EdroGrimshell Posted November 5, 2015 Posted November 5, 2015 (edited) This came about from a wierd conversation with my friend who likes comic books when he asked me a random what if question. Namely, what if someone got a hunk of adamantium of vibranium on Scadrial, or some other "Mythic Metal" of the sort like Mithril or Aurorum from Lord of the Rings and D&D respectively.  Now, notice the term there; Mythic Metals. That got me thinking, so I looked up a bunch of mythical metals, including the aforementioned Mithril and Aurorum, and picked eight of them that sounded fun, as well as making some alloys for them, just for the fun of it, and started to think of feruchemical abilities for them (since that was what the discussion was about at the time), and we came up with about 12 abilities before running out of ideas (it was originally 14 but two of them were redundant).  They weren't asigned to any of the metals yet, and we only just started on the possible allomantic properties before he left, I like the speculation and some of the abilities are actually pretty useful and interesting, without being completely overpowered.  So, with that said, I present the abilities for what I have dubbed Parallel Feruchemy.   EDIT: Removed the old list to put the new one here. Will add Allomancy later.  Mental Stability: When storing, the user becomes scatterbrained and may panic in stressful situations. When tapping, the user gains increased focus and can maintain a calm mind in stressful situations. Ferrings are called ___.Instinct: Gut Feeling. When storing, the user's ability to get a read on a situation or person is reduced, but while tapping this is enhanced. Also includes the '6th sense' that makes it so a person can know when they're being watched. Ferrings are called ___.Language: When storing, the user loses the ability to understand spoken and written word and loses their own ability to speak and write, only able to communicate in charades. Tapping grants increased understanding of language and speech patterns, allowing some degree of understanding in even unknown languages. Ferrings are called Linguists.Skill: When storing, the user loses some of their prowess in a particular skill or ability, becoming more inept in the chosen skill. When tapping, the user gains increased prowess with the skill in question. Multiple metalminds must be used to store additional skills. Ferrings are called Factotums.Inspiration: When storing, the user thinks incredibly linearly and finds it difficult to think of solutions outside the obvious or develop new ideas. While tapping, the user gains greater inspiration and ability to think of things others would not. Ferrings are called Muses.Acumen: When storing, the user becomes less able to take in information and put it to use, requiring extra time to learn new things and put them into practice. While tapping, the user is able to quickly learn new things and put them into practice. Ferrings are called Experts.Emotion: When storing, the user reduces their ability to feel a specific emotion, dampening it as if it were being soothed. When tapping, the user gains an intense rush of the tapped emotion, as if that emotion were being rioted. The user may only store one emotion in a metalmind at a time. Ferrings are called ___.Presence: When storing, the user becomes less assuming, seeming more unimportant and lacking in charisma. While tapping, the user becomes hard to ignore, holding a presence that draws attention and demands respect. Ferrings are called ___.Awareness: When storing, the user's ability to determine their location in relation to objects or people is hindered, constantly making them feel both trapped and exposed. When tapping, the user is acutely aware of their surroundings and those nearby, their senses don't actually improve. Ferrings are called Jumpers*.Clarity: When storing, the user's mind is clouded, hazy, and indistinct, almost like they're trying to clear cobwebs out of their head constantly. While tapping, the user's thoughts are clearer, organized, and easy to sift through, making the details of their thoughts more crisp and harder to lose track of. Ferrings are called ___.Light: Not really light, but the ability to see better in dark conditions. When storing, the world becomes darker to the eyes of the user. When tapping, the world becomes brighter, much like the effects of allomantic tin on sight. Ferrings are called ___.Durability: When storing, the user grows fragile to a degree. When tapping, the user's body hardens and gains resistance to damage. Ferrings are called ___.Coordination: When storing, the user grows clumsy and finds it difficult to do anything requiring physical finesse (intricate carving, dancing, threading a needle, etc.). When tapping, the user grows incredibly graceful and may perform tasks requiring fine control with ease. Ferrings are called ___.Flexibility: The user becomes more rigid and less comfortable in positions that stretch their bodies while they store flexibility, but become more limber and flexible while tapping. Ferrings are called ___.Beauty: When storing, the user appears less appealing, even ugly, to others as their visage subtly changes. When tapping, the user becomes a more physically ideal version of themselves. Ferrings are called Glamours.Voice: When storing, the user's voice grows softer, barely a whisper at its loudest when storing quickly. When tapping, the user's voice may carry extremely well and holds much power to it. Ferrings are called Announcers*.  *Could use a better name.   EDIT2: Adding in Allomantic Uses as well  Stretch Reserves: The user's reserves of metal burn more slowly, but also hotter, causing the user to use less metal for the same boost. However, this affects all burning metals, and burning more metals drains this metal more quickly, and flaring metals accelerates this drain even further. Mistings are called ___ Gnats.  