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Trusk'our

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Everything posted by Trusk'our

  1. Gonna be real, I don't think we were even aware of the auto-drawing rule, we just ignored that function all together and assumed everyone's weapons were always drawn. Though, redoing multiple combats does seem a bit excessive to me. I'm more of the mind that you just accept how things played out and change from thence on. Did it really change the story that much?
  2. True. I was (and still am) actually thinking of giving Fused the ability to spend three actions and become vulnerable in some way to recover Investiture via the Song of Prayer, but I don't think we see most Fused actually do this in canon, at least not on screen (perhaps Lezian did, though he could also have had a stockpile of spheres wherever he retreated). This still shouldn't mean Regals can regenerate or enhance their physical abilities on top of what the Form typically provides though. That would basically make every one of them a low-Ideal Radiant, and there have been plenty of opportunities for fatal injures against them to be healed (it would be a cool story beat to have Odium tweak the system during the True Desolation though. Grant more power to Regals in order to push his forces even more, and the PCs get caught up in it).
  3. I thought it would be fun to go over some of the rulings for the Cosmere RPG I initially overlooked, and to hear from others their thoughts on those and of course if there are any other subtle rules they overlooked. • Only the Elsecalling and Lightweaving Surges appear to not require an open hand to perform the base external Surge and their talents- everything else does. The Distant Soulcasting talent is finicky as it says your Soulcasting range is now 20 feet and no longer requires touch, but it doesn't say you no longer need an open hand. I think this may have been done to help balance the power of Radiant characters versus Heroic characters, since this is a non-issue in the books (Kaladin and Bridge Four use two-handed spears but can just momentarily pull a hand away to use Adhesion or Gravitation on something, and Lift I'm pretty sure uses her feet to affect the ground the Feruchemist slips on). • Unarmed Attacks do not need an open hand to perform, and it seems that they can always be used as an offhand attack even with both hands full. This could be useful with high strength and expertise in Unarmed Attacks, since two-handed weapons shouldn't interfere with such an offhand attack as I understand it. • The second ideal for Radiants makes the enhance action is always a free action and doesn't expend Investiture (though you do still need to have at least 1 Investiture in reserve). I legitimately thought it served only to Empowered a PC for a scene and act as a necessary buffer in between the 1st and 3rd ideals. So there's something actually cool there, which is nice. • Enhanced attributes do not contribute to defenses, HP, focus, or Investiture. Singer forms do not count as part of the Enhanced condition though, so they still do. It was funny how (the people in my last gaming group) we did add these to our stats initially, and it's pretty busted. • Weirdly, on pg. 186 of the Stormlight World Guide, it says in the middle of the far top-left Using Actions paragraph "Rosharan adversaries with an Investiture pool can also use the Breathe Stormlight, Enhance, and Regenerate actions from chapter 5 of the Stormlight Handbook (though Fused and Regal characters breathe Voidlight from their infused spheres, not Stormlight)." Given that the Regenerate action can change from statblock to statblock and that it's directly put into every Fused's statblock but not Regals', I think this part was made by someone else and not aligned correctly with the actual statblocks (not to mention that Regals really shouldn't be able to do those things canonically).
  4. Wait what? My profile says I won May 2?

    How did that happen?

  5. Yeah, not even the hypothetical army of a million Koloss is gonna cut it this time. They'd realistically adapt and cut off Koloss growth beforehand anyways. This line of reasoning does make me wonder why Odium and Honor seemed to care about using armies in their future goals for the Cosmere though. I mean, Rayse's backup plan at the end of RoW (before being vaporized) seemed to be along the lines of sending agents out into the Cosmere from Roshar even while trapped for the next millenia, but why? If basically any opposing Shard (maybe not poor Harmony, though even Preservation could surely turn them away) took a look at them entering their domain and sneezed in their general direction their axi would be shredded and their souls unraveled. The functionally infinite power of a Shard of Adonalsium will do that, especially once you leave your own Shard's direct oversight. Maybe it's the whole "Shardbearers can't hold ground" argument, but the planet in question needs to be conquered from its respective Shard first I'd think.
  6. I mean, if you stole Connection from someone born in Arelon or Teod as a worldhopper you should become a viable candidate for being taken by the Shaod. Might be able to steal Connection from someone adopted as an Elantrian to become one, but generally I think you're gonna want a metal that specializes in power-stealing (Connection to Arelon is also necessary to perform AonDor however, so two spikes may be necessary- one to steal power, one to steal Connection). This one is a bit trickier, since Threnodites seem to become Shades upon death because of some extra, twisted Investiture within their Spiritwebs (though the exact mechanics are unknown at this time). Probably also receiving an extra infusion upon death from the SR. I think using nicrosil Hemalurgy would be better in this situation, though honestly I'm not sure if even this is enough to artificially become a Shade- the Investiture is in the spike and is attached to the recipient's Spiritweb while implanted in the right bindpoint, but that Investiture doesn't pass with them upon death seeing as Hemalurgic spikes can be recycled (though the active use of Investiture granted by a spike or perhaps simply bearing one will leave the recipient with some residual Investiture upon death). If there is a large extra infusion of Investiture upon death and all you need is a Threnodite's Innate Investiture to make this happen, then it could probably work. These are just my own takes though, so take them with a pinch of Copper.
