Jump to content

Trusk'our

Members
  • Posts

    3602
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Trusk'our

  1. That could be pretty interesting. That means if the Hemalurgist gained enough power through Overmastery they could remove the spike and still retain some of their power.
  2. The Kandra have the potential to do a lot of things with their shapeshifting. So, I decided to start a thread on them If you have an idea for what they could plausibly do, please more than free to post it (please just make sure to number it so that we can keep track). Let's find 101 tricks that Kandra can pull together folks! 1. Enhance senses either through skill or animal parts: this one's fairly simple (seeing as TenSoon did this in HoA), though it would be incredibly useful for an entire plethora of reasons. Additionally, the Kandra could have access to senses that even a Tineye or Windwhisperer couldn't, such as a shark's ability to detect the electromagnetic fields generated by living organisms or certain birds' ability to sense the Earth's (or Scadrial's) magnetic poles. 2. Increase muscle density and mass: another pretty basic ability, though one that is once again very useful. Tensoon was able to rip a Hemalurgic Chimera in half with this kind of ability. Additionally, Bleeder probably used a similar ability when fighting Wax at the end of SoS, as he comments on her incredible strength despite her not having the Blessing of Potency. This is probably in part due to the fact that there can be creatures that have much denser muscle fibers than humans- the silverback gorilla has four times the muscle density than that of humans. It would probably be pretty easy for a Kandra to mimic such results. 3. Electric eel replication: now, this one could be interesting, though perhaps not as easy to pull off. Electric eels actually can shock themselves when outside of water (because the electricity doesn't dissipate as readily in the air as in water), though they do have some resistance to it (they have certain structural proteins that insulate their electric-making organs). In any case, if a Kandra could figure this trick out it could be incredibly useful for taking down highly Invested opponents (someone like Miles), as things like Invested healing don't prevent electric currents from disrupting their muscles from working properly (WoB). 4. Eyes to tunnel through the walls: We've seen that Melaan is capable of wiggling her flesh through very small holes in order to pick locks, but maybe this tactic could be used to let the Kandra wiggle a tendril through the walls of a house (such as through the electrical sockets- not in the sockets themselves, just around the area where they are) in order to peek into other rooms, kind of like what Twinsoul did in TLM, only better. They could even distribute this through an entire building as each tendril doesn't need to be very big and should be easy to maintain. We've even seen that Kandra can temporarily detach parts of their bodies and reconnect them later with no harm (Melaan in BoM with her arm), so a Kandra could set up a "surveillance system" to discover intruders that come into their home and then temporarily disconnect from it in order to hunt down their enemies (yeah, it's a combat-based way of looking at it, but that's what came to mind). 5. Flesh-mech suit: speaking of being able to detach and reattach body parts, a Kandra could make a heavy duty ancient Koloss (or tyrannosaurus, it their feeling up to it) style body for combat but detach a more mobile and conservative (probably human based) body to go about their normal business. When the call for battle arises, they don't need to ingest a lot of mass at once, they simply go to their pre-made battle-body and reattach to it in order to wreak absolute havoc. 6. Retractable aluminum shell: aluminum is nice for protecting from Investiture based attacks (such as Emotional Allomancy), but an aluminum helmet can be knocked off. A Kandra could have a bunch of interlocking aluminum plates just under their skin, sort of like a highly flexible shell (or suit of armor) that they could move to the surface of their body to protect from Emotional Allomancy, A-Chromium (if the Kandra has Allomancy or Feruchemy at their disposal), or Steelpushing or Ironpulling from affecting metal bones. This would prevent the Kandra from using any Emotional Allomancy or Steel/Iron shenanigans of course, but the protection may be worth it (particularly if moving it further into their body temporarily prevents it from affecting those abilities). 