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Author Topic: Hemalurgic Creations  (Read 322 times)
KJalyn
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« on: July 08, 2014, 08:22:51 PM »

I'm running a MAG campaign and I wanted to make a new kind of monster for my heroes to face that is created with hemalurgy, either by the Lord Ruler at the Ascension or simply by someone experimenting with hemalurgy. I tossed around the idea of dementor-like creatures with incredibly strong Rioting and Soothing and creepy cloaks, but I feel like I can do better than stealing from another franchise. Any ideas? Huh?
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Kadrok
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« Reply #1 on: July 08, 2014, 09:55:49 PM »

Four strength spikes make Koloss. What would four Intelligence Spikes make? Immobile and insane geniuses with the ability to predict the future based on logic probabilities and information in the present? What about four senses spikes? Extrapolating additional Hemalurgic creations from how Koloss are made seems a good start.

Brandon has said Hemalurgy could be used to grant Kandra Allomantic powers if one knew how to do it. Have you considered the possibility of Kandra Inquisitors? With Chimera they could be truly monstrous.
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cometaryorbit
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« Reply #2 on: July 10, 2014, 11:03:00 PM »

What about four senses spikes?

Probably some sort of freaky night creature with huge eyes (night vision, but full daylight is painful to it, like Spook in HoA) and huge batlike ears (maybe even echolocation...)

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Tellingdwar
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« Reply #3 on: July 12, 2014, 10:58:27 PM »

For my campaign I had a pirate ship crewed by squid infused with two steel (physique) spikes and two copper (intelligence/memory) spikes. This changed how their tentacles work, made them grow and harden so they could walk upright, and granted them the intelligence to coordinate and act as a crew.

There were also some other terrible things on that ship, like a human with increased intelligence and a high Brass rating granted by hemalurgy. Basically I took him in the opposite direction of a Koloss: tight reddish skin, enlarged head, weak musculature, high skills in Mental/Social Conflicts. He acted as the ship's tactician. My plan was that after the players cleared everything else out (or so they would think...), they would discover this guy, smiling and in a posture of submission, and he would verbally disarm them and engage them in Mental Combat, buying time for whatever other terrible stuff I could cook up. (Let's get real though, I'd probably plan out a huge branching speech for him only to have Varrus push a pickaxe through his skull on the first Beat)

I also made a Villain who was a natural Pewterarm given two steel (physique) spikes before puberty and forced to become a pewter savant. The result was that his skeleton grew much larger than it should have, he gained an inhuman amount of muscle mass, and his skin looked like gravel. Pewter Pete, they called him.

Anyway, good luck with your campaign, let us know what you come up with and how it goes!
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cometaryorbit
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« Reply #4 on: July 13, 2014, 01:34:28 AM »

Immobile and insane geniuses with the ability to predict the future based on logic probabilities and information in the present?

Hemalurgic Computers essentially (except with - very messed up - personalities)? That is awesomely weird.
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Colin_Fredericks
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« Reply #5 on: July 15, 2014, 02:02:44 PM »

I have an Inquisitor NPC in my game who is a hemalurgic savant - able to intuit where to place metals in a way that the Lord Emperor can't. I've had a few of her creations running around the game from time to time. I try to limit that so as not to have a monster-of-the-week effect, and to keep the idea that hemalurgy is really difficult and even this Inquisitor isn't perfect.

The party has seen hemalurgically spiked stags (for enhanced strength) and owls (with tiny pins, for stamina and intelligence). They've also run into human beings with copper spikes in the back of their heads, improving their Wits.

I also have a policy in my game that every Inquisitor is a unique experiment by the Lord Ruler - they each have some additional power that sets them apart, and something from the standard set of Inquisitor powers that they're missing.
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Gargoyle
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« Reply #6 on: July 15, 2014, 04:57:41 PM »

I also have a policy in my game that every Inquisitor is a unique experiment by the Lord Ruler - they each have some additional power that sets them apart, and something from the standard set of Inquisitor powers that they're missing.
I like it. I always thought that there were more than one type of inquisitor, and you just see the more combat oriented, so I plan to make a few more lists of Inquisitor sets. A big part is what they were before they became an inquisitor, so you could have the scouts (begin as tin savants, focus most on aTin, aSteel, and fCopper), the killers (huge aSteel and aPewter) and even messengers (aPewter and fSteel).
Then we get into the scary stuff. Twisted feruchamests that now have ridiculous compounding potential, spies with aTin aBronze and every fSpike usable as disguise (and since spikes can be any size, they don't look any different than people), and inquisitors with combos of powers and human attributes.

