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Thread: Mistborn: Forge and Die

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    Key Lime Tartlet Naril's Avatar
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    Mistborn: Forge and Die

    Mistborn: Forge and Die

    The Interest Check

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    More than three hundred years ago, the world ended.

    And thank Harmony it did.

    But the death of the World of Ash isn't important anymore. The world is different, and its people, too, are different. Civilization has been rebuilt, not from the scorched bones of what came before, but planted anew in fertile fields. Our cities have prospered, our people have grown and we thrive. Science, technology, and society has evolved and grown to ever-greater heights. Sure, nothing's perfect, but progress has to be better than standing still, right? Electric lamps glow above our streets, trains thunder down railroads, and streetcars bump along avenues where you'll see more vehicles without horses than those with whip and harness.

    But while the old world may be gone, it's left us with its legacy. Mistings, the Metal-Born, or a dozen different names; those individuals born with ability to change themselves or the world around them with a thought, they're still with us. Police officers, soldiers, artisans, and perhaps most often, criminals; they are uncommon, but often spectacular. Or maybe that's just what everyone thinks. I don't know. I'm not one of them. Those powers were born in the World of Ash, and they don't seem to be breeding out any time soon. And then there's the Mistborn, the nearly-mythical people who could face entire armies, guide nations, and see the past and future as one moment. Lots of people think the Mistborn helped build this world somehow. That they guided us with some kind of divine knowledge.

    They say a lot of wild things about where we came from. I don't know that I believe any of it.

    But something's happening now. Here in the city, things I can't explain. The kind of things that I wouldn't have believed last week, if I hadn't seen the blood on the street. Some people say it's a ghost from the time when the sun hung red in the sky and it was never more than twilight. A spirit from a darker, violent, vengeful past.

    I might believe that.

    I hope I live long enough to decide.


    - Found in a journal belonging to J. Ollard, historian, following his disappearance.

    ----

    As I mentioned in the Interest Check, this will be an RP set in the world of Brandon Sanderson's Mistborn series. There will be an actual story involved, filled with mystery, discovery, character interaction, and even a little bit of history. Like most fantasy series, Mistborn has a rich and textured history and world, which I'll do my best to explain below. There is going to be a lot of reading involved here, so maybe get the tea and biscuits ready.

    This is not a complete recap of the world and events of the entire Mistborn series; it's more the highlights-reel and what you and your characters will probably need to know. Do ask questions, though, if you have them.

    NOTE: THIS CONTAINS SPOILERS FOR THE ORIGINAL MISTBORN TRILOGY.

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    The World

    The world of Mistborn isn't exactly your usual fantasy world. The planet is called Scadriel, and the world is more or less as you would expect. Wide continents, deep blue oceans. The dominant species - and, unless you give me a very good reason, the only one I will let you play - is humanity, and at the time this is taking place, an industrial revolution has been going on for a long time. Tall, concrete buildings, internal-combustion engines, paved roads and electricity are starting to become part of normality. Steam-driven trains thunder between cities, affording comfort and speed, if not necessarily cheapness. The railroads follow deep, wide canals that served to connect the cities before the trains came. Paved avenues are starting to make their way between the major cities, and even out to some of the newest towns that the railways haven't made it to yet. Manufactured goods are common, but artisans and specialists still successfully ply their trades.

    In general, if you want to think of the technology level for this game, assume something around 1920s America or Britain. This is not steampunk, dieselpunk, electropunk or clockpunk. Really, treat it more like modern fantasy in the time of The Great Gatsby.

    At certain places, at certain times, an unnatural mist will blanket the landscape. It materializes out of the air, and swirls about as if it has some kind of will of its own. It seems thicker and heavier than weather-borne mists and generally happens at night, blanketing the land. There are a number of superstitions about it - some believe the mist is bad luck, others say it is a sign of change, and many others just think it's weird. It tends not to follow people indoors, and there's no problem with breathing it. In many places, it is strongly associated with Allomancers.

    Outside of the large cities, which are generally within an easy train ride of the central metropolis of Elendel, the land gets a little dryer, more arid, and a lot hotter. Civilization is more primitive out here, and it can strongly resemble the American Old West. On these frontiers, towns are built on mining, or cattle driving, or just being a stop on the way to somewhere else, and they're a long way from the constables in the city. Out here, the Lawkeepers in their dusters and six-guns keep the peace…or die trying. The railroads are slowly coming out to the Roughs, but they haven't brought a lot of civilization with them. Mostly they just bring new kinds of trouble.


    The History

    In general, people are aware that around three hundred years ago, the world changed dramatically, though they may not understand exactly what happened. Before that point, it is generally referred to as the World of Ash, and there are stories of darkness, desperation, cruelty, revolution and heroes. These are, variously, treated as myth, legend, fact, or even religion, deifying the people that, from one point of view, remade the world. The world now is one of blue skies and bright sunshine, of rain and wind; more or less what you might expect in a perfect place for civilization to bloom.

