Sovem
2011-12-05, 01:19 PM
Inspired by my recent reading of Brandon Sanderson's oh-so-awesome "Alloy of Law," and taking some guidance from this thread (http://www.giantitp.com/forums/showthread.php?t=221071), I've attempted my own conversion of the power of Feruchemy for the OGL 3.5.
As with Byzantine's conversion of Allomancy, I'm assuming here that a Feruchemist would be a template, rather than a race or a class. I've tried to keep the powers in line with what we've seen in the Mistborn novels, as opposed to trying to make it balanced for a standard D&D game. (That being said, with a few restrictions, I think it might actually work alright).
I've taken my information primarily from the second Mistborn book, "Well of Ascension," and some extrapolations from the Ars Arcana appendix in "Alloy of Law" (including the nicknames for "Ferrings" that can only use one metal). If you're not familiar with the books, some general fluff info can be found here: Mistborn wiki (http://mistborn.wikia.com/wiki/Feruchemy) or here The Coppermind (http://coppermind.17thshard.com/wiki/Feruchemy)
It still needs a little work in terms of actual numbers; I tried to focus on metalminds that would be most useful for combat, first, to insure they'd be useful but not overpowered. I'd appreciate any help when it comes to metalminds that store heat, or nutrition, or things like that.
Also, this is rough draft, so please excuse any messiness.
A metalmind can hold a number of charges depending on its size. 1 charge = 1 minute of stored X (1 minute is equivalent to 10 rounds in game). A piercing might hold only a single charge, a ring might hold 20, and a torq or a bracer could hold dozens to a few hundred.
A Ferring can compress a charge, burning a minute's worth (or more) in a single round. Metalminds that may be compressed may only be tapped in two ways: 1 charge per minute (the normal way), or X charges per round (compressing). Charges may not be broken up by rounds (in other words, a ferring may not tap a single charge for 3 rounds, then compress the remaining 7 rounds in order to enhance their bonuses. Charges are tapped for 10 rounds, or 1 round).
Aluminum: Trueself Ferrings can store their sense of identity. Maybe take a penalty to resist social manipulation while storing, and receive a bonus against the same and be protected from mind-affecting magics while tapping?
Bendalloy: Subsumer Ferrings store nutrition and calories. Over-eat/drink while storing, replace a single meal or need to drink per charge
Brass: Firesoul Ferrings store warmth. Filling a brassmind protects from hot environmental damage, tapping protects from cold
Bronze: Sentry Ferrings store wakefulness. Filling a bronzemind imposes the Fatigued condition. Tap charges to stay awake or recover from Fatigue.
Cadmium: Gasper Ferrings store breath. Hyperventilate to store (acting as though Fatigued, perhaps?), tap to remove necessity to breathe.
Chromium: Spinner Ferrings store fortune. While storing, reroll every roll and use the worst of the two results. While tapping, do the same but take the best result. It takes an entire minute of misfortune to store 1 charge, however a spinner must tap 1 charge each time they wish to reroll. Must be policed carefully by DM (perhaps Chromium is exceedingly rare? Perhaps so much as a ring's worth costs a fortune)
Copper: Archivist Ferrings store memories.
Duralumin: Connecter Ferrings store "spiritual connections". Storing gives a penalty on social rolls, a bonus on rolls to avoid notice, and friends and allies may forget about character. Tapping gives a bonus to social rolls on first encounters only, and draws attention to oneself.
Electrum: Pinnacle Ferrings can store determination. While storing, take a penalty to Will saves and CHA rolls. Tapping gives a bonus to Will saves and CON-based checks to ignore conditions, recover from dying, and maintaining concentration.
Gold: Bloodmaker Ferrings store health. While storing, a bloodmaker is considered Exhausted; due to their immune system being suppressed, the Ferring suffers minor illnesses. Every 8 hours a bloodmaker stores health fills the goldmind with 1 charge. While healing, a bloodmaker multiplies healing time by x1/2. (So, a bloodmaker tapping 1 charge would regain hit points equal to his Character Level every 4 hours, compressing 2 charges would heal every 2 hours, and so forth, up to a maximum of 8 charges compressed at once (healing CL hit points every minute of rest)). A bloodmaker can also spend a charge to immediately recover from an Exhausted or Fatigued condition.
