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Author Topic: Mistborn General Purpose Newbie-Friendly Q&A Thread  (Read 2526 times)
Herowannabe
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« Reply #30 on: February 16, 2015, 01:09:16 AM »

The real questions is HOW the inquisitors can recognize Kandra. Can they see the blessings with Steel-vision as Kurk suggests? Is it because they could detect them via emotional allomancy, like when Vin tries to sooth OreSeur? Some other way?
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Bill Whitmore
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« Reply #31 on: February 16, 2015, 03:34:58 AM »

i'm glad someone had the reference because I had no idea where it was, i just remember it coming up early on with my kandra in Claincy's game.
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Outis
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« Reply #32 on: February 18, 2015, 01:43:12 AM »

I always do wonder about this when I read that line. Is it ironsight? We have evidence that ironsight has limits, like seeing through a cloud of pewter dust. Can they see even metal piercing bodies? Hard to imagine what else it could be; Vin and Breeze have both shown us that there's not a great way to use emotional allomancy, unless you have a tendency to Riot people into frantic action at random, and note when people inexplicably don't quiver with a flared Riot of fear, which frankly we don't really see them do. Perhaps they get some sort of emotional feedback from their brass and zinc like ironsight? Maybe like ironsight, any Soother could get this feedback, but none ever has?

If they can see metal inside of people, doesn't that mean they can follow allomancers by the traces in their stomachs?

It's long been speculated that something's going on with Inquisitors and ironsight. Marsh talks about having his "newfound senses" literally as he wakes up from being spiked. That's... fast. If ironsight were simply something any Lurcher could do, the case that his adaptation is rapid because he lost his eyes doesn't really ring true. A lifetime lurcher is a lot more accustomed to iron than Marsh was the instant he first got his power; if it really came up after a minute or two of sensory deprivation, you'd think people would be constantly discovering it the first time they get up in the middle of the night in a world without electricity and need to use the privy.

I suspect it's a side effect of the whole "hemalurgic creation" thing, like the height and the gravely voices. I think part of the adaptation to their spiritweb from the specific series of spikes you get is a proclivity for ironsight. Perhaps a second thing you get is something that lets you detect people who aren't affected by emotional allomancy?

Maybe it's simply being "in the club." Maybe hemalurgic creations just have a sense for other hemalurgic creations.

I asked this question, poorly, somewhere once. What specifically makes you an inquisitor? At what point do you stop being someone like Zane or Vin or Spook, a person hosting a spike granting a hemalurgic power, and start being an actual Inquisitor, with the height and voice, and possibly with an aptitude for ironsight? Is it the eight base spikes? What do we know (I'm half-remembering one thing from the book and another from a WoB) about whether the linchpin was necessary for someone to be an Inquisitor, or was it something The Lord Ruler added to control his Inquisitors? The WoB says something about one spike being needed to regulate the others; what exactly happens if you get the other eight spikes but not the linchpin? Is your soul ripped to shreds? Does your soul simply not adapt in a way that lets you survive the various other fatal injuries from the eight spikes?
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Kadrok
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« Reply #33 on: February 18, 2015, 02:59:18 AM »

The Lynchpin... as far as I know it's needed to connect the head spikes with the body spikes. Perhaps it's something to do with how the body adapts itself around spikes (like how the heart is not positioned quite where it was, or at least not shaped the way it was as a response to the heart spike). Perhaps the lynchpin distorts the body in a particular way which makes it possible for someone to distort it in other ways without dying. Which is to say, perhaps if you spiked someone everywhere an Inquisitor gets spikes except for the lynch point, the body (personified) is all like there's no way I can make this work, sorry... whereas if the body has the bridging distortion of the lynchpin, the body (personified) is all like it was dicey, but I can make this work if I go through the section conveniently opened by the distortions of this spike (the lynchpin)
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TwoDSix
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« Reply #34 on: February 23, 2015, 08:34:10 PM »

The Lynchpin... as far as I know it's needed to connect the head spikes with the body spikes. Perhaps it's something to do with how the body adapts itself around spikes (like how the heart is not positioned quite where it was, or at least not shaped the way it was as a response to the heart spike). Perhaps the lynchpin distorts the body in a particular way which makes it possible for someone to distort it in other ways without dying. Which is to say, perhaps if you spiked someone everywhere an Inquisitor gets spikes except for the lynch point, the body (personified) is all like there's no way I can make this work, sorry... whereas if the body has the bridging distortion of the lynchpin, the body (personified) is all like it was dicey, but I can make this work if I go through the section conveniently opened by the distortions of this spike (the lynchpin)

IIRC hemalurgic spikes always distort the body in question so that it works despite the presence of the spike. More details in the spoiler so that book 2+ aren't spoiled.

(click to show/hide)
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Gargoyle
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« Reply #35 on: April 28, 2015, 08:19:33 PM »

RE: lynchpins, this was floating around on another thread, but I'll copy it from
Source:
Quote
Brandon: I had always imagined there being around three dozen Inquisitors at any given time.

17th Shard: Oh, okay, so quite a bit more than 20.

Brandon: Right. Well the thing you've gotta remember is that, with the powers they're given, they're pretty much immune to disease and things like that, particularly after they've gained their healing spike.

17th Shard: Right. Is that common to all Inquisitors?

Brandon: It does not come to all. It comes to almost all. That's a pretty common one, but being an Inquisitor does not mean you get it. I think it mentions in the books that there's one spike that they all get, but I can't remember what it is.

17th Shard: I would imagine that would…well, okay, a steel spike so they could see.

Brandon: Right. Yeah, obvious, but the thing is you've gotta have a Keeper to be able give a healing spike.

17th Shard: Exactly.

Brandon: The ones alive now pretty much all have healing spikes, but there were times throughout history when he needed a new Inquisitor and he didn't have a Keeper (a Feruchemist) handy. He could make an Inquisitor without that.

17th Shard: So…

Brandon: That is not what's keeping them alive from the spikes being driven through their bodies.

17th Shard: So the linchpin spike is not always the same type of spike.

Brandon: It doesn't have to be. The linchpin spike is just, when you're putting that many spikes together into somebody it needs a spike to coordinate them all. That is part of what's holding their body together from all of this damage, and it doesn't have to be the healing spike. The nature of Feruchemy is separate from that, if that makes any sense. For instance, you could put a few spikes into an Inquisitor without a linchpin spike, and they wouldn't die.
Conclusion: the body doesn't handle an infinite number of spikes, but just a couple is fine.
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