7. Fake-out: Kandra are pretty durable, but even they have limits. If someone powerful really wanted one dead they could dump them into a vat of acid or cook them alive in a large oven after breaking their bones to ensure they can't effectively fight back. A Kandra may be able to trick their wannabe killers though- they could move their consciousness and Blessings into a small chunk of flesh in their hand, then catapult it away from the rest of their body to escape and rebuild a new body (fake Blessings in the body could help seal the deal if their captors decide to look. . . and if there is anything left). This would definitely leave them vulnerable for a time as their cognition would be hampered by having such a small body and they wouldn't have as much to work with, but it could certainly trick their captors into having a false sense of security while the Kandra falls back and regroups. 8. Ultimate mimicry: a Kandra could take their skills of mimicry one step further and copy what octopi do with their skin to change color and texture at will. If they have some extra collapsible structures inside them, a Kandra could fake being inanimate objects and still retain a measure of mobility, such as being mailbox, an urn, a suitcase, or any other household object large enough to support a decent cognitive system. They may suspect the family dog due to the legends of TenSoon, but they'll never suspect the vacuum cleaner as being the imposter. . . Anyway, I'll post more of these ideas later, but for now I think that this will be enough. Hope you guys like them EDIT: Here's a list composed of brief description of each trick that was come up with; 1. Enhance senses either through skill or animal parts: (copy animal senses or enhance through experienced shifting) 2. Increase muscle density and mass: (increase muscle density and mass to increase strength) 3. Electric eel replication: (copy an electric eel. Powerful way to subdue Invested opponents) 4. Eyes to tunnel through the walls: (make a network of tendrils with eyes/ears through wall to scope out an entire building) 5. Flesh-mech suit: (create a huge detachable body to re-meld to for combat) 6. Retractable aluminum shell: (use a flexible aluminum armor to block all Investiture based attacks) 7. Fake-out: (shed and fling a portion of the body with the consciousness of the Kandra to trick enemies and avoid death) 8. Ultimate mimicry: (use the tricks of an octopus and a collapsible skeleton to mimic/hide as inanimate objects, such as furniture) 9. Shifting Hemalurgic spikes to different Bindpoints: (shift Hemaluric spikes around in body to utilize different abilities in the spike, such as Steelsight when through the eye) 10. Mimicking animals: (mimic animals for disguise or to gain different abilities, such as the ability to fly by mimicking a bird) 11. Arm cannon: (conceal a large gun/small cannon in body to cause serious damage to opponents) 12. Toxic blood/skin: (hide toxins in blood or skin to deter macro-organisms and other predators) 13. Pheromone control: (use pheromones to manipulate other creatures into feeling or acting a certain way) 14. Sharing unique body parts: (an experienced Kandra could form a custom organ or body part and share it with other Kandra to let them copy it) 15. Anti-freeze chemicals: (use anti-freeze chemicals in blood to resist injury or death from hypothermia) 16. Coinshot-ammo stow away: (store coinshot ammo in body to prevent other Coinshots or Lurcher's from effecting it until it's too late) 17. BIG Allomancy stores: (store large amounts of metal in body to drastically increase Allomantic stores) 18. Metalborn body mass (F-Bendalloy, gold, or pewter): (Use F-Bendalloy, gold, or pewter to increase body mass in various ways) 19. Weight reduction: (use F-iron to make it possible to form a larger body) 20. Grappling terror: (use spikes and blades hidden all over the body to shred an opponent grappling the Kandra) 21. Hibernation: (hibernate to reduce caloric intake or if bored and waiting for a long period of time) 22. Pickpocket master: (use shapeshifting to hide small stolen items) 23. Masterful magician: (use shapeshifting to better perform magician acts) 24. Fake crime scene: (create "fake" blood and bodies to make a fake crime scene or deter unwanted visitors) 25. Membrane parachute: (create a parachute or webbing between limbs to glide down safely from great height without damaging bones) 26. Genetic notebook: (use microscopic proteins/genetic sequences or cellular chains to discretely and accurately store large amounts of information) 27. Cloning: (use genetics to clone another creature) 28. Cultivating species: (use genetics to modify or create a new species) 29. Gecko hands/feet: (eat a gecko and copy their ability to use the van der waals force to climb surfaces) 30. Kandra implants: (graft and mold Kandra flesh onto humans or other creatures to modify and upgrade them) 31. A-copper plus A-bendalloy or F-steel: (use these two powers to drastically increase the Kandra's natural abilities and cover some of their weaknesses) 32. Meat-ball: (turn into a giant ball of flesh to block access to areas, shield allies, or to roll and smoosh