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whynaut

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  1. Allomancy Having Allomancy acts as modifiers for Combat and Negotiation. The power of an Allomancer is determined by how much Metal a Player has to burn and how high that Player's Allomantic Stats are. Metals Each Metal gives a player a certain number of points in reserve. For example, one bead of Tin gives an Allomancer (24) points to use.Metals are bought with money. Allomantic Stats A player will have a Stat for which Allomantic Metals he or she can burn. Allomantic Stats Pewter : Tin : Iron : Steel : Brass : Zinc : Copper : Bronze : Mistborns will list all of them, while Mistings will only list one. These Stats declare the maximum amount of bonus a Player can receive per action. For example, a Tineye with (24) points to use and Allomantic Stat of Tin: 5 That Player can add no more than +5 points to his or her Movement action If that uses all (5) points, the Player will have (19) points in reserve left. Allomantic Stats are raised with EXP. Pewter Pewter gives (8) point per bead. When a Player burns Pewter, he or she adds the Allomantic Stat to Movement, Attack/Defense, and Health simultaneously. Combat for a Player burning Pewter looks like this: Movement: Senses + Physical Speed + (Pewter) Attack/Defense: Strength + Weight + (Pewter) Health: Health + (Pewter) Note: It is worth noting that burning Pewter will give each category the same bonus without spending additional points. For example, burning (3) points of Pewter will give the Player +3 points in every category listed. Tin Tin gives (24) points per bead. When a Player burns Tin, he or she adds Allomantic Stat to Movement. Combat for a Player burning Pewter looks like this: Movement: Senses + Physical Speed + (Tin) Attack/Defense: Strength + Weight Health: Health Iron/Steel Iron or Steel gives (16) points per bead. A Player burning Iron or Steel has a unique combat system of its own that only effects Movement and Attack, but not Defense. Movement: (Iron/Steel) + Senses - Weight Attack: (Iron/Steel) + Senses + Weight Defense: Strength + Weight Health: Health Note: Because burning Iron/Steel deals with projectiles, it counts as a Ranged Weapon. Players with Ranged Weapons can make 2 Attacks on that Player's first Combat post if the Opponent does not have a Ranged Weapon. In a roleplay sense, this accounts for the additional time it would take for the Opponent to close the distance between them. Note2: Burning Iron/Steel also negate bonuses from any metal Weapons an Opponent might have. Brass/Zinc Brass or Zinc gives (16) points per bead. A Player burning Brass or Zinc adds Allomantic Stat to Charm. As of right now, it does not have a combat effect. Negotiations for a Player burning Zinc or Brass look like this: Charm: Charisma + (Zinc/Brass) Intelligence: Mental Speed Copper Copper gives (16) points per bead. A Player Burning Copper has two effects: Burning (1) point of Copper negates bonuses from Opponents using Brass or Zinc in Negotiation. Burning Copper also combats the use of an Opponent burning Bronze. See Below Bronze Bronze gives (16) points per bead A Player burning (1) point of Bronze forces the Opponent to reveal which Metal they are burning and how much in Combat and Negotiation. Note: Normally a Player does not need to reveal what Metal they are using, only the effect. For example, A Player burning with Tin: 5, needs to add together all their Stats to see how much Movement they have Movement: Senses: 4 + Physical Speed: 3 + (Tin: 5) = 12[*] But, the Player only needs to show the total in the actual post Movement: 12 When a Player burns Bronze, the Opponent must now actually show the Metals and how much that Opponent is using. However, an Opponent can combat Bronze by burning Copper. If the Player's Bronze is less than the Opponent's Copper, then the Opponent does not need to show his or her Allomantic Stat in the