you cannot gain a deeper knowledge of the powers you sense than where they are and what powers are being used.

Copper: You may gain a single moment of a hugely improved Coppercloud, allowing you to smother the Pulses of all nearby powers. You increase the range of your Coppercloud by 5 feet every charge you expend as well as gaining a +1 bonus to the DC to pierce your Coppercloud. You also gain an additional +1 bonus to resisting Emotional Allomancy every 2 charges you expend.

As this ability can only be used for a brief moment, it is very difficult to use to block the use of Emotional Allomancy.

Gold: You crack open the Spiritual Realm and gain an in depth vision of an alternate version of yourself; you enter a visionary, almost dreamlike state while using this ability, existing in what some would call an alternate timeline, others merely a realistic hallucination.

You remain in this vision for 1 round every 3 charges you expend. Every round spent in this trance allows you 1 minute to exist in this vision (so every 3 charges give you 1 minute to interact with the vision).

These visions are disorienting; when you finish the vision, you suffer a -4 penalty to skill checks, attack rolls, and a -2 penalty to your AC. These effects last for 1 hour.

Electrum: You crack open the Spiritual Realm and gain an in-depth vision of a possible future version of yourself; You may roll a single d20 for every 20 charges you expend. Record the roll.

Any time within the next week, you may choose to use the result of this roll in place of your own roll or another person you can see as a free action.

Cadmium: You slow down time to a mere fraction of its normal speed; you lose an additional 10 rounds to act every charge you expend. If you spend 10 or more charges, the edges of your bubble become opaque, preventing you or anyone outside the bubble from being able to see through it.

Bendalloy: You speed up time so much that the world outside your Speedbubble seems frozen; You gain an additional 1 round to act every 2 charges you expend. If you spend 30 or more charges, your bubble’s edges become opaque, preventing you from effectively seeing outside it.

Aluminum: You purge all sources of Investiture from your system, harmful or beneficial; you immediately remove all ingested Allomantic metals, charges from Metalminds implanted in you, and all Invested effects harming you end as well.

Nicrosil: Your ability to augment other’s powers becomes supercharged; you may increase the effective level of your Allomantic nicrosil by 1 every 3 charges of nicrosil you expend.

Chromium: you make an incredibly powerful Leeching, allowing you to drain 5 additional charges from a target every 2 charges you expend.

Additionally, you have a chance of temporarily knocking out your target’s powers; if you make a successful Leeching while Burning duralumin, you target must make a Will Save (DC = 5 + 1 per level of Allomantic nicrosil + 1 per 2 charges you expend) or else lose access to all of their Allomantic, Feruchemical, and Hemalurgic powers for 1d4 rounds every 2 points they failed the Save by.

 

Allomantic Aluminum

This power grants the user the ability to deplete your own Allomantic stores, but also to purify yourself from unwanted magical effects in the process.

When burned, you automatically deplete all of your Allomantic stores (and Feruchemical ones you are either Tapping currently or have those Metalminds embedded in your body), including the aluminum itself, but you also purge any unwanted effects from Investiture, such as being controlled by Emotional Allomancy when bearing too many Hemalurgic spikes.

Allomantic Nicrosil

This power grants the user the ability to enhance other’s use of their powers, allowing them to instantly use up all the Allomantic charges they are currently using in a massive burst of Allomantic might.

When burned, you can touch an ally within 5 feet of you as an action or reaction to instantly expend the rest of any powers they are currently using (i.e., if an Allomancer had Allomantic pewter, tin, and duralumin, but were only actively burning pewter and duralumin, they’d only use up pewter).

These effects are identical to Allomantic duralumin’s, though it is used on other people.

This ability can also be used on unwilling individuals, but you must succeed on a melee touch attack to affect them if they are aware of what you are trying to do. Additionally, they have a chance to simply use the power against you if you aren’t careful; these opponents may use an opportunity attack against you (potentially using their new burst of Allomantic power) immediately after you make a successful touch attack against them.

While your target automatically expends all charges of a given metal when they Burn it in conjunction with your use of Allomantic nicrosil, your target can only gain the benefits of Burning a maximum of 15 charges. You increase this maximum by 10 per level of Allomantic nicrosil.

 

Allomantic Chromium

This power grants the user the ability to drain other’s Allomantic and Feruchemical charges when burned.

When used, you may make a melee touch attack on an opponent to Leech a total of 20 Allomantic or Feruchemical charges from them (if you know which powers they possess, you can target specific ones. If not, you can do a general Leeching that splits the drained charges as evenly as possible).

Feruchemical charges are more difficult to affect than Allomantic ones; they must either be Tapping a Metalmind or the Metalmind must be piercing their body in order for you to drain them.

Additionally, you shut down any Allomantic or Feruchemical powers that the Metalborn is currently benefitting from when you Leech them (i.e., if you Leeched a Pewterarm who had burned pewter on their last turn to gain a higher AC for resisting attacks, they would immediately lose that current ability until they could reactivate it on their next turn).

When Flared, you can drain 30 charges instead of 20.

Rules for Allomantic Iron and Steel: These two deserve their own corner, as they are more complicated and potentially powerful. Big thanks to @Tamriel Wolfsbaine, @Lunamor, @KelsierFortnite, @Returned, and @Duxredux for your input and concepts for how this should work on the Balancing A-iron and Steel thread. I really like how it's turned out, and hope that others enjoy using it!

Spoiler

Steelpushing and Ironpulling

The power to Push or Pull on metals is considered by most to be Allomancy’s most flashy powerset, allowing for limited flight or telekinetically throwing metal projectiles. These two abilities are quite similar to one another in principle, but are often used for different things; iron allows one to Pull on nearby objects with a telekinetic force while steel pushes things away from the Allomancer.

When Ironpulling or Steelpushing, you may only push or pull something directly away from your position (you cannot swing a piece of metal around in the air by virtue of your Allomancy alone) and your own mass has an equal force applied to it whenever you use either of these powers (though you typically brace yourself to keep from moving when you Push or Pull against smaller objects).

The strength of your iron and steel Allomancy is called your Push/Pull Force (or PF for short). Your PF equals 8 plus 2 per level of the relevant power (making 10 the base strength for all Allomancers of this type). You can also increase your PF by 3 when Flaring you iron or steel (plus an additional 1 per level you have, making it a total of plus 4 when Flaring at level 1).

Your PF determines what things you can Push or Pull on. You do not roll for this; you can either affect something with your Allomancy, or you cannot.

The base DC to Push or Pull on something is based on size. The bigger it is, the easier it is to Push or Pull on it.

Size Modifiers

Trace metals: +25 (everything except for aluminum)

Fine: +10 (metallic flakes, metal dust)

Tiny: +4 (rings, body piercings, coins, nails)

Small: +2 (knives, handguns, bracelets, hammers)

Medium: 0 (two handed guns, longswords, breastplates, bracers)

Large: -2 (Koloss swords, full suit of plate armor)

Huge: -4 (Ancient Koloss sword, lamp posts, cars)

Gargantuan: -10 (garbage trucks, metal statues, commercial airplanes)

Colossal: -25 (Skyscrapers, cruise ships)

Note: if a Coinshot or Lurcher is strong enough, they may Push or Pull on any object not considered metal by targeting trace metals inside of it. This cannot be done with aluminum objects or objects that have been lined by aluminum.

The longer the distance between the Allomancer and the metal they target, the harder it is to affect it; the DC to Push or Pull on metals increases by 1 every 5 feet between them.

If a piece of metal is Invested with a Feruchemical or Hemalurgic charge it becomes harder to affect; the DC to Push or Pull on a metal increases by 1 every 10 charges it has (you count both the charges in a Hemalurgic spike plus any powers it grants when determining the DC of Pushing/Pulling on it).

If a piece of metal is inside a person increase the DC for Pushing or Pulling on it by 20. Add an additional 1 to the DC for every level of every power they possess.

As an example; a Coinshot wishes to Push on the Metalmind implant of a Brute 25 feet from them.

The Brute has two Hemalurgic spikes, each adding a single level to his natural power and has filled his Metalmind with 20 Feruchemical charges.

The DC to Push or Pull on that Metalmind would equal 2 (for size) + 5 (for distance) + 2 (for Feruchemical charges) + 20 (for being inside the Feruchemist’s body) + 3 (for the Brute’s three levels of Feruchemical pewter) for a total DC of 32.

The Coinshot has a single Hemalurgic spike adding a single extra level to their Allomantic steel, making their PF 12 when burning normally and 17 when Flaring. This means that the Coinshot cannot affect the Brute’s Metalmind implant.

If you can make a Push or Pull on an item in the possession of another creature or person, they may choose to hold onto the item anyway. If they do this, you must make a strength check contested by their own strength check. You receive a +1 bonus to your check for every 2 PF you had over the necessary amount to affect your opponent’s item. Both the Coinshot/Lurcher and the person possessing the item being Pushed/Pulled on gain a +1 bonus to their check every integer of Feruchemical weight they Tap.

If you succeed on Pushing the item out of the person’s hands, the object flies 15 feet away plus 5 for every 1 PF you have over the necessary amount to begin the Push. If you Pull the object, you may instead make a slight of hand check to catch the item (DC = 15) and use it yourself as part of the Pull action.