    One could argue that the place was too perfect. Especially since, stacked on the fields were volumes and volumes of books. They contained the knowledge, wisdom, folly, hopes and despairs of a thousand cultures, along with plans for a vast and beautiful city, systems of government, and all manner of other useful information. Few suggest the Words of Founding didn't exist, but what their purpose was, and where they came from, inspires spirited theological and secular debate.

    As a result of whatever forces ended the World of Ash, the starting population of this new world was comparatively small. As a result, even after three centuries, the number of people on Scadriel is also fairly small; there are a handful of cities and a scattering of smaller towns, but the vast majority of the planet remains unexplored. An additional consequence of this is that everyone is, to one degree or another, related to one another - though not to the point of extra digits or banjo-picking. Family trees are complicated, but nobody's marrying their siblings.

    The history of the new world is one that is not perfect - there are as many petty squabbles and imperfections as you would expect in any civilization. But they haven't managed to burn themselves down, all the same. Art, science, law and technology flourish, and the population is, in general, fairly educated.


    Religion and Society

    There are literally hundreds of religions, all recorded in the Words of Founding. If you want your character to be religious, feel free to make something up. While I don't doubt that there's probably something in there about drinking the blood from the warm skulls of your slain enemies, try to be sensible here. I probably won't let your character follow a religion that charges its adherents with picking everyone else's nose for them in the name of the God of Phlegm.

    A few religions are mentioned specifically in the novels, and if anyone wants me to sum them up, that's fine. I'm just not certain if anyone cares for it to be relevant.

    Culturally, several individuals are revered if not as gods, then at least as the equivalent of saints. Like all larger-than-life figures, the words and deeds of their lives are a source of lively debate. Some of them include:

    The Survivor - An individual generally considered the spark that lit the flame of revolution against the evils of the Final Empire, an oppressive regime that ruled the World of Ash for a thousand years. Considered by some to be a kind of savior, always as a martyr. Always considered male. Often portrayed as a Mistborn.

    The Ascendant Warrior - An individual who, somewhat vaguely, is considered to have set the actual, physical end of the World of Ash in motion. Usually considered an acolyte, or even equal, of The Survivor; often seen as messianic. Always considered female, and of short stature. Always portrayed as a Mistborn.

    Old Iron-Eyes - The cultural equivalent of the Grim Reaper, the Devil, or harbinger of darkness. Portrayed as a very tall, thin man, entirely bald, and with intricate tattoos around where his eyes should be. In place of eyeballs, he has a pair of iron spikes rammed into the sockets, the heads poking out below his eyebrows. Generally considered as myth or folklore.

    Harmony - Considered by many to be a (or the) God over Scadriel. Believed to be the origin of the world as it is now, and the author of the Words of Founding. Closely associated with the Mists. Often considered male, but other interpretations exist. Considered to be an embodiment of balance.

    Society follows rough lines of most fantasy worlds. There are the Noble Houses, who have most of the money, considerable political sway, and have a tendency to directly or indirectly employ most of everyone else. They may not be the venal pocket-liners of old, but it probably does not do to get into the arena with them. At least, not if you value your future prospects. Everything is very Western-Culture-Influenced fantasy; the broad strokes shouldn't be unfamiliar.

    In general, each House specializes in a particular industry - secure transportation, raw materials, manufacturing, construction. Many of them claim to trace their roots all the way back to the World of Ash.


    The Magic

    All of that up there was very boring, yes? But it had to be said. Still, this is probably what you came to see. This is where Mistborn sets itself apart from our own world, and where things get exciting.

    Mistborn's magic, such as it is, centers around the idea that there are certain individuals who can use particular metals, and alloys of metals, in extraordinary ways. These people are collectively known as the Metal-Born, though there are some significant differences in what, exactly, each Metal-Born is capable of. In general, the abilities track closely with bloodlines. The descendents of the Noble Houses used to produce most of the world's Mistborn, but their number has trickled down to almost nonexistence. None have been heard of for almost two centuries. Most often abilities tend to show up around puberty, though whether anyone notices is a different question. In general, there are two classes of Metal-Born:


    Allomancers

    The power of Allomancy allows a person to consume powdered or flaked metal fragments (as in literally swallowing them), and in turn use that metal to power certain abilities, which will be explained in detail in a moment. Some metals are consumed - or "burn" - faster than others, and must therefore be more regularly replenished. While allomancers can vary in absolute strength, most are on something like an even playing field in all but edge circumstances. For example, all Steel allomancers can flick coins and bits of metal at high speeds, but it might take a particularly strong-willed person who's made a particular point of learning the trick of creating a "bubble" around themselves that deflects incoming bullets, but not their own.

