EdroGrimshell
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Pewter was from the Pewter Mugs that Vin drank out of when she was working for Camon. As for Brass, that's just Copper and Zinc. Having those trace elements that small, they can easily bind to each other, just enough would get through to allow Vin to use emotional allomancy. Additionally, Zinc, Copper, and other metallic minerals are more likely to be dissolved into water due to Scadrial having a much larger concentration of metal in it than the other worlds in the Cosmere, making it more likely that you'd find these metals in the dirt that mixes into the water. Just my view of it, mind you.
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On top of that, it seems to close to the powers of Ruin and Preservation. Ruin has the ability to inject his thoughts into another's mind, but can't read their mind. Preservation can read the mind, but can't inject his thoughts. Giving the ability through allomancy seems a bit much for a non-god metal.
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Eh, I actually have been on the fence with it, really. I know that Inertia is what lets something orbit something else, and that's the basic premise used here, but... there's no opposite to it. I actually may need to remove that idea entirely to fit into the theme present. I want to keep within the realm of Brandon's rules for the series, even if I'm making stuff up. Shifting stuff around for the various metals is a bit... odd as well. I mean, we sorta have that with the ability to stretch metal reserves by burning another metal, but having it as an option to play with the basic allomantic metals and what they can do is a bit much IMO. And thanks for the Mithril alloy, I'll keep that one on the documment. Well, with the way I put it down as, namely imbueing investiture, it makes some degree of sense that it could charge a metalmind or maintain hemalurgic spike (it can't charge the spike, mind you, just keep it from decaying). I'm not sure on the Telepathy. None of the allomantic abilities require a medium other than the burning metals themselves or direct touch, and not requiring a medium seems... a bit much.
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Okay, on the Allomancy End Stretch Allomancy: Burn metal to extend the life of your other metals, making them burn more slowly. Flaring increases the effect but also lowers the burn of the other metals in the process. This effect is increased for savants. Internal Pulling Effect. Would result in a "Gnat" Misting. Lock Allomancy: Cause your metals to be extremely difficult to burn, to the point that even Duralumin, Aluminum, Nicrosil, and Chromium have a much reduced effect on your metal reserves. Flaring protects this metal from the effects to a degree as well. Internal Pushing Effect. Would result in a "Gnat" Misting. Swing Metals (V or H): Elbereth's suggestion. Sense metals and swing them around. They remain the same distance away from you unless something makes them move closer or farther. One lets you swing up or down, another from side to side. External Pushing (V) and Pulling (H) Effects. May make this one just one metal and have another option, in which case this would be an external pushing effect entirely. Mental Enhancement: Akin to Pewter only for the mind, enhances cognitive recognition, mental speed and fortitude, emotional stability (makes it harder for emotional allomancy to take a hold on you), and instinct/gut feelings. Internal Pushing Effect. No idea for the pairing with this one yet though. Refine Metals: Again inspired by Elbereth's Suggestion. Refining injects investiture into a metal, letting more flow through as it becomes a source of investiture as well as a filter for it. Can also be used to charge up a Metalmind so long as it has a bit of a charge already or to maintain a charged hemalurgic spike. External Pushing Effect. Hinder Metals: Opposite the Refining option. Hindering "breaks" the investiture filter slightly, the more broken down it becomes the less power the metal can grant or store. Ones that already have a charge bleed off the power, wearing down faster the more this is burned. External Pulling Effect. That's 7, with 3 Internal and 4 External, also is 4 Pushing and 3 Pulling.
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The first, on the same world preferably. I would want these to interact with other, existing metals.