You may choose to attack opponents with your Steelpushing, dealing 1d6 points of damage (piercing, slashing, or bludgeoning damage based on object type) plus an additional 1d6 (or 1d4 for tiny) each 3 points of PF you have over the necessary PF (Ironpulling can be used to attack as well, but due to its nature is much harder to use and as such these actions are subject to the environment and your DM’s approval). There is a maximum amount of damage you can deal based on the size of the object:

                Tiny: 3d4 (1d4 minimum)

                Small: 5d6 (2d6 minimum)

                Medium: 8d6 (4d6 Minimum)

                Large: 10d6 (5d6 Minimum)

                Huge: 14d6 (7d6 Minimum)

                Gargantuan: 20d6 (10d6 Minimum)

                Colossal: 32d6 (16d6 Minimum)

When attempting to move an object, you may Push/Pull on objects one size category smaller than you without any trouble.

Objects your own size category cause you to Push/Pull both you and the object half the distance (so Pushing on a Koloss sword as a medium sized human would move both you and the sword an equal distance if your Push/Pull is successful against the sword’s wielder) unless you succeed on a strength check contested by the object’s bearer (you can gain a +1 bonus to beat this every integer of Feruchemical weight you Tap).

Objects larger than you Push/Pull you instead when you use your abilities on them (which you can use to move around if you wish).

For the purposes of Pushing or Pulling Allomantically, you can increase your effective size category by Tapping weight with Feruchemical iron. You gain one size category every 6 integers you Tap (8, 24, 50, 84, 128).

You may target multiple metallic objects with your Pushing or Pulling at once, though you reduce your PF by 2 per additional object you target.

You can use your Steelpush or Ironpull to move up to 10 feet plus 5 feet every 2 PF you have (Level 1 equals 35 normally, or 45 when Flaring). This movement is vertical as well as horizontal, allowing you to gain a limited form of flight. You cannot maintain being airborne without taking a Feat or continuing to move each turn. This movement overlaps with your standard movement; you use the higher of the two values rather than adding them together.

When using Steelpushing or Ironpulling to get around, you must consider the level of metals in your environment: Metal rich environments (most urban areas) have no restrictions on this type of movement. You can Push or Pull yourself around (or make attacks) as you please.

Semi-rich environments (such as many smaller towns) have fewer metals, increasing the DC for Pushing or Pulling on general metal anchors by 6. Specific areas in these locations (such as in a tavern) may have more metal available and can be counted as a Metal rich environment.

Metal poor environments (the woods, mountains, or any uncivilized land) have almost no natural anchors to use. Coinshots and Lurchers cannot use their abilities to move in these areas unless they provide their own metals to Push or Pull against (such as coins, horseshoes, or an enemy’s weapon).

Feruchemy: These I feel are pretty well balanced for the most part, but some future tweaking may be necessary depending on how they actually work out. Thank you @Duxredux, @Tamriel Wolfsbaine, @Quantus, and @Returned, for your help with this part, especially with Feruchemical zinc (and Allomantic gold. That one was pretty weird, and I'm glad for the advice). I think the way it works now should be acceptable for gameplay.

Spoiler

Feruchemy

This power is a cousin to Allomancy, but instead of ingesting metals, you use them as batteries for your own attributes.

Unlike Allomancy, Feruchemy can be used (or “Tapped”) at nearly any rate you want; Tapping more Feruchemical charges gives you more and more effect. However, each increment you increase when Tapping reduces the total efficiency as more and more power is siphoned off to compensate for the compression of attributes. The Feruchemical Compression chart shows this in greater detail.

Metalminds require a certain size to hold their power:

Fine: 1 charge (metallic flake, pinch of metal dust, metal button)

Tiny: 20 (ring, body piercing, coin)

Small: 50 (bracelets, knives, handguns, other single-handed weapons)

Medium: 200 (two handed guns, longswords, breastplates, bracer, greave)

Large: 500 (Koloss swords, full suit of plate armor)

Huge: 1,000 (Ancient Koloss sword, particularly large lamp post, car)

A Metalmind must be touching the body to be Tapped.

You can store Feruchemical charges at a set rate per long rest or short rest. How each attribute is stored (and how quickly) is dependent on the specific power.

Unless looted or stolen from another Feruchemist, a Metalmind must typically be purchased from a metallurgist, just as with Allomantic metals. The prices for such charges are as follows (counted in Notes, Northern Scadrial’s standard currency), depending on the metal:

Pewter: Tiny= 80 Small= 200 Medium= 800 Large= 2,000

Tin: Tiny= 30 Small= 75 Medium= 300 Large= 750

Iron: Tiny= 45 Small= 115 Medium= 465 Large= 1,165

Steel: Tiny= 50 Small= 125 Medium= 500 Large= 1,250

Zinc: Tiny= 40 Small= 100 Medium= 400 Large= 1,000

Brass: Tiny= 40 Small= 100 Medium= 400 Large= 1,000

Bronze: Tiny= 40 Small= 100 Medium= 400 Large= 1,000

Copper: Tiny= 30 Small= 75 Medium= 300 Large= 750

Gold: Tiny= 1,330 Small= 3,330 Medium= 13,330 Large= 33,330

Electrum: Tiny= 660 Small= 1,660 Medium= 6,660 Large= 16,665

Cadmium: Tiny=330 Small= 830 Medium= 3,330 Large= 8,330

Bendalloy: Tiny= 1,000 Small= 2,500 Medium= 10,000 Large= 25,000

Duralumin: Tiny= 3,000 Small= 7,500 Medium= 30,000 Large= 75,000

Aluminum: Tiny= 3,330 Small= 8,330 Medium= 33,330 Large= 83,330

Nicrosil: Tiny= 660 Small= 1,660 Medium= 6,660 Large= 16,665

Chromium: Tiny= 660 Small= 1,660 Medium= 6,660 Large= 16,665

Note: a Fine sized Metalmind has the same volume and worth as a single charge of its Allomantic counterpart (it can hold 1 charge).

 

Feruchemical Compression chart

This chart is used to help track the rate at which a Feruchemist must Tap their Metalminds in order to achieve the effects they want.

Left: category (all +1 are a category, all +2 are a category, etc.) Right: Integers (i.e. 1, 2, 3, 4, 6, 8, and 10 are all separate integers).

+1) 1

+1) 2

+1) 3

+1) 4

+2) 6

+2) 8

+2) 10

+2) 12

+3) 15

+3) 18

+3) 21

+3) 24

+4) 28

+4) 32

+4) 36

+4) 40

+5) 45

+5) 50

+5) 55

+5) 60

+6) 66

+6) 72

+6) 78

+6) 84

+7) 91

+7) 98

+7) 105

+7) 112

+8) 120

+8) 128

+8) 136

+8) 144

+9) 153

+9) 162

+9) 171

+9) 180

+10) 190

+10) 200

+10) 210

+10) 220

Etc.

 

Feruchemical Pewter

This power allows you to store and Tap strength, allowing you to spend time being weak and spindly to later spend time being inhumanly strong.

You can use this ability to gain a +1 muscle bonus to your strength score for each integer. At a +6 bonus and every even bonus thereafter, you receive a -1 dexterity penalty due to your impressive bulk (-1 at +6 str, -2 at +8 str, etc.).

Additionally, you have a maximum strength score you can get to based on your size category; small = 32, medium = 40, large = 48, huge = 56, gargantuan = 64, colossal = 72. Only your base strength score and muscle bonuses count toward this maximum.

You may store up to 3 charges plus 1 per bonus point of your strength modifier each long rest, or one quarter of that per short rest.

When Storing over a long or short rest, you must make a DC 10 check, taking a -1 penalty for every bonus point of strength you choose to Store. Every bonus point of strength you choose not to Store is instead added to your check.

If you fail this check, you suffer 1d6 points of damage + 1 per point of strength you chose to Store as you accidentally strain your body too far and injure yourself. Additionally, you only gain half the charges you would have Stored when you fail the check.

You can choose to Store at a rate of 1/3 your maximum during a long rest instead of taking this check.

Feruchemical Tin

This power allows you to store and Tap physical senses, allowing you to spend time with sight, hearing, taste, touch, and smell at reduced capacity to later spend time with them being heightened.

You can store any of your five standard senses in a Tinmind, allowing you to Tap them at a +1 sensitivity bonus for each integer. These senses (sight, hearing, smell, touch, and taste) can all be used for various tasks;

You may add your sight bonus to your spot checks and half of your sight bonus to ranged attack rolls.

You may add your hearing bonus to your listen checks.

You may add your smell bonus to tracking skill checks.

You may gain tremorsense out to a distance of 5 feet by Tapping 2 touch integers and may increase its range by an additional 5 feet every additional 2 integers you Tap.

You may add your taste bonus to a check made to determine what contents were in a food or drink.

There is also an inherent weakness in bolstering your sense of sight and hearing; when enhancing your sense of hearing, you suffer a -1 sensitivity penalty to sonic damage and saving throws meant to resist sonic-based attacks for each +1 sensitivity bonus you receive. Sight is the same, but for light-based damage and saving throws.

You may store up to 3 charges plus 1 per bonus point of your wisdom modifier each long rest, or one quarter of that per short rest. You must choose which senses can be stored for later use (if you had a wisdom score modifier of +4, you could choose 3 charges for sight, 2 for hearing, and 2 for touch).

Feruchemical Iron

This power allows you to store and Tap physical mass, allowing you to spend time being lighter in order to increase your weight later (you appear no larger or smaller when doing this; the effect is purely magical in nature).