Lock Reserves: The user's other metal reserves are forcefully locked down, compressed to make them difficult to draw on. Even getting a low burn on metals affected by this metal. This does, however, counter the effects of Duralumin, Nicrosil, Aluminum, and Chromium, causing them to drain the metals as if at a low burn. Mistings are called ___ Gnats.Grant Reserves: The user may grant allomantic power to another allomancer, expanding their existing reserves of metal while touching them, even if they don't possess any metal reserves at the time. Alternatively, the user may sharpen the quality of the target's reserves, allowing them to burn hotter and flare higher. Mistings are called Batteries*.Hinder Reserves: The user may hinder an allomancer's ability to draw on their reserves, causing the burn to lessen and become less powerful the longer the user is in contact with the target. At its strongest, the user can lock another allomancer's reserves, making it so they cannot use them until this metal burns off. Mistings are called ___.Mental Enhancement: Burning this metal grants the user increased mental speed, emotional stability, and intuition. This bolsters the user against emotional allomancy, allows them to process information much faster than normal, and get accurate "gut" readings on situations. Mistings are called ___.Metal Sight: Unlike the metal sense granted by steel and iron, this metal grants the user a type of aurasight. Metals give off a red aura, even through barriers such as walls. Allomantically sound metals give off a deeper red color to them, except for Aluminum, which gives off a near invisible aura. Barriers dull this aura as well. Mistings are called ___.Sharpen Memory: The user may sharpen the memory of a touched individual, emphasized on memories being focused on by the target and recent memories. It is not possible for the user to isolate a very specific memory except to tell the target to think about the memory in question. Mistings are called ___.Dull Memory: The user may dull the memories of a touched individual, clouding details and hazing the mind for recent memories. Strong memories, such as ones associated with strong emotions or other consciously enforced memories, are difficult to dull and may require extended periods, though the user won't know when the memory is dulled specifically. Mistings are called ___.Refine Metal: The user directly infuses the investiture generated from this metal into a touched metal object. Metals so infused are more durable, able to flex and return to their original shape and resist attempts to break or shatter it, as well as resisting allomantic pulls and pushes. Affected metals also provide increased potency to allomancers that burn them. Metalminds affected by this have their reserves expanded. Hemalurgic spikes have their decay halted while this is in effect. Mistings are called ___.Weaken Metal: The user breaks down the structures that filter investiture inherent in metals, weakening the metal and making them less viable for use in the metallic arts. Metalminds affected by this metal have their reserves drained off and hemalurgic spikes have their decay accelerated greatly. A side effect of this, however, makes such metals easier to affect with allomantic pushes and pulls. Mistings are called ___.Exposure Resistance: The user increases their ability to handle environmental conditions, reducing the effects of extreme heat and cold on the user's body, increasing durability slightly, and reinforces sensory organs to reduce the risk of overload in many cases. This also bolsters resistance to poison and disease. Mistings are called ___.Body Control: The user gains exceptional control over their muscle movements, wasting no motion in their movements as their control lets them manipulate their body in only the ways they want. The user can also speed or slow their heartbeat (improving the strength of their blood vessels and heart when speeding it), regulate the amount of oxygen in their blood stream, and how much is used by the body. Mistings are called ___.  Repair: The external pulling metal pulls entropy away from objects, allowing for them to return to an earlier state, namely, repairing themselves (though leaving it on for too long will cause it to essentially unwork itself, but that also lets you have a "redo" on crafting stuff). This is easier to pull off with metal objects than other materials, but it is possible to do with stone and ceramics by flaring the metal. Nicrosil or Duralumin are needed for once living/organic substances. It's impossible to affect living thing or objects in living things with this metal. Aluminum cannot be affected by this metal. Mistings are called ___.  Destroy: The external pushing metal pushes entropy into objects, causing a damaging effect, namely, violently exploding an object affected by the metal. This is easier to pull off with metal objects than other materials, but it is possible to do with stone and ceramics by flaring the metal. Nicrosil or Duralumin are needed for once living/organic substances. It's impossible to affect living thing or objects in living things with this metal. Aluminum cannot be affected by this metal. Mistings are called ___.  Ruin: The internal pulling metal would pull entropy into the body, which is normally bad, but in this case can be used for various purposes, such as burning other metals quicker for improved benefits, burning out diseases and poisons, destroying bits of metal in the body (effectively allowing you to remove hemalurgic spikes and letting you safely burn away harmful metals like pewter or aluminum), and remove add-ons to your Spiritual DNA (again, often via hemalurgy). Mistings are called ___.  Preserve: The internal pushing metal, you guessed it, pushes entropy away from the body in an attempt to keep it protected. Like the internal pulling metal it has a number of uses, from bolstering health to repairing holes in your Spiritual DNA to causing your body and mind to maintain their peak performance for longer. The most common use, however, is a "barrier" of sorts, similar to tapping luck for a feruchemist, it causes entropic/damaging effects to simply avoid the user, to a degree. Mistings are called ___.   As I said before, this is just for fun, it's not a serious thing for the setting and is more so for something to do when I'm bored rather than something I'd think to see in the books. Though possible abilities for the remaining 4 and allomantic alternatives could be fun as well. Edited December 16, 2015 by EdroGrimshell 9
