EdroGrimshell
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Except, because it's so soft and malleable, gold leaf and thin sheets would be easy to rip and end up spotty, letting water into the thing it's coating, to prevent that you'd need to make it a bit thicker. And with the constant ashfalls and crashing waves, you'd need to make them thick enough to resist those elements, not to mention peeling off barnacles from a ship's hull causing the gold to warp or rip in some way, possible even tearing up.
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It's also heavy as damnation so that's not good for ships or roofs. Even a thin layer would add a good bit of excess weight. They used copper for that in Luthadel as I remember it personally, and, while it tarnishes, it won't decay/corrode quickly like wood or iron wood, making it more than adequate even for the higher echelons of the city.
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And now, Allomancy! Stretch Reserves: The user's reserves of metal burn more slowly, but also hotter, causing the user to use less metal for the same boost. However, this affects all burning metals, and burning more metals drains this metal more quickly, and flaring metals accelerates this drain even further. Mistings are called ___ Gnats. Lock Reserves: The user's other metal reserves are forcefully locked down, compressed to make them difficult to draw on. Even getting a low burn on metals affected by this metal. This does, however, counter the effects of Duralumin, Nicrosil, Aluminum, and Chromium, causing them to drain the metals as if at a low burn. Grant Reserves: The user may grant allomantic power to another allomancer, expanding their existing reserves of metal while touching them, even if they don't possess any metal reserves at the time. Alternatively, the user may sharpen the quality of the target's reserves, allowing them to burn hotter and flare higher. Mistings are called Batteries*. Hinder Reserves: The user may hinder an allomancer's ability to draw on their reserves, causing the burn to lessen and become less powerful the longer the user is in contact with the target. At its strongest, the user can lock another allomancer's reserves, making it so they cannot use them until this metal burns off. Mistings are called ___. Mental Enhancement: Burning this metal grants the user increased mental speed, emotional stability, and intuition. This bolsters the user against emotional allomancy, allows them to process information much faster than normal, and get accurate "gut" readings on situations. Mistings are called ___. Metal Sight: Unlike the metal sense granted by steel and iron, this metal grants the user a type of aurasight. Metals give off a red aura, even through barriers such as walls. Allomantically sound metals give off a deeper red color to them, except for Aluminum, which gives off a near invisible aura. Barriers dull this aura as well. Mistings are called ___. Sharpen Memory: The user may sharpen the memory of a touched individual, emphasized on memories being focused on by the target and recent memories. It is not possible for the user to isolate a very specific memory except to tell the target to think about the memory in question. Mistings are called ___. Dull Memory: The user may dull the memories of a touched individual, clouding details and hazing the mind for recent memories. Strong memories, such as ones associated with strong emotions or other consciously enforced memories, are difficult to dull and may require extended periods, though the user won't know when the memory is dulled specifically. Mistings are called ___. Refine Metal: The user directly infuses the investiture generated from this metal into a touched metal object. Metals so infused are more durable, able to flex and return to their original shape and resist attempts to break or shatter it, as well as resisting allomantic pulls and pushes. Affected metals also provide increased potency to allomancers that burn them. Metalminds affected by this have their reserves expanded. Hemalurgic spikes have their decay halted while this is in effect. Mistings are called ___. Weaken Metal: The user breaks down the structures that filter investiture inherent in metals, weakening the metal and making them less viable for use in the metallic arts. Metalminds affected by this metal have their reserves drained off and hemalurgic spikes have their decay accelerated greatly. A side effect of this, however, makes such metals easier to affect with allomantic pushes and pulls. Mistings are called ___. Exposure Resistance: The user increases their ability to handle environmental conditions, reducing the effects of extreme heat and cold on the user's body, increasing durability slightly, and reinforces sensory organs to reduce the risk of overload in many cases. This also bolsters resistance to poison and disease. Mistings are called ___. Body Control: The user gains exceptional control over their muscle movements, wasting no motion in their movements as their control lets them manipulate their body in only the ways they want. The user can also speed or slow their heartbeat (improving the strength of their blood vessels and heart when speeding it), regulate the amount of oxygen in their blood stream, and how much is used by the body. Mistings are called ___. Of course, I still have 4 more to go in the last category, not sure what'll end up going there, but I hope to get an idea soon. I'm meeting up with the friend that helped to start this idea soon. He should be able to give some ideas with how creative he can get. Still, ideas are very much appreciated until then
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Mainly a lack of ideas
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I generally agree with you, Wordweaver. On Mythic Hemalurgy, I'd probably end up with most of them storing unknown qualities. Maybe give them the ability to store Age/Youth to extend someone's lifespan with it, but I'm not sure what else I'd do with it personally.
