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Aminar

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Everything posted by Aminar

  1. Actually it deals more with the world. Were I writing within Scadrial I know it would have more Metal than Earth, especially the allomantically active ones. It allows for more to play with. I mean they mention in Alloy that Bendalloy is rare and almost as expensive as gold. Given that it has to have at least as much demand as gold(for allomancers) if it were so rare in the environment Bendalloy would be worth significantly more than Gold(especially given that Bismuth is also exceedingly rare and Bendalloy is half Bismuth while only 10% Cadmium(assuming Earth Bendalloy is also Scadrial Bendalloy) The fact they found the metal at all suggests there are greater quantities of allomantic metals on the planet.
  2. Not to mention that's earth proportions. I would guess the proximity to shards enhances the levels of most metals pretty significantly as there is access to almost titanic amounts of metal seen in most of Mistborn. Sazed may actually convert some metals into others depending.
  3. In all honesty my hopes have been answered in so many ways already. The Mistborn Trilotrilogy concept is all I could ever ask for.
  4. Yes, they have x seconds of warning. But the bullets shadow is going to move so fast odds are they won't even really be able to see it and calculating where a gun will hit by looking at the barrel is very very difficult.
  5. As I said, these were created for the RPG as its selection of things to kill is weak. There's nothing wrong with looking at what Hemalurgy has done and extrapolating from there. As to TLR's experimentatio, I get the idea they weren't the best funded. Allomancers are a valuable thing to kill quickly and Hemalurgists even more so. These should be implied to involve said years of research. Conceptually mine is a Hemalurgic Cult hidden within the obligators and inspired by Ruin as a backup plan.
  6. This is primarily for the RPG, but I figure it could be a fun discussion to speculate on more kinds of Hemalurgic Monstrosities. I decided to make a collection of them based around perverting the abilities granted by Feruchemy. They are obviously intended to be horrific on some level, being based around Ruin and all(although I tried to make some humorous ones.) From what I've seen hemalurgy does a couple things. It makes people stupid or insane.(Koloss/Inquisitors) It makes stupid things intelligent.(Kandra) It makes Monsters. I'd love to see more of these. I'll start with the following relatively unoriginal creations Wolfmen These Hemalurgic creations require 2 Tin Spikes(non-Blessing) and any 1 blessing. They then take the stats of a wolfhound. THis makes the hound intelligent as well as giving it +3 on senses rolls and slowly mutates the creature into an anthropomorphic werewolf like creature. The tin spikes are driven in right above the eyes while the blessin should pierce the heart. This is a playable race at medium power level. Burned Men 1 Brass spike granting Brass allomancy 3 Iron Spikes. A Burned Man ignites once spiked. It Burns for 7 days before dying at which point its spikes are collected for later use. These insane men are often used to clear out wooden hovels and the like or raid crops. All 4 Spikes pierce the large intestines. Burned Men are nearly impossible to take out with physical damage, requiring beheading or removal of the brass spike. Holding one in place is a painful experience resulting in lots of burns. They are typically released in squads of 10-12. Feruchemical weight. Two pewter spikes and two unendowed iron spikes stabbed into a mistwraith create just that. The mistwraith becomes a ravenous being of mist prone to eating flesh from bones and wandering the mists devouring unwary souls. The spikes themselves turn to mist but can be pushed or pulled. Removing each spike is a difficulty 4 check and the creature will not dissolve till all are removed. They dislike light and fire and running water as well. Feruchemical speed. Stab one feruchemical speed spike and one unendowed steel spike through a mans lungs. These men can only breathe while moving, must consume their bodyweight in meat a day, and will take bites of anything meaty when hungry. By stabbing a feruchemical cadmium spike and providing a metalmind the being can store breath. This allows them to stand still and breathe making them more dangerous. They operate in packs hunting their fellow man and any other source of food.(They are often used as couriers as they can run at speeds of up to 200 MPH but average around 60. They can spend as much as 50 speed charges in a round and Never need to store speed.(depending on the rank of their feruchemical spike and how hungry they are. Each charge saps away an ounce of weight so they can be bled dry quickly.) Tin Man-Feruchemical Tin 1 Feruchemical Tin Spike 1 actual Tin Spike Stabbed in just above each eye. These Hemalurgic creations can sense everything within 100 feet of them. This quickly drives them mad. They are typically conditioned to be terrified of anything containing investiture and thus start screaming anytime an invested object enters their range.(An Allomancer with metals inside, metalminds containing charges, and hemalurgic spikes no their own.