Elbereth she/her Posted November 5, 2015 Posted November 5, 2015 Oooh, interesting! I like it. Empathy sounds pretty much exactly like duralumin/Connection, but the rest are pretty distinct from Brandon's. A few of them very well could be the results of a lerasium or atium alloy, since we haven't seen much of those yet (in particular Presence for duralumin-lerasium/atium, density for iron, allure also for duralumin, and mental stability for zinc). Can you list the mythic metals you researched? Maybe we could fit them together. Somewhere, I have a magic system that is basically Allomancy based on three's. Maybe I could cannibalize some of that... I'll try to find it.
An evil 545lighteyes he/him Posted November 5, 2015 Posted November 5, 2015 This is cool. While I think that all but presence are unique, I have a theory that it would be a side effect aluminum which stores "self".
MrMistborn he/him Posted November 5, 2015 Posted November 5, 2015 This is cool. While I think that all but presence are unique, I have a theory that it would be a side effect aluminum which stores "self". Maybe it stores.........  Shadows of Self  *drops mic and walks out* 3
Eagle of the Forest Path he/him Posted November 5, 2015 Posted November 5, 2015 *drops mic and walks out* *random stagedive from bystander* Â Some notes: Â Mental Stability, I feel there's some overlap here with Electrum, though not completely. Â Light, this is a fun one, but you could expand it to the other senses, for hearing you could hear lower and higher frequencies, for instance. Scent, taste and touch are harder to imagine. Â Empathy, overlap with Duralumin, though again, not completely. Â Density, I have some issues with this one. When storing density you become both more fragile and flexible? Can those two even happen simultaneously? I'd suggest that when storing you become more flexible, and when tapping more rigid and resistant, but when a certain limit of outside pressure is surpassed, you splinter. Â Skill, ferrings are called Experts. Â Presence, overlap with Duralumin. Â This is a fun project Edro, keep up with it! 1
EdroGrimshell Posted November 5, 2015 Author Posted November 5, 2015 Duralumin stores the spiritual connection that allows for friendship and trust to build up. Â Empathy stores the ability to associate others' experiences with yourself, not the ability to connect to others. This is more like understanding and sympathy. While storing, you'd probably be more like a sociopath, unable to associate the experiences of others with your own. Â Presence is a commanding aura, while storing, you seem unimportant, beneath notice, but while tapping you have the presence of a king. It's less about connection and more about how noticeable and commanding you are. Â They are similar, I'll admit, but they're still distinct, at least the way I see them. Â Mental Stability is more about focus and calm than about determination. Determination doesn't equal stability, just persistence. Â Density, Fragile's more like... easier to injure. This is more like... durability I guess. How well you can resist damage. I should remove the flexibility thing from this... Â Skill = Experts = Yes. Thanks for that one. Â Light is a fun one, although I'm kinda on the fence on it being used for sound, since that seems more for Tin than anything else. The way Tin works for sight, however, makes this more of a parallel rather than an overlap. Â Metals Adamantine: More commonly used than Adamantium in Fantasy Settings and occurs naturally where Adamantium is man-made. Â Mithril: Known as a natural magic metal, very light and strong, but has most of its other properties being similar to steel. Â Aurorum: I'm thinking this could be a name for an alloy, but it's classified as a mythical metal all its own to a degree as a metal that naturally 'heals' itself. Downside to it is it'd brick up in a solution, so it'd need to be swallowed in small pellets rather than dust. Â Orichalcum: The mythic metal of Atlantis, immense magical properties and one of the strongest metals to ever exist. Other media has it as a light blue crystal that, when added to metal, increases the cutting power and strength of the metal. Â Razern: A preternaturally sharp metal. Similar to a metallic version of Obsidian. Holds an edge really well, no more durable than iron or steel, and only a little lighter. Â Golvern: Another name for Alchemical Gold, which is essentially gold that's had its basic properties changed, making it harder, more durable, but also a heck of a lot heavier. Â Rhimar: Very light and soft, in its purest, most refined state, it floats a few inches off the ground. Can be added to other metals to make them lighter but also makes them softer in the process. Â Meteoric Iron: Assuming it has unique properties, we decided to go with Meteoric Iron over Starmetal, mainly because it sounds better. Also makes it so that Meteoric Steel is a thing. Â Alloys: Not really sure what the alloys would be called or their composition, but that's a WiP. Does have some issues with most of them being super strong metals that'd fill similar niches if they were all included in one setting. Â I do want to try and use real world metal alternatives for these at some point, but a lot of the metals I would use are already known in the setting (namely titanium and silicon). Some I'm not sure of though (Cobalt, Nickel, and Tungsten/Wolfrom), so they might work for RW metal alternatives, but I don't think we'd be able to find 8 new metals with viable alloys.