foes) 33. Meat-suit: (form a suit around a human to protect them from certain hostile environments) 34. Nano tentacles: (use microscopic tendrils to perform delicate operations, such as surgery or the construction of nano machines) 35. Pathogen modification: (use genetics to create/modify a pathogen) 36. Vocal range: (use shapeshifting to produce sonic attacks or to have a better singing voice) 37. Spinnerets: (create spider silk to bind enemies, make a versatile substance, or for other purposes) 38. Venom sacs: (create lethal venoms to combat enemies) 39. Echolocation: (use echolocation as another form of sensory input) 40. Blood drainage: (drain blood from enemies. For some reason) 41. Acid manipulation: (use acid to break into or out of secure locations) 42. Introduction of foreign bodies: (use shapeshifting to directly inject a virus or other disease into a target, perhaps for vaccination or as a form of attack) 43. Temperature manipulation: (increase metabolism to generate more body heat) 44. Biological bullets: (use body shoot projectiles to attack enemies) 45. Incendiary Gas: (create biological flammable gas to burn things. Perhaps combine with F-cadmium to increase capacity) 46. Nutrients transfusion: (digest matter that human allies cannot, then let allies eat Kandra's excess flesh to sustain them) 47. Natural pepper spray: (take a hint from a bombardier beetle and create a biological burning spray) 48. Awakened rope skeleton: 49. Walking Bio Weapon: (consume dangerous diseases to spread to other beings) 50. Hidden blades: (conceal blades or other dangerous weapons in body to sneakily attack opponents) 51. Aluminum/Nightblood blade: 52. True body fuel: 53. Element Isolation: (use shapeshifting to filter specific elements for scientific use or to purify water) 54. Gemhearts: 55. Pain immunity: (use shapeshifting to turn off the ability to feel pain) 56. Fire/acid resistance: (use a layer of fire retardant or acid resistant substance to reduce the danger of these forms of attack) 57. Prevention of Blood Clotting: (use injected chemicals to prevent opponents' blood from clotting, leading them to bleed out) 58. Allergic Reaction Triggering: (introduce allergens into an enemy's body to kill them) 59. Emotion Detection: (learn to more acutely detect pheromones to better read others emotional states) 60. Awakened Spiker-silk skeletons: 61. Photosynthesis/chloroplast theft: (either copy plants or consume chloroplasts to photosynthesize) 62. Larkin Physiology: 63. Added Feruchemical storing ability (Health and age): (use Kandra's natural abilities to more easily store certain Feruchemical attributes, such as health or age) 64. Battlefield clean up: (use F-Bendalloy in conjunction to easily clean up a battlefield) 65. Sensory Hijacking: (physically connect to another in order to see and hear what they do) 66. Synesthesia Cyphers: (potentially use fabricated synesthesia to make cyphers) 67. "Perfect" Hemalurgy: (hide spikes in body while charging them to prevent any Hemalurgic decay) 68. False Clothing: (use folds of skin and color changing to create makeshift clothing for any situation)
  3. Oh, that certainly would be the case; less muscles, less attribute. True, it could definitely lead to some wack scenarios, though I've had some ideas recently regarding how likely it will be to remove the most severe of the deformations caused by Hemalurgy on other threads (though of course doesn't necessarily mean that it does work that way).
  4. I used to think of it that way as well, but I'm pretty sure that the Investiture of the Spiritweb that gets torn off in Hemalurgy has to travel via the PR since the spikes are containing the Investiture, which I think means that a spike's Investiture is PR based. . . even though it plugs directly into the bearer's Spiritweb, which is kind of weird. That is an assumption though, so take it with a grain of salt.
  5. Fair points. What if you found a way to grow more complete parts of the body, such as growing a group of muscles to take strength from or growing an eye to take sense of vision (yes, I know that this level of technology is beyond what is possible currently IRL, but for the sake of discussion let's just say that the Scadriens figure it out)? Growing a part of a brain to take intelligence would probably edge closer to inhumane practices though, as they'd likely become more self-aware in the process. True, there probably would be barely any Investiture to draw from the cell cultures as they are hardly sentient, which in the Cosmere typically translates to hardly any Investiture in a living being. But if they figured out how to combine the Investiture of multiple cultures (striping Identity from them somehow) then maybe it would be a viable process to make spikes, though it would likely be time consuming and expensive, so production of spikes this way would be very limited.