(and other things if they come up, like Shardblades) Feruchemical Strength. Stab a Feruchemical pewter spike into a Koloss's forehead. The Koloss will rapidly grow to the point it shreds it skin completely, covering its body in a thick scab armor(giving them armor 2) They are immensely strong and huge(often over 18 feet tall). In addition they live longer than other Koloss and have completly maxed their physique score. They can store strength in their metalminds to halt growth at a rate limited by their physique or their spikes level and can use Pewter Feruchemy.) Mental Speed 1 Spike granting Feruchemical Zinc(Through the roof of the mouth and 4 copper(wits) spikes 1 through each hand and foot holding them together. Grants Telekenesis. They can push or pull on any object as if they had an Iron and Steel rating equal to their Wits score. They can take Iron and Steel stunts... note that because their hands and feet are bound together they must move via pushing and pulling. Feruchemical Copper A spike granting Feruchemical copper stabbed into A kandra creates a special kind of Kandra. They don't need bones to take shape, instead stealing memories from those around them. They also feed on memories making those that suffer prolonged exposure amnesiacs. Mistborn Murder Sheep Stab 2 Spikes granting Feruchemical Bronze through the frontal lobes of a sheep as well as a blessing of potency. These intelligent predatory sheep cause a target within 20 feet of them not possessing a feruchemical bronze spike to fall asleep as if storing within Feruchemical bronze with a physique and Bronze Score of the Sheeps Physique. 1 Target per Murder Sheep. This counts as a mental attack(rating the sheeps physique) resisted by wits and damaging willpower. Investiture 3 Investiture spikes-1 through the heart, 1 through the brain, and one through the stomach. Every invested object within 100 feet loses its investiture while in the bubble. Once 5000 charges are stored the Hemalurgist explodes with the force of a large non-Nuclear Bomb. Any Metalminds removed from the bubble are drained of all charges and all Hemalurgic spikes not involved in the investiture hemalurgists body have a strength of 2 as if they have been fully drained of power. Fortune 1 Fortune Spike through heart and one through the tip of the big toe. Any rolls made within 100 feet of the hemalurgist are 'reversed' A value of zero is equivalent to a value 6 roll outside the bubble(1 is 5, 2 is 4, and 3 is 3.) Nudges subtract one from the rolls value. In addition the improbable happens often. Connection to Others 1 Aluminum Spike(through forehead) and 2 Copper Spikes.) This creates a being with 8 distinct personalities that it rotates between rapidly. The non-evident personalities are experienced by those around them much like schizophrenic hallucinations. This manifests as wits attacks combated by wits and damaging willpower. The final results almost always wind up as madness. This can be blocked by Aluminum Earplugs. Identity An identity spike placed into A kandra with either the blessing of awareness or potency not only looks like the person who's bones they posess, they become them-compete with memories and mannerisms(along with cognitive and spiritual DNA allowing access to any powers and metalminds the target may have had. This degrades over the course of a month, often with violent repercussions. Energy A feruchemical Energy Spike stabbed through the neck just behind the throat can resurrect a corpse as a Zombie with a Physique rating equal to the spikes rating. Breath A feruchemical breath spike through the back of the hemalurgists mouth along with a pair of iron spikes through the soldiers Lungs granmts the hemalurgist the ability to breathe underwater, swim at amazing speeds(almost 75 MPH) They have also discovered the placement of blessing sthat grants sharks intelligence and how to make Kolosslike Dolphins. Health 4 Feruchemical Gold Spikes through the heart of a Koloss creates a Koloss that never stops growing. They often top 30 feet in height and their scab armor grants armor 3. Their fists are weapon 4 and they have a total physique score of 20(granting a total dice pool of 20) In addition they resist control from soothers as if they were a Kandra with a blessing of will. Determination A pair of Feruchemical Electrum Spikes through the frontal lobes of any unintelligent creature grants wits 8, the ability to psychically communicate and the trait sociopath. When this procedure is performed on a human it grants them immunity to pain, enhanced physical capabilities(at the cost fo quickly destroying the body, and a strong desire to kill anything it is ordered too.
  7. Well among other things Bullets and Atium seem to be a less than fantastic combo. Your best coinshots(as according to the rpg) can fling things at 250mph. A handgun bullet goes about 4 times that speed, much faster than even Atium users should be able to dodge without something extra(Feruchemical Zinc and/or steel) I would guess though that the shadow hits normal speed just outside the bubble, no different than if the coinshot were firing it any other way, just a few feet less to react with. Not a huge advantage. I do think that shadows within a bubble would end up really wierd, maybe even blurring and fogging the whole bubble by virtue of the sheer amount of spiritual and cognitive muckery going on within.
  8. Why would anybody burning Atium sit next to the bubble? They'd either pop into the bubble or just stay away and dodge attacks. not to mention I don't think you can just punch out of a bubble. There's more information needed on that subject. Personally I'd assume as soon as you start moving out of the bubble(even just your fists or dueling cane or what have you, that the bubble pops or pops the attacker out of the bubble(if they aren't the slider) This goes into the discussion about the borders of speed bubbles in general, but Bendalloy really don't grant super speed in any reasonable way for combat.
  9. But all the storm troopers(and the death star). I'm giving Malazan another go. I find myself constantly visiting the wiki while I read because there are so many non-memorable characters showing back up. In all honesty though, I think the biggest problem is that series has no center. In The Wheel of Time the center is Rand, Mat, and Perrin. In A game of Thrones the center is generally considered to be Jon and Dani. In Malazan book 2 has almost no characters from book 1, and the ones that are there aren't in book 3. Then book 4's entire first act is a seemingly minor character you meet in book 2 telling how he got there and you don't have any of the important characters from book 3. It has books that keep flopping between Storylines in a very non-linear fashion and it does nothing to explain this to you.
