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Trusk'our

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Everything posted by Trusk'our

  1. Welcome to the 17th Shard! I think you'll fit in well here
  2. Personally, I thought that it was okay, but nothing more, nothing less. Wax and Steris though, that was pretty nice to see develop .
  3. Not being dead does have its benefits Makes more sense than anything else in my opinion. Get paid to Smoke other Mistings who work in the underground whilst you store health for when you inevitably have your operation tracked down and the police come to shoot the place up. Cozy indeed.
  4. I hadn't considered it that way before, but, maybe. It probably depends more on the specific Boon and Curse though, as they are directly shaped by Cultivation and the Nightwatcher. Actually, Surgebinding is part Cultivation's manifestation of Investiture, and the practitioners of that magic system do get stronger over time. So for that part, yes, the magic does get stronger over time.
  5. I meant it more in general, but I suppose I did end up relating it more to my own
  6. I especially like this combo; with enough ribbons of White Sand and with some Allomantic Atium to better control them, you could make a literal maelstrom of slashing tendrils. Very useful for offense and locomotion. But what if the spikes are deeply embedded inside their body? I'm saying it wouldn't work, just that it may prove somewhat difficult. Definatly useful for countering most Invested healing. Kandra might prove harder to effect though, as they don't rely on Kinetic Investiture to heal (though White Sand Maelstrom might do the trick ).
  7. Interesting ideas! That sounds pretty reasonable; Investiture is primarily spiritual in nature, so it wants to be drawn back into the SR to its Shard when it is not Connected to another Vessel. Yes, Breath is easier to transport off world due to Endowment's Intent (WoB). Personally, I think the reason that Nightblood has a maximum threshhold for Investiture and humans don't is because human souls can adapt and grow, expanding to hold more Investiture. Actually, someone who Ascends is "destroyed" (WoB)- they cease to be a human anymore, changing into something else entirely. But by Vasher's own admonition in Warbreaker, Awakened objects such as Nightblood have a much more limited capacity to change and grow, and therefore may not be able to give up their previous state and Command to Ascend (limiting the total amount of Investiture they could ever attain). I agree at least partially on the part where Allomancers and Feruchemists can Worldhop due to having only a little Investiture in them; there isn't enough Investiture in them to prevent them leaving Scadrial. It also may be that Preservation's and Ruin's Intent doesn't restrict one from leaving as Honor's does- I'm sure it would still prevent travel, but you would need more Investiture, more Connection, to see a noticeable impact. As for that certain Scadrien, he's definitely got enough Connection to Preservation and Scadrial itself to be locked on world. I think the reason Hemalurgic spikes decay is not because of Connection to the deseaced donor, but as a side effect of Ruin's Intent. Don't know for certain though. It's also worth noting that those bear Hemalurgic spikes will stay around in the CR longer after death, not just those who are natural Allomancers, though it does make me wonder; is it easier to become a Cognitive Shadow with Preservation's Investiture than other Shards due to its Intent? Honor's Intent makes it particularly difficult to leave Roshar. It's very "clingy", so to speak- it binds things together, and as a result it's hard to separate from it. This is why it is so difficult to move infused Gemstones off of Roshar. All very intriguing hypothesize, I enjoyed reading them
  8. True. Taravangian I commented on that more than once, if I'm correct.
  9. There is probably more going on with Nightblood, Shardblades, and the rate at which Investiture is consumed by the hungering sword, but my personal thought on the reason Nightblood didn't do more to Ishar's blade than put a nick in it was because the sword was in physical form; it wasn't very "vulnerable" in it's solid state, whereas Rayse was primarily spiritual in nature.
  10. That reasoning seems pretty sound.
  11. It also makes me wonder, why is it that so much Investiture can be taken up by a human in the form of Breaths (there isn't a maximum limit, you'd just eventually become a mini-Shardic Vessel), but Awakened objects like Nightblood have a much harder limit (though admittedly it's kind of hard to reach).
  12. Yeah, that might work. Now I'm curious how much Investiture was in the jars compared to Nightblood, cause a random Nalthian with a jar of Purified Dor might be able to replicate the killing machine. Scary.
  13. That's Nightblood specifically though. I don't know that that would be a problem if the spikes have the correct Command, since they'd just be coppying the spikes' original power, not actively trying to "destroy evil". One very real concern would be that the spikes gain sentience and all try to control you individually, giving you a kind of magical personality-split. I think if you could find a way to get all of the Identities to match yours, maybe that wouldn't be a problem and they'd just act as extensions of yourself, but that's just a guess.
