Advanced Characters: Starting Secrets
At the time of character creation, you may spend AP to learn minor and major secrets. 2AP for a Minor Secret like knowledge of a discovered (but secret) metal such as Electrum or Aluminum, 4AP for Major Secrets like knowledge of an undiscovered metal or how Hemalurgy works. All secrets must be approved by the Narrator.
To be clear, the costs and difficulties for undiscovered/secret metals are as follows:
- Metal / AP to learn / Resource Difficulty / Allomantic Charges / Feruchemical Capacity
- Electrum / 2AP / Difficulty 3 / 3 A-Charges / 50 F-Charges
- Cadmium / 4AP / Difficulty 5 / 3 A-Charges / 50 F-Charges
- Bendalloy / 4AP / Difficulty 5 / 1 A-Charge / 25 F-Charges
- Aluminum / 2AP / Difficulty 3 / 3 A-Charges / 50 F-Charges
- Duralumin / 2AP / Difficulty 4 / 3 A-Charges / 50 F-Charges
- Chromium / 4AP / Difficulty 4 / 1 A-Charge / 25 F-Charges
- Nicrosil / 4AP / Difficulty 5 / 1 A-Charge / 25 F-Charges
- Malatium / 4AP / Difficulty 5 / 1 A-Charge / 25 F-Charges
The metals above are treated like Atium in that once acquired they do not go away during long breathers. If you spend the AP to start with one of the above metals, you also get 1 dose of that metal to start out with. This does not count as a prop, and if you want more then you'll have to obtain it via resource rolls.
During a Long Breather, characters with burdens are only allowed to both gain Advancements and lessen one Burden if that Burden is not related to that advancement.
I.E. A broken arm would heal just as well while reading about herbs. Attributes can be increased while suffering a Ministry inquiry. Stunts can be gained while disheartened. Etc.
Called shots can be used to increase the outcome or level of burden inflicted by 1. Thus if you're successful in a called shot attack that does enough damage to inflict a Serious Burden, you can increase it to a Grave Burden (or from Grave to Mortal). This does not include death, loss of limb or other unrecoverable injury except where approved by the Narrator.
Unlike other loot, these beads do not “vanish” after the next Long Breather as normal, and the Heroes may keep these beads until they use them or sell them. Any Hero may sell a bead to increase his Resources by 1 die, or may trade it for any number of items with a total Difficulty of 5 or less (e.g. five items with a Difficulty of 1; an item with a Difficulty of 2 and another with a Difficulty of 3; etc.); both these benefits last until the next Long Breather as normal.
Steelpushing and Ironpulling other characters
Steelpushes and Ironpulls against other characters are always treated as Contests. Outside of Conflicts, the targeted character forms a pool according to normal Contest rules, generally using their Physique score.
During a Conflict, A character who anticipates their equipment being targeted by a Steelpush or Ironpull can declare an action that directly resists the Allomancer's action, placing the two into a Contest. The winner of the Contest has control over the effects of the Push/Pull, including who moves where, and has the privilege of spending nudges to deal damage or gain perks. A stalemate incurs one Complication against each side.
Without taking an action to achieve leverage, the targeted character may still spend Action and/or Defense dice to “defend” against the Steelpush/Ironpull, just like from a normal attack. However, in this situation if he beats the Allomancer he does not get any control over movement and may not spend nudges, though the Allomancer may still receive Complications from a failed roll, as per usual.
Regardless of the Outcomes, the Narrator should remember that once an Iron or Steel action has been taken, something almost always moves, and narrate the results appropriately.
Upon successfully Steelpushing/Ironpulling someone: You may move the target character 1 step away/towards you (respectively) for each point of Outcome you achieved up to your Allomancy's range limit. Nudges may be spent for various perks, as per usual, including inflicting damage.
The system for tapping individual charges of Gold is replaced by the following:
Tapping a Goldmind causes you to regain Health at a faster rate. For each charge of Gold you tap, you regain 1 Health at the end of an hour, to a maximum of 5 Health per hour (for 5 charges). If you tap 6+ charges of Health, you instead regain 1 Health at the end of one minute, with each charge above 6 causing you to regain 1 additional Health, to a maximum of 4 Health per minute (for 9 charges).
NOTE!: Tapping individual charges of Gold no longer temporarily boosts your Health score, the only benefit provided is an accelerated rate of healing (which more closely matches the novels).
Tapping 10+ charges of Gold works exactly as written in the book, but note that with Gold you only receive one of the benefits listed in the book (your choice), not all of them.
Feruchemical Nicrosil & Other Spiritual Feruchemical Metals
The rules for using Feruchemical Nicrosil are changed to the house rules found in this thread. Note: the thread contains very minor spoilers- mechanics only, no plot- for some aspects of Bands of Mourning.
However, Crafty has indicated that the upcoming Alloy of Law II supplement will probably contain updated rules for the Feruchemical Spiritual metals, based on things we've learned from the new novels. Once the supplement comes out, we will most likely switch to using Crafty's new rules for these metals.
This list replaces the respective props listed in the Terris: Wrought of Copper supplement. Any props not listed here remain unchanged.
- Metalminds (3, average) props: 1 difficulty: 3
Each metalmind allows a Feruchemist (only) to store in and tap from one metal: Brass, Bronze, Copper, Iron, Pewter, Steel, Tin, Zinc, or Gold; each single metalmind item consists of three physical metalminds such as bracers or leg-bands, each of one different metal and holding 100 charges
- Metalminds (4, small) props: 1 difficulty: 3
As average metalminds, but includes 4 physical items such as bracelets or necklaces which each hold 50 charges
- Metalminds (6, tiny) props: 1 difficulty: 3
As average metalminds, but includes 6 physical items such as rings or earrings which each hold 25 charges.
- Metalminds (2, large) props: 1 difficulty: 4
As average metalminds, but includes 2 physical items such as ornamental plates which each hold 200 charges. Cannot be concealed.
- Metalmind (1, huge) props: 2 difficulty: 4
As average metalminds, but includes 1 physical item such as a suit of ornamental armor which holds 500 charges. Cannot be concealed.
- Multimind props: 1 difficulty: 4
Single metalmind with 5 different metals; can hold 30 charges of each metal contained