  6. It is possible in real life to take some stem cells from a human and turn them into cell culture outside the body. So, what if you did this in the Cosmere? Could you grow a living cluster of cells that would develop their own Spiritweb which could then be harvested Hemalurgically? That could potentially create a way to ethically use Hemalurgy- no people and not even any animals would be hurt in the process. Or, what if you did the reverse and spike something into them, creating a new entity altogether? It would be particularly interesting to see if you could take some Spiritweb from the cell donor and add it to the cell culture. Perhaps it would react differently than if it was someone else's due to the similar Identities.
  7. @alder24 is right on the account that Allomantic and Feruchemical lineage won't be passed down, but some other things do. Take Koloss blooded people, for example; they have some minor changes they've carried from their parents, but they aren't more likely to become Allomancers or Feruchemists. Additionally, Inquisitors are able to have children with un-spiked humans, but there is a higher chance of there being "complications", likely due to the fact an Inquisitor's anatomy has been rearranged to accommodate their spikes, which would probably show up in some way similar to Koloss children.
  8. Some Investitures, such as Sand Mastery or Surgebinding allow their practitioners to grow in power over time based on certain circumstances for each system. But what if you gain that power via Hemalurgy? For example, let's say that a Hemalurgist spikes a Sand Master and steals their ability to wield White Sand. If that Hemalurgist were to Overmaster, would they grow in power? If they do grow in power, is it the contents of the spike that grow in Investiture, or does the Hemalurgist's own Spiritweb grow instead?
  9. Ah, my apologies. I see I presumed a little too much Hmmm, that's a good point on the CR aspects of Koloss. Personally, I'm still leaning toward the muscle growth leading to more strength that could be taken via Hemalurgy, but I your points are reasonable enough that I am willing to consider your opinion as being a very plausible outcome as well. Hope we can ask Brandon about this matter at some point. It seems like something he wouldn't RAFO immediately.
  10. Sorry, I didn't mean to reuse one of a Koloss's spikes, I meant that you take a non-Invested iron spike and then charge it with a decade-old nearly killed from sheer mass Koloss acting as the donor- the donor Koloss's spikes remain untouched, but a new spike is made from the Koloss's actual Spiritweb. Now, I do want to point out that the Koloss's actual muscle mass isn't directly granted by the spikes, otherwise Koloss would immediately become incredibly swole as soon as they got their spikes but instead it takes them years to continue growing; there is the magical, almost A-pewter like aspect of the spikes, the Blessing of Potency, and then there are the "side effects" of having those spikes as a non-Kandra which cause you turn into something no longer human, with the result being that your new genes cause you to grow and gain more and more strength in the form of larger muscles. At least, that's how I currently understand it. The point on the Koloss reusing spikes to gain more humanity I agree with though, which means at the very least if a Koloss acted as the donor then the next Koloss made would likely be less civilized and more aggressive.
  11. I had a little idea about Hemalurgy that lead to a much bigger one. The little idea was about whether an ancient Koloss could be used to fuel the creation of an iron spike to create new Koloss. After all, from what we know of with Jack's adventures with the Koloss suggests that they are pretty limited in how many can undergo the transformation due to the limited number of spikes in their possession. If some of their elders decided to be the donor's for those spikes, more Koloss could be made over time- they may even be far more powerful due to the fact that the strength that they grant is that of a 12 - 13 foot tall slab of muscle than some scrawny human. Which is then multiplied by four. But, would there be side effects? Would the Spiritwebs of the Koloss donors make the recipient even more twisted and removed from humanity? This might actually be a concern, as I believe we may have seen something similar to this with the Chimera; they have Trellium (or Bavadinium, whichever you prefer) spikes, which we know take powers, not attributes (I mean, I guess they could do both, but I'm skeptical as we've seen no other metal do anything like that) due to Set members having Trellium spikes without losing their humanity. I believe that this ties into my Hemalurgy, Powers, Human Attributes, and Blessings thread on the Cosmere discussion board- when you take something from a donor via Hemalurgy you can also take some extra stuff depending on the skill and knowledge of the Hemalurgist. The direction I was wondering here was, what if you charge a Hemalurgic spike and take a desired characteristic- say a certain body type (tall, muscular, etc.)- then give it to another person who also has that characteristic. Then you spike that person, giving the newest spike an exaggeration of the desired characteristic. This could continue through as many "generations" as you needed to get the desired characteristic. Anyway, that's kind of what I was thinking along the lines of. What say you guys? Do you think it's doable?