You can store mass to reduce your weight, granting you a +1 AC bonus and a +2 bonus to reflex saving throws, climbing checks, jumping checks, and swimming checks. You may also choose to act as if under the effects of a Feather Fall spell while storing mass like this. Lastly, you can more easily stand on surfaces that couldn’t normally support your weight.

Conversely, you can Tap mass to provide you with other benefits; you may gain a +1 circumstance bonus per integer to grappling checks. When Tapping 6 integers and at every even integer thereafter, you also deal 1d6 points of damage to grappled opponents.

You can Tap large amounts of weight to break through walls and floors; add +1 to your check to break through walls or floors DC for every additional integer you Tap.

You can store Feruchemical weight charges based on your size category per long rest; small = 2, medium = 5, large = 8, huge = 12, gargantuan = 20, colossal = 28.

You may Store one quarter of this value on a short rest (rounded down).

Due to iron Feruchemy’s ease of Storing, you may Store as if you had access to the Bit by Bit feat with this power. You gain the benefits of reducing your weight when you do this.

Feruchemical Steel

This power allows you to store physical speed, allowing you to spend time being sluggish and slow to in order to make you lightning quick at a later time.

You increase your movement speed by 5 feet every integer you Tap.

You also gain a +1 speed bonus to your AC and reflex saving throws at every odd integer (1, 3, 6, 10, etc.).

Finally, you gain an extra partial action every 3 integers you Tap (3, 8, 15, etc.), which can be used to make one additional attack, one interaction with an object (such as loading a gun or drinking a vial of Allomantic metals), or to move half your speed.

Tapping physical speed excessively can be dangerous, however; you must make a Fortitude saving throw with a DC equal to 10 plus 1 every integer you Tap over 8 if you Tap 8 or more integers (i.e. if you Tap 10 integers, you must make a Fortitude save with a DC of 12).

You become Dazed (you cannot take actions) for 1 round if you fail this save. If you fail by 5 or more, you are instead Stunned (you cannot take actions, don’t receive your dexterity modifier to your AC, and you suffer a -2 to your total AC) for one round.

Additionally, if you Tap 20 or more integers, you take 1d6 fire damage plus an additional 1d6 for every additional integer you Tap.

You may store up to 3 charges plus 1 per bonus point of your dexterity modifier each long rest, or one quarter of that per short rest.

When Storing over a long or short rest, you must make a DC 10 check, taking a -1 penalty for every bonus point of dexterity you choose to Store. Every bonus point of dexterity you choose not to Store is instead added to your check.

If you fail this check, you suffer 1d6 points of damage + 1 per point of dexterity you chose to Store as you accidentally strain your body too far and injure yourself. Additionally, you only gain half the charges you would have Stored when you fail the check.

You can choose to Store at a rate of 1/3 your maximum during a long rest instead of taking this check.

 

Feruchemical Zinc

This power allows you to store mental speed, allowing you to spend time being slow of thought in order to make you quick witted at a later time.

You can Tap this ability to gain a +1 bonus to charisma checks, knowledge checks, sense motive checks, search checks, and attack rolls every odd integer, up to a maximum of your intelligence modifier (minimum of 1).

For example, if a Sparker Ferring had a +3 to their intelligence modifier, they could Tap up to 5 integers and get a +3 bonus to their attack rolls and other relevant checks for a round.

You can also use this power to increase the speed at which you study and learn. You may reduce the time it takes to gain a +1 knowledge bonus from studying by 10 minutes per charge of Feruchemical mental speed you Tap (maximum of 6, to a minimum time of 1 minute). You may Tap a number of charges to a maximum of twice your intelligence score modifier (minimum of 1). You must Tap mental speed for each separate bonus spent studying to gain this benefit.

These benefits can be Stored with use of your Feruchemical copper, if you have it. However, you cannot Store with both Feruchemical copper and zinc during the same long or short rest.

You may store up to 3 charges plus 1 per bonus point of your intelligence modifier each long rest, or one quarter of that per short rest.

When Storing over a long or short rest, you must make a DC 10 check, taking a -1 penalty for every bonus point of intelligence you choose to Store. Every bonus point of intelligence you choose not to Store is instead added to your check.

If you fail this check, you suffer 1d6 points of damage + 1 per point of intelligence you chose to Store as you accidentally strain your body too far and injure yourself. Additionally, you only gain half the charges you would have Stored when you fail the check.

You can choose to Store at a rate of 1/3 your maximum during a long rest instead of taking this check.

 

Feruchemical Brass

This power allows you to store your body’s warmth, allowing you to cool yourself in order to warm your body at a later time.

Whenever you would take fire damage, you may instead siphon away the majority of the heat, granting you fire resistance 20 (excess of this will overwhelm your power, causing you actual damage). This does not protect you from other hazards that fire may cause, however, such as smoke being able to suffocate you (you may hold your breath up to 1 minute + 1 additional minute per constitution modifier bonus) or your clothes and equipment burning away.

Conversely, you may gain a +1 cold resistance per integer you Tap.

You may also gain an extreme tolerance for hot environments by storing, and an extreme tolerance for cold environments by Tapping 1 charge per minute.

You can also choose to Tap your warmth in excess, causing fire damage to any and all objects (or creatures) you touch; you deal 1d4 fire damage when you Tap 4 integers plus an additional 1d4 for every integer you Tap thereafter (you damage your own clothing and items as well).

You can Store up to 5 Feruchemical heat charges per long rest, or 1 per short rest.

Feruchemical Bronze

With this power you can Store wakefulness, allowing you to spend extra time resting in order to rejuvenate yourself at a later time.

You may Tap 2 charges in order to overcome any natural drowsiness you may feel (as if you got a full night’s rest) or to remove 1 level of exhaustion.

Poisons or Invested effects that would put you to sleep can be resisted through Feruchemical bronze; you gain a +3 bonus to resist these effects per integer you Tap.

You can also use this power to immediately fall asleep at any time you want (most likely for Storing purposes).

You can Store up to 2 charges of Feruchemical wakefulness per long rest. Every 4 additional hours you choose to sleep you may Store an additional 1 charge. Unlike with other Feruchemical powers, you cannot Store any other attribute while Storing wakefulness due to the fact that you must sleep to Store Wakefulness.

Feruchemical Copper

This power grants you the ability to Store memories, allowing you to forget something for a time in order to remember it with perfect clarity at a later date.

Feruchemical copper allows you to store up to 10 minutes worth of memory per charge. You can Tap those specific memories to perfectly recall something, such as a long sequence of numbers, someone’s exact appearance, or a beautiful scene you wish to paint.

You may also choose to Store general memories during a long rest; you may store up to 3 charges plus 1 per bonus point of your intelligence modifier per long rest you spend researching a particular topic.

You must have reasonable access to that kind of knowledge in order to store it, such as with a library for knowledge available for the public, or the city archives for knowledge on when certain buildings were constructed and how much they cost.

 These charges are sorted by topic, such as history, arcana (Allomancy), arcana (Feruchemy), politics, or construction.

These general memories may be harnessed when making knowledge checks in a particular topic, granting you a +1 insight bonus per integer Tapped.

Feruchemical Gold

This power allows you to Store health, meaning you can spend time being sickly and weak in order to heal yourself at an accelerated rate at a later time.

You can gain a +1 to Fast Healing per integer Tapped. You may cure blindness or deafness by Tapping 5 integers. You can also gain a +1 bonus on saving throws meant to beat poisons or diseases every odd integer you Tap.

This ability can be used to regenerate lost limbs, though it takes time depending on the injury. You must Tap at least 1 integer per round you wish to be healed to benefit from this effect:

Small appendages (fingers, toes, ears, eyes, etc.) = 5 rounds -1 every extra 2 FH.

Medium appendages (arms, legs, organs, etc.) = 10 rounds -1 every extra 2 FH.

Large appendages (about half your body’s mass) = 20 rounds -1 every 2 FH.

You may store up to 3 charges plus 1 per bonus point of your constitution modifier each long rest, or one quarter of that per short rest.

When Storing over a long or short rest, you must make a DC 10 check, taking a -1 penalty for every bonus point of constitution you choose to Store. Every bonus point of constitution you choose not to Store is instead added to your check.

If you fail this check, you suffer 1 level of exhaustion per 3 points of constitution you chose to Store as you accidentally catch an illness. Additionally, you only gain half the charges you would have Stored when you fail the check.

You can choose to Store at a rate of 1/3 your maximum during a long rest instead of taking this check.

You reduce the amount of HP you can heal each long rest by 2 every point of constitution you Store until you finish Storing health.

Feruchemical Electrum

This power allows you to Store your sense of determination, enabling you to spend time being depressed and unmotivated in order to become determined and energetic later.

You may gain a +1 moral bonus to will saves every integer you Tap.

You can also gain a +1 moral bonus on other saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls on every odd integer you Tap, up to a maximum of +5.

You may store up to 3 charges plus 1 per bonus point of your wisdom modifier each long rest, or one quarter of that per short rest.

When Storing over a long or short rest, you must make a DC 10 check, taking a -1 penalty for every bonus point of wisdom you choose to Store. Every bonus point of wisdom you choose not to Store is instead added to your check.

If you fail this check, you only gain half the charges you would have Stored when you fail the check as your depressive state becomes too much to bear.