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So, current ideas for the Internal Enforcement effects are... First is exposure endurance: Ignore environmental effects to a degree. Fire slides off of you, though it will eventually hurt you, cold rains hardly affect you, you dehydrate slower, etc. It would let you survive in a hostile environment more easily and ignore the effects of harsh weather to a degree. Might also include things like reducing damage from dropping extreme distances and the like, as well as some degree of protection in combat. Would be fairly slow burning, but would flare out fast, I think. Of course, there's some overlap with Pewter here, but I can't think of much else to do here. Second is Metal Incorporation: This is a very... weird one that my brother suggested. It's taking metal and literally lacing it into the body for a time so that it can reinforce the body. Could then benefit from Refining, which would, instead of burning out eventually, cause it to remain in a more permanent fashion. Third is Blood Quickening: Enhances blood flow, blood carries more oxygen, reducing fatigue, and quickens healing to a degree, while also heating the blood to let it burn out poison (including alcohol) and disease to a degree. Side effect of this strengthens the heart and blood vessels so they don't burst. Fourth is Enhanced Body Control: You get greater and more precise control of your body. It becomes VERY hard to overextend and you'll move exactly the way you want. This can even include very fine motor control or slowing heartbeat, breathing, and the like without really harming the body. Last is Sensory Resistance: Essentially, when your senses would be overloaded (bright light, loud noises, sickening smells), your ability to handle them are greatly enhanced. Makes Tin less of a liability while letting you keep the enhanced senses.
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Last one I can think of: Clarity. Not like mental speed or memory, really, but it's how crisp and clear your mind is. Storing your mind is clouded, hazy, almost like you're trying to clear the cobwebs out constantly. Tapping is your thoughts are clear, organized, and easy to sift through. As a side effect, you can more easily remember details you'd normally forget. Paired with Copper, this makes for great memory storage, causing them to degrade less and be even clearer when you first go to them. Not exactly the best of effects, mind you, but still decent. Might even tie this one into Interest and Sanity to a degree, essentially melding the original three somewhat to make this one, which would in turn make it so it's pretty similar to the Diligence one and enhances your existing patience.
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Yea, Duralumin and Presence cover that for the most part. Zinc also helps somewhat. As for possibilities... Patience might be a good one, storing to make yourself easier to irritate and annoy but tapping gives you the patience of a saint, with compounding giving you the patience of a tree. As could Meticulousness (Diligence). When storing, you naturally try to cut corners and try to wiggle your way out of stuff, but when tapping, you become exceptionally thorough. This one might be hard to store up just because the personality shift it inflicts make you want to stop storing quickly. Not sure on these though.
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It doesn't let you change your appearance selectively. Black hair would turn raven wing black (the black with a slight blue shimmer), more glossy, etc. Eyes would get that perfect shade to complement your natural appearance and would change shape slightly to complement your face. Bone structures would shift to be more symetrical and sylvan if female or gain that "regal" look to it for males. Figures would shift to be more akin to what the user would want (if they view a slim figure as beautiful they'd become slim, if they see curves as beautiful they become curvier, etc.). Of course, different amounts tapped give different results, and it can only go so far. And beauty IS a physical trait. You've split things up differently than I did. I have 6 physical and 10 mental, no spiritual/other feruchemical abilities. Oh I know that, but they should still be useful in some way. I mean, I can think of uses for all of the existing ones at the very least, thought not all of them are useful useful, more akin to very situationally useful. I don't see that with Manners and Interest. Sanity may fit there, but is a little off base from the rest. So I'd like alternative options regardless, and one that is at least situationally useful in compounding. As for Attentiveness... wouldn't Bronze fit that model? Especially since I already have one that emphasizes focus in Mental Stability.
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On Beauty: It's the idyllic version of self, the best you could possibly be in terms of physical appeal. This, of course, may not hold for everyone, but it's still based on general traits associated with beauty and charm. On Manners: I do want to swap this out with something, but all of the possibilities are pretty hard to work here. And Compounding any of the options, except maybe sanity, is virtually useless in this case. All the others are useful in some way when compounded (even voice can be used for a Shattering Scream effect), but manners, sanity, and interest? It's hard to imagine most of those actually being useful when compounded in any fashion. Even Sanity would hardly be useful unless you're being tortured somehow. And even then, Determination is just as effective. On Empathy: I read up on Duralumin, and it includes Empathy, which is why I removed it from my list. Emotion is actually specifically used to counter Soothers/Rioters to a degree.
