-
Posts
3598 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
News
Forums
Blogs
Gallery
Events
Everything posted by Trusk'our
-
This should be possible. Note that Hemalurgy is ridiculously complex when dealing with actual biological attributes, so you could do it, but you'd need some way to get the knowledge of where and what spikes to use.
-
Same.
-
I've looked over some of the Cosmere rpg beta rules, and one thing that stuck out to me was the Hardship Breeds Heroes concept. Basically, whenever a character suffers a permanent negative condition they also immediately receive a little bonus of XP. Personally, I love this idea. Whenever I play Dnd, if someone gets cursed, or hurt, or otherwise burdened, the next predictable quest is to resolve that issue before continuing on with the story. Having a bit of silver lining conditional to having negatives I think could significantly increase players' acceptance of them, and builds on some fun stuff. I don't think this is in the new version though (given that XP is nonexistent), which I'm sad about. Maybe there's an enjoyable way to homebrew it in? Thoughts?
-
I know this was never explored much, but a thought just occurred to me- You can break the Command on a Lifeless, overriding its orders. But what if you do this to a standard item, like a rope? If you break it in, could you also take counter Command it to come to you? Maybe steal Breath by hacking others' objects essentially? It would require, I suppose, that you can actually change its Identity or convince it to flow into you and align with your Identity then, but maybe, just maybe you could get loads of Breaths this way. As an aside, I wonder if anyone's tried Command breaking on a human or Returned before? I bet it might do something like emotional nudging at the very least (Nalthian Soothing and Rioting? Returned already can do something like this passively).
-
I found a pretty fun website that allows you to build evidence boards for free. I decided to try and piece together all the ways (including hypothetical ideas) the Metallic Arts interact with one another so that it's easier to visualize paths to power. Generally, interactions start from the middle and make their way outward, sometimes requiring multiple steps. If a note is linked to two or more notes closer towards the middle, those powers/interactions are generally both needed to achieve the further step, though if there are three or more it can sometimes just mean that multiple combinations can achieve that affect (such as Savantism, Generational Savantism, and Feruchemical Savantism all being swappable to create altered spikable attributes as long as Hemalurgy is involved). Please give me more insights and ideas to add, as well as other ways to improve the board!
-
4
-
- investiture
- metallic arts
-
(and 3 more)
Tagged with:
-
Yep, though Connector Ferrings should be able to do it too. I'd argue that Hemalurgic control is also spiritual, else why would having cracks in the Spiritweb matter? I believe that the influence gets in and affects the Spiritweb, which also has an effect on the Cognitive Aspect (though with Emotional Allomancy specifically it might be more a matter of targeting the Cognitive Aspect, but leaking into the Spiritual due to excessive cracking). Oh yes, this would be very powerful if done right. Actually, if a Spren has cracks in its Spiritweb, could a Metalborn bond it without its consent? You trap and spike a Highspren, then use a duralumin-enhanced Soothing to attempt a bond of sorts. Maybe you could even use this to bond and gain access to Lesser Spren abilities?
-
Bonds are meant to be largely the same, where there's a Connection established between two entities (presumably with some kind of Identity alignment as well) and the contents of the two entities' Spiritwebs determining what, if any, powers get exchanged. What makes me interested here is what if a Hemalurgic construct that has one or more powers is bonded by an Allomancer/Feruchemist? Koloss can be Allomancers, after all, and if they can be bonded, perhaps their powers can also be accessed. Mistborn wouldn't have noticed this in Era 1 since they already had all known Allomantic abilities and bonding multiple powered beings together isn't supposed to give much if any boost to abilities shared by both entities. Furthermore, Koloss might not be able to access a Mistborn's power due to a lack of intelligence, or perhaps a lack of Intent (just like how Unsealed Metalminds cannot be accessed without a pre-existing knowledge of what they might be). Or maybe they just can't force it without the Metalborn's will, kind of like how a Spren can deny their Surgebinder their Surges if they go against their Oaths. However, if it is possible for someone to access a Hemalurgic construct's power(s) via Metalborn bonding, I think it would be pretty interesting to see happen. Maybe an Emotional Allomancer and Nicroburst could work together to nab a few Koloss Allomancers' powers to add to the Emotional Allomancer's repertoire, or maybe a crafty and ambitious Mistborn could gain access to Feruchemy by transforming a Keeper into a Koloss brute so they don't have to damage their own Spiritweb.