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@Moogle: Did not know that when coming up with the list. Was mainly thinking about the things pewter grants and how feruchemy lets you store most of it. In my mind, Balance and Durability (alt name of the Density one) were on that list. @Stormgate: Expanding/Contracting bracelets/bracers/rings/armlets/etc or just hold onto the metal. @Elbereth: Telepathy was something I came up with, as well as the ability to stretch out metal reserves and locking them in place so they're hard to drain/use. Variant Soothing/Rioting is too similar, IMO. Physical Speed is, IIRC, a part of Pewter. Yes it's not to the same degree but that's because Feruchemy can compound on itself to give ridiculous levels of speed, but mental speed is a decent option I'd say. Maybe have it be a generally clumped up Mental Set like how Pewter fortifies so much of the body's abilities. Refining Metals... um, not sure how this would work for an allomancer. I mean, I could see it as taking allomantic metal reserves and infusing it into metals outside the body through burning it, thus making the metal a better conduit and grant a larger reserve when you need it later, but I'm not sure how well that'd work in world. Still, an interesting idea. No idea on the transforming, I don't think it'd work out too well, same for the "phasing" abilities. The orbit movement idea is a nice one, however, and mixed with Pushes and Pulls could give full metal manipulation thing going, which could be really fun. Some new Feruchemical Ideas. Flexibility. Removing it from Density made it a perfect choice for Feruchemy. Storing makes you less flexible and more rigid, maybe a little bulky. Tapping makes you more lithe and flexible. Pretty simple but allows for some interesting options. Creativity: Yea, this is more a random idea I had at work. Storing makes you're thinking more lateral and less 'inspired', while tapping you have the potential to think up truly unique ideas and just get REALLY creative in general. Intellect: Unlike mental speed and memory, this is about your ability to learn. Storing? It takes you longer to learn new things and be able to put them into practice. Tapping? The opposite, you can learn incredibly fast and put them into practice almost immediately. Energy/Connection to the Elements: Bending my friends, bending. Yea, stupid idea, but with this you could, for example, store your connection to earth and essentially levitate just off the ground, but be able to brace yourself extremely well when tapping. Or store your connection to fire to make it repel (or harm you more easily, not sure which just yet) from you or tap it to draw it towards you and make it unable to really hurt you (fire has a tenuous connection to people anyway compared to the other three basic elements). Sanity: For when the situation can drive you bat**** crazy. Storing you become less stable and prone to bouts of general insanity. Specific disorders may develop while storing for individual feruchemists. Tapping? You ignore any mental disorders you currently have or you resist mental breakdowns. Kinda overlaps with Mental Stability but this could be an alternative to it. Interest: Storing? Everything is soooooo booooooriiiiing... Tapping? "Oh, that's interesting" to just about everything. 6 here, but 2 are unlikely to be of use (connection to elements and sanity) for obvious reasons.
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Duralumin stores the spiritual connection that allows for friendship and trust to build up. Empathy stores the ability to associate others' experiences with yourself, not the ability to connect to others. This is more like understanding and sympathy. While storing, you'd probably be more like a sociopath, unable to associate the experiences of others with your own. Presence is a commanding aura, while storing, you seem unimportant, beneath notice, but while tapping you have the presence of a king. It's less about connection and more about how noticeable and commanding you are. They are similar, I'll admit, but they're still distinct, at least the way I see them. Mental Stability is more about focus and calm than about determination. Determination doesn't equal stability, just persistence. Density, Fragile's more like... easier to injure. This is more like... durability I guess. How well you can resist damage. I should remove the flexibility thing from this... Skill = Experts = Yes. Thanks for that one. Light is a fun one, although I'm kinda on the fence on it being used for sound, since that seems more for Tin than anything else. The way Tin works for sight, however, makes this more of a parallel rather than an overlap. Metals Adamantine: More commonly used than Adamantium in Fantasy Settings and occurs naturally where Adamantium is man-made. Mithril: Known as a natural magic metal, very light and strong, but has most of its other properties being similar to steel. Aurorum: I'm thinking this could be a name for an alloy, but it's classified as a mythical metal all its own to a degree as a metal that naturally 'heals' itself. Downside to it is it'd brick up in a solution, so it'd need to be swallowed in small pellets rather than dust. Orichalcum: The mythic metal of Atlantis, immense magical properties and one of the strongest metals to ever exist. Other media has it as a light blue crystal that, when