Moogle Posted November 5, 2015 Posted November 5, 2015 Balance may already be stored by tin. It apparently can store more than the five standard senses. Not sure if it would be the same thing as being really good at balancing...
Elbereth she/her Posted November 5, 2015 Posted November 5, 2015 (edited) I actually like starmetal more... But it's your deal. For the Allomancy side of things, here's some possibilities: (I haven't come up with any names except for the first two, sadly) One sided telepathy (can only speak to someone else or can only receive) when connected by metal. If you're a Speaker, you can speak telepathically to anyone else touching a piece of metal that you are also touching. The number of metal things in between does not matter, as long as the two people are connected through a solid line of metal. A Listener can hear anyone else's thoughts through the line, whether or not those other people are Speakers. If you think that's too overpowered, it could be that Listeners can only hear throughts directed at a Listener, instead of every thought on the person's mind. A variation on Soothing/Rioting: This still involves emotional control, but it is divided up differently. One side can only influence positive emotions (love, happiness, etc.), while the other can only influence negative emotions (hate, lust, greed). I never decided whether 'influence' meant they could Riot or Soothe those emotions. (EDIT: Apparently I called these. Enflamers and Afflicters.) Physical speed and mental speed are possible as well. I know they were Feruchemy powers, but they're not in your list, so maybe we could shift them to alternate!Allomancy? The ability to enhance or dehance metal by touch. This would affect metals when they are burned, and also the difficulty of communicating through metal for Speakers/Listeners. The ability to transform one metal into a different one by touch. The larger the metal, the more difficult. The ability to diffuse metal so that no one can touch it/anyone can pass through it. The opposite power would be the ability to pass through metal yourself, but not diffusing the metal. This is kind of like Pushing/Pulling. It's the ability to move any metal, as long as it stays exactly the same distance from you. One power can move metals vertically, one horizontally. This could also be used to move yourself if the piece of metal is big enough, just like Pushing/Pulling. That's all I've found so far. I think I might have a few more somewhere else, but that's most of it. I count 13 (because I haven't thought of an opposite to the transformation power.) Names would be appreciated! EDIT: I found a few more, including a possible opposite to transformation: the ability to sculpt metal into any shape. A weird one that I'm not sure I like is the ability to enhance the senses and/or strength of someone else. Another weird one is the ability to cut metal or to fuse it back together. I think that's all, though I might still have some Feruchemy ideas floating around somewhere. They'll take a while to find, though. Edited November 5, 2015 by Elbereth (Limelleth)
Stormgate he/him Posted November 6, 2015 Posted November 6, 2015 I have had the idea floating around about storing size, and how that would influence ability to use metalminds. Bracelets or necklaces would fall off when storing, only to burst when tapping. I still haven't figured this problem out.