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Both external, and thus not accessible for Enforcement at this point in time. And for the final category of allomancy... I don't know if they'd fit.
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So, Enforcement Allomancy got me thinking, how would you internally enforce the body? A couple thoughts came to mind. The first is muscle memory. The ability to act without the need to think about it. The second is full body control. Prehensile hair, exact awareness of your own body, and the mental enhancements needed to take in all that information consciously, etc. Might even allow for some kandra-like stuff Third are Hot vs. Cold, akin to Feruchemically tapping/storing heat. Fourth is pushing the body, namely the ability to build up physical traits quicker. Improving your physical traits over time while burning the metal as the investiture infuses directly into the body and lingers. Last one, however, is barriers. Forming skin level barriers on the body, essentially, that increase defensive properties akin to Armament Haki from One Piece. I'm not too keen on any of these, but they may at least get some inspiration somewhere.
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generally speaking yes. I'm thinking Presence and Awareness would go into the Golvern or Aurorum sets, though I've also considered the Meteoric Iron/Starmetal set. Not sure which would go where just yet, though. So it's still up in the air.
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Bit of a shift in the Feruchemical Abilities. I have 10 Mental Metals and 6 Physical Metals. This brings the total of all 32 to 14 Mental, 14 Physical, and 4 Spiritual. Main reason for this is that a few of the traits were more redundant after a second read through and I could not really think of decent spiritual traits, seeing as how Luck, Investiture, Connections, and Trueself are the largest portion of spiritual traits that I've been able to find/think of and most of what I did think of were just variants of some sort. Anyway, most of these are the same, but the biggest ones are Coordination, replacing Balance, and Awareness. Awareness in particular. Now, the reason for this is that Awareness is not about senses, not in the traditional sense. It's more like the "Life Sense" from having a larger amount of Breath in Warbreaker, "sensing" things around you and if someone's watching. Now, while I think this could be something for tin, I believe that this is distinct enough, as it's not truly a sense but an awareness of senses, to warrant its own place. And with that, the new, and full, list. Still need ferring names for a lot of these. Mental Metals Mental Stability: When storing, the user becomes scatterbrained and may panic in stressful situations. When tapping, the user gains increased focus and can maintain a calm mind in stressful situations. Ferrings are called ___. Instinct: Gut Feeling. When storing, the user's ability to get a read on a situation or person is reduced, but while tapping this is enhanced. Also includes the '6th sense' that makes it so a person can know when they're being watched. Ferrings are called ___. Language: When storing, the user loses the ability to understand spoken and written word and loses their own ability to speak and write, only able to communicate in charades. Tapping grants increased understanding of language and speech patterns, allowing some degree of understanding in even unknown languages. Ferrings are called Linguists. Skill: When storing, the user loses some of their prowess in a particular skill or ability, becoming more inept in the chosen skill. When tapping, the user gains increased prowess with the skill in question. Multiple metalminds must be used to store additional skills. Ferrings are called Factotums. Creativity: When storing, the user thinks incredibly linearly and finds it difficult to think of solutions outside the obvious or develop new ideas. While tapping, the user gains greater inspiration and ability to think of things others would not. Ferrings are called Muses. Intellect: When storing, the user becomes less able to take in information and put it to use, requiring extra time to learn new things and put them into practice. While tapping, the user is able to quickly learn new things and put them into practice. Ferrings are called Experts. Emotion: When storing, the user reduces their ability to feel a specific emotion, dampening it as if it were being soothed. When tapping, the user gains an intense rush of the tapped emotion, as if that emotion were being rioted. The user may only store one emotion in a metalmind at a time. Ferrings are called ___. Presence: When storing, the user becomes less assuming, seeming more unimportant and lacking in charisma. While tapping, the user becomes hard to ignore, holding a presence that draws attention and demands respect. Ferrings are called ___. Awareness: When storing, the user's ability to determine their location in relation to objects or people is hindered, constantly making them feel both trapped and exposed. When tapping, the user is acutely aware of their surroundings and those nearby, their senses don't actually improve. Ferrings are called Jumpers*. Clarity: When storing, the user's mind is clouded, hazy, and indistinct, almost like they're trying to clear cobwebs out of their head constantly. While tapping, the user's thoughts are clearer, organized, and easy to sift through, making the details of their thoughts more crisp and harder to lose track of. Ferrings