You can choose to Store at a rate of 1/3 your maximum during a long rest instead of taking this check.

 

Feruchemical Cadmium

This power allows you to Store your breath, meaning you can spend time needing to hyperventilate to sustain yourself in order to go without taking a breath for extended periods of time.

You may hold your breath for an additional 1 minute per 1 charge you spend (you must Tap a Metalmind once per minute to rejuvenate your air supply).

Tapping breath to avoid needing to breath makes you immune to airborne toxins.

You may store up to 1 charge plus 1 per bonus point of your constitution modifier each long rest, or one quarter of that per short rest.

Feruchemical Bendalloy

This power allows you to Store liquids and nutrients, allowing you to remove food or drink you’ve consumed and siphon it away into a Metalmind.

You may Tap 1 charge to gain a day’s worth of food or drink.

You can Store 1 charge per gallon of water (or other liquid) drunk or 1 days’ worth of rations eaten. You may only eat up to 3 meals and 3 gallons of water plus 1 for each per bonus point to your constitution modifier per long rest.

Feruchemical Duralumin

This power allows you to Store your spiritual Connection to people, places, and objects, allowing you to spend time with a weakened Connection to them in order to enhance it at a later time.

You can choose to Tap Connection to people, granting you a +1 bonus on persuasion or deception checks per integer Tapped, up to a maximum of +10.

You may also choose to divest yourself of Connection to people, making it hard for them to focus on specific details about you, though they will still notice you in a general sense (i.e., guards may not think of you as different from others intruding on their space, but will still stop you if you try to enter the building they protect). Additionally, you gain a +5 to all stealth checks while Storing Connection this way.

You can also Tap Connection to another land, allowing you to speak the language of those born in that land for 10 minutes per charge.

With practice, there are many other things that a Connector Ferring may use their powers for (which practice is symbolized by taking feats).

You may store up to 3 charges plus 1 per bonus point of your charisma modifier each long rest, or one quarter of that per short rest.

When Storing, you must choose how to divide these charges (such as to people, places, or objects you’ve interacted with).

 

Feruchemical Aluminum

This power allows you to store you spiritual Identity, allowing you to lower your spiritual defenses and barriers temporarily.

With this power you may choose to blank your spiritual Identity. This ability is not yet fully understood. However, you do receive a -20 penalty to any will saving throw when blanking you Identity.

Aluminum cannot hold Feruchemical charges, so while you can divest yourself of your spiritual Identity, you cannot Tap it.

Feruchemical Nicrosil

This power allows you to Store your other powers, meaning you can be without them temporarily in order to augment them at a later time.

You can Tap this power in order to temporarily gain the benefits of having extra levels adding to your total Allomantic or Feruchemical potential. You gain an additional level to a particular Allomantic or Feruchemical power every three integers you Tap (3, 8, 15, 24, etc.).

These charges must be stored with a particular power in mind and cannot be used to fuel other powers (i.e. charges stored for Allomantic pewter can’t be Tapped for leveling up Feruchemical steel).

You may Store up to 3 charges per long rest per level of power you have (i.e. if you were a natural Seeker with a Hemalurgic spike that increased your Allomantic Bronze by one level and a spike that granted you Feruchemical tin, you could store 6 charges for your Allomantic bronze and 3 for your Feruchemical tin per long rest).

You cannot Store attributes with a Feruchemical power while you Store the power itself with nicrosil (i.e. if you’re a Brute and a Soulbearer Ferring, you could either store Feruchemical strength points or Feruchemical power points during a long rest, but not both).

Feruchemical Chromium

This power allows you to Store your spiritual Fortune, allowing you to be unlucky temporarily in order to increase your luck at a later time.

You can Tap this power to shift fortune in your favor by granting you an instinctual sense of what to do at just the right time. You gain a +1 Fortune bonus every integer you Tap, which is added to a single dice roll (if you roll multiple dice, such as for an attack, you may Tap for each die separately) for skill checks, saving throws, and attack rolls.

This bonus cannot boost the die’s maximum number beyond its normal limits (i.e., if you gained a +5 Fortune bonus on an attack roll and rolled a natural 18, it would only add 2 to the roll for a total of 20); you change how you respond to the environment by Tapping or Storing, not the environment itself, which limits Fortune’s ability.

Critical failure and critical success (natural 1s and 20s) cannot be affected by this ability. Additionally, if you get a 20 on a roll by using your Fortune, it does not act as a natural twenty (you do still get the bonus of having rolled a larger number, however).

This ability functions differently than most Feruchemical powers; instead of gaining a bonus until the end of the round when Tapped, Feruchemical chromium only provides its benefits for the specific roll you make (though you may Tap for each roll you make in a round).

You may store up to 3 charges plus 1 per bonus point of your charisma modifier each long rest, or one quarter of that per short rest.

When Storing over a long or short rest, you must make a DC 10 check, taking a -1 penalty for every bonus point of charisma you choose to Store. Every bonus point of charisma you choose not to Store is instead added to your check.

If you fail this check, you suffer a -1 penalty for each point of charisma you Stored to a random skill check, saving throw, or attack roll you make (determined by the DM, typically an important one) the following day as you Fortune fails you. Additionally, you only gain half the charges you would have Stored when you fail the check.

You can choose to Store at a rate of 1/3 your maximum during a long rest instead of taking this check.

Hemalurgy: I kind of expect most players to use at least some Hemalurgy in the game, so I decided to build in that a single Hemalurgic spike doesn't create enough problems to have a mechanical penalty (this does seem to be supported by cannon too). Thank you @Shardwatcher01 for the ideas on using exhaustion as part of the Hemalurgic Flaw; I think they turned out well!

I do plan on adding quite a few more types of spikes, as well as more rules to use regarding them, but I think this will do for now. Hemalurgy in particular can be used in campaign specific settings, letting new possibilities be opened for the story and villain powers, motivations, and scenarios.

Spoiler

Hemalurgy

This power differs from Allomancy and Feruchemy; while the other two are genetic in nature, anyone with the proper knowledge and metals can wield Hemalurgy.

At its core, Hemalurgy deals with taking parts of other’s Spiritwebs- their souls- and grafting those pieces onto another entity. You can use this to take Allomantic or Feruchemical powers from others and grant them to yourself or another individual of your choice. You can use this method to gain access to powers you don’t have naturally.

It is also possible to double up on powers, adding a power you already have in addition to your natural abilities (this can also be referred to “leveling up” powers; a natural power with no spikes would equal a level 1 power, a natural power combined with 1 spike would equal a level 2 power, 2 spikes would equal a level 2 power, etc.). For example, a Pewter Allomancer could receive an Allomantic pewter spike, augmenting their natural power.

Each Allomantic power receives different bonuses when leveled up based on what they normally do. These effects are listed with each Allomantic power.

 

Feruchemy becomes more efficient when leveled up; you reduce the cost of Tapping a particular Feruchemical power by 1 point for each category (i.e., if you were to Tap 6 charges of strength to get a +5 strength bonus normally, you only would need to Tap 4 charges when leveling up Feruchemical pewter to get a +5 strength bonus, as it is part of the +2 category). This efficiency cannot reduce the new cost of Tapping below half of its original cost.

It is also possible for Hemalurgy to take things other than Allomancy or Feruchemy from Spiritwebs, such as human strength, senses, or mental acuity, though using these attributes in place of powers is extremely complicated and very difficult to learn.

An example of this would be the existence of Hemalurgic constructs; beings that were once human (or sometimes animal) twisted by the power of Hemalurgy into inhuman creations.

While Hemalurgy can grant great power to those willing to use it, it also comes at a great cost; each spike added to a person wears on their Spiritweb, opening holes that other beings can exploit.

Number of spikes             Penalty associated

1                                    0

2                                  -2

3                                   -4

4*                                -8

5                                  -10

6                                  -16

                                      7 and up                   -2 for each additional spike

Whenever a Hemalurgist makes a Will saving throw, they subtract their penalty from their roll before using the total.

If a Hemalurgist bears 4 or more spikes, they can be controlled by extremely strong Emotional Allomancy or Feruchemical duralumin’s Connection; if you are hit with a direct wave of Emotional Allomancy or are Connected to by a Connector Ferring, you must make a Will saving throw (DC = 5 + level of the Emotional Allomancy + 2 every 3 charges expended if used with Allomantic duralumin OR 5 + 1 for each integer of Connection to humans Tapped). If you fail, you are controlled by the Allomancer or Feruchemist as if under the Dominate Person spell.

You may attempt to make another Will saving throw depending on your intelligence score; you attempt another save once every day if you have an intelligence score of 10 or higher, every hour if you intelligence is 16 or higher, once every minute if 20 or higher, or once every round if 25 or higher.

Additionally, bearing Hemalurgic spikes wearies the spirit and body in more general ways; every 4 hours of activity they perform (traveling, socializing, researching, fighting, etc.), a Hemalurgist feels a greater need to rest than others. They must either take a short rest or make a Fortitude saving throw (DC 10 + their penalty) or suffer 1 level of exhaustion. Every time they make this saving throw successfully, they add their penalty again to their next save (so a Hemalurgist with 2 spikes would need to make a DC 12 Fortitude save after their first 4 hours, then 14 after another 4 if they succeeded the first, then 16 after yet another if they succeeded their second save).