EdroGrimshell Posted November 6, 2015 Author Posted November 6, 2015 @Moogle: Did not know that when coming up with the list. Was mainly thinking about the things pewter grants and how feruchemy lets you store most of it. In my mind, Balance and Durability (alt name of the Density one) were on that list. Â @Stormgate: Expanding/Contracting bracelets/bracers/rings/armlets/etc or just hold onto the metal. Â @Elbereth: Telepathy was something I came up with, as well as the ability to stretch out metal reserves and locking them in place so they're hard to drain/use. Â Variant Soothing/Rioting is too similar, IMO. Â Physical Speed is, IIRC, a part of Pewter. Yes it's not to the same degree but that's because Feruchemy can compound on itself to give ridiculous levels of speed, but mental speed is a decent option I'd say. Maybe have it be a generally clumped up Mental Set like how Pewter fortifies so much of the body's abilities. Â Refining Metals... um, not sure how this would work for an allomancer. I mean, I could see it as taking allomantic metal reserves and infusing it into metals outside the body through burning it, thus making the metal a better conduit and grant a larger reserve when you need it later, but I'm not sure how well that'd work in world. Still, an interesting idea. Â No idea on the transforming, I don't think it'd work out too well, same for the "phasing" abilities. Â The orbit movement idea is a nice one, however, and mixed with Pushes and Pulls could give full metal manipulation thing going, which could be really fun. Â Some new Feruchemical Ideas. Flexibility. Removing it from Density made it a perfect choice for Feruchemy. Storing makes you less flexible and more rigid, maybe a little bulky. Tapping makes you more lithe and flexible. Pretty simple but allows for some interesting options. Â Creativity: Yea, this is more a random idea I had at work. Storing makes you're thinking more lateral and less 'inspired', while tapping you have the potential to think up truly unique ideas and just get REALLY creative in general. Â Intellect: Unlike mental speed and memory, this is about your ability to learn. Storing? It takes you longer to learn new things and be able to put them into practice. Tapping? The opposite, you can learn incredibly fast and put them into practice almost immediately. Â Energy/Connection to the Elements: Bending my friends, bending. Yea, stupid idea, but with this you could, for example, store your connection to earth and essentially levitate just off the ground, but be able to brace yourself extremely well when tapping. Or store your connection to fire to make it repel (or harm you more easily, not sure which just yet) from you or tap it to draw it towards you and make it unable to really hurt you (fire has a tenuous connection to people anyway compared to the other three basic elements). Â Sanity: For when the situation can drive you bat**** crazy. Storing you become less stable and prone to bouts of general insanity. Specific disorders may develop while storing for individual feruchemists. Tapping? You ignore any mental disorders you currently have or you resist mental breakdowns. Kinda overlaps with Mental Stability but this could be an alternative to it. Â Interest: Storing? Everything is soooooo booooooriiiiing... Tapping? "Oh, that's interesting" to just about everything. Â 6 here, but 2 are unlikely to be of use (connection to elements and sanity) for obvious reasons.
Elbereth she/her Posted November 6, 2015 Posted November 6, 2015 (edited) @Elbereth: Telepathy was something I came up with, as well as the ability to stretch out metal reserves and locking them in place so they're hard to drain/use. Variant Soothing/Rioting is too similar, IMO. I agree. I put it in because it was not exactly the same, but it is very similar.It is an AU, so we can make it as similar as possible, but the more different powers we have, the more interesting implications and stuff we can come up with. Physical Speed is, IIRC, a part of Pewter. Yes it's not to the same degree but that's because Feruchemy can compound on itself to give ridiculous levels of speed, but mental speed is a decent option I'd say. Maybe have it be a generally clumped up Mental Set like how Pewter fortifies so much of the body's abilities. Well, speed is a little different. Pewter came with speed, yes, but strength was its main thing. Also, I partly put it in because it complemented mental speed so well. I like the idea of Mental Speed being more like Mental Abilities, though. (That's actually apparently kind of how Brandon visualizes mental speed: as instinct/intelligence, kind of.)Refining Metals... um, not sure how this would work for an allomancer. I mean, I could see it as taking allomantic metal reserves and infusing it into metals outside the body through burning it, thus making the metal a better conduit and grant a larger reserve when you need it later, but I'm not sure how well that'd work in world. Still, an interesting idea.Well, the idea I'm cannibalizing this from changed metal to stone, which worked a little better. Also, refining also works for communicating through metal, but I agree it's not particularly useful on its own. Then again, neither is being an Aluminum Gnat.No idea on the transforming, I don't think it'd work out too well, same for the "phasing" abilities.Okay. I wasn't sure about those either. (As I said earlier, it worked earlier for stone, where you could walk through castle walls and such.)The orbit movement idea is