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Everything posted by Trusk'our
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In all honesty, that was how I was when I first started writing. . . and then I just kind of stopped at one point and never developed further I can worldbuild pretty well, but an actual story eludes me (Dungeon Mastering a D&d game doesn't count, as about 90% of it is winging it anyway).
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It's always nice to have someone to talk to about something you're passionate about. Especially if it's Cosmere stuff Neat! I'd love to hear some more about it at some point.
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Thanks! Any and all ideas presented will be appreciated . Interesting. I suppose you could also roll for strength normally, but add a +4 or something to it. I think constitution should come into play too perhaps. So, make them an actual Pewterarm plus making them another Misting, or give them the effects of being a Pewterarm plus being a Misting? Either way, that's pretty powerful. It would definitely need to come with a drawback of some kind to help balance it (or you'd just get a party of all Koloss-blooded muscle-heads and nothing else ). Ah, that's a pretty cool way to do it! I do think that there could be issues with needing to rest so often, especially if the rest of the party doesn't (kind of like how a warlock always is complaining they need a short rest but nobody else does), but I think it could work, especially if you were to divide up the effects of exhaustion a little more so as to spread it out and make taking more spikes a bigger liability. I think that the Flaw should come into play in some way as well though, such maybe making them have penalties to their Will saves. But I really like the exhaustion idea, that's got some potential I think. Absolutely! Thanks so much for your input, I really appreciate it. I'm probably going to be too busy to give a ton of details out until some point Saturday, but if I can manage to polish off my first rough draft of the abilities I'd love to share them with you.
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Awakeners of the eighth Heightening and above can override other Awakener's Commands on Lifeless and inanimate objects. Does this mean that the possibility of overriding a Hemalurgic spike's Intent or Command (assuming it was created with one) is possible? For example, could the Awakener Command the spike to cease to grant powers to the Hemalurgist? I imagine this wouldn't be easy, but it might be an interesting counter to Hemalurgists.
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Didn't he do it at least once more in the city square when Kelsier fought the Steel Inquisitor? And that time it didn't seem to have been for Vin's instruction, he just did it because it felt right. But I digress; I still don't think he was using actual Commands, maybe just that he was sort of close to figuring them out. But maybe not. I was speaking of Allomantic tin, not Feruchemical. True, but perhaps Commands could be used to broaden or better focus the application of Allomancy or Feruchemy with the right knowledge. I mean Marsh did figure out how to use his hands as the focal points for A-steel/iron, so perhaps Commands mixed with practice could make such abilities easier to obtain. True, Commands probably aren't all that important for Allomancy or Feruchemy, but hey, any edge is useful.
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Yeah, I should have thought through that statement more before posting it as whether the bone itself was helping out Makes sense to me; while there would be some increase in bone mass as a side effect to counter the extra strength provided by the Feruchemy (otherwise Sazed couldn't have folded a Koloss's face inwards without breaking his hand), most of the protection is probably from muscle padding itself. I'm a bit confused by this; if you had two Brutes who varied drastically in height- one being barely five feet tall and the other being well over six foot- and they both were to Tap 500 lbs. worth of muscle mass, wouldn't the taller Brute have an easier time moving as the muscle is distributed more lengthwise than the shorter Brute, meaning they'd have equal strength but not equal bulk?
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I know that there's MAG (Mistborn Adventure Game), but I just love Dungeons and Dragons, especially when I get to play with my family But I also really love Mistborn; I love the story, I love the magic, and I love the worldbuilding. So I'm currently making a homebrew overhaul of 3.5 D&d to better accommodate a Mistborn style setting, and I think I've got some good ideas, but I'd like some advice/suggestions if anyone is willing. I'm thinking about removing the class system and instead implementing a focus on Metalborn powers, where you could take Allomantic, Feruchemical, and Hemalurgic feats (in addition to general feats, of course) to build a more customizable character. For example, a Pewterarm could take a feat that allowed them to use Pewter dragging on top of the basic abilities provided by their Allomancy, increasing their repertoire. I think that I've got a good handle on most of the Allomantic and Feruchemical abilities, but Allomantic iron and steel in particular have got me worried; I want them to be cool and useful, but figuring out how to handle telekinetic powers is always a struggle in RPG games. Not to mention, I know I want Hemalurgic spikes to be an option for the players. In fact, they'd almost be necessary if they really want to mix powers and get the coolest builds available (no natural Mistborn or Full Feruchemist are in the setting as I have it right now). I just don't know how I want the penalty of the spikes to work (i.e., what they actually effect negatively). And don't even get me started on Koloss-bloods; I feel like there should be a special benefit or two for playing them, but I don't know yet how to balance it out properly with non-Koloss-bloods. Should it be like a Metalborn power on its own? Should it take a Feat at first level? Should it be a racial option and the other non-Koloss-bloods should get something to help boost them to compensate? Anyway, it's still a pretty young idea right now, so it will take a while to polish up, but I sure wouldn't mind some ideas or suggestions from others in the meantime
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Best system to pair with Awakening?