If they fail the saving throw, they gain a level of exhaustion. Taking a short rest does not completely reset the DC or remove levels of exhaustion already accumulated, but it does reduce the next DC by 1 (to a minimum of its base number).

*Bearing more than 3 spikes requires the use of a Linchpin spike, which stabilizes the Spiritweb and coordinates all the spikes. The loss of this Linchpin spike while bearing 4 or more others will always result in immediate death.

Types of Spikes

Hemalurgy is a very versital art; you can change nearly anything about a creature by altering its Spiritweb the right way.

Power Spikes: these are the most common types of spikes sought after. They allow for a person to steal Allomantic or Feruchemical powers, then graft them onto another they choose.

Physical/Mental Attribute Spikes: instead of using the powers provided by the other two Metallic Arts, these spikes tear the innate attributes of a creature (typically a human) from their Spiritweb so that it can be grafted onto a Hemalurgist.

                You gain a bonus to certain attributes or abilities based on the type of metal of the spike.

                Iron: +1 to strength every level.

                Tin: +2 sensitivity bonus to spot and listen checks.

                Zinc: +2 to Will saves.

                Copper: +1 to intelligence.

Compounding: Honestly, this isn't supposed to be used by the players most of the time, but a DM who's doing a one-shot or who wants to see how far things can go can decide to let their players play as a Compounder.

Spoiler

    Compounding

While Allomancy and Feruchemy are both quite formidable on their own, combining the two in a special way unlocks a far greater potential.

When an individual has a natural Allomantic and Feruchemical power that shares the same metal (Hemalurgic spikes are excluded from this in the majority of cases), the Metalborn can Burn a Metalmind they’ve previously filled with a Feruchemical attribute. This allows them to draw Feruchemical charges when Burning the Metalmind instead of Allomantic ones, which can also be stored in another Metalmind for later use.

This process is done at a rate of Burning 1 Allomantic charge per minute in exchange for 2 Feruchemical charges plus 1 per level of your Allomancy (Hemalurgic spikes do not contribute to this extra level unless otherwise specified). This means that a level 1 Allomancer burning 60 of their Stored Feruchemical charges over the course of an hour (destroying the Metalmind and the original charges in the process) they would gain a total of 120 Feruchemical charges (240 charges for a whole long rest, or 60 for a short rest).

You can also choose to Burn your metals faster; you may choose to Burn your metals to gain 1/3 the number of Feruchemical charges per Allomantic charge, but getting 1 charge per round instead of each minute.

You must take this feat to be capable of Compounding: Compounder; you have two powers that share a metal. Much like the Lord Ruler of the Final Empire, you can use this to empower your Feruchemy tenfold. You gain the ability to Compound with any Allomantic and Feruchemical powers that share a metal. This does not count for Hemalurgic spikes due to the conflicting spiritual Identity between you and the spike.

DM’s note: it is not recommended that you allow players to access Compounding in most cases. It is not designed to be balanced for gameplay, so reserving it for villains, NPCs, or one-shots is where it would probably shine best.

Allomantic Feats: These are mostly meant to represent an Allomancer using their powers and gaining greater skill and control over them, beginning to use them in more versatile and powerful ways.

Spoiler

Feats

In addition to having powers, you can also learn to use those powers in new and exciting ways. This knowledge and skill is represented by feats, showing that your character has honed their powers in ways that not every Allomancer or Feruchemist has.

Allomantic Feats

Trace Metal Metabolism: You gain the ability to reliably use trace metals in your system to fuel your Allomancy or Feruchemy: you gain 2 free Allomantic charges that can be used for any Allomantic power or the ability to store up to 5 charges of any Feruchemical power.

Expended Allomantic charges are replenished after three days provided that the character has consumed food or water that has traces of metal in it (which is any food or water that is not specially purified).

These charges cannot be affected by Allomantic chromium, duralumin, nicrosil, or aluminum.

Advanced Flaring; most Allomancer’s cannot Flare their metals for long, meaning they must work in bursts. Those that crack the technique to maintain their Flaring gain a noticeable edge over their peers. You gain the ability to Flare as many times as you want per turn.

 Additionally, each time you Flare your metals after the first (each metal is counted separately) you only need to expend 2 additional charges per action.

Pewter: Pewter Flesh; as a Pewterarm, your flesh, skin, and bones toughen, increasing your resistance to injury. You gain damage resistance equal to half the bonus (rounded down) of your Allomantic pewter’s constitution. For example, a Pewteram with 1 level would have a +2 constitution bonus when burning normally, and would therefore have a DR of 1. If they Flared and got a +4 to constitution, they would instead receive a DR of 2.

Feruchemical Quirk; due to Allomantic Pewter’s many attribute enhancements, it’s possible for a Pewterarm to learn to store this excess in a Metalmind if they are also a Feruchemist. You gain the ability to Store extra strength in Pewterminds, dexterity in Steelminds, and health in Goldminds. You must be a Feruchemist in the relevant power to do this. You may Store with these heightened attribute scores as if they were your normal ones (your base enhancement, so no Flaring).

You must expend 10 Allomantic pewter charges per long rest to Store these extra charges.

Allomantic Pewterminds; though the powers of Allomantic pewter and Feruchemical pewter are different, they are similar. With enough practice, a Metalborn with both of these powers may learn to use them more synergistically. You gain the ability to siphon off some of your Allomantic pewter’s strength into a Pewtermind when you take a long rest. You can Store a number of special Allomantic strength charges in a Pewtermind equal to the strength bonus you get from Burning pewter plus 1 per your level of Allomantic pewter (for example, a Metalborn with two levels of Allomantic pewter could Store 3 charges for their strength enhancement plus 2 for their level for a total of 5 per long rest).

When Tapped, these charges grant you an enhancement bonus to strength rather than a muscle bonus; you suffer no penalty to dexterity when Tapping these points. Additionally, you have no maximum limit to the number of charges you may Tap at once.

When Tapping these special charges, you must Tap an additional number of integers equal to the strength bonus provided by Burning your Allomantic pewter to gain any effect (for example, if a Metalborn with this feat were to Burn pewter and gain a +2 to their strength, they would need to Tap 3 integers to gain an additional +1 bonus to their strength, 4 integers to gain an additional +2, etc.)

You cannot Store with this feat while Storing with your Allomantic pewter via the Feruchemical Quirk feat.

You must expend 10 Allomantic pewter charges per long rest to Store Allomantic strength charges.

Pewter Dragging; as masters of physical power, many Pewterarms are able to stave off exhaustion. While burning pewter (at least a low Burn) you may act as if you had three levels lower of exhaustion. These levels do not disappear however; as soon as you stop Burning, they return in full effect.

Tin: Sensitive Aim; you’ve learned to harness your exceptional senses to aid in aiming weapons. You gain the ability to add half of your sensitivity bonus to your attack rolls that use ranged weapons (maximum bonus of +10).

Body Language; by studying the body language of people, you’ve learned how to pick up various pieces of information about them. You gain the ability to use your sensitivity bonus when making sense motive checks.

Iron: Ironsight; while all Coinshots and Lurchers can see Iron or Steel lines, only some have learned to use them so effectively as to count as another set of eyes. You gain the ability to use your Allomantic sight to outline the world so finely that you can effectively see even without light. Additionally, you cannot be blinded while you are burning iron (technically, your actual eyes can, but you can still see with your Allomancy).

Iron Shield; Lurchers are often used as bodyguards, and for good reason. You gain the ability to reflexively draw metal projectiles and weapons toward yourself, deflecting them from nearby allies. You and any allies within your range gain a deflection bonus to their AC equal to 1/10 of your PF (you must factor in how close they are to you as well, so an ally 10 feet from you would require you to have a PF of at least 12 for them to gain a +1 AC). This bonus does not include non-metallic or aluminum weapons or projectiles.

In order to prevent yourself from taking damage, you must direct the projectiles toward an armored portion of your body. You gain a damage resistance bonus based on the type of armor (DR 5 for padded, 10 for metal, 15 for a specially crafted Lurcher armor).

Curved Shot; while a Coinshot may be able to add force to their gunshots, you have learned to gain greater accuracy. You gain the ability to curve your bullet’s trajectory while Burning Iron, granting you an additional +1 to your attack roll equal to 1/10 of your PF.

                Additionally, you can hit targets with cover as if they had half cover less (i.e. if a target had full cover behind a wall, you could attack them as if they had half cover. In an enemy had 2/3 cover, you could attack them as if they had 1/3 cover).

This ability does not function on aluminum or non-metallic projectiles.

Steel: Steelsight; while all Coinshots and Lurchers can see Iron or Steel lines, only some have learned to use them so effectively as to count as another set of eyes. You gain the ability to use your Allomantic sight to outline the world so finely that you can effectively see even without light. Additionally, you cannot be blinded while you are burning steel (technically, your actual eyes can, but you can still see with your Allomancy).

Steelbubble; with a careful touch, you’ve gained the ability to nudge metal projectiles and weapons away from you. You gain a deflection bonus to your AC equal to 1/10 of your PF.

This bonus does not include non-metallic or aluminum weapons or projectiles.

Pushed Bullets; guns are a common possession for combatants nowadays, and most would think that this makes Coinshots’ powers less effective. The Coinshots disagree. You gain the ability to Push on your bullets when firing a gun to give them more force. You can deal an additional 2 points of damage with you gun and add 10 feet to its range every 5 PF you have, to a maximum of an extra 10 damage and 50 feet of range.