next post. If the Player's Bronze is more than the Opponent's Copper, then the Opponent does have to reveal his or her Allomantic Stat in the next post. Atium Atium does not have points, but instead can only be used once per bead in the post that it is used. A Player burning Atium has Infinite Movement in both the Defense and Attack sections. Movement: Infinite Attack/Defense: Strength + Weight Health: Health Note: If the Player chooses, he or she can write a fake Movement number to hide the Player's use of Atium. Duralumin Duralumin gives (4) points per bead. Only Mistborns can burn Duralumin. A Player burning (1) point of Duralumin negates the limits of Allomantic Stats and instead forces the Player to burn all of the points of a Metal the Player has from a reserve. Can be used on more than one Metal at a time for an additional point of Duralumin each. Mistborns Mistborns can burn all the metals. Mistborn Combat will look like this: Melee Combat Movement: Senses + Physical Speed + (Pewter) + (Tin) Attack/Defense: Strength + Weight + (Pewter) Health: Health + (Pewter) [*]Ranged Combat Movement: (Iron) + (Steel) + Senses - Weight Attack: (Iron) + (Steel) + Senses + Weight [*]Mistborn Negotiation will look like this: Charm: Charisma + (Zinc) + (Brass) Intelligence: Mental Speed
  2. Mistborn RPG At the very heart of the RPG are actually two systems: A system for combat and a system for trade Attributes Each character has the following Attributes that they can build up with EXP they get from Combat or a Trade Negotiation. Senses : Physical Speed : Strength : Weight : - Health : - Charisma : Mental Speed : Combat Basics Combat has two parts. 1) Movement and 2) Attack/Defense Movement= Senses + Physical Speed Attack/Defense= Strength + Weight At the start of a Combat post a Player puts up a defense. Movement: Defense: [*]This allows a Player to defend against an attack made by the Opponent from the Opponent's previous post. At the end of a Combat post a Player puts up an Attack. Movement: Attack: [*]This is for a Player to make an attack against the Opponent. If the Player's Movement is less than the Opponent's Movement, then the Opponent has dodged the Attack and no damage is taken. If the Player's Movement is more than the Opponent's Movement, then look at the Attack and Defense. Subtract Opponent's Defense from Player's Attack. Take this difference from the Opponent's Health Attribute.[*] If the Opponent's Defense is higher than Player's Attack, in this case, then no damage is taken. The first Player who can get his or her Opponent's Health Attribute to Health: 0 is declared the winner. Loser is KOed. (Because no one actually dies in the game.) Winners receive more EXP than Losers. EXP and Weapons Attribute can be increased by spending EXP. A Player can also buy weapons that have a fixed Attack/Defense bonus. For example, a Metal Sword could give +4 to Attack action Negotiation Each Player can decided to sell goods, for example weapons, or sell services, for example being a bodyguard or assassin. These Players become a Seller and can set a Price for their goods or services. Once a Buyer wants to buy from a Seller they begin a Negotiation. Like Combat, Negotiation has two parts. 1) Charm and 2) Intelligence Charm= Charisma Intelligence= Mental Speed This part is much quicker than Combat. In one post from both the Buyer and the Seller, If the Seller's Charm is less than the Buyer's Charm, then look at Intelligence. Subtract the Seller's Intelligence from the Buyer’s Intelligence Take that difference and SUBTRACT that percent from the Price.[*] If the Seller has higher Intelligence, in this case, the price remains the same. [*]If the Seller's Charm is more than the Buyer's Charm, then look at Intelligence. Subtract the Buyer’s Intelligence from the Sellers's Intelligence Take that difference and ADD that percent to the Price. [*] If the Buyer has higher Intelligence, in this case, the price remains the same.