a nice one, however, and mixed with Pushes and Pulls could give full metal manipulation thing going, which could be really fun. Thanks! It's one of my favorite. My system was based off of threes, so it was Push, Pull and Swing. I split it up into vertical and horizontal wo you could have a matching pair.Clarification: Are we visualizing this as a completely different set of powers in the same universe, or a completely different one? Some new Feruchemical Ideas. Flexibility. Removing it from Density made it a perfect choice for Feruchemy. Storing makes you less flexible and more rigid, maybe a little bulky. Tapping makes you more lithe and flexible. Pretty simple but allows for some interesting options. I like this a lot better. It's a little weird to visualize and I'm not sure how well it would really work, but it makes more sense this way.Creativity: Yea, this is more a random idea I had at work. Storing makes you're thinking more lateral and less 'inspired', while tapping you have the potential to think up truly unique ideas and just get REALLY creative in general.I really like this, but I have no idea how it would work. Maybe kind of like the Allomantic mental speed?Intellect: Unlike mental speed and memory, this is about your ability to learn. Storing? It takes you longer to learn new things and be able to put them into practice. Tapping? The opposite, you can learn incredibly fast and put them into practice almost immediately.I like this one. Weird, but it actually works pretty well. Energy/Connection to the Elements: Bending my friends, bending. Yea, stupid idea, but with this you could, for example, store your connection to earth and essentially levitate just off the ground, but be able to brace yourself extremely well when tapping. Or store your connection to fire to make it repel (or harm you more easily, not sure which just yet) from you or tap it to draw it towards you and make it unable to really hurt you (fire has a tenuous connection to people anyway compared to the other three basic elements).I've never seen Avatar, sadly. Interesting, though I think it might be overpowered. Also, it's the only power that doesn't have to do with metal, yourself, or other people. I don't know though.Sanity: For when the situation can drive you bat**** crazy. Storing you become less stable and prone to bouts of general insanity. Specific disorders may develop while storing for individual feruchemists. Tapping? You ignore any mental disorders you currently have or you resist mental breakdowns. Kinda overlaps with Mental Stability but this could be an alternative to it.This does sound kind of like Determination, but it's different enough that I totally accept it. I like it.Interest: Storing? Everything is soooooo booooooriiiiing... Tapping? "Oh, that's interesting" to just about everything. I think this would be hilarious. I don't know how useful it would be, though.Overall, good additions to the list. Edited November 6, 2015 by Elbereth (Limelleth)
EdroGrimshell Posted November 6, 2015 Author Posted November 6, 2015 Clarification: Are we visualizing this as a completely different set of powers in the same universe, or a completely different one? Â The first, on the same world preferably. I would want these to interact with other, existing metals.
Elbereth she/her Posted November 6, 2015 Posted November 6, 2015 Okay. I wasn't sure. I will keep that in mind.
EdroGrimshell Posted November 6, 2015 Author Posted November 6, 2015 Okay, on the Allomancy End  Stretch Allomancy: Burn metal to extend the life of your other metals, making them burn more slowly. Flaring increases the effect but also lowers the burn of the other metals in the process. This effect is increased for savants. Internal Pulling Effect. Would result in a "Gnat" Misting.  Lock Allomancy: Cause your metals to be extremely difficult to burn, to the point that even Duralumin, Aluminum, Nicrosil, and Chromium have a much reduced effect on your metal reserves. Flaring protects this metal from the effects to a degree as well. Internal Pushing Effect. Would result in a "Gnat" Misting.  Swing Metals (V or H): Elbereth's suggestion. Sense metals and swing them around. They remain the same distance away from you unless something makes them move closer or farther. One lets you swing up or down, another from side to side. External Pushing (V) and Pulling (H) Effects. May make this one just one metal and have another option, in which case this would be an external pushing effect entirely.  Mental Enhancement: Akin to Pewter only for the mind, enhances cognitive recognition, mental speed and fortitude, emotional stability (makes it harder for emotional allomancy to take a hold on you), and instinct/gut feelings. Internal Pushing Effect. No idea for the pairing with this one yet though.  Refine Metals: Again inspired by Elbereth's Suggestion. Refining injects investiture into a metal, letting more flow through as it becomes a source of investiture as well as a filter for it. Can also be used to charge up a Metalmind so long as it has a bit of a charge already or to maintain a charged hemalurgic spike. External Pushing Effect.  Hinder Metals: Opposite the Refining option. Hindering "breaks" the investiture filter slightly, the more broken down it becomes the less power the metal can grant or store. Ones that already have a charge bleed off the power, wearing down faster the more this is burned. External Pulling Effect.  That's 7, with 3 Internal and 4 External, also is 4 Pushing and 3 Pulling.