                This ability does not function on aluminum or non-metallic projectiles.

Zinc: Blanket Rioting; instead of focusing on a strong manipulation of emotions, you can try to passively nudge other’s feelings in a certain direction. You gain the ability to use up to half your normal power’s effect on moral bonuses/penalties or general social manipulation when on a low Burn.

                You increase the DC for detecting your use of Allomancy (both from Allomantic bronze and regular insight checks) by 5 while using this ability.

Forgetful Mindset; when having their emotions pushed on, people have a tendency to forget the details. You gain the ability to attempt to gaslight a person into forgetting what happened immediately before. By expending 2 charges, you can make a bluff check to attempt to refocus your target’s attention elsewhere. They must succeed on a will save (DC = 10 + your charisma modifier). If they fail, they immediately forget whatever specific detail happened within 1 minute of the past.

Congruent Manipulation; although most Soothers and Rioters tend to fly solo, those who work together learn to affect people’s emotions even more potently. You gain the ability to add your levels in Allomantic zinc and/or brass to another Soother or Rioter who also has this feat to determine the total levels of effect you receive (i.e., if a level 2 Rioter and a level 3 Soother both had this feat and worked together, they would have a combined level of 5 for determining the strength of their Emotional Allomancy).

                If you use this feat with another Emotional Allomancer to help take over a Hemalurgic construct, you both share control of the construct. If one of you wishes to influence it in a way the other does not, you must make contesting charisma checks to see who controls the construct for that round. If the construct chooses to follow one Allomancer’s orders and not the other’s, you add any Will save bonuses from the construct to the charisma check of the Allomancer the construct wishes to obey.

Brass: Blanket Soothing; instead of focusing on a strong manipulation of emotions, you can try to passively nudge other’s feelings in a certain direction. You gain the ability to use up to half your normal power’s effect on moral bonuses/penalties or general social manipulation when on a low Burn.

                You increase the DC for detecting your use of Allomancy (both from Allomantic bronze and regular insight checks) by 5 while using this ability.

Forgetful Mindset; people tend to forget things when you Soothe away their troubles. You gain the ability to attempt to gaslight a person into forgetting what happened immediately before. By expending 2 charges, you can make a bluff check to attempt to refocus your target’s attention elsewhere. They must succeed on a will save (DC = 10 + your charisma modifier). If they fail, they immediately forget whatever specific detail happened within 1 minute of the past.

Congruent Manipulation; although most Soothers and Rioters tend to fly solo, those who work together learn to affect people’s emotions even more potently. You gain the ability to add your levels in Allomantic zinc and/or brass to another Soother or Rioter who also has this feat to determine the total levels of effect you receive (i.e., if a level 2 Rioter and a level 3 Soother both had this feat and worked together, they would have a combined level of 5 for determining the strength of their Emotional Allomancy).

                If you use this feat with another Emotional Allomancer to help take over a Hemalurgic construct, you both share control of the construct. If one of you wishes to influence it in a way the other does not, you must make contesting charisma checks to see who controls the construct for that round. If the construct chooses to follow one Allomancer’s orders and not the other’s, you add any Will save bonuses from the construct to the charisma check of the Allomancer the construct wishes to obey.

Bronze: Finer Listening; a Seeker can learn to pick up on signs and information transmitted via the pulses only they can listen to, and the most skilled learn to read even the most minute oscillations found within. You gain the ability to sense more than before, allowing you to sense the Tapping of Feruchemy at a DC 25, and if Storing at a DC of 30.

Additionally, you can sense when a Hemalurgist is actively charging a Hemalurgic spike (stealing powers or attributes from someone else) at a DC of 20 for 1 round.

You can also sense how many charges an Allomancer or Feruchemist has when they use their abilities.

Bronze Code; while most Allomancy feels more or less the same to a Seeker, a few have gotten the idea that you could turn such an ability into a language of sorts, one only they could understand. You gain the ability to speak in Bronze Code, a language that uses Allomantic pulses to communicate ideas rather than words. You can understand others who know this code as if they were talking to you, though only Seekers actively using their powers can actually interpret it (other Allomancers can learn it, but they are “deaf”, so to speak).

                You can teach another Allomancer the Bronze Code by having them expend 2 skill points as if they were learning a new language. You can’t innately understand another Seeker’s unique Bronze Code, but you can understand that they have a code and are trying to communicate to someone due to their Pulse’s complexity.

                To “speak” this code, you must use at least a low Burn with your Allomancy.

                When using this code to communicate with other Allomancers, you do not need to roll to determine whether you can hear them or not. Treat your ability to hear and understand them as if you made a 10 on your roll.

Passive Seeking; normally, a Seeker must Burn their metals more proactively to detect the use of powers, but many Bronze Mistings learn to sustain these effects for longer in order to catch other Metalborn at any time. You gain the ability to use your Seeking at a low Burn, though you suffer a -5 penalty to rolls made to focus your attention and detect nearby powers in use.

                Additionally, you can only use this ability to know when a power is in use and where it’s coming from. Any other information you wish to gain must be used with a normal Burn or a Flaring.

Copper: Focused Cloud; a Copper Misting with enough skill can learn to focus their Coppercloud into a smaller area (5 foot diameter, effecting only themselves), trading their ability to Smoke other Metalborn’s powers to better secure their own powers. You add an additional +4 to resist Emotional Allomancy and to resist Bronzesense while using this feat, though your power no longer effects other’s powers.

Gold: Golden Eyes; although most jeer at an Auger for their abilities, a few such Mistings learn to use their powers to gain an extra set of eyes, giving them a unique advantage, which few know of. You gain the ability to see from the eyes of your Gold Shadow while Burning gold. This allows you to see around corners, through (unlocked) doors, and gives you a +2 bonus to hit with your roll when making an attack.

Alternate Self; some Augers become so entrenched in their Gold Shadow’s alternate life that they begin to take on certain personality traits and skills of that hypothetical self. You gain the ability to gain up to a +5 competence bonus in up to four skills of your choice while sustaining a low Burn with your gold Allomancy.

These bonuses cannot make your skills exceed the maximum number of skill ranks you can have for your level.

Electrum: Split Future; when an Oracle Misting sees a possible future where multiple possibilities are as likely as one another, their Electrum Shadow splits, causing them to need to choose one or the other. With practice, you can learn to better choose which one is most advantageous. You gain the ability to reduce the penalty of using your Electrum Shadow when it splits by 1 per Shadow you have (so if you had 3 Shadows after being attacked twice, you’d reduce the penalty to your Electrum Shadow bonus by 3).

Wise Direction; by honing your skill with tracking and following your Electrum Shadows, you’ve learned to better utilize your instincts. You may add half of your wisdom modifier (rounded down) to your Electrum Shadow bonus.

Cadmium: Pulsing; it’s always disorienting to pass through the wall of a Slownessbubble. It’s so advantageous that some Pulsers learned to make use of this ability. You gain the ability to flicker on your Slownessbubble and disorient those at the edges of your bubble. All of those within your range (including your allies, but excluding yourself) must make a Fortitude save against the DC of your bubble or become stunned for 1d4 (plus 1 per level of power) rounds.

Using this ability counts as a use of your Cadmium Allomancy; you must wait a full round before you can use your Cadmium Allomancy again.

Temporal Shield; by momentarily raising a Slownessbubble, you’ve learned to deflect incoming attacks. You gain the ability to briefly flick on your Slownessbubble when you see a ranged attack that targets you or an ally in your range. You or your ally gains a +5 deflection bonus to your AC or a +5 bonus to a reflex saving throw to help avoid that attack.

Using this ability counts as a use of your Cadmium Allomancy; you must wait a full round before you can use your Cadmium Allomancy again.

This ability does not function on projectiles made from aluminum.

Bendalloy: Focused Time; by momentarily flicking on and focusing your Speedbubble, you can mimic some of the abilities of a Steelrunner. You gain the ability to Burn 2 of your Allomantic Bendalloy charges and gain an additional 1 partial action, +1 speed bonus to AC, and 5 extra movement speed as if you were under the effects of Feruchemical steel.

Using this ability counts as a use of your Bendalloy Allomancy; you must wait a full round before you can use your Bendalloy Allomancy again (though you may instead choose to sustain this power).

Advanced Rest; by creating a Speedbubble, you can allow your allies to rest over a shorter period of time. You gain the ability to half the length of your allies long or short rest. You can also benefit from this feature, but only from a short rest as you must maintain consciousness to sustain the Speedbubble.

You must expend 10 Allomantic Bendalloy charges to do this.

Duralumin: There are no known feats for Allomantic duralumin that are yet known.

Aluminum: There are no known feats for Allomantic aluminum that are yet known.

Nicrosil: There are no known feats for Allomantic nicrosil that are yet known.

Chromium: Life Leeching; Normally, a Leecher’s abilities only affect Allomantic metals and Feruchemical charges. However, with some training a Leecher can become far more dangerous. You gain the ability to disrupt the very Spark of Life in the targets of your Leeching. When you make a successful Leeching against an opponent, they must make a Will saving throw to resist taking a level of exhaustion (DC = 10 + 2 per level of your Allomantic chromium + 1 per level of Allomantic chromium when Flaring OR 10 + 2 per level of your Allomantic chromium + 1 every 3 charges expended when you Leech in conjunction with Allomantic duralumin).