Iron: Skimmer Ferrings store weight. Each ironmind charge = x1 1/8 weight. A skimmer can store multiple charges per minute by reducing their weight to x3/4 (2 charges per minute), x1/2 (3 charges per minute), or x1/4 (3 charges per minute). A skimmer cannot reduce their weight any further and still move around safely (any lighter and a single step would send them toppling). While storing weight, a Ferring adds 5 ft to his movement speed and receives a +5 to Jump checks per charge being stored. A skimmer storing weight only receives these bonuses while bearing a Light Load or less. A skimmer tapping an ironmind gains a +2 bonus to grapple, charge, and bull rush checks, and lowers his movement speed by 5 ft., per charge tapped.
Pewter: Brute Ferrings may store strength, weakening themselves down to a STR of 8 while storing. A normal, medium sized character is considered to be under a medium load while storing strength, even when unencumbered. Tapping the pewtermind adds a number to the ferring's STR score equal to the amount given up while storing. For example, a STR 14 ferring would add 6 (14-8) to their STR score while tapping his pewtermind.
Compressing STR has diminishing returns, due to the fact that tapping extraordinary strength actually enlarges a ferring's muscles. A human body can only expand so much. Once a ferring increases their Strength score to 20, each additional charge compressed only gives 1 ability point. In addition, raising Strength above 20 grows the brute to Large size, taking the penalties and bonuses associated with it. Unless precautions are taken, this usually also results in the destruction of the Ferring's clothes.
(I wrote the Pewter entry before I came up with the system for Iron. Looking back on it, I think doing something like that for Strength would mean less book keeping and be more balanced. So, for an alternative Pewter, filling a pewtermind reduces a Ferring's STR mod by 1, and tapping pewter raises it by 1. A brute can fill a pewtermind quicker by taking heftier penalties: -2 fills 2 charges per minute, -3 fills 3 charges, etc.
The rules for brutes who raise their modifier above +5 (IOW, a Strength of 20) are still the same.)
Steel: Steelrunner Ferrings store physical speed. Storing speed reduces a steelrunner's maximum movement by half, and imposes a -2 penalty to Initiative and Reflex checks. Tapping steelminds increases movement by x1.5, and grants a +2 bonus to Initiative and Reflex saves.
Tin: Windwhisperer Ferrings store physical senses. Each tinmind must store a separate sense. A windwhisperer storing sight is considered Dazzled, taking a -1 penalty to attack rolls, Search and Spot checks. Storing hearing gives a -1 penalty to Listen checks. As with ironminds, a windwhisperer may increase the amount of sensitivity they store in a tinmind, but at a -4 penalty they are considered Blinded or Deafened, as appropriate. Tapping a tinmind reverses the skill check modifiers, but does not add to attack rolls. Instead, increase the windwhisperer's critical threat rating.
Storing olfactory sensitivity has no in game effects, and should be roleplayed appropriately. Storing tactile sensation gives a -1 penalty to attack rolls and all DEX based skills, but tapping a tactile tinmind only gives bonuses to Balance, Climb, Escape Artist, and Open Lock checks.
Zinc: Sparker Ferrings store mental speed. Filling a zincmind imposes a -2 penalty to Initiative rolls, Reflex saves, and all social skill checks. Tapping a zincmind gives a +2 bonus to the same rolls. Zincmind charges may only be compressed x4, beyond which the human body is unable to take advantage of further increases in mental quickness. At the DM's prerogative, certain INT based skills may be modified by storing or tapping a zincmind.