  10. It takes a physical piece to create an Allomancer? Not from whatSazed did to Spook. Lerasium is just a way for an everyday Mortal to gain Allomancy without direct interference from Preservation / Harmony
  11. When Sazed replaced his blessings he came back as he was. This implies that the cognitive and spiritual aspects of a Kandra are strongly tied together despite the spikes being gone. Not much else is known.
  12. Compounding is inherently OP. Compounding anything puts you in a far better position than any normal Allomancer or Feruchemist. (Things like Breath aside.) But most of the time the applications are narrow. Luck can do quite a bit but the more skill involved the less luck matters. There are only so many birds that can block bullets before you get hit.
  13. I think we should start by looking at Mat Cauthons luck. From there I do agree it only works while on. In fact I kind of always assumed that. IE things only happen while it is kept activated. While storing it should be a bit of a Murphy's law scenario. Ways I see Luck being useful. Activating it and essentially doing things at random. Roll dice or flip coins to decide outcomes. Spin around with your eyes shut and run in the direction you stopped in. Anything you do while burning Luck should spin itself towards going well. Unintended consequences and the like. Storing should be any time you do something little things go wrong. You light a match your fingers get singed. You trip you fall instead of catching yourself etc.
  14. I don't think Luck takes direction that well. You're more likely to shoot some random dude threatening a nice lady two block down which causes her to head to the same bar as you and you wind up getting some. Just never store luck when pregnancy might occur.
  15. Or perhaps an Alloy of Atium Lerasium will make feruchemists.(You know that makes way too much sense.)
  16. Aminar

    Mistbarb Pie

    Synestesia is different for every person that has it. I personally think genetics play a part. My grandmother and I have very similar synestesia. Its fun seeing how much she enjoys all the colors my symphonic metal throws together. But I can see Mistborn being Grey and Blue if you found the mightiness scenes to be of greater import too. Who knows.
  17. Yes and no. If a perfectly symmetrical object were pointed at the objects center it would go straight. But that isn't plausible because perfectly symmetrical objects don't exist and so the flaws will be magnified by the time bubbles sudden massive acceleration(+/- depending) But yes, that's how I imagined things. As to the rest of that discussion, bubbles are attached to a point on a planet they can't be attached to a train car... But that's a separate topic.
  18. I remember the quote as saying that people couldn't be half fast time half slow time, but that as soon as they step in they are counted as in by the bubble and speed up. The descriptions of the experience aren't very detailed though... It's safe to say that it doesn't cause blood clots and sudden death but I hesitate to say that once you stick your toe in you teleport all the way in either, that would receive some explanation.
  19. I don't guite buy this one but time for me to go a little crazy and say that the Bubbles are multidimensional. Everything has a cognitive and spiritual aspect in addition to the physical-even rocks. On one of the levels, likely cognitive as this is where concepts would rationally lie, the bubble is almost sentient. It can see the cognitive aspects of objects entering it and assimilate themselves correctly. When an object enters a bubble all of it is accelerated up to bubble speed while anything leaving is decelerated to normal speed. basically the only sensical way to have the bubbles work is to give them an AI, otherwise they should be ripping people to shreds as they come in but the bubbles can recognize individual objects for what they are and their size. An AI should exist primarily on the cognitive level(assuming it is magical correct?
  20. Just because a breath isn't used doesn't mean it doesn't draw power from somewhere. It could draw caloric energy, energy from the cognitive realm or the spiritual. Likely the spiritual or all 3. I just see color as a more spiritual thing...
  21. I've always worked under the assumption that a bendalloy bubble causes a form of drag depending on how straight on the projectile impacts the bubble. Say you had a perfect straight shot right to the center of the bubble. The curve would still throw it off a little, but if it were a flat plane the bullet would go straight through. From there if the bullet went in at an angle or was assymetrical the bullet would move away as the sped up section causes it to turn. This is so hard to explain in type. Anybody better for it. Otherwise I'm going to try to write a section describing the process in slow motion.
  22. Or ruin edited documents until it had the name hhe wwanted... He's been shown doin similar things.
  23. I dunno either way. I'm not actually arguing it at this point but Atium likely has little to do with commitment. Now how does Atium work with bendalloy bubbles? How bout Cadmium?
  24. Because that seems outside the ability of the shardholder. Otherwise Ruin could have just turned off Feruchemy and Hemalurgy in those he didn't want having it. Nobody could use any form of power against a shard that had anything to do with the shard and we've seen plenty of evidence that magic doesn't work that way.
  25. Totally agree. And believe you me, I know what you mean about fighting being hectic as hell. Even prediction that isn't more forcing a given action is almost impossible. Basically the only prediction is feinting to draw a reflexive reaction you can exploit... Or baiting charges, but skilled fighters don't charge without making absolutely sure it will work...
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