Elbereth she/her Posted November 6, 2015 Posted November 6, 2015 (edited) Okay, on the Allomancy End Refine Metals: Again inspired by Elbereth's Suggestion. Refining injects investiture into a metal, letting more flow through as it becomes a source of investiture as well as a filter for it. Can also be used to charge up a Metalmind so long as it has a bit of a charge already or to maintain a charged hemalurgic spike. External Pushing Effect. Hinder Metals: Opposite the Refining option. Hindering "breaks" the investiture filter slightly, the more broken down it becomes the less power the metal can grant or store. Ones that already have a charge bleed off the power, wearing down faster the more this is burned. External Pulling Effect. That's 7, with 3 Internal and 4 External, also is 4 Pushing and 3 Pulling. I really like the addition you made of being able to charge metalminds and spikes. Very cool.EDIT: What about the telepathy? I think it wouldn't be too overpowered if it had to be through touching metal. Also, this means that Mistings would carry around giant spools of wire to communicate with whoever they're working with. You could essentially have a radio system, almost. It'd be cool if you could somehos connect two pieces of metal like in Stormlight Archives with the two pens writing the same thing, so that you could talk to people as far away as you wanted. Edited November 6, 2015 by Elbereth (Limelleth)
Eagle of the Forest Path he/him Posted November 6, 2015 Posted November 6, 2015 (edited) For your swing metals, I vote combine vertical and horizontal of the one you have, and make that the pulling metal. So there you have the plane of rotation aligned with the axis between you and the metal. Then for the pushing metal, the plane of rotation can be at right angles to the axis. (I have a mental image but it is so hard to put into words ) I assume these would be affected by the same weight issues as ironpulling and steelpushing?  Classical Sandersonian allomancy works with the principle of force being applied directly away from you or directly toward you, this doesn't fit with swing metals. The forces described there (Edronian allomancy?) are more sideways, so instead of increasing or decreasing an attribute it would be more logical for the other metals in this set to shift an attribute into something else. I propose an enhancement power that makes metals give effects from another metal. The pushing metals make the power turn into one from another quadrant (or octant, I guess, since we'd have twice as many metals). Steel: external physical pushing would express itself as the external pushing metal of another type: Brass, Bendalloy or Nicrosil (or one of four new metals invented here).  The pulling metals make the metal shift inside a quadrant. So burning steel gives the effect of burning Iron, Pewter or Tin (or one of the two swing metals or two yet to be determined physical metals).  There would be an internal version of these metals, where it applies to yourself, and an external one where it applies to someone you touch.  I'll keep thinking on other 'sideways' powers, the temporal ones are going to be challenging.   Edit: Mithril actually has a canon alloy (or derivative): Ithildin, the stuff on the doors of Moria that only reflects moonlight. Edited November 6, 2015 by EagleOfTheForestPath
Elbereth she/her Posted November 6, 2015 Posted November 6, 2015 I'm still not sure what you're visualizing as the alternative to swing. How I'm visualizing the forces right now is a kind of tension force, like you're attaching a rope to the object and swinging it around. This isn't a perfect analogy, but it's how I visualize it. It also breaks down a little when you're moving yourself rather than the metal. I don't know how that is going to work. Also, I think I understand what you're saying. Correct me if I'm wrong: A quadrant of metals which switches any other metal you're burning to a different metal. I'm not entirely sure how well it'd work, but it's interesting. I totally forgot about ithildin! I don't know how much use it would be as a metal, though. Also, I've been looking at the feruchemy, because we have 18 powers now and 16 slots. I took out elements automatically, for obvious reasons. Then I tried separating them into four groups, and here's what I got. I've been thinking of thema s two mental quadrants, one physical, and one dealing with other people. Mental: Stability, Intellect, Sanity, Interest Mental: Creativity, Instinct, Language, Skill Physical: Density, Flexibility, Balance, Size Other people: Presence, Allure, Empathy, Voice These all make sense together. The other one left out is light, which I'm really sad about. I like light, I just don't know where to put it! It doesn't go with much. It would go best in Physical, but it wouldn't fit nearly as well as what's already there. Thoughts? 1
Lightning he/him Posted November 6, 2015 Posted November 6, 2015 Balance may already be stored by tin. It apparently can store more than the five standard senses. Not sure if it would be the same thing as being really good at balancing... Â Balance restored!
Eagle of the Forest Path he/him Posted November 6, 2015 Posted November 6, 2015 I'm still not sure what you're visualizing as the alternative to swing. How I'm visualizing the forces right now is a kind of tension force, like you're attaching a rope to the object and swinging it around. This isn't a perfect analogy, but it's how I visualize it. It also breaks down a little when you're moving yourself rather than the metal. I don't know how that is going to work. Â That's how I visualise it too. The alternate power would be like you holding a rope tied to a fixed point at the other end, the metal is tied to the middle of the rope and you turn it to make the metal fly in a circle.