Feruchemical Feats: Similar to Allomantic Feats, but for Feruchemy.

Spoiler

Feruchemical Feats

Bit by Bit: Feruchemists typically store attributes in large quantities all at once, but some figured out a new strategy by training themselves to operate normally while skimming off a little from the top of their attributes. You gain the ability to store small fractions of your attributes in you Metalminds constantly, giving your ½ of your safe Feruchemical charge every 8 hours (minimum of 1 per day). These are on top of what you normally get from your long or short rests.

                If your specific Feruchemical power does not have a safe storage number, you may instead Store ¼ of your highest possible Storage number every 8 hours.

Pewter: Herculean Physique; many Brutes have trouble wielding their impressive bulk, letting it limit their movement and get in the way. Not so for some. You gain the ability to act as if you were one size category larger for all beneficial purposes (carrying capacity, weapon size, reach, grappling) when Tapping to get at least a +5 strength bonus. Additionally, you reduce the dexterity penalty for increasing your muscle mass by 2 (to a minimum of 0).

Fiddler Crab; typically, a pewter Ferring must distribute their stored muscle mass equally across their body, but with a little training this becomes more of an optional state. You gain the ability to unevenly distribute you muscle mass, granting several new options to Tapping strength. You can Tap 2 charges to gain a +5 to climb checks, swim checks, and jump checks for one minute. Additionally, you can Tap 1 charge to increase your movement speed by 5 feet for the round, or you may Tap 2 charges to increase it by 10 feet.

Bodybuilder’s Edge; by deliberately making yourself weaker while exercising, you are able to increase the ease at which you build muscle. You gain an additional 1 point strength to your base ability score every 4 character levels you have (these are in addition to your normal ability score increases). You gain an additional 1 point of strength every additional 4 character levels you gain.

Tin: Painless; there are a number of sense capable of being stored, though most Windwhisperer Ferrings only think of the traditional five. You gain the ability to store pain, granting you a +4 bonus to resist being stunned, sickened, or shaken. Additionally, you gain Damage Resistance 1 while storing pain (you reduce the damage delt to you from any source by 1 point before subtracting it from your current HP).

Proprioceptive; some Tin Ferrings have learned that it is possible to Store and Tap the ability to feel their own body and its intricate movements. You gain the ability to store balance and kinesthesia as another sense type, allowing you to gain a +1 sensitivity bonus to dexterity at every odd integer, to a maximum of +5.

Allomantic Tinminds; the power to store senses is quite versatile. With practice, a Metalborn with both Allomantic bronze and Feruchemical tin may Store their Bronzesense to increase its effect temporarily at a later date. You gain the ability to Store your Bronzesense in a Tinmind, allowing you to Tap it later. You gain +1 level to your Allomantic Bronze for every 3 integers of stored Bronzesense you Tap.

You can Store up to 3 charges of Bronzesense in a Tinmind per long rest. You must expend 10 Allomantic Bronze charges per long rest to Store these extra charges.

Iron:

Steel: Quickened Metals; as a natural extension of Feruchemical steel’s enhanced speed, you can increase the speed at which you burn metals, making them more powerful in the process. You gain the ability to temporarily increase the level of one of your Allomantic powers by Tapping your Feruchemical steel. You gain +1 level to all Allomantic powers you Burn for one round for every 3 integers you Tap (this effect is separate from Feruchemical steel’s normal abilities; if you want to benefit from both sets of affects, you must Tap for each separately).

Additionally, each level you increase a power, you must burn an additional 3 Allomantic charges per round you Burn that metal to benefit from the level increase.

Instinctual Celerity; although Tapping physical speed is a powerful tool, it requires a conscious decision to begin doing so. Some, however, have trained themselves to Tap reflexively whenever danger arises. You gain the ability to Tap 10 charges of physical speed to no longer be counted as flat footed when surprised during an ambush.

                Additionally, you may add a +1 speed bonus to your initiative every odd integer you Tap (max +5) when initiative is rolled at the beginning of each round.

Offensive Speed; Steelrunners have extremely potent abilities at their disposal, though they must train rigorously to get the greatest effect from it. You may gain a +1 to your attack rolls per additional 1 Feruchemical physical speed charge you Tap.

                You may only Tap to gain an attack bonus equal to the AC bonus you receive when Tapping Feruchemical steel.

Zinc: Mental Designation; While all Sparker Ferrings can plan more quickly and effectively, there are special techniques some learn to construct mental maps of the situation, making them even more effective and versatile. You gain the ability to Tap 3 charges of mental speed to designate up to 2 opponents you can see or otherwise clearly sense. You gain a +1 dodge bonus to your AC when those designated by this ability make attacks against you until the beginning of the next round.

                You may designate 1 additional opponent as the target of this ability every additional 2 charges of mental speed you Tap.

                If you choose to double the number of charges you Tap, you increase the dodge bonus to +2.

No Brainer; while Storing mental speed seems dangerous at times, some things don’t require enough thought to hamper you. You gain the ability to Store a portion of your mental speed whenever performing a task that you know by wrote without suffering a penalty.

                You must have 10 or more ranks in a skill to not have a penalty to performing that task while Storing (or you must have the Skill Mastery feat).

                You cannot benefit from the Bit by Bit feat for Storing extra mental speed charges while using this feat.

Brass: Selective Warmth; through practice, you’ve learned to only heat specific parts of your body, such as the palms of your hands. You gain the ability to prevent the danger of igniting your own clothes and equipment while Tapping warmth in excess to deal damage to an opponent.

                Additionally, you only need to Tap 2 integers to begin dealing fire damage to your opponents. You deal an additional 1d4 fire damage for each additional integer you Tap thereafter as normal.

Radiant Heating; you’ve learned to radiate heat in an area as opposed to only your own body by practicing with your self-perception. You gain the ability to deal damage to those near you instead of just those touching you; you deal 1d4 fire damage in a 5 foot aura from yourself every 4 integers you Tap. The damage and range increases as you Tap (so Tapping 12 integers would deal 3d4 fire damage to those within 5 feet of you, 2d4 to those within 10 feet, and 1d4 to those within 15 feet of you).

                You may also more gently radiate heat from yourself to warm you companions; you may Tap 2 charges to reduce cold damage that would affect those within 5 feet of you. As with dealing damage, this ability allows you to increase Tapping in order to gain greater range and effect.

Bronze: Dreamwalking; while you typically can Store the effects of a good night’s rest, with practice you can choose to instead Store the effects of your dreaming self, allowing you to have vivid daydreams while awake. You gain the ability to Store dream charges instead of wakefulness charges, which are Stored at the same rate and in the same fashion. However, instead of using them to remove levels of exhaustion, you Tap them to enter a state of mind where you experience vivid, lucid dreams.

                These dreams have little mechanical value, but they have the ability to let a player’s character more clearly see what’s on their mind, face their fears (in nightmare form), or to Store these strange daydreams as memories in Copperminds (if they have access to Feruchemical copper).

Copper: Mnemonic Training; your natural memory becomes finely honed, allowing you to recycle Tapped memories for later. Whenever you Tap memories from copper, you may return them after use, regaining a number of charges equal to two integers less than the original (you do not gain new knowledge from this. However, you can still use the information you had in a new way).

Empty Mind; with so many thoughts jumbled in one’s head, it can be difficult to get anything productive done. You gain the ability to temporarily (or permanently, if you choose) empty your mind of distracting thoughts and memories, making it easier to concentrate on the task at hand.

                You gain a +2 concentration bonus to all skill checks and attack rolls. This ability stacks with your normal Tapping of knowledge.

Battlemind; though most Archivist Ferrings prefer dull books and musty tomes, you prefer to whiteness- and participate in- action-packed battles to fill your Copperminds. You gain the ability to Store the memory of when someone else (friend or foe) performs an attack, maneuver, or use of powers in combat (each memory counts for 1/10 of a Feruchemical copper charge).

You can later Tap that memory to gain a +2 insight bonus to either AC when avoiding such an attack by that same person or a +2 to your attack bonus when using the same weapon or power in the same way.

You may use this ability a number of times per round up to half of your intelligence modifier.

Gold: Die-hard; some Bloodmakers are so attuned to their power that their body can learn to Tap health even when they are near death. You gain the ability to Tap health even when below 1 HP and unconscious, though you may only gain Fast Healing 1 with this ability.

Bloodmaker’s Grit; after having received so much pain and physical punishment, a Bloodmaker becomes extremely tolerant towards pain and knows their body’s limits far better than any normal (or sane) person. You gain an additional 1 hp per character level, and an additional 1 hp every time you level up.

Electrum: Gone Berserk: some Pinnacle Ferrings give in to their excitement and determination so much that not even terrible odds or life-threatening injuries can hold them back. You may gain 1 temporary hit point every integer you Tap (maximum of 5 temporary HP).

                You must Tap at least one integer per round to maintain this ability. As soon as you stop maintaining this ability, you must make a Fortitude Save or suffer 2 levels of exhaustion (DC = 10 + 1 every round you maintained this power).

Determined Energy; Pinnacle Ferrings all have the potential to push themselves to their limits, but some learn to do more than the standard amount. You gain the ability to shrug off levels of exhaustion; you may ignore 1 level of exhaustion every 3 integers you Tap (Maximum of 3).

                As soon as you cease to maintain this Tapping, you immediately resume the effects of the ignored exhaustion.

