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Products / Mistborn Adventure Game / Re: Metal Dice
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on: January 05, 2013, 04:46:29 AM
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Getting a set of ten for a belated Christmas present for a friend. I think we'll probably end up making a little rolling tray and lining it with a mouse pad or something. Seems like it would work. (Of course, I'm also getting him the aluminum ones, so they'll be much lighter anyway.)
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Products / Mistborn Adventure Game / Re: Metal Dice
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on: January 01, 2013, 07:17:45 PM
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Yup, those are awesome. Posted about them to the Crafty Facebook Page a while back. Thanks for spreading the word here!
I should probably make a Facebook account. Eventually. Later. Maybe...  Totally getting aluminum dice. No cheating with Allomancy! 
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Products / Mistborn Adventure Game / Metal Dice
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on: January 01, 2013, 03:28:11 PM
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Because it just so incredibly appropriate for a Mistborn game: Precision Machined Dice. Yes, they are expensive, but they are casino quality metal dice, and you can get brass, copper, steel, or aluminum! (And titanium, with tungsten as a stretch goal, but we don't care about that.) Cross-posting to the 17th Shard forum, so if you see it twice, you're not crazy. 
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Products / Mistborn Adventure Game / Re: Metalmind Questions
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on: November 30, 2012, 05:00:03 PM
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I've been rereading the sections on metalminds and feruchemy and a few questions popped up:
When is a metalmind considered destroyed?
They are made out of malleable material. If someone flexes a metalmind made out of one of the softer metals until it bends or snaps in half, is the metalmind ruined? What if it is melted down, but no impurities or other metals introduced? Will the remaining ingot maintain any charges?
Judging by information elsewhere, I think the answer is "almost never". "Tapped out", "overwritten", or "lost", but not "actually destroyed". Melting it down *might* work, as it essentially annihilates the structure of the metal temporarily, which is what causes the metals to store and grant the powers they do. But this is doubtful and contrary to exhibited behavior. EDIT: To clarify requires a minor spoiler for the Alloy of Law, so be thou warned. The earrings of the Pathist religion that give them their connection to Harmony are melted down Inquisitor spikes recovered after Harmony remade the world. They kept a bit of their hemalurgic charges despite being melted down and massively divided, and that's the end-negative art. I really don't think the end-neutral art will suffer even that. On a related note, when two feruchemists share a metalmind (I realize that one feruchemist cannot access the stored charges of another), are the total available charges - based on the size of the metalmind - split between the two of them or do they both have access to store and use the full number of charges? If the former, can the second feruchemist "overwrite" the first's charges to fill up the entire metalmind as well as prevent the first from accessing them?
Thoughts?
You can only overwrite charges by use of Nicrosil feruchemy, insofar as anyone knows. Per Brandon, "...the charges are just stored in separate pieces of the metal, and don't really influence one another." I'd say this confirms your theory that the total available space is split between the two (or more) users.
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Products / Mistborn Adventure Game / Re: Duralumin question (Alloy of Law spoiler)
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on: August 24, 2012, 05:22:10 PM
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Considering he's referred to the factor that shapes the power granted by Allomancy as the "atomic code" in interviews, I'm going to say he's a really cool author with interesting takes on magic that aren't based too deeply in real world science. Because then it wouldn't be magic. 
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Products / Mistborn Adventure Game / Re: Duralumin question (Alloy of Law spoiler)
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on: August 24, 2012, 04:17:19 PM
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@Animar: Alloys, even in our world, are not a simple case of mixing one metal into another.
To be fair, he said on the atomic level, and most alloys are just suspensions on the atomic level, not separate chemicals. It's a fair assertion on his part (and my biggest stumbling block to understanding how it actually differentiates between them.
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Products / Mistborn Adventure Game / Re: Newbie questions
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on: July 06, 2012, 08:22:16 PM
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As it is "Extended Contests", not "Extended Actions" (do I detect a fellow WoD fan?), I think that it's probably subsumed into Difficulty for Challenges. From page 140: "Challenges are the most common type, and use only the basic rules for rolling dice. Contests and Conflicts have additional rules that are described on pages 157 and 169."
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Products / Mistborn Adventure Game / Re: A few questions of little import
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on: July 04, 2012, 12:04:14 AM
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2. If a person with hemalurgic spike dies, does the spike still retain the charge? I know it starts to degrade again (kolos re-using the spikes in book three I think) but I don't want to allow my players to re-use a spike from a fallen enemy, and then have one of us remember that Ruin sapps the allomantic power from the spike at death.
From page 291: "It’s mentioned in the books that a Hemalurgic spike can become “stale” by remaining too long outside a body. The powers it grants can decay — never to the point that the spike is entirely useless, but without very special preparations a spike left outside of a body will slowly lose some of its charge and grant less and less power." You're good no matter what. 
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Products / Mistborn Adventure Game / Re: Online Tools
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on: March 16, 2012, 09:52:59 PM
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While it already doesn't take up much, the leaner code is always appreciated. Especially when I move it to my phone.  I haven't had much time to play with it. I'll try to have some feedback for you around Tuesday.
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Products / Mistborn Adventure Game / Re: Pewter Problems
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on: February 22, 2012, 12:53:48 PM
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Page 138. "'If the mixture is only off by a bit, you'll still get some power out of it,' Kelsier said. 'However, if it's too far off, burning it will make you sick.'"
Page 159. "'I warned you that impure metals and alloys can make you sick. Well, if you try to burn a metal that isn't Allomantically sound at all, it could be deadly.'"
I've often wondered what the cut off is. Would trace amounts of copper make it enough to be just sickening instead of lethal? We know that some unsound metals are required for alloys (lead being the big one here). Do they make you kinda sick or risk killing you? Without solid information on the distinctions, I've assumed it's always a crapshoot if you try to burn them without testing filings, like Kelsier recommended.
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Products / Mistborn Adventure Game / Re: Pewter Problems
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on: February 22, 2012, 01:17:52 AM
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Not really. Weren't we given the proper proportion of Allomantic Pewter? The one in the Coppermind entry for Pewter gives us 91% tin to 9% lead. Considering that real-world pewter tableware can be as little as 85% tin with a host of other metals in alloy, it stands to reason that you can expect to be ill and not get much if anything when scavenging tableware. Worst case scenarios include death, illness, and there being so few other metals (or so little lead specifically) that it counts as off-brand Allomantic Tin instead of off-brand Allomantic Pewter, screwing you out of what little boost you were hoping for anyway.
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