are called ___. Physical Metals Light: Not really light, but the ability to see better in dark conditions. When storing, the world becomes darker to the eyes of the user. When tapping, the world becomes brighter, much like the effects of allomantic tin on sight. Ferrings are called ___. Durability: When storing, the user grows fragile to a degree. When tapping, the user's body hardens and gains resistance to damage. Ferrings are called ___. Coordination: When storing, the user grows clumsy and finds it difficult to do anything requiring physical finesse (intricate carving, dancing, threading a needle, etc.). When tapping, the user grows incredibly graceful and may perform tasks requiring fine control with ease. Ferrings are called ___. Flexibility: The user becomes more rigid and less comfortable in positions that stretch their bodies while they store flexibility, but become more limber and flexible while tapping. Ferrings are called ___. Beauty: When storing, the user appears less appealing, even ugly, to others as their visage subtly changes. When tapping, the user becomes a more physically ideal version of themselves. Ferrings are called Glamours. Voice: When storing, the user's voice grows softer, barely a whisper at its loudest when storing quickly. When tapping, the user's voice may carry extremely well and holds much power to it. Ferrings are called Announcers*. *Could use a better name.
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Oh yes, and sharpening them can be a great inclusion for university students, for lawkeepers in interrogations, for scholars, and so much more. It's a great combination and it fits so well into Cognizant Allomancy.
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Yea, I agree there. Memory it is. It might not be as powerful as Hypnotism, but, it's still a useful power and has great uses in much the same way as Emotional Allomancy does. So now, Memory Allomancy has been born!
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Additionally, decided to split the metals Enrichment: Golvern & Orichalcum, and their Alloys Cognizance: Mithral & Razern, and their Alloys Enforcement: Adamantine & Aurorum, and their Alloys Other: Meteoric Iron & Rhimar, and their Alloys
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Hm... thoughts. Enrichment Stretch Self (Internal Pulling), Lock Self (Internal Pushing), Boost Reserves of Others (External Pushing), Lock Reserves of Others (External Pulling) Ideas: As you can see I moved Refine/Weaken to Enforcement, given how they work I actually think they work better there than they do here, the idea being that they also improve/weaken metals in ways other than allomantically as well (such as making aluminum stronger and more durable). For replacements, I went with the ability to grant allomancy to others by transfering some of your own pool to them. Whether this enhances an existing pool they have or grants them a new one... I don't know just yet. But it's a good pair off to Nicrosil which insta-drains and boosts. As for the obvious Chromium one, the other would make it difficult for an allomancer to use their metals, but also make them less vulnerable to the effects of Enhancement Allomancy (drain slowly rather than instantly, essentially turning off the Lock with the first use). In both cases, you'd burn a specific amount, then touch someone, and have the effect happen. Cognizance Metal Sight (Internal Pulling), Mental Enhancement (Internal Pushing), Sharpen Memory (External Pushing), Dull Memory (External Pulling) Ideas: Suggestion/Hypnotism could be fun and a nice alternative to telepathy, but would be kinda much. It's opposite would be almost a "Truth Serum" effect to let you get information out of a target or to break hypnotic effects on others. Enhance Memory and Dull Memory could be another one, and may actually be my choice here. Enhance memory making them more crisp and detailed in the target's mind and bringing it to the forefront (as well as whatever other thoughts would come with it), while Dulling Memory would make a memory hazy and indistinct, difficult to get any detail on. This is great for an investigator trying to question a witness or a criminal trying to keep a witness quiet. So I like this pairing but would like other opinions. Edit: And I have decided to go with Memory for the Cognizance Allomantic Abilities. Enforcement ___ (Internal Pulling), ___ (Internal Pushing), Refine (External Pushing), Weaken (External Pulling) Ideas: I moved Refine and Weaken here, for a number of reasons, but chief among them being that they fit the theme. Refine makes a piece of metal stronger, more durable, and harder to affect with allomancy, as well as being able to be used to fill a metalmind or maintain a hemalurgic spike. Weaken has the opposite, making the item brittler and easier to affect allomantically, as well as draining a metalmind or increasing the decay rate of a hemalurgic spike. Goes great with the theme. Next is the Internal Powers, which I am slightly concerned about since I can't think of much outside of skin level barriers like Reinforcement Haki from One Piece or a more long term one that is used to strengthen the body by actually incorporating the metal into it, lacing bones with veins of the metal and cords of muscle augmented by strands of metallic strands. Not sure about either of these for obvious reasons. Other ___ (Internal Pulling), ___ (Internal Pushing), ___ (External Pushing), ___ (External Pulling) Ideas: Not a one. Seriously if I can even get a theme here I'd be happy.