-
It is possible for anyone with a Breath to put it in an inanimate object, and it is also possible for an Awakener (and I would assume any Nalthian or persona with even a single Breath to their name) to store Breath in a metal object- they just can't Awaken it. There's a real chance it wouldn't work if done that way, yeah. I'd say that the chance of Breath put in a nicrosil spike working as a true Hemalurgic spike isn't implausible though. We don't have all the details yet, but Spren seem to be a viable alternative to fuel spikes. I don't think Breaths are too far away from what Spren are- they have somewhat versatile programming in them and are shaped pieces of living beings, even if they don't have autonomy of their own. Metalminds used as substitutes for traditional Hemalurgic spikes would also be pretty neat, and I'm guessing there's a way to make it work, but as you suggest it probably takes some extra fiddling to give it the correct structure to attach to a Spiritweb. I have a hunch that Breaths are somewhat more advanced than your typical Metalmind though, as they aren't just fuel, but the power to use that fuel itself. As for Identity contamination, I don't think that this would be too burdensome. I mean, Hemalurgic spikes as they stand now pretty much always have a differing Identity from their bearers, yet they work pretty well.
- 15 replies
-
1
-
- awakening
- biochromatic breath
-
(and 1 more)
Tagged with:
-
So, okay. We know I believe, seeing WaT's apparent Spren/gem Hemalurgy that it should be possible to create functional Hemalurgic spikes without needing to excise Spiritweb fragments from a donor. You just need an alternative source of power and a medium to hold and splice it into the receiver. I think, then, that if a Nalthian were to put their Breath into a spike (probably metal, but I don't know if it requires a specific focus, such as nicrosil) and then pierce themselves with that spike in an appropriate bindpoint with the Intent of using Hemalurgy they might be able to essentially retain their Breath but preserve it for descendants after they die. Their child (or other associate) would take the spike from the corpse of the original Nalthian, then pierce themselves with it to gain functional access (though they may not be able to Awaken with it or remove it from the spike since it has a differing Identity). This process continues, allowing a reservoir of Breath to be saved up for future generations without the chance of it being lost to untimely death. This might also have an extra boon, since unlike standard Hemalurgic spikes Breath isn't supposed to decay so easily from inanimate containers (well, it seems it might have been retconned to do such, but it's not a big issue overall), nor have an initial decay and subsequent loss of power. It'd also be interesting to see how a continuous Investment in such spikes would cause them to change and develop over time. Maybe they'd take on extra Intents and push the spike bearers, perhaps even more than regular Breath since it's wedged into a crack in the Spiritweb. Definitely some drawbacks to this, namely some Spiritweb damage and the fact that someone else might be able to steal your spike and the Breath within, but it might still be a viable sidegrade to vanilla Breath transferring.
- 15 replies
-
1
-
- awakening
- biochromatic breath
-
(and 1 more)
Tagged with:
-
The metallic arts and identical twins.
Trusk'our replied to DoctaDajman's topic in Cosmere Discussion
Always glad to help where I can! You know, I had seen something like this a while ago, but I must have forgotten the actual response Brandon gave because I was initially going to say "well, twins probably don't have any higher chance of having the same Metalborn power. Spiritual DNA is just different, here's a WoB on it." Really glad I double checked, especially since this is really interesting and opens some weird and interesting possibilities. Like, if you could test what Allomantic or Feruchemical ability is tied to certain genes, maybe you could artificially create identical twins or find a way to clone a person? Maybe just a part of them in cell cultures, since that should have the same physical and spiritual genes (though the Spiritweb might get wacky, what with not having a full body). Even with hypothetical uses aside, it'd be kinda fun to see identical twins or triplets have the same powers, then work together as a group. An infamous trio of Pewterarms slugging it out in the Roughs as a pack, or a pair of Ferrings that work by putting most of their attributes into one twin who prefers and specializes in the power- like pewter or gold- while the other acts as a support, working a role that doesn't rely on a large amount of said attribute (maybe the tapper could become a Savant from this?) Lots of fun scenarios, especially for the RPG when the Mistborn expansion comes out. -
The metallic arts and identical twins.
Trusk'our replied to DoctaDajman's topic in Cosmere Discussion
Twins are more likely to share Metalborn powers than non-relatives or even other siblings and identical twins are even more likely to share the same power(s). Sharing Identity could happen, but perception matters a lot. -
I suppose Hemalurgy has a built-in limitation since it also causes some kind of penalty with each additional power. One to three spikes might be manageable with only relatively small flaws, but any above four will cause larger problems.