  14. I agree; if it's the former (which is my personal current interpretation, as that's how all other Hemalurgy we've seen work) then aluminum spikes shouldn't work on Hemalurgically granted powers, but if it's the latter the powers get suppressed either way. Edit: Just thought of another way to improve the Kanra of Ruin; make some aluminum-lined compartments inside their body. Then, store burnable metals inside. In someone Leeches the Kandra, you can burn the reserves by opening the aluminum compartments and releasing the emergency stores.
  15. Thank you! It seemed that half of everyone else just did Fullborn plus a bunch of other miscellaneous ones piled on top Would that work? The spikes aren't technically part of your Spiriteb, they're separate pieces that are hotwired to yours. It would be like trying to use any other spike a power of a person who had a power granted by a Hemalurgic spike. Might be one of the few instances where taking a Hemalurgic spike is better than having a regular Metalborn power. But I don't know, I think that it would be worth asking Brandon about it. Well, you can give Breaths to other people and the Breaths change to the recipient's Identity, so I don't know that Identity would stop it. Plus, standard Hemalurgy deals with confliction Identity but still works, so a Hemalurgic spike with an Identity differing from the bearer should still work. But, these are definitely points worth looking at and considering. Would actually love to ask Brandon about them. Thanks!
  16. We've seen in TLM that Unkeyed Dor can be used to fuel any magic system. But what about Awakening? Would you need to be at least of the 1st Heighteing to make it work, or would any Nalthian (they have the proper Connection) be able to use Unkeyed Dor to fuel their Awakening? Also, do you think that since the Dor is less "sticky" that whatever was Awakened would eventually cease to function? Although, ToES spoilers...
  17. Well, we know that you can Awaken a Hemalurgic spike. Personally, I think that you could use Awakening to augment your powers granted by Hemalurgy, since it's pretty similar to Compounding; When you Compound, you use the Feruchemical Investiture inside the metal you burn as a "program" for the Investiture you draw from the SR. A similar principle follows with the spikes, as you'd basically shape the Breaths to follow suit with what the Hemalurgic Investiture already does. And all that extra Investiture in the form of Breaths lets you draw more Investiture in the form of Allomancy from the SR, making you a very powerful Allomancer and potential Compounder (since your Allomantic potential is how much power you get out of Compounding).
  18. Welcome to the 17th Shard! I think that you couldn't add to the extra kinetic energy of your hits with a Speedbubble, since we've seen that bullets that pass out of Speedbubbles slow down. You could still whack them a lot of times though, so it would still be a very dangerous tactic for your opponents. Hope to see your opinion on some of my posts
  19. I'd probably take the 8th Heightening twice as well just to make sure it's possible to maintain the 9th Heightening required to Awaken non-organic material, plus some extra "oomph" to Invested an already Invested spike (though honestly it's very small in comparison to the Breaths I'm fairly certain), which brings my Total Points to 949. I liked the excuse to create a Hemalurgic monster than would wipe the floor with basically any non-Shardic entity Out of curiosity, would you say that supercharged (power of 6,000 Breaths total) Hemallurgic and Allomantic copper plus an aluminum plating would make a Kandra essentially immune to Shardic control? Cause that's kind of a big limiting factor of this build.
  20. Well, this gives me the chance to build my character, Ruin's Kandra (even drew a picture of it here ). I'll take the Kandra race with the Blessing of Presence, then add Allomantic pewter, steel, iron, copper, zinc, and chromium, as well as Feruchemical steel, gold, chromium, and duralumin, all through Hemalurgic spikes (Total Points = 125). Each of the spikes is make larger than normal, each being 3-4 times bigger (in total mass, not length) than Steel Inquisitor spikes. I'll then take the 9th Heightening. I use the up 16,000 Breaths all at once to Awaken my Allomantic power spikes and my Blessing's spikes (2,000 Breaths devoted to each spike) with the Intent to have the Investiture mimic and add to their total power, enhancing all my Allomantic powers hundreds of times over (Total Points = 525). Plus, since my Blessings are now hundreds of times stronger, I am basically immune to being controlled by any non-Shardic Vessel (not to mention the massive intelligence boost). I then store my remaining 4,000 Breaths inside an inanimate object inside my body so that they can't be Leeched or easily detected. I then craft a huge artificial skeleton, perhaps 12-15 feet tall, somewhat like a Koloss's. The skeleton is made of steel and lined with a thick layer of aluminum. I would shape my body around it, creating an 8 ton humanoid of muscle, with alumnum plating in various places to add additional protection from being who wished to take control of my mind. Plus, I'd hide the "cores" of my limbs inside of aluminum compartments to protect from the worst of Shardblade wounds. I'll also take a couple dead Shardblades, just because it's mildly amusing (Total Points = 549) It's also worth mentioning that F-steel increases the speed at which you burn your metals, so my A-pewter would probably be able to be