added to metal, increases the cutting power and strength of the metal. Razern: A preternaturally sharp metal. Similar to a metallic version of Obsidian. Holds an edge really well, no more durable than iron or steel, and only a little lighter. Golvern: Another name for Alchemical Gold, which is essentially gold that's had its basic properties changed, making it harder, more durable, but also a heck of a lot heavier. Rhimar: Very light and soft, in its purest, most refined state, it floats a few inches off the ground. Can be added to other metals to make them lighter but also makes them softer in the process. Meteoric Iron: Assuming it has unique properties, we decided to go with Meteoric Iron over Starmetal, mainly because it sounds better. Also makes it so that Meteoric Steel is a thing. Alloys: Not really sure what the alloys would be called or their composition, but that's a WiP. Does have some issues with most of them being super strong metals that'd fill similar niches if they were all included in one setting. I do want to try and use real world metal alternatives for these at some point, but a lot of the metals I would use are already known in the setting (namely titanium and silicon). Some I'm not sure of though (Cobalt, Nickel, and Tungsten/Wolfrom), so they might work for RW metal alternatives, but I don't think we'd be able to find 8 new metals with viable alloys.
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This came about from a wierd conversation with my friend who likes comic books when he asked me a random what if question. Namely, what if someone got a hunk of adamantium of vibranium on Scadrial, or some other "Mythic Metal" of the sort like Mithril or Aurorum from Lord of the Rings and D&D respectively. Now, notice the term there; Mythic Metals. That got me thinking, so I looked up a bunch of mythical metals, including the aforementioned Mithril and Aurorum, and picked eight of them that sounded fun, as well as making some alloys for them, just for the fun of it, and started to think of feruchemical abilities for them (since that was what the discussion was about at the time), and we came up with about 12 abilities before running out of ideas (it was originally 14 but two of them were redundant). They weren't asigned to any of the metals yet, and we only just started on the possible allomantic properties before he left, I like the speculation and some of the abilities are actually pretty useful and interesting, without being completely overpowered. So, with that said, I present the abilities for what I have dubbed Parallel Feruchemy. EDIT: Removed the old list to put the new one here. Will add Allomancy later. 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. Inspiration: 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. Acumen: 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 ___. 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. EDIT2: Adding in Allomantic Uses as well Repair: The external pulling metal pulls entropy away from objects, allowing for them to return to an earlier state, namely, repairing themselves (though leaving it on for too long will cause it to essentially unwork itself, but that also lets you have a "redo" on crafting stuff). This is easier to pull off with metal objects than other materials, but it is possible to do with stone and ceramics by flaring the metal. Nicrosil or Duralumin are needed for once living/organic substances. It's impossible to affect living thing or objects in living things with this metal. Aluminum cannot be affected by this metal. Mistings are called ___. Destroy: The external pushing metal pushes entropy into objects, causing a damaging effect, namely, violently exploding an object affected by the metal. This is easier to pull off with metal objects than other materials, but it is possible to do with stone and ceramics by flaring the metal. Nicrosil or Duralumin are needed for once living/organic substances. It's impossible to affect living thing or objects in living things with this metal. Aluminum cannot be affected by this metal. Mistings are called ___. Ruin: The internal pulling metal would pull entropy into the body, which is normally bad, but in this case can be used for various purposes, such as burning other metals quicker for improved benefits, burning out diseases and poisons, destroying bits of metal in the body (effectively allowing you to remove hemalurgic spikes and letting you safely burn away harmful metals like pewter or aluminum), and remove add-ons to your Spiritual DNA (again, often via hemalurgy). Mistings are called ___. Preserve: The internal pushing metal, you guessed it, pushes entropy away from the body in an attempt to keep it protected. Like the internal pulling metal it has a number of uses, from bolstering health to repairing holes in your Spiritual DNA to causing your body and mind to maintain their peak performance for longer. The most common use, however, is a "barrier" of sorts, similar to tapping luck for a feruchemist, it causes entropic/damaging effects to simply avoid the user, to a degree. Mistings are called ___. As I said before, this is just for fun, it's not a serious thing for the setting and is more so for something to do when I'm bored rather than something I'd think to see in the books. Though possible abilities for the remaining 4 and allomantic alternatives could be fun as well.