EDIT: I just wanted to edit to add, for those of you who haven't yet finished all the books, nothing in here qualifies as a spoiler past Book 1. If you see metalminds you've never heard of, they only appear in the Ars Arcana (this, itself, might count as a spoiler... except you wouldn't be expecting to see weird metalminds if I hadn't told you about them here. So, like Feruchemy itself, it's an end-neutral spoiler)
As with Byzantine's conversion of Allomancy, I'm assuming here that a Feruchemist would be a template, rather than a race or a class. I've tried to keep the powers in line with what we've seen in the Mistborn novels, as opposed to trying to make it balanced for a standard D&D game. (That being said, with a few restrictions, I think it might actually work alright).
I've taken my information primarily from the second Mistborn book, "Well of Ascension," and some extrapolations from the Ars Arcana appendix in "Alloy of Law" (including the nicknames for "Ferrings" that can only use one metal). If you're not familiar with the books, some general fluff info can be found here: Mistborn wiki (http://mistborn.wikia.com/wiki/Feruchemy) or here The Coppermind (http://coppermind.17thshard.com/wiki/Feruchemy)
It still needs a little work in terms of actual numbers; I tried to focus on metalminds that would be most useful for combat, first, to insure they'd be useful but not overpowered. I'd appreciate any help when it comes to metalminds that store heat, or nutrition, or things like that.
Also, this is rough draft, so please excuse any messiness.
A metalmind can hold a number of charges depending on its size. 1 charge = 1 minute of stored X (1 minute is equivalent to 10 rounds in game). A piercing might hold only a single charge, a ring might hold 20, and a torq or a bracer could hold dozens to a few hundred.
A Ferring can compress a charge, burning a minute's worth (or more) in a single round. Metalminds that may be compressed may only be tapped in two ways: 1 charge per minute (the normal way), or X charges per round (compressing). Charges may not be broken up by rounds (in other words, a ferring may not tap a single charge for 3 rounds, then compress the remaining 7 rounds in order to enhance their bonuses. Charges are tapped for 10 rounds, or 1 round).
Aluminum: Trueself Ferrings can store their sense of identity. Maybe take a penalty to resist social manipulation while storing, and receive a bonus against the same and be protected from mind-affecting magics while tapping?
Bendalloy: Subsumer Ferrings store nutrition and calories. Over-eat/drink while storing, replace a single meal or need to drink per charge
Brass: Firesoul Ferrings store warmth. Filling a brassmind protects from hot environmental damage, tapping protects from cold
Bronze: Sentry Ferrings store wakefulness. Filling a bronzemind imposes the Fatigued condition. Tap charges to stay awake or recover from Fatigue.
Cadmium: Gasper Ferrings store breath. Hyperventilate to store (acting as though Fatigued, perhaps?), tap to remove necessity to breathe.
Chromium: Spinner Ferrings store fortune. While storing, reroll every roll and use the worst of the two results. While tapping, do the same but take the best result. It takes an entire minute of misfortune to store 1 charge, however a spinner must tap 1 charge each time they wish to reroll. Must be policed carefully by DM (perhaps Chromium is exceedingly rare? Perhaps so much as a ring's worth costs a fortune)
Copper: Archivist Ferrings store memories.
Duralumin: Connecter Ferrings store "spiritual connections". Storing gives a penalty on social rolls, a bonus on rolls to avoid notice, and friends and allies may forget about character. Tapping gives a bonus to social rolls on first encounters only, and draws attention to oneself.
Electrum: Pinnacle Ferrings can store determination. While storing, take a penalty to Will saves and CHA rolls. Tapping gives a bonus to Will saves and CON-based checks to ignore conditions, recover from dying, and maintaining concentration.
Gold: Bloodmaker Ferrings store health. While storing, a bloodmaker is considered Exhausted; due to their immune system being suppressed, the Ferring suffers minor illnesses. Every 8 hours a bloodmaker stores health fills the goldmind with 1 charge. While healing, a bloodmaker multiplies healing time by x1/2. (So, a bloodmaker tapping 1 charge would regain hit points equal to his Character Level every 4 hours, compressing 2 charges would heal every 2 hours, and so forth, up to a maximum of 8 charges compressed at once (healing CL hit points every minute of rest)). A bloodmaker can also spend a charge to immediately recover from an Exhausted or Fatigued condition.