  7. Initially, I was thinking yes it would affect them since it only requires a portion of the body to touch the bubble in order to speed them up. Wax shows this to be the case in TLM during the final fight against the fakers. However, I think sufficiently large beings might not be affected since the trains Speed and Slowness bubbles have been used on do not speed up or slow down. It could be a perception thing though, in which case a Slider/Pulser could probably make it work, but even if they could it probably won't speed them up that much since there's so much more mass to affect than normal. The Investiture the Allomancer has is finite, so it's effects would likely just become very spread out and largely impotent.
  8. Well, tbf, aluminum bullets are a lot less effective against Pewterarms than Bloodmakers. But I am now stealing that character concept for the Mistborn RPG.
  9. You know, I initially chose pewter because I imagined it would be cool to be stronger and faster, but figured it wouldn't be super useful in modern society. Honestly, I now want pewter because of just how great it would be for my current job. Ignore aches and pains, work quicker, lift easier and for longer. It probably wouldn't even be expensive to maintain- lead and tin aren't super expensive, and Allomantic metals actually get you a lot of bang for your buck. Could probably pull overtime easily too, even at a desk job.
  10. He does say though that he considers it canon still, though it could change as things are published. Though honestly I agree with the vibe pretty much being what you suggest.
  11. You know, the dead greatly resemble Shades. Cosmere spoilers: If I were to throw out a guess, the Midnight Dead are visiting Shades pushed into Scadrial's PR by the Murk, which I agree is almost certainly a manifestation of Ruin's essence. Or they could just straight up be our first known form of Ruinous CS, I suppose.
  12. RAFO on that, but given that it's the same soul, just saturated by Endowment I would think they would keep their Allomancy.
  13. I believe this is the one: They were pretty Invested compared to the typical Metalmind, but less Invested than other powerful artifacts, like Shardblades. Though it's my believe that they do make the user far more Invested than with what they could innately contain, as they grant not only Feruchemy, but LR level Allomancy, which draws directly from the SR. Enough so that the user actually leaks Mist (though we don't have a good measuring stick for how much that is).
  14. Hmm, I don't know. . . a quarter of a million Ruin-controlled Koloss are pretty tough to beat. Not to mention that more can be made as long as you can get more iron (or recycle spikes) and have more bodies.
  15. Personally I felt it was fairly achievable for the Mistborn to keep the Unoathed out of speed bubbles since they're typically not that big anyway and there usually was a fair distance between the two combatants. I did add some RNG for the final one though since I felt it could go either way, the but given their mobility the favor was still in their court. I have to agree with you there. I realized right after stating that the Mistborn’s coins flew "across the entire arena" that I should have made and stuck with a more consistent size and communicated that. A more complex arena would also be more interesting, so I'll add something more for the next fight I run. In the end I also wasn't happy with how I ran the Mistborn’s use of chromium, as it's already a quick burning metal, so duralumin doesn't affect nearly as much as some other metals. That plus after I thought about it more, a suit of Shardplate is basically 1,400 lbs. of Godmetal Metalmind. Realistically it shouldn't have been so strong given how they could struggle with Compounders, who would probably have less Investiture. Though, I would probably also have had the chestplate be broken entirely by the 3rd duralumin-enhanced attack as well, since the Unoathed took no precautions to dodge or block and it's the easiest piece to hit.
  16. Third battle was Unoathed vs Mistborn.
  17. Glad I could help
  18. Well, we know that Vasher knows a Command that a person with Breath can use to remove their memories and uses it in WaT to stave off the longterm negative effects of torture, and he tells it to that girl he rescued in Warbreaker to erase her memories of capture. So Hoid is probably using a similar Command, though given how the end of RoW plays out I think he just expanded his memory storage as a whole rather than using Breaths like a Coppermind.
  19. TLR equipped his Inquisitors with fewer, but Marsh has a minimum of 22 by AoL, assuming he didn't remove any (11 in TFE, +10 in HoA, +1 after the Catecendre for Feruchemical Atium). Though yes, this many will effectively shred your Spiritweb, which is not inconsequential.
  20. Hmm, might be a good idea. I'm mostly gearing them up for a group of 3-4 maxed out players. Weird thing is, I don't think level 21 and above count for much- technically you can level up indefinitely and keep getting a very small number of HP per level, but skills cap out at tier 4, talents can only synergize up to a certain point, and attributes don't increase at all barring artificial aid. I'll probably also want to update them as new Cosmere content is released, since Heralds should remain at the top of what can be fought.
  21. I have a problem with this part. Both Preservation and Ruin, Dominion and Devotion appear to be very opposite- so much so that their raw Investiture will rip into each other when left to its own devices, much as Investiture and Anti-Investiture would. We don't see this happen naturally with Voidlight and Stormlight, and Taravangian doesn't appear to have much issue holding both Honor and Odium at this time. I think there will be more issues and incongruencies in the future between the two Intents, but I really don't think they're that opposite of each other.