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Not what I meant. I meant if a Kandra could sire a Kandra-Blooded in the same way a Koloss can sire a Koloss-Blooded. What would they be capable of? What would mark them? Would they just be mistwraiths? Just Humans? How would the Hemalurgic traits of the Kandra affect the child? Would a Kandra with a Blessing of Potency give their child increased strength? Would one with a Blessing of Perception grant increased senses to their child? I realize it's not plausible, likely impossible by all standards. And I know Brandon uses Hard Rules for his worlds. But I want to know what would happen if they could have have a half-kandra. ...It's a stupid idea and thought, but I'm known for having them all the time.
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And if they could? That's as much something I want to discuss as the likelyhood/possibility of it actually happening.
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Except for the fact that a Kandra can: 1) Change their shape and bodily composition, allowing them to mimic humans and become them to a degree. 2) Mistwraiths, which Kandra are created from, can breed (even before Sazed became Harmony it was stated that they could breed and that new ones were made from these mistwraiths) meaning that technically so can the Kandra since they're simply cognizant mistwraiths. 3) MeHaan implied that a Kandra can mimic human DNA in Shadows of Self. Meaning their DNA has to at least be partially compatible. Possibly meaning an infertile hybrid but also possibly meaning that the Kandra can breed viably with humans. Now, I agree it's probably not the case and very much out there in terms of theory, but it's an interesting thought nonetheless. I'd like to know what people think would happen if this was even possible as well as if they see the theory as possible at all. It's just such a curious topic and one that I have not seen come up in the past, even for the Q&A with Brandon, from what I'm aware of. But that kind of character just seems like it'd be so fun to see or speculate about.
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So, new to the forums, but this question has been on my mind for some time now. The kandra are able to manipulate and manifest bodies of their own, even creating their own using True Bodies. Additionally, it has been shown that hemalurgic constructs can breed and become something else, possibly even interbreeding, as shown by Koloss Blooded. My thought is in regard to a Kandra having a child with a human. Mistwraiths can breed, since the origin of the species, in fact, and a Kandra can take a human form, so it is possible that they interbreed with humans. Now, while most would likely make themselves either infertile or be careful to use human DNA they've gathered for their human children, but what if one didn't, used their Kandra DNA rather than human? That makes me think, Koloss Blooded have increased strength and heal a bit quicker, both traits of the Koloss, so, I imagine a Kandra Blooded might have some of the traits of a Kandra, only much diffused as the Koloss Blooded are, which lead to a very interesting array of possible abilities, ones that may even be represented diffusely across the population, such as one having one or two traits while another has a completely different one, from simply the ability to alter pigmentation to forming 'body pockets' all the way to partial regeneration. Additionally, the Kandra were originally Feruchemists, meaning it's possible that they still have the gene, only it's suppressed, which could lead to a case of a child born to them being a full feruchemist if going back to being partially human restores the power, and could allow a feruchemist, a full feruchemist, with allomantic abilities as well. This then extends to the Inquisitors, of whom only Marsh remains, although Brandon has said that it wouldn't increase the chance of allomancy in the children, he didn't say much about the possibility of other traits being passed along, such as the inquisitor's "metal vision" which doesn't seem to come from their hemalurgically granted allomancy so much as from the mutations granted by hemalurgy itself, much like a koloss's strength. Though this is another topic entirely, I feel it should at least be mentioned for completeness sake. I realize these are all highly unlikely theories, but it's been on my mind and I've been curious as to how people who know the series would percieve the idea (since none of my friends have read the series). Thoughts?