Other concepts to be explored are using spikes to graft limbs, mixing attributes, over/underpowered attribute spikes, and spikes with odd quirks.

Animals are always good. Especially sheep. They're in the book for a reason.

Begin with the end in mind. What is the task that needs to be done? Scaring the crew? Mistwraiths with half blessings and powers are freaky, as are twisted animals.

Feel free to try to copy other mythological creatures. Kolossnake, with enhanced venom that turns the victemslightly blue and bloated.

And if all else fails, koloss.
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cometaryorbit
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« Reply #7 on: July 15, 2014, 11:46:10 PM »

IMO TLR would be careful of what compounding combinations he gave Inquisitors. Marsh got his awesome set of "TLR-equivalent" spikes from Ruin after his release.

There's a quote that some of the Inquisitors might have figured out how but TLR didn't teach it, so some probably had compoundable combinations. I imagine he wouldn't have given out double-Gold or double-Atium though. (I guess that makes sense anyway, as allomantic Gold and feruchemical Atium are pretty useless.)

Vin and Elend act like it's weird that the Inquisitor at the beginning of HoA displays super-speed though. Double Pewter would be pretty crazy and might have told them that something was going on... so who knows. Maybe that quote means after TLR's death they might have figured it out with new spikes? Dunno.

Do we know what the "Normal" Inquisitor spikes were? Of the eight basic metals, I'm not sure they'd have any use for Copper given how obvious their nature is due to the giant spikes. (Would Tin help with their weird sight?) The basics minus Copper, Allomantic Atium, and Feruchemical Gold... nine spikes, maybe those are the "norm"?
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Colin_Fredericks
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« Reply #8 on: July 16, 2014, 10:09:57 AM »

Quote
Do we know what the "Normal" Inquisitor spikes were?

I had assumed that the Inquisitor in the Antagonists section was Ye Olde Standarde Inquisitore.
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cometaryorbit
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« Reply #9 on: July 16, 2014, 07:55:13 PM »

Quote
Do we know what the "Normal" Inquisitor spikes were?

I had assumed that the Inquisitor in the Antagonists section was Ye Olde Standarde Inquisitore.

Yeah, but I thought they were supposed to have 9 spikes as standard (two in the eyes, one linchpin spike, six in the back), not 10.
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Gargoyle
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« Reply #10 on: July 21, 2014, 01:52:19 PM »

Quote
Do we know what the "Normal" Inquisitor spikes were?

I had assumed that the Inquisitor in the Antagonists section was Ye Olde Standarde Inquisitore.

Yeah, but I thought they were supposed to have 9 spikes as standard (two in the eyes, one linchpin spike, six in the back), not 10.
http://www.17thshard.com/forum/topic/1905-translation-of-the-cover-page-of-the-treatise-metallurgic/
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Outis
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« Reply #11 on: July 24, 2014, 03:14:58 PM »

Feel free to get creative. Even if you don't give a creature Zinc, maybe their bizarre combination/mutation gives them an aura that constantly Riots hunger. Or something even freakier, like in his presence no one is able to smell anything, he's somehow Soothing your sense of smell, and he has no control over it. ... I don't know why I'm so amused by a monster that you have NO IDEA what he smells like... Or blood could be acid, or maybe it has no eyes but hunts via Nalthian-style lifesense. Go crazy, think outside the box.
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Kadrok
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« Reply #12 on: July 24, 2014, 06:00:31 PM »

...maybe it has no eyes but hunts via Nalthian-style lifesense...
Oooooh, I like that. Maybe their only sense is a aBronze-like detection of the scrap of Preservation inside everyone, and using Allomancy in their presence makes them go bezerk like a bull watching the ripples of the red cloth.
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