- 16 replies
-
- cosmere rpg
- mistborn
-
(and 1 more)
Tagged with:
-
How much of a Path is necessary? I don't have a copy of the rulebook yet, but from what I've pieced together from online, paths add skill trees where you take talents for specific abilities. Expertise and a separate, unique skill you can dump points in might be enough for most Hemalurgy shenanigans. Once you know where to stab, it's not complicated to transfer powers (attributes would be substantially more difficult though, probably requiring superhuman aid from other Investitures. Not something you could just take a talent for). Maybe you're right though. Game balance would probably demand something like you propose, and even if it's a bit unrealistic canonically, making real changes with Hemalurgy is one of the main draws.
- 16 replies
-
- cosmere rpg
- mistborn
-
(and 1 more)
Tagged with:
-
I think Autonomy and Honor would struggle to work cohesively. Sure, Bavadin is a control freak and hasn't lost hold of it yet, but the Shard itself supports others fighting against its own Vessel from what I can gather. Honor itself is highly offended when someone turns away from its rules. Heck, Odium can be weilded more in line with Autonomy's freedom of agency than Honor, at least from what I gather.
-
Eh, in reality the character I'd like to play most is an engineer/scientist who's trying to harness Hemalurgy. Micro-excisions from hundreds of donors or Bloodmakers would be optimal to create viable spikes, all without reducing the quality of life for the donor.
- 16 replies
-
- cosmere rpg
- mistborn
-
(and 1 more)
Tagged with:
-
Naw, if I ever play a Mistborn game I'm 100% ignoring that rule. If a hostile Pewterarm hasn't the sense to leave me the rust alone, they officially lose their Spiritweb privileges.
- 16 replies
-
5
-
- cosmere rpg
- mistborn
-
(and 1 more)
Tagged with:
-
Ah! That would make sense, I think. I was waiting at first for it just being done, but it might be more reasonable for him to release it at a real event.
-
Two, actually. But yeah, hope it's soon!
-
Welcome to the Shard! Of the three Metallic Arts, which do you prefer to read about most? What are your thoughts on each, and what is one aspect of each you'd like to see expanded on in Mistborn Era 3?
-
So glad I could help a fellow Mistborn fan!
-
Malatium, the Eleventh Metal, is an alloy of pure Atium and gold. All Godmetals can be alloyed with the base sixteen to create new powers, and can potentially be alloyed with other Godmetals too. There's a few threads talking about the absolutely convoluted number of alloys there would be from it all. . .
-
Come now, the man obviously has access to Feruchemy given his inhuman writing rate. He should have at least skimmed his Coppermind in response to the questioner. Hmm, well, there was that bead of Lerasium next to the Well of Ascension for a thousand years. Not likey to have happened given its location, but perhaps if someone had grabbed and shaped it into a pin they could have gotten more information from Fuzz? That's kinda along the line I was thinking, as there's already a system for Ruin's Investiture- Hemalurgy. I figure that the Heightenings would be the closest thing to such a system, so increased general perks and an innate knowledge of Hemalurgy would be most intuitive, at least as I see it. Interesting. Since we know Nightblood's shape as a sword also shaped its Investiture, I think this supports that idea. So, I think you're right. That strengthens the idea of Deadeye-ing Spren for Spikes.
-
Maybe their Spren's origin is Ruinous in nature, given their powers and ideals?
-
So, we just got this new WoB. Apparently, a Deadeye is far enough removed from being a living Spren that it can function as a Hemalurgic spike (though it's possible Brandon just forgot about this older WoB from 2020 on the topic). Guess if this holds there's some practical sense in Spiking a Radiant in order to break their oaths and kill their Spren now. . . Also, I think this confirms that all Godmetal spikes should Connect you to the parent Shard. It's not just Trellium, it seems. Makes me wonder, did Inquisitor's Atium spikes add an additional weakness to them in regard to Ruin's control? they'd be more Connected to it, after all, perhaps widening the bridge for it to get into their Spiritwebs. Also, would a hefty amount of Atium spliced into a person (multiple railroad-sized spikes) perhaps help with learning general Hemalurgy since you'd become significantly more Connected to Ruin (and have a bunch of Ruinous Investiture spliced in)?