thousands of times more potent than your run-of-the-mill Thug if used properly. And even without Compounding available you could store extra speed and health from your Allomantic pewter Feruchemically, making them more effective (plus, you know, if the pewter is 50-200 times more potent than normal, there's kind of a lot of power to siphon off). Additionally, if the Kandra is as big as a fully grown Koloss or two, they could just swallow pewter ingots by the dozen by shaping their stomach correctly. Basically, I'd make a giant, super-powerful Allomancer/Feruchemist Kandra with aluminum, three different ways to shield from being controlled, and with a specially crafted body for battle (oh yeah, and they have 4,000 extra Breaths to Awaken with if they need). P.S., is it unfair to take multiple Heightenings? Cause I think that you'd need more Breaths to actually Awaken the spikes, but I don't have the points to get the full 10th Heightening. Also, Kandra are pretty powerful just on their own; they basically have the ability to use F-tin, pewter, and gold after some fashion built into their system. They should probably cost more than 5 points. Fun challenge. Thank you for making it @Frustration
  21. The world of the White Sand graphic novels is Taldain, and Yolen is the world of the Dragonsteel series by the way Also, Threnody isn't technically a Shardworld anymore, as Ambition was splintered by Odium and Mercy is nowhere to be seen. This is why there is no stable Perpendicularity on the planet.
  22. Awesome. Maybe then we can find out what all Twinborn Resonances do.
  23. Well, we have a few WoB discussing the topic. Based on these, I don't think we can say anything conclusive on whether or not Kandra can mate with humans yet. Brandon just hasn't decided which way he wants to go yet. It may be that their Hemalurgic spikes have altered them in such a way that it isn't possible for them to create Mistwraiths anymore. Could be that this isn't the case, but we don't know for certain. Edit: it should be noted that @alder24's quote about Kandra reproducing with humans is from 2018, while the ones I found are from 2016 and 2017. So maybe it is possible for that to be done. Could lead to some interesting results if Kandra made minor but compatible changes to their anatomy to grant to their (mostly) human children.
  24. I've kind of wondered what determines what a Resonance does? Is it the effects of the two powers combining into a similar effect, or is it that the two powers combine to create an effect that relate to the Realmatics of the two powers? For an example of the latter, I think perhaps that part of the reason Wayne is so lucky is because is Resonance combines his ability to mess with the flow of time and his ability to align his physical aspect with his spiritual. Which actually makes some sense if it turns out to be true, as he would be more in tune with his Fortune as a Result of his Resonance. If this is how Resonances work (with some wiggle room for the author to make characters have certain attributes, of course), then perhaps we can accurately determine what Resonances would do. Still don't know what an A-nirosil F-electrum Twinborn would have; I don't understand exactly what both powers do Realmatically.
  25. Awesome! Thank you! You see, the quote that @alder24 found about F-steel increasing the speed at which you burn your metals got me thinking; if you burn your pewter faster, you get the same amount of effect out of the metal burned- but that effect is going to be compacted over a shorter window of time. Basically, the faster you tap your Steelmind, the faster you burn your pewter, and the more physical enhancement you get from it. You would very quickly would become far more powerful than any other Thug alive, easily handling ten times your normal strength, durability, stamina, dexterity, healing ability, and other physical aspects whilst also moving much faster than your enemies can. Not to mention that the more burn your pewter, the more extra speed you get from it, further increasing your total speed but without needing to tap more from your Steelminds. Plus, since A-pewter increases your physical speed somewhat, that can be siphoned off into your Steelmind in your downtime, making it easier to store a large amount of physical speed. The last useful effect of the combo wouldn't come into play very often (probably not at all without access to Compounding or some other way to get more F-speed stored up), but one of the physical limitations of F-steel is that it doesn't reduce heat from friction. However, pewter lets you resist extreme temperatures, and with it getting proportionately strengthened along your Feruchemical speed, you could use your A-pewter to let you move at speeds that normally would burn you up as a Steelrunner. Now, pewter burns pretty quickly, so I'd say that this Twinborn would need to swallow a LOT of it, but as we've seen in TFE, this is something that Thugs wishing to Pewterdrag do anyway, so I think that if you prepare properly you could still use your enhanced A-pewter without too much complication. As to what the Resonance is, it probably has something to do with physical speed or perhaps a passive improvement to reaction time. The name of the Twinborn? "Blitzer" maybe? I may need help on this- I'm not particularly creative with names I hadn't thought about this combo until this thread, but it seems very powerful. I look forward to seeing more awesome Twinborn combos and their synergies in the future!
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