Trusk'our replied to Tamriel Wolfsbaine's topic in Cosmere Discussion
Eh, Kandra have so much potential going for them already that adding Breaths would mostly be a waste. At least, it wouldn't be a world changer for them in most ways (Awakened rope bones might change my mind at some point, but right now on their own I just don't see it as that big of an advantage compared to what they'd normally have). A Feruchemist with nicrosil could possibly hack the system in a completely different way, making them far better equipped to use the system than a Kandra in my opinion. -
I know that Allomantic pewter enhances durability as well as strength, but what about Feruchemical pewter? Do the bones get thicker and denser to help compensate for the added muscle mass, but also help cushion from falling or getting punched? For example, if a Brute Tapped the strength of ten men, could he take a punch to the stomach without flinching, or get a two-by-four slammed into his side without breaking bones? As another side note not worthy of its own post, what about height? I always imagined that a person's skeletal structure was a limiting factor to how much strength could be tapped, so a tall person could Tap more before it bulked them up to the point that moving proved impossible. But if the skeletal structure can be altered by F-pewter, would that mean that Tapping it in excess would make you taller? Would your hands and feet get bigger and beefier? Just some musings I had.
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If I recall correctly, Breeze had a habit of speaking what emotions he was going to Sooth away from his targets. Additionally, he was a very, very skilled Soother, so much so that he had trouble telling when he or wasn't using his Allomancy at times. That screams of either Savantism or near Savantism to me. In any case, I propose that Breeze wasn't actually using Commands that had Realmatic implications, but that he was close to doing so, as his Spiritweb had become so familiar with his Allomancy that it would have started subconsciously pushing him to uncover new secrets about it, similar to how Awakeners start to gain a greater inherent understanding of their Investiture as they collect more and more Breath. This isn't too important really, more trivia for the most part, but it leads up to the second part of this post; I'd like to question what Commands would look like if used in Allomancy or Feruchemy, assuming that they would be applicable at all. Would you be able to tweak your power, such as being able to make your Pewter Allomancy focus on specific aspects of physical augmentation, such as enhancing strength more but at the cost of reducing the enhanced stamina or speed, or using a Command to make A-tin focus on specific senses to reduce things like added pain sensitivity? What do you guys think?
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Best system to pair with Awakening?
Trusk'our replied to Tamriel Wolfsbaine's topic in Cosmere Discussion
A Full Feruchemist I'd say, as they could store excess health in a Goldmind and could potentially (it's a big if right now, as we don't know for sure how it would work) store Breaths in a Nicrosilmind temporarily to increase their Breath total when tapped in order to gain some extra benefits of the Heightenings and maybe even Awaken with them. -
Why doesn't the Godking get more respect?
Trusk'our replied to Tamriel Wolfsbaine's topic in Cosmere Discussion
I honestly don't know. Bio-Chromatic Breaths and F-nicrosil (even without Compounding) seems like it very well could turn out busted. While Awakening isn't too overpowered on its own, if you have the ability to create more or less permanent copied Breaths you can get some ridiculous effects, such as Awakening entire armies of inanimate objects or creating type four Invested entities without breaking a sweat. It is for this reason alone that I'm hesitant to believe that Compounding Breaths would work this way. It's almost certainly going to end up being limited somehow, or it would be too much of a game changer. Hemalurgic Compounding got nerfed after all, so there is some president for it. Maybe they'd just be a brief, temporary thing, where Awakening anything with them would quickly expire instead of staying in use for a long time. -
@Cocoa recently made a post questioning about what would happen if an Aviar or its Bonded person were to have a Leecher or Nicroburst try to affect them with their power, and it got me thinking along a similar line of reasoning; what if a Kandra were to use A-duralumin or have a Nicroburst charge them up? Their spikes don't seem to run out of power, so it the effect not considered Kinetic Investiture and therefore not a valid target for enhancement Allomancy? And if the powers were able to be affected by enhancement Allomancy, would there be some other consequence such as the Kandra not having their Blessing's effects available temporarily, kind of like how a Feruchemist can temporarily go without part of an attribute to draw more Investiture from it? Would a Leecher be able to stop a Kandra's Blessings from functioning while touching them, similar to how a Shardblade can't be summoned while a Leecher is interfering? What are everybody's thoughts on the matter?
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Deader (Allomantic iron+Feruchemical iron) Twinborn Slingshot?
Trusk'our replied to LightRinger's topic in Mistborn
To an extent, yes. Wax used a similar tactic in SoS; he reduced his weight after each Steelpush when chasing Bleeder, giving himself slight bursts of extra speed. A Deader Twinborn could probably slingshot themselves then, but it's effectiveness depends on the extent that weight manipulation can influence Steelpushing and Ironpulling in regard to their speed- if the speed they normally can generate via Ironpull/Steelpush is not influenced by increasing weight, then increasing weight during the pull and then reducing it suddenly should give them significantly greater speed in their jump. -
Why doesn't the Godking get more respect?