Iron: Skimmer Ferrings store weight. Each ironmind charge = x1 1/8 weight. A skimmer can store multiple charges per minute by reducing their weight to x3/4 (2 charges per minute), x1/2 (3 charges per minute), or x1/4 (3 charges per minute). A skimmer cannot reduce their weight any further and still move around safely (any lighter and a single step would send them toppling). While storing weight, a Ferring adds 5 ft to his movement speed and receives a +5 to Jump checks per charge being stored. A skimmer storing weight only receives these bonuses while bearing a Light Load or less. A skimmer tapping an ironmind gains a +2 bonus to grapple, charge, and bull rush checks, and lowers his movement speed by 5 ft., per charge tapped.
Pewter: Brute Ferrings may store strength, weakening themselves down to a STR of 8 while storing. A normal, medium sized character is considered to be under a medium load while storing strength, even when unencumbered. Tapping the pewtermind adds a number to the ferring's STR score equal to the amount given up while storing. For example, a STR 14 ferring would add 6 (14-8) to their STR score while tapping his pewtermind.
Compressing STR has diminishing returns, due to the fact that tapping extraordinary strength actually enlarges a ferring's muscles. A human body can only expand so much. Once a ferring increases their Strength score to 20, each additional charge compressed only gives 1 ability point. In addition, raising Strength above 20 grows the brute to Large size, taking the penalties and bonuses associated with it. Unless precautions are taken, this usually also results in the destruction of the Ferring's clothes.
(I wrote the Pewter entry before I came up with the system for Iron. Looking back on it, I think doing something like that for Strength would mean less book keeping and be more balanced. So, for an alternative Pewter, filling a pewtermind reduces a Ferring's STR mod by 1, and tapping pewter raises it by 1. A brute can fill a pewtermind quicker by taking heftier penalties: -2 fills 2 charges per minute, -3 fills 3 charges, etc.
The rules for brutes who raise their modifier above +5 (IOW, a Strength of 20) are still the same.)
Steel: Steelrunner Ferrings store physical speed. Storing speed reduces a steelrunner's maximum movement by half, and imposes a -2 penalty to Initiative and Reflex checks. Tapping steelminds increases movement by x1.5, and grants a +2 bonus to Initiative and Reflex saves.
Tin: Windwhisperer Ferrings store physical senses. Each tinmind must store a separate sense. A windwhisperer storing sight is considered Dazzled, taking a -1 penalty to attack rolls, Search and Spot checks. Storing hearing gives a -1 penalty to Listen checks. As with ironminds, a windwhisperer may increase the amount of sensitivity they store in a tinmind, but at a -4 penalty they are considered Blinded or Deafened, as appropriate. Tapping a tinmind reverses the skill check modifiers, but does not add to attack rolls. Instead, increase the windwhisperer's critical threat rating.
Storing olfactory sensitivity has no in game effects, and should be roleplayed appropriately. Storing tactile sensation gives a -1 penalty to attack rolls and all DEX based skills, but tapping a tactile tinmind only gives bonuses to Balance, Climb, Escape Artist, and Open Lock checks.
Zinc: Sparker Ferrings store mental speed. Filling a zincmind imposes a -2 penalty to Initiative rolls, Reflex saves, and all social skill checks. Tapping a zincmind gives a +2 bonus to the same rolls. Zincmind charges may only be compressed x4, beyond which the human body is unable to take advantage of further increases in mental quickness. At the DM's prerogative, certain INT based skills may be modified by storing or tapping a zincmind.
EDIT: I just wanted to edit to add, for those of you who haven't yet finished all the books, nothing in here qualifies as a spoiler past Book 1. If you see metalminds you've never heard of, they only appear in the Ars Arcana (this, itself, might count as a spoiler... except you wouldn't be expecting to see weird metalminds if I hadn't told you about them here. So, like Feruchemy itself, it's an end-neutral spoiler)