  3. Historically, I am a person who loves making RPGs with combat systems, but I am also historically a bad moderator; so take everything said with a grain of salt. I really do not want to step on the toes of Mistborn: Inquisition and it is likely (again because of my horrible moderation) that this game will not come to fruition unless someone else takes the game presented and runs with it themselves. That being said, I wanted to post what I have here in order to get feedback, ask questions, and possibly obtain help with problems I have not been able to work out yet. Excited yet? Yeah right /sarcasm
  4. Besides the Sanderson books I've been reading: The Graveyard Book by Neil Gaiman Fuzzy Nation by John Scalzi Player of Games by Iain M. Banks MetaTropolis by various (edited by John Scalzi) Leviathan by Scott Westerfield Behemoth by Scott Westerfield Ender's Game by Orson Scott Card John Dies at the End by David Wong
  5. I was playing with a thought in my head. How human are all the "people" in each of the cosmere books? We take for granted that they are all humans, but is that really true? Each species was created by a different god based on different principles. All we can really know for sure is that the gods themselves looked liked humans and likely each made of their own "people" in their own image. But does that mean that a "person" from Sel could interbreed with a "person" from Nalthis? It also seems less likely, the more that I think of it, that people from different worlds could use one another's magic system. Allomancers can use metals because they are of Preservation and burning metals bring them even closer to Preservation. But a person from Roshar, even if he or she ate Lerasium, was never of Preservation to begin with. If they can interbreed, would this person be able to access multiple worlds' magic systems? Or would one innate shard dominate over the other? Or would they be like a mule and be unable to breed again at all?
  6. I just wrapped my head around a modern-day setting mistborn, and now you're telling me that there's going to be a future sci-fi mistborn? The problem with allomancers in the modern day is that with technology allomantic powers would become almost irrelevant. You can already see the trend beginning in the Alloy of Lay. Everyone can become coinshots with the invention of the gun, and soothers and rioters' powers can be nulled by aluminum in hat lining. I mean, will something like pewter dragging really be necessary when everyone has cars? However my concerns were relieved about the 2nd trilogy when Brandon said that it was going to be about an elite SWAT-esque team of allomancers. Because only in a combat setting would allomantic powers give a clear edge. Perhaps a lurcher, for example, could burn iron and see through a wall to see if hostages are clear. But if the 3rd trilogy is going to be set in the future, would even the lurcher be necessary when everyone has X-ray specs? If everyone has rockets and ray guns, then everyone could have technology that mimics allomantic powers. So far every Sanderson book I have read has been great and so I trust him to do something interesting in these books that I'm not expecting, but for right now, I can't really see how he is going to work it out.
  7. Also consider that before Ruin was released he could only alter the memories in a coppermind very subtly. Perhaps he could effect, let say a pewtermind, but the strength Ruin could add or subtract would likely be very tiny.
  8. But do Returned have cognitive or spiritual aspects? It seemed (to me at least) that Lightsong got his visions from speaking to Endowment after his death. It did not seem that his visions were therefore innate in him simply because he was a Returned. Though I will admit that this is merely a guess on my part. It is my thought that Lifeless are the same as Returned, but simply do not have enough life (i.e. biochroma) to appear sentient. Consider this, if you give a dead animal/human biochroma then you cannot get it back. Vasher said this was because the creature is so close to a living body that the biochroma "sticks" to it. But couldn't you say this about Returned (or for that matter a living human) as well. Perhaps if a Lifeless had enough consciousness then, like a human or a Returned, it could give the biochroma back to someone else. But what makes Returned, Lifeless, and objects with biochroma distinctly different from living humans is that they all cannot continue to exist without biochroma. IMHO it feels like the only difference between Lifeless and Returned is simply the amount of biochroma each has.
  9. Strangely enough, I imagine Jim Carrey as Kelsier. Hear me out. The traits an actor playing Kelsier would have to have is 1) Be old enough to become a father figure to Vin, 2) Have a sense of humor, and 3) Be an actor who can play an actor (because Kelsier cons people in many different roles). In particular, after seeing Carrey in Lemony Snicket, I think he would fit the bill.
  10. I've learned a lot from the podcasts, but if I have to say the most helpful it would be BICHOK. That and to writing for fun reasons as goals.
  11. What if a Feruchemist ate some Lerasium, then went and bought enough biochromatic breath to reach the 10th heightening, and then randomly got picked to become an Elantrian? p.s. I haven't read WoK yet.
  12. I don't think that man-made Returned would be different at all from other "True" Returned. In both cases the body looses all memory of its former life. And like Lifeless, in both cases the bodies still retain skills from their former life. Clod, for example, still remembered how to sword fight and Lightsong still remembered how to juggle.
  13. This is something I posted on the timewastersguide. You guys mentioned a lot of this already, but I figured some of it still might be poignant.
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