    Allomantic metals "burn" at a certain rate as their corresponding powers are used, but the Allomancer can also intentionally "flare" the metal, producing a short-lived, but much more powerful effect. This can be physically taxing, and consumes the metal much more quickly. Except under extremely specific circumstances, an Allomancer cannot burn all of their metal in a single blinding flash; there is an 'upper limit' to how much power they can draw.

    Most Allomancers will have a vial (or several) of their chosen metal with them at all times. They don't have to be large - I've always imagined them as about the size of a thumb - or heavy. Metals are often suspended in alcohol or oil rather than water, as it prevents oxidation. Allomantic metals have to not only be incredibly pure, but alloys also have to be of the right proportions. At best, a bad alloy will kind of work, but weakly, and at worst they will make an Allomancer who burns them intensely ill.

    Some Allomantic metals - pewter is an example - are poisonous, and biologically speaking the various metals aren't necessarily good for you. Many Allomancers choose to burn off whatever they don't have an immediate need for, and keep vials of metals handy instead. An Allomancer, with the exception of a Savant or one in particularly dire straits (Severe injury, for example, where a kind of instinct can take over), cannot burn metals while asleep.

    In general, an Allomancer who can use only one Allomantic metal is known as a Misting, or generically as an Allomancer. A Misting can use any one of the Allomantic metals (again, we'll get to what they are in a moment), and only that one. An Allomancer who could burn more than one of the metals could invariably burn all of them; these men and women were known as the Mistborn, and they are the stuff of legends.

    For the purposes of the game, just finish reading through all of this and use your common sense. I'll call you out if your Allomancer has been burning the same bead of pewter for twelve hours, but this story is going to be much more about plot and flow rather than hitting the shot clock whenever a character downs a vial of metals.


    Feruchemists

    Those born with the power of Feruchemy have a very different ability from Allomancers. While an Allomancer derives their power from the metals they consume, a Feruchemist uses those metals to store certain attributes for use later. For example, a Feruchemist can choose to have very poor eyesight - clouded, myopic vision - and 'store' that sensory acuity for later use.

    A Feruchemical store is called a "metalmind," and often takes the appearance of a piece of jewelry or other metal decoration. Forearm bracers, cuffs on the upper arm, necklaces and rings are not uncommon. Larger metalminds can have a correspondingly large Feruchemical charge - for example, the combined knowledge of centuries of careful cultural preservation were stored in one character's large copper forearm bracers.

    Stored attributes are generally proportional to the effort invested in them, but the quicker the reserves are tapped, the less efficient the transfer. For example, a Feruchemist who renders himself nearly blind for an hour may get twice his usual visual acuity for a bit less than half an hour, or four times that for somewhat less than fifteen minutes. If they needed to, a Feruchemist could probably count the hairs on someone's head from a quarter mile away, but only for a handful of moments, and with a powerful headache afterward.

    One major advantage of Feruchemy is the fact that unlike Allomancy, there is virtually no upper limit to how quickly a metalmind may be tapped. An entire Feruchemical store may be burned up in an instant, though the total energy expended may be quite a lot less than was originally invested in the metalmind. Just as Allomancers can carry many vials of metal flakes around with them, there is no practical limit to the number of metalminds a Feruchemist can have on them, so long as they are touching the skin. A metalmind can also be removed and put away or in a pocket without losing its Feruchemical charge. Feruchemists cannot fill their metalminds while asleep.

    Metalminds are unique to each individual Feruchemist. Even if there were two Feruchemists with the same metal affinity, they would not be able to use each other's metalminds. As a corollary, an Allomancer who burns a Feruchemical store generally gets no additional benefit from it, - you'll want to read the next section, because the exception to that rule is a biggie.

    Like Allomancers, the preponderance of Feruchemists can make use of only one type of metalmind. These individuals are somewhat unusually called Ferrings, and generically called Feruchemists. Confusingly, a Feruchemist who can use all types of metalminds is also known as a Feruchemist. If there are any full-on Feruchemists around, they are secretive, quiet, and have not made themselves known.

    Like with Allomancy, I'm going to expect you to use common sense here. Feruchemy is the art of "Saving for later," and I'll call you out if you seem to have bottomless Feruchemical reserves without any preparation beforehand.


    In addition to Allomancers and Feruchemists, there are a handful of much less-common edge cases:


    Allomantic Savants

    An Allomancer who flares their metals for a prolonged period of time (days or weeks without end) winds up with a kind of whole-body addiction to the effects. It is not a physical or brain-chemistry-altering thing, it is damage to the body's machinery and physical changes. An Allomancer who constantly flares tin in order to enhance their senses will find themselves blind and deaf without tin to burn, and will have to wear dark glasses and muffle their ears when they go outside. On the other hand, a tin savant would make an amazing spy or thief - but they wouldn't have much of a social life. Normal speaking volume would sound like a rock concert, an herbed chicken would be a sensory overload, and the smells of the average tavern would be an assault on every synapse. There is also the problem of finding enough metal to consume, as a Savant is always flaring it, burning it as fast as they can. For toxic metals, and metals that burn quickly, this could quickly turn into a medical juggling act.