  12. Bronzesense can detect Kinetic Investiture, but it has a difficult time detecting Static Investiture. Anyway, I got thinking and wondered, when you fill a Hemalurgic spike with Investiture, does it count as Kinetic Investiture when traveling from the donor to the spike, similar to transferring Breaths? If this is the case, you could enhance your A-bronze to get extra information from the spiking, similar to when Vin burned duralumin and bronze in tWoA and could easily tell exactly what emotions Breeze was Soothing away from Elend. Maybe a Hemalurgist could store some Bronzesense in a Tinmind and tap it at an accelerated rate to achieve this effect and this could help give them a greater knowledge of Hemalurgy's inner workings.
  13. Hmmm. That also sounds like a plausible way to burn Harmonium, though you'd have to do it just right- you'd have to get it into your body far enough that you could burn it but without getting it wet. Maybe you could swallow a tube that dropped Harmonium directly into your stomach without getting it wet?
  14. I was scouring the Arcanum for a completely unrelated other idea relating to Hemalurgy and A-bronze when I came across this: This would mean that it is in fact possible to give a very thin coating of a non-Allomantic metal over a bead of Harmonium (just enough to cover it and keep it from reacting to your body's moisture), then burn the Harmonium. So, maybe burning Harmonium doesn't have to be about Compounding Health after all.
  15. Alright, fair enough. I suppose it is sort of like comparing apples to oranges. Perhaps there is a connection there, but I thought that Koloss just kept growing until they died- therefore, 4 times their original size wouldn't necessarily be the maximum size the spikes make them grow, they just can't live long enough to grow more. Personally, I'm not totally convinced, but that's my own opinion. I don't think we're going to be able to convince each other of our point of view, but I liked being able to talk to someone about it regardless
  16. From my understanding, a Hemalurgic Blessing provides a magical boost to an attribute of some kind, not a physical changing. Or at least the physical changing is a side effect- for example, the Tensoon mentions that the Blessing of Potency provides a magical boost to the strength of his individual muscles. They don't get bigger, they just get stronger, similar to how Allomantic pewter works. Koloss should receive the same result; their spikes provide a magical boost to their strength (as well as speed and possibly health). I don't know that the magical boost itself would count towards messing up the anatomy of the bearer since we don't see that happening with Allomancy, which is part of the reason I believe that the two can be separated.
  17. Probably more Connection than Investiture, but since more Investiture will lead to more Connection maybe you could still achieve the desired knowledge?