  22. Lol, when has that ever concerned me?
  23. Ooo, even better than the camelback. Maybe give it an Awakened Metalmind to operate that system and add on Unsealed Metalmind abilities. Exactly. You just use whatever modern preserving method is needed to keep them from decaying and you have nearly any kind of ability you need. It's too dark? Become a Tineye. Want to check for Seekers? Become one yourself, or go Smoker and ignore them altogether. High balcony you need to reach? Become Coinshot or Lurcher.
  24. Hmm, Metalborn technology? 1. Metalborn computers: splice a portion of a functional Spiritweb into a Feruchemically rigged computer with spikes or other Hemalurgically Invested components, potentially speeding up its Awakening and giving it a closer to human understanding of the world. Add in select Unkeyed/Unsealed Coppermind memories to help this process along and shape the budding personality. 2. Metalborn controlboards: make a keyboard/control room setup specifically designed for a Coinshot or Lurcher to use their power when pushing buttons. They're no longer limited by human limbs and could learn to control a lot more at once (Unsealed Zincmind may be useful on top of that). Given how difficult it is to automate complex cognitive tasks, this could be quite useful, at least until Metalmind computers are fully realized. 3. Hemalurgy ports: take a cue from cyberpunk and make artificial "ports" in specific bindpoints that can receive Hemalurgic spikes when needed, but don't leave gaping wounds when you want to remove or swap powers. 4. Floating real estate: use the SOscad method of reducing the weight of their airships to make floating buildings or gardens. At a bare minimum, make taller skyscrapers (just make sure to add more support to shield from high winds).
  25. A little, though mostly it's just figuring out the basics for statblocks so I don't completely break the game. I've been looking at the way minions, rivals, and bosses are built to find patterns for balancing, and I've got a few takeaways. Rivals appear to have HP that matches the 3rd PC level of a given tier if there are no high strength bonuses or talents (like Hardy) that would be given to a PC to boost their HP, with a deviation level less than 10, but typically closer to 5 tops. For example, all tier 1 rivals have a max HP pool of around 20, give or take 5 which comes to the minimum HP that a PC has at level 3. Tier 2 rivals have about 40 HP give or take 5, which is roughly the amount PCs should have at level 8 with no bonuses (technically 42 HP, but it's close). Tier 3 rivals have about 60 HP each with PCs clocking in at 59 HP by level 13. There are very few tier 4 rivals, but they clock in around 70 HP, probably to match players who would have 71 HP by level 18. Minions are weirder, with tier 1 minions around 10 HP each- the minimum for a PC at level one, and their tier 2 counterparts (of which there are only 2 I could find and they're in the Advanced Adversaries ebook) have an HP of about 20. Which is a super small pool to be looking at, so it's not entirely fair to say this, but I think it's reasonable for them to have half the HP of their rival counterparts. You could probably just say then that tier 3 minions you homebrew would have a rough HP count of 30 since it would be half that of tier 3 rivals. Bosses also have a fairly limited pool to draw from, but it appears that tier 1 bosses have 40-50 HP (based on the crime boss and Stonewalkers' Veth), tier 2 are somewhere around 125 and 145 (based on the Yu-Thorak and Yu-Nerig respectively), tier 3 is just under 200 HP, but can match or exceed it in the case of the Magnified One and Thunderclast. Tier 4 is more varied, with the Servant of Yelig-Nar clocking in at 240 HP while the Focused One only has 190 (though to be fair the Focused One does scary amounts of damage and can have a very high deflect). There are those that break this model, like Larkin, which are a tier 2 rival with only 14 HP. Stonewalkers has Ylt, who is a tier 1 boss with 80 HP (though he's technically meant to fight tier 2 players, which makes me think he's more of a 1.5 tier boss). Damage is a little more fickle, though the basic strikes seem to be fairly consistent for many rivals and minions of tiers 1-3, dealing between 5-10 damage, and many double actions (like the Devastating One's Devastating Touch and the Altered One's Exhale Toxins) dealing around 20 damage. Some tier 3 rivals (like Heavenly Ones and Midnight Essence) deal roughly 16 damage on their basic attacks though, so it's not a perfectly simple system. Bosses can vary more, but most tier 2s have a damage output of about 15 for basic single-action attacks, tiers 3-4 do closer to 20-30 depending on the boss. Bosses can also have numerous abilities to confer negative status effects onto PCs though, and some abilities that do very high damage (like the Focused One's Decompress Grip dealing 8d12 damage and giving a guaranteed injury). Since I'd like the Heralds to be more "lore accurate" I'm thinking they should be tier 5 bosses. Sooo, HP wise, perhaps closer to 300, though it's pretty wonkey since tier 5 PCs barely increase their HP per level and a meat shield isn't necessarily very fun to fight against. Their power really should come more from their abilities, I'm thinking.
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