Cadmium: Exotic Breath; while most people don’t deliberately inhale toxic gases, some Gasper Ferrings get a real kick out of it. You gain the ability to store other gases you inhale, such as cigar smoke or chloroform fumes. 1 minute of breathing such gas equals 1 charge of that type air. You may later Tap such gases to exhale them into the face of you opponents within 5 feet of you, pushing their effect onto them or creating a smokescreen.

                1 cigar = 2 charges.

                1 bottle of chloroform = 2 charges.

                You may also choose to Tap these charges in excess (25 charges), allowing you to make a burst of smoke or fumes that surround you in a 20 foot radius.

Oxygenated Muscles; by oversaturating your body with oxygen, you can increase your physical performance. You gain the ability to push your body a little further beyond its normal limits.

                You may gain a +1 bonus to your strength, dexterity, and constitution by Tapping 3 breath charges, or +2 by Tapping 5 integers.

                These bonuses last 1 minute.

Bendalloy: Metallic Reserves; as your body becomes more familiar with storing that which you can metabolize, you can learn to Store metals you can burn in your Metalminds. You gain the ability to convert your Allomantic charges into Feruchemical Bendalloy charges. These Feruchemical charges can be Tapped later to easily be converted back into Burnable metals.

Only metals that you can Allomantically Burn can be affected by this feat.

Sugar Rush; having a sweet tooth comes in handy at times. You gain the ability to Tap energy charges in order to increase your mental state. You gain a +1 moral bonus to Will Saves every integer you Tap (max of +5).

These benefits last for 10 minutes. Afterward, you crash, causing you to take 2 levels of exhaustion unless you can succeed at a DC 15 Fortitude Save.

Duralumin: Ideal Connection; you gain the ability to Connect to specific ideals, primarily reflecting in your mindset and actions. You may Store and Tap Ideal charges. When Tapped, you may change your alignment by one category (for instance, you could change from being lawful neutral to lawful evil or true neutral).

Temporal Connection; you gain the ability to Connect to specific times, manifesting as the ability to interfere with other forms of temporal manipulation. You may prevent others from using the Spiritual Realm to track what you did in the past (such as from Atium’s effects).

Material Connection; you gain the ability to Connect to specific items, granting you greater competency when wielding them. You may Store and Tap item charges. You gain a +1 competency bonus every integer you Tap when using a specific tool (maximum cannot exceed the number of ranks you possess in the skill for using that item by more than 4).

These charges must be Stored with a specific item within your possession.

Aluminum: Compounder’s hack; while Feruchemical aluminum isn’t generally considered a powerful ability on its own, a few rare individuals have discovered a particularly valuable hack for it. You gain the ability to Compound with any powers you have obtained via Hemalurgic spikes by ignoring the Identity contamination.

                You still need to take the Compounder feat to use Compounding.

DMs note: Compounding is always a powerful ability, often game breaking. Please consider the drawbacks this may come with carefully before allowing your players to have access to it.

Identity Hack; a Feruchemist cannot use another Feruchemist’s Metalminds. That’s how it’s supposed to work at least. You gain the ability to create Blanked Metalminds while Storing attributes with any Feruchemical power you have while you are also Blanking your Identity. These Blanked Metalminds can be Tapped by any Feruchemist with the relevant power (i.e. if you Stored 20 points of strength in a Pewtermind, your friend who also has access to Feruchemical pewter could Tap it).

If you choose to Store Identity Blanked charges in a Metalmind that has another Feruchemist’s Identity attached to it (if they’ve Stored at least 1 charge of their own power in it) then the charges automatically gain the Identity of the Metalmind’s other charges (which can include your own).

Nicrosil: Soul Stores; typically, a Soulbearer Feruchemist can only Store or Tap Allomantic or Feruchemical powers they possess, but a few have learned to directly affect their core spiritual essence in addition. You gain the ability to store a portion of your Spark of Life, the Investiture that all living beings possess. You Store 2 Spark charges when you do this per long rest.

                You gain a +1 to resist Invested affects (such as having Metalmind implants being Pushed or Pulled or resisting Emotional Allomancy) every 2 integers you Tap.

Investiture Hack; a Feruchemist who bears both the powers of a Trueself Ferring and a Soulbearer may discover that they can carry their power over to others. You gain the ability to use this feat in conjunction with the Identity Hack feat to create Unsealed Metalminds.

                Any powers you Store in this Unsealed Metalmind can be used by anybody with the knowledge of what it is, regardless of any other powers (or lack thereof) they have.

                These powers are Tapped at a rate of 1 charge per round to gain 1 level of the relevant power. You can Tap one of these Metalminds at a higher rater to get higher levels, but to do so you must Tap them as if it were regular Nicrosilmind (the cost jumps from 1 to 8 to 15 etc.).

                You can only Store up to 3 separate powers in an Unsealed Metalmind no matter how many powers you possess.

Chromium: Contagious Fortune; while a Spinner Ferring cannot directly affect the Fortune of others, they can learn how to better another’s situation by meddling in it. You gain the ability to Tap your Fortune and add half your normal Fortune bonus to an ally’s roll (this overrides your own benefit from the Fortune for this particular Tapping).

You must be standing at least 5 feet from your target ally to be able to use this feat.

Pushing Fate; you’ve learned to fudge Fate’s plan for you even further. You may add up to 2 more Fortune bonus points over a d20’s maximum limit.

                For example, a Spinner Ferring Tapped 6 integers and got a +6 Fortune bonus to their roll. If they were to roll an 18 without this feat, the Spinner’s total roll would be 20 plus any relevant modifiers. However, a Spinner with this feat would have a total roll of 22 plus any relevant modifiers.

                Fortuitous Positioning; by utilizing Fortune, you can know when and where you need to be, though not why. You gain the ability to Tap Fortune to know where you need to go in order to reach you next goal. You must Tap at least 5 integers to use this ability. You gain +2 to your roll every integer you Tap. You cannot- through any means- Tap more than 50 integers.

                You roll a d100 to see how close you are to your relevant destination.

                1-50: nothing. You don’t have enough Fortune to reach your desired destination.

                51-70: a few miles off. You’re close to your destination, but you’re off by a few miles.

                71-85: a few hundred feet off. You’re almost to where you need to be, such as being in the right neighborhood, but not the right household.

                86-95: a couple dozen feet off. Quite close now, you’re close enough that you might be in the right house or neighboring house, but not in the correct room.

                96-100: right on target. You’re at your destination to receive your next clue or step in your quest, though you don’t inherently know why you’re there.

Hemalurgic Feats: A bit different from the Allomantic or Feruchemical Feats, these Feats focus on the actual bear of and potentially creation of Hemalurgic spikes. I don't have nearly as much here right now, but in future drafts there will certainly be more.

Spoiler

Hemalurgic Feats

Unlike the Allomantic and Feruchemical Feats, Hemalurgic feats aren’t centered around specific powers, but around the use of Hemalurgy itself.

Inured to Ruin; after wielding Hemalurgic spikes for long enough and coming to know them, your Spiritweb comes to accept them as a necessity, reducing the burden they place on you. You reduce the penalty you receive from your Hemalurgic spikes by 1 per spike you bear (each spike except for the first one you bear increases your penalty by at least 1).

Stapled Lifeforce; all Hemalurgic spikes contain a small portion of someone’s life-force in them. This life-force twists your body in ways that let you survive injuries you normally shouldn’t have been able to. You gain an additional 3 HP to your HP maximum per Hemalurgic spike you bear.

                You also gain an additional 1 HP every additional level a Hemalurgic spike you bear has past level 1 (i.e. a Hemalurgic spike with 3 levels would give you 5 additional HP).

Anyway, this is what I've come up with as of right now.

I plan on adding more details later, such as rules for God metals, Malwish medallions, impure metals, and more mundane things like classes (meant to actually work in this setting), general non-Metallic Art based Feats, and equipment to be used in the setting.

I'd also love to make another thread at some point where I post actual campaign notes/ideas to use in a real game, but it may take a bit for that. Thanks so much for reading my post, I had a lot of fun with it!

Edited by Trusk'our
  • 2 weeks later...
Posted

That is really cool and in-depth so far so interested to see where this project goes next!! Maybe even a full world hopping cosmere game?... Hehe anyway great work my specialty is really just writing, world design and rudimentary home brewing if u need any help! (I'm still in school so I may not be super helpful on the home brewing rules side 😅😅)

Posted
6 hours ago, JanalinAladar said:

That is really cool and in-depth so far so interested to see where this project goes next!! Maybe even a full world hopping cosmere game?

Thanks so much! I'm glad that you like it thus far :D

And a do have some plans for Cosmere-wide shenanigans too. I've actually got some ideas for Elantrians/AonDor (that one's goanna be broken in some way no matter how you mess with it :P), Awakening, and Surgebinding that I'll polish up and post at some point.

However, I think I should first finish up with all the details of the Mistborn side of things, as those can help lay ground rules for the rest of the Cosmere stuff.

6 hours ago, JanalinAladar said:

Hehe anyway great work my specialty is really just writing, world design and rudimentary home brewing if u need any help! (I'm still in school so I may not be super helpful on the home brewing rules side 😅😅)

Thanks! I'm mostly looking for critique or ideas for how certain game mechanics could work at the moment, but I'll keep you in mind for editing and such!

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