  18. So here's an idea I've been wondering about for a while; When Allomantic or Feruchemical powers are stapled onto someone via Hemalurgy there is very little physical or cognitive warping, just enough to shift organs around and not kill the recipient of the spike (except for Steel Inquisitors, but more on that later). However, when human attributes are added to a human (or animal) they mutate into crazily different beings- they become a Hemalurgic construct. I have a hypothesis as to why this is and some proof to help back it up. Basically, my thinking is that the human attributes are very closely tied to the rest of the Spiritweb because they are a more integral part- you can live and function as a human without Allomancy or Feruchemy, but you need "strength" and "senses" to be considered a standard healthy human. The human attributes are deeply tied to you being human, basically. My guess is that when a Hemalurgist tears off a piece of the Spiritweb with a spike, they do so sloppily because they aren't aware of the Realmatics and therefore cannot give an accurate Command to the Investiture. The spike takes more than what was intended, ending up with a bunch of "useless" bit and pieces. This isn't so bad with power spikes because they aren't tied very deeply to the human aspect, hence the reason they don't cause so much warping in the recipient, but attribute spikes lead to fundamentally changing their bearer. As for the changes we see in Steel Inquisitors (extra height and scratchy voice) those may be caused by simply having so many small extra bits taken along with their spikes that there is a little warping involved. I also hypothesize that it is possible for a Hemalurgist to train themselves to be better at preventing this, similar to an Awakener and get better at wielding Hemalurgy with better and more accurate Commands. Visualize it like this; the first Hemalurgists were wielding it like someone would a crude, jagged knife and who has only very basic (nearly nonexistent) medical knowledge- they can technically cut into someone to perform surgery, but they weren't very good at it and they took a bunch of stuff they didn't intend to as well. A Hemalurgist who really knew their Realmatics and had practiced with Hemalurgy extensively may be closer to an expert surgeon wielding a highly precise scalpel to delicately perform an organ transplant. Basically, a really, really skilled Hemalurgist may be able to give something akin to Kandra Blessings to humans without turning them into inhuman creatures. Now, for the proof part; we know that just having attribute spikes of the right kind isn't enough to make a Kandra, even when adding more spikes- if a Mistwraith ate a Koloss they wouldn't make a Kandra, they'd become something else with less awareness. https://wob.coppermind.net/events/90/#e4580 And https://wob.coppermind.net/events/90/#e4652 This suggests that something more must be done to create Kandra spikes, which I believe could mean taking more specific things from the donor's Spiritweb to. To further back up this claim, look toward the Hemalurgic Chimera- they are made with only one spike yet have changes brought to them large enough to surprise TenSoon. Plus, I'm pretty sure that Trellium is supposed to take powers, not attributes (Set members having those spikes and not turning into inhuman creatures), but they can still bring physical warping if the Hemalurgist charging them uses the correct Commands and has enough skill (Bleeder has multiple functioning Trellium spikes that acts as half-Blessings but still grants Allomantic or Feruchemical powers). Additionally, we know that you can have a Kandra Blessing that uses non-attributes, such as with ReLurr's pewter spikes, which suggests that you can optionally go the opposite direction and take more from a donor to bring a more significant change, which makes it viable for bringing sapience to a Kandra (or possibly making Chimera from humans). https://wob.coppermind.net/events/7/#e7081 I hope that these are coherent, but I know that I have a tendency to become incoherent when I ramble If anyone wants clarification, please ask and I'd be more than happy to have a conversation about my ideas.
  19. Eh, can't they just... In any case- Day 54: Nicrosil Compounder (Allomancy- ability to instantly burn through another's metal reserves in a burst of power/Feruchemy- ability to store Invested powers) I couldn't help myself- I know that this the second Compounder in the same number of days, but this is another combo with some really interesting potential. As a Nicroburst, this Twinborn can burn nicrosil and basically grant the power of A-duralumin to whomever they touch (even if they don't want it). Could be very nice when used in conjunction with other Allomancers, especially combat. For example, a Nicroburst with a Coinshot friend could do as Wax and Wayne did in TLM and jump a good mile in the air, though they'd obviously need to be careful not to kill themselves with such a sudden burst of motion. A Soulbearer Ferring can store their other powers and- assuming that this works the way that the majority of Feruchemy does- they can tap it later to increase its effectiveness. This is particularly interesting to me; what if the Twinborn stores their ability to burn nicrosil, then taps it later to increase their Allomantic strength while Compounding more of it? would they create a feedback loop, increasing the total effectiveness of their Compounding, resulting in far more Investiture drawn from the SR? Perhaps with enough they could open a Perpendicularity or teleport as is mentioned is somehow possible in TLM. They could possibly become so Invested (even if temporarily) that they could gain a greater comprehension of the Metallic arts and the world around them, sort of like a little-mini ascension (though admittedly that is stretching the possibilities I would believe available to them- they'd likely need to spend a long time with increased Compounding efficiency and a huge Nicrosilmind to achieve such an effect. as a side note, I think the duralumin Compounder may have a similar option available to them). But admittedly, this Twinborn involves a lot of speculation, so much of it may not turn out to be true. Resonance: The ability to increase other's metabolism of Investiture and the power to manipulate your own innate powers? Maybe they'd have a little extra innate Investiture, but with their Compounding available to them it likely wouldn't be very noticeable. Name: Saturated-soul? As in they're so saturated with Investiture? I feel like we have a lot of "soul" things going on with Twinborn names but I can't think of much else, especially when it seems to fit. Rating: this one really depends on how Invested they can become and just what that raw Investiture can do. If nothing major comes from it I think they'd be a 5, since their powers as a Nicroburst can be pretty useful, but pretty much only when teamed up with someone else and their Feruchemy is of little benefit since A-nicrosil doesn't really do much when powered up from what I can tell. If the raw levels of Investiture do end up doing some of the stuff I mentioned above, they'd maybe be a 6 or 7- cool possibilities, but it would be difficult to activate them.