EdroGrimshell Posted November 6, 2015 Author Posted November 6, 2015 For your swing metals, I vote combine vertical and horizontal of the one you have, and make that the pulling metal. So there you have the plane of rotation aligned with the axis between you and the metal. Then for the pushing metal, the plane of rotation can be at right angles to the axis. (I have a mental image but it is so hard to put into words ) I assume these would be affected by the same weight issues as ironpulling and steelpushing?  Classical Sandersonian allomancy works with the principle of force being applied directly away from you or directly toward you, this doesn't fit with swing metals. The forces described there (Edronian allomancy?) are more sideways, so instead of increasing or decreasing an attribute it would be more logical for the other metals in this set to shift an attribute into something else. I propose an enhancement power that makes metals give effects from another metal. The pushing metals make the power turn into one from another quadrant (or octant, I guess, since we'd have twice as many metals). Steel: external physical pushing would express itself as the external pushing metal of another type: Brass, Bendalloy or Nicrosil (or one of four new metals invented here).  The pulling metals make the metal shift inside a quadrant. So burning steel gives the effect of burning Iron, Pewter or Tin (or one of the two swing metals or two yet to be determined physical metals).  There would be an internal version of these metals, where it applies to yourself, and an external one where it applies to someone you touch.  I'll keep thinking on other 'sideways' powers, the temporal ones are going to be challenging.   Edit: Mithril actually has a canon alloy (or derivative): Ithildin, the stuff on the doors of Moria that only reflects moonlight.  Eh, I actually have been on the fence with it, really. I know that Inertia is what lets something orbit something else, and that's the basic premise used here, but... there's no opposite to it. I actually may need to remove that idea entirely to fit into the theme present. I want to keep within the realm of Brandon's rules for the series, even if I'm making stuff up.  Shifting stuff around for the various metals is a bit... odd as well. I mean, we sorta have that with the ability to stretch metal reserves by burning another metal, but having it as an option to play with the basic allomantic metals and what they can do is a bit much IMO.  And thanks for the Mithril alloy, I'll keep that one on the documment.  I really like the addition you made of being able to charge metalminds and spikes. Very cool. EDIT: What about the telepathy? I think it wouldn't be too overpowered if it had to be through touching metal. Also, this means that Mistings would carry around giant spools of wire to communicate with whoever they're working with. You could essentially have a radio system, almost. It'd be cool if you could somehos connect two pieces of metal like in Stormlight Archives with the two pens writing the same thing, so that you could talk to people as far away as you wanted.  Well, with the way I put it down as, namely imbueing investiture, it makes some degree of sense that it could charge a metalmind or maintain hemalurgic spike (it can't charge the spike, mind you, just keep it from decaying).  I'm not sure on the Telepathy. None of the allomantic abilities require a medium other than the burning metals themselves or direct touch, and not requiring a medium seems... a bit much.
Elbereth she/her Posted November 6, 2015 Posted November 6, 2015 That's how I visualise it too. The alternate power would be like you holding a rope tied to a fixed point at the other end, the metal is tied to the middle of the rope and you turn it to make the metal fly in a circle.Ah. That makes much more sense. The fixed point would have to be a metal too, though. And it might be a bit of a stretch.I'm not sure on the Telepathy. None of the allomantic abilities require a medium other than the burning metals themselves or direct touch, and not requiring a medium seems... a bit much.That's my thinking. I don't want there not to be a medium because that would be overpowered, but with one it's kind of different from the others. But I do like it because it has such interesting possibilities.
EdroGrimshell Posted November 6, 2015 Author Posted November 6, 2015 On top of that, it seems to close to the powers of Ruin and Preservation. Ruin has the ability to inject his thoughts into another's mind, but can't read their mind. Preservation can read the mind, but can't inject his thoughts. Giving the ability through allomancy seems a bit much for a non-god metal.
Elbereth she/her Posted November 6, 2015 Posted November 6, 2015 Oh, that's a fair point. I hadn't thought of that.
mullman Posted November 6, 2015 Posted November 6, 2015 A while ago I came up with a magic system based off of the metallic arts and there are four abilities that I think everybody would like. Â Allomancy: Increasing or decreasing the distance between yourself and metals. In other words you could potentially hide a tank behind a lamp post. Â Feruchemy: Storing the Kinetic energy you absorb or produce. You could potentially store up the kinetic energy you would produce then unleash it in one punch, or you could absorb all of the kinetic energy inflicted upon you.
Elbereth she/her Posted November 7, 2015 Posted November 7, 2015 I don't understand the Allomancy one. Are you changing your size? Increasing or decreasing the distance just sounds like pushing or pulling. I like the Feruchemy, though. It's potentially really interesting.
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