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Actually, if I went with the Gather/Disperse Idea, I'd be removing metal sight as a standalone power. This is perfect, especially for Enforcement Metals (the alternative Physical Metals). These are great external, metals, with Strengthen likely being Push while Liquefy/Weaken would be Pull. Only issue I see is that these wouldn't be internal effects for the Enforcement Metals like the previous too, then again my ideas weren't either, but I think these are good. I'd just need to pick which set to use out of these ones if I went with it. Then again, I think these would be too similar to Steel and Iron. They're pretty much the same only More so with less restrictions. So yea, probably go with the other two. Pewter somewhat does this, TBH. It's mentioned in the books several times that, without burning pewter, something would have broken on one of the characters.
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So... Portal Gun as an Allomantic Power?
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Those are good physical effects, at the very least, even if they don't go with my original "Enforcement" idea. Might need to change that out if that's the case. I did want them to be mental for the metal sight abilities, but that's kinda hard to do in all honesty.
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I had an interesting thought. Dispersal vs. Gathering. Disperse Metal, create a temporary core to a metal object and have it push all metal around it away. Use this with a metal core with a bunch of loosely connected pieces of metal, hit the core with this and you get a sudden shrapnel bomb. Gather Metal, create a temporary core in the form of a metal object and have it pull all metal around it. Good for gathering trace elements of metal from the dirt if your without. Of course, alloys would be unlikely. I'd imagine this one would be a bit slower. Additionally, these could grant metal sight, and if they did, I'd give it an altered version, where metal objects show with a red aura, and even trace elements in the dirt or water can produce the effect. The higher the concentration, the stronger the aura is, and the more power to the metal (such as a metalmind, charged hemalurgic spike, or refined metal) the darker the aura would be. Might be an interesting contrast. Might be a bit too similar to Steel and Iron, and it's still physical.
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So, for Cognitive Allomancy, we have Mental Reinforcement and Metal Sight. Need two more here, both External ones. Physical (tentatively calling the Mythic version Enforcement Allomancy) still has me stuck, might need to watch some anime to think of something here. We have the entire thing for Enrichment Allomancy. Hm, maybe... what about a metal that causes a metal to act as an aura? Like a coppercloud almost. Probably a good idea for Spacial Allomancy (or whatever we end up swapping it to). Though that may be more of a God Metal level ability rather than a standard one. Little stuck on these ones.
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I like the Glow Blue for X-Ray Vision idea. Works really well and pairs nicely with Mental Fortification. It's like the Pewter/Tin pairing since one enhances physical traits and the other enhances senses, so this does much the same for mental. I'm removing Swing from the list, it's too against the spirit of the system. You're right on Space, it was an idea but I don't think it'll work to well here.
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On Feruchemy: There are 8 Physical, 4 Mental, and 4 Spiritual. Meaning here, I need 8 Mental, 4 Physical, and 4 Spiritual/Other options. Also, as was stated, Balance might be able to be removed since Tin can store someone's sense of Balance, which would let it be replaced by Light. On Allomancy? We essentially have one category of Mythic Allomancy (which I have dubbed it for the moment) down. I think I'd call it Enrichment Allomancy for the four (Stretch, Lock, Refine, and Hinder) to separate it from Enhancement Allomancy. Another thing is I made two additional gnats, which is good since it makes a bit of Parallel for Mythic Allomancy, which is kinda the premise here. That also means I'd like to make two that give metal sight like Steel and Iron do. No idea what they'd do beyond that though. For the Parallel to Mental Allomancy, I'm thinking I'd call it Cognitive Allomancy. While Mental Allomancy affects emotions and hides or detects allomancy, Cognitive Allomancy would more directly affect the mind itself. We've already got the Mental Enforcement one. Might be a good idea to include the Metal Sight thing here, since the other two are physical. Not sure for the Parallel to Physical Allomancy and what it would do, though. This will likely be the harder one, TBH. To Parallel Temporal, I'd probably use something that isn't time related, but Space related so you get a Space/Time Parallel. Thoughts?