  20. Yeah, I can see where you're coming from. Personally, I'm not too worried because I feel that Brandon knows what he's doing. I also happen to be intimately familiar with the feeling of worrying yourself sick, so I can empathize- it will be all right friend
  21. Day 53: Duralumin Compounder (Allomancy- Ability to instantly metabolize all metals currently burned by the user for a burst of power/Feruchemy- Ability to store spiritual Connections) Another one of my favorites here. Allomantic duralumin allows the user to burn through their entire metal reserve in a single burst, granting them enormous amounts of power momentarily. It isn't very useful on its own, though when combined with its Feruchemical half it would allow for Compounding. Feruchemical duralumin allows for the ability to store Connections- I used to think for the longest time that it stored the ability to form Connecitons, but that was debunked a while ago. We've seen that you can store Connections with people to have them become less aware of you and you can tap those Connections to form friendships faster. The Malwish have found a way to store "blank" Connection to land, allowing them to speak the language of any foreign land they visit (we aren't sure yet whether this "blank" Connection can be achieved through F-duralumin alone or if some sort of hack is required). It is also possible to take over Hemalurgic constructs sufficiently pierced by Hemalurgic spikes. There's more that can be done with F-duralumin though; Connections to time are possible, though the consequences of that aren't particularly clear to me at this time. There's more that may be possible as well... SA spoilers. In any case, a double duralumin Twinborn can Compound Connection, giving them a reserve far larger than all other Connector Ferrings. Another interesting possibility is that this Twinborn can use their Allomancy to not only Compound, but also to speed up the process of compounding by burning some duralumin for the Allomantic effect as well as the Feruchemical effect simultaneously. This could grant them access to stores of Investiture far larger even than other Compounders- they'd just need a lot of duralumin (which, conveniently, is going to be much cheaper now that electrolysis has been discovered on Scadrial). Resonance: Speeding up Invested metabolism and storing Connections? Probably they would naturally form Connections more quickly, though the effect wouldn't be very noticeable if they can Compound Connection already. Name: Soulweb calls out to me, but Worldbinder seems fitting as well. Rating: Defiantly a 9, especially if they can discover other Investitures across the Cosmere, as their powers would allow for some pretty interesting possibilities.
  22. I agree on Wayne's Resonance being a higher-than-average Fortune. We've also seen him in SoS jump through a window and manage to set up a Speedbubble at just the right size to only capture himself and the Marksman, which in his words was "right lucky". As a side note, I'm pretty sure that Wax's Resonance is having a higher skill with precision, at least with firearms. we've heard Miles talk about seeing Wax making basically impossible shots in AoL and he literally shot one of his own bullets in midflight to change its trajectory and his Tarson in the head from the side. That takes great skill and great natural talent- talent in the form of a Resonance, possibly. Both these Resonances would fit with their powers pretty well in my opinion; Wax's powers are the ability to form a Spiritual Conneciton to metals near him and to exert physical force on them and the ability to increase his mass. Aiming better seems to fit with that. Wayne's powers are the ability to have his Physical Aspect rewritten to align with his Spiritual Aspect and the ability to warp spacetime. Fortune is just being able to "sense" subconsciously certain things in the future to a degree, so that fits decently with his portfolio as well.