Trusk'our replied to Tamriel Wolfsbaine's topic in Cosmere Discussion
Or just pull out a gun and shoot them. No Invested healing and not enough physical or mental speed to dodge a well-placed bullet. I think that there are ways a competent Awakener could avoid or minimize such attacks (as you suggested perhaps some Awakened armor could do that with the right Command but would almost certainly be quite expensive in Breaths and like Nightblood may require additional injections of Investiture to continue functioning, particularly if it needs to repair itself like Shardplate), but not nearly as easily as many other Invested Arts. So, I don't know that it's not about Awakening being weak or unable to be used effectively in combat, it's just that it isn't as good as many other Invested systems for combat. -
Simple question/proposition here, can you remove a Hemalurgic Linchpin spike from someone without killing them if you first remove enough other spikes to negate the need for a Linchpin spike in the first place? I've had the idea in my head for the longest time that a Linchpin spike binds to the Spiritweb in some way that makes its removal always lethal, but looking back I see no real evidence to support this belief.
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I'm not sure about that one. They can't seem to directly edit their Cognitive Aspects like they can their Physical Aspects. If they want to edit that they'd probably need to resort to Feruchemy or Hemalurgy.
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Yeah, that's true, but it does make some villains more intimidating, and some protagonists, such as Marsh, can use it under the correct circumstances. And that's one of the reasons the Metallic Arts are so cool to me; there's so much to theorize and uncover about them that they never get old. Divination wizard from Dungeons and Dragons?
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True, plus with the other, more modern metals a Full Feruchemist who focused on combat would be quite powerful. Still, you can always try to use Hemalurgy or Unsealed Metalminds to make yourself a Full Feruchemist or Mistborn. . . A Copper Ferring would be pretty neat, especially since they'd have to focus on using their power in more creative ways than just resorting to another metal. Combat would be more limited I would think, but you could refresh battle tactics and remember good advice in combat to boost your ability.
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Mine is Hemalurgy as it allows for greater manipulation of the Spiritweb, but Feruchemy's got some real potential as well. Allomancy probably comes in third then, as it is linked to the other two Metallic Arts and there are some interesting power interactions in it, just not to the extent as the others. I personally like that Feruchemy and Allomancy got diluted, as it makes the story far more interesting because the characters can focus on individual powers more and unlock secrets about them that would otherwise be ignored.
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There are multiple components to the madness of the Heralds; 1. They are super, super, old. As they were originally humans in nature given immortality, they weren't designed to exist that long, so living for 7,000 + years takes a toll because of it. 2. They are suffering from terrible PTSD layered upon itself dozens of times over. That alone would drive someone mad. 3. They may also have had their Spiritwebs beaten so badly through trauma and forced to live through it (something no regular human could do) that it causes a part of the more supernatural aspect of their madness. So if you wanted to fix their madness, you'd need to address all of these problems. You could start by giving them some extra Investiture in some form to enhance their Cognitive Aspects so that they aren't strained so much from their sheer age. This is something that Kalak himself said should be possible, and there is a similar method that Hoid uses to maintain his sanity despite being even older than the Heralds. Second, you'd have to address the problems with their more natural aspect of PTSD. This is probably going to be harder to fix through natural methods, as they have so many issues in that department that I don't really see a complete healing for them through natural means. If you could deliberately remove those memories you could probably remove the natural component of their madness though. Mistborn spoilers Finally, you have to deal with the worn Spiritweb (which may just be a combination of the previous two issues, but I'll assume it's not for the sake of discussion), which may be even harder to do. Perhaps with the Cognitive Aspect aligned correctly you could forcibly fix it, but to fix all the damage would seem unlikely to me. We need more information on what causes a Spiritweb to wear out and what could conceivably fix it before I'd be willing to bet on how to cure the Heralds 100% of their madness, but I'd say that you could do a lot to help them.
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Excellent! It's always nice to see new fellow Cosmere geek What magic system in the Cosmere is your favorite? Which one's mechanics and tricks seem most interesting to figure out to you?
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Harmonium devices could be used instead so that the Pulser doesn't have to be caught in it as well, which I think increases the plausibility. I don't think that it would be easy necessarily, but it's certainly not impossible.
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Oh, I like that one! I should think that should be very doable depending on the plausibility of getting in said bubble, but I could see this being a cheaper way Investiture wise to reduce age than Atium Compounding. You would probably lose your memories as a side effect, but storing the ones you wanted via Coppermind and Tapping them after applying the stamp would most likely circumvent this limitation. When I first saw the title, I thought you were going to propose changing the actual time of birth for a person to make them younger, but this seems way better as I think it would be able to change more.
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The earlier WoB I provided earlier seems to conflict with this idea. I would need more evidence to be convinced otherwise, but I don't see any point in arguing further if neither of us can find any more WoBs on the subject.