  23. Excellent! Thanks! Day 52: A-electrum/F-nicrosil (Allomancy- Ability to see short term future of self/Feruchemy- ability to store Invested powers) This has to be one of my favorites Allomantic electrum allows one to see their own future by a few seconds, though it doesn't allow the same kinds of shenanigans as A-Atium due to the fact that it does not proportionately increase mental capacity to use that knowledge to its fullest potential. Still, as @alder24 mentioned earlier, it could be very useful if trained extensively with. The other side of the coin is Feruchemical nicrosil, which allows you to store the ability to use Allomancy or Feruchemy (or at least some other Invested powers, though that would be for a Cosmere based thread). We're not fully certain of all its abilities yet, but many people on the Shard believe that you could store your ability to use Allomancy and tap it later at an accelerated rate to turn yourself into a stronger Allomancer. If this holds true the Twinborn could store their ability to burn electrum when not using that ability, which would be pretty often I would think, since electrum is an expensive and fast burning metal. Then they could tap their Nicrosilmind very quickly, potentially compressing hundreds of hours without any Allomancy into a few minutes of burning. They might even be able to crack open the SR and see a more expansive vision of the future if they did this, similar to Elend when he burned Atium and duralumin together, giving them a whole new strategy of utilizing their powers. Resonance: You know, I don't know that we've mostly been doing this part correctly; Wax and Wayne's Resonances don't seem to affect the powers themselves but are a completely separate benefit. I have guesses as to what their Resonances are (Wax: enhanced aiming ability/Wayne: increased Fortune), and they kind of fit their powers, so maybe we can extrapolate from that? Anyway, I think that this Twinborn Resonance would have something to do with the SR and manipulating their Spiritual Aspect. So, maybe they could more easily (without directly using their powers) change the course of their life, maybe their "destiny"? Name: Visionary Rating: assuming that F-nicrosil does work the way I think it does, an 8 due to enhanced (though infrequent) visions of the future. If not, maybe 5 or 6- it would be little better than being an electrum Misting (which requires an expensive, fast burning metal that is hard to master) unless the Resonance is pretty good.
  24. Hey guys! Sorry I haven't been able to post on here for awhile. After skimming through all 256 possible Twinborn combinations, a few really interesting ones stood out to me, which I'd love to post if you guys don't mind Aside from A-pewter/F-steel (which we already discussed much earlier on this thread), the A-electrum/F-nicrosil, A-gold/F-aluminum, A-duralumin/F-duralumin, A-pewter/F-nicrosil, A-nicrosil/F-nicrosil Twinborns have some pretty neat things going on. Does anybody object to me posting about my thoughts on them?
  25. I don't think that Marsh would need to Compound the Dor to get youthfulness- the Dor already shapes itself to the powers available to the wielder, so Compounding is not necessary. I'm hesitant to believe that Feruchemy couldn't use purified Investiture to fuel itself since it already basically does that with Compounding. But perhaps purified Investiture is different and I'm jumping to conclusions. After all, Hemalurgy suddenly has new limitations, so that sort of thing is hardly out of the question. .An interesting takeaway. I had not considered the Lerasium issue, but I don't know that it would be possible to use Unkeyed Investiture to make someone a Mistborn without another power to duplicate. The way I see it, the Unkeyed Investiture picks up on the powers ingrained in the person who wields it- this is why Marasi couldn't use all the powers of a Mistborn, even when she was filled to the brim with Investiture in TLM. Lerasium (and possibly Atium, depending on how effective the retcon is) seem to provide both the ability to use their powers as well as the fuel itself; a non-Metalborn can burn Lerasium and gain Allomancy by Connecting to Preservation and having specific powers encoded into their Spiritweb. Unkeyed Dor couldn't replicate this, as there isn't anything to pick up, no power to emulate- they don't have the power to increase their Connection to Preservation in their Spiritweb naturally, as that is provided by the Lerasium itself. However, I don't think it would be impossible to replicate the effects of Lerasium or other Godmetals with Unkeyed Dor or some other Investiture if you knew the "code" of the Investiture. That's definitely a guess though, so take it with a grain of salt. Thanks!
×
×
  • Create New...