    Hemalurgic Creations

    Dark, cruel, and vicious, Hemalurgy allowed one being to steal the Allomantic or Feruchemical power of another, by means of driving a metal spike through the victim's heart, and then implanting that spike very specifically in their own body. The ability would remain "charged" in the spike for a considerable period of time, however the charge wears off with time if the spike is not lodged in a living body. The "stolen" ability would not be as strong as the original victim's capabilities, but it would enhance the abilities of an Allomancer or Feruchemist who received a Hemalurgic implantation of the same power. Many of the Hemalurgic implantation points would otherwise be fatal - several through each lung, for example - but something about Hemalurgy leaves the spike-bearer thoroughly alive. Perversely, the spikes themselves can be used as Feruchemical metalminds.

    Certain creatures that once roamed Scadriel had unique reactions to Hemalurgy. A particular example were a people called the Kandra, who were elevated to sentience by Hemalurgic spikes placed inside a gelatinous creature called a Mistwraith. People still tell stories of the Kandra, largely as myths, bedtime stories, and tavern tales. If they still exist, the Kandra have not been seen since the World of Ash ended.

    Hemalurgic creatures are so rare as to be mythical. They are, for all intents and purposes, unicorns. The art of Hemalurgy has been lost, and the only beings who know anything about it aren't inclined to share, or propagate, that knowledge.



    Twinborn

    Once, long ago, the bloodlines of Allomancers and Feruchemists were kept strictly separate. With the mixing and melding of people in the new world, these lines have mixed, and very rarely an individual is born with one Allomantic and one Feruchemical power. These individuals are known as Twinborn, and they can be tremendously powerful.

    To use an example from one of the books, one character is a Twinborn with Steel as an Allomantic capability and Iron as a Feruchemical one. Allomantic Steel allows one to push metal objects away from themselves; Feruchemical Iron allows one to store or spend weight. Since normally the strength of a Steelpush is dependent on the weight of the person doing the pushing (or whatever happens to be behind them), there is a limit to what they can push before they, instead, are pushed. A 100-kilo man would not be able to Steelpush a 500-kilo block of iron, but what they could do is use it to push themselves high up in the air.

    Unless they had the power to increase their weight, by, for example, walking around at two-thirds to one-half of their normal weight, saving the balance in their iron metalmind for days or weeks at a time. They could then make themselves tremendously heavy, and thus be able to impart that much more of a Push.

    The character in question uses this combination to push every nail and bolt in a very large warehouse away from him while simultaneously making himself incredibly heavy. The bolts tear free of their masonry, screws rip out of walls, and the warehouse collapsed in a burst of shrapnel and splintered wood.

    This leads to another quirk.

    A Twinborn who has both metals the same can engage in a practice known as compounding. This is the exception to an Allomancer burning a Feruchemical reserve as noted above. If a Twinborn has two metals that are the same, they can burn their metalmind and get the Allomantic ability as per normal, but also release the Feruchemical ability tenfold. Which they can then store in another metalmind…


    -------

    And now we're finally on to what the Allomantic and Feruchemical metals are. Each metal has a different property for Feruchemists and Allomancers. Remember, just because a metal is called "Steel" doesn't mean that every source of steel is an Allomantically-appropriate one. It is reasonable to assume that Allomancers and Feruchemists get - or steal - their metal from specialized shopkeepers, and that it is not commonly found around the world.


    Steel

    Allomantic ability: Allows the burner to Push on nearby sources of metal. In this case, assume the common-sense view of metals - brass doorknobs are as valid as copper pennies and the leading in a stained-glass window. The force is applied as a literal push against the Allomancer's body - something lighter than the Allomancer will be pushed away (useful for flicking coins at someone like bullets), and something heavier than the Allomancer will result in the Allomancer moving instead. While burning Steel, an Allomancer will also see, visible only to them, blue lines that appear to radiate from the center of their chest and point directly at suitable pieces of metal within a certain distance, including vials of metals held by another Allomancer, but not any metal that pierces the body of another person. A thicker line means a more-substantial piece of metal. Steel Allomancers are almost always skilled in the art of coin-jumping, where they will throw a coin against a sturdy object (for example, the street) and then Push against the coin at an angle, lofting themselves high into the air. Dropping another coin and repeating the process allows for very fast movement indeed. Particularly skilled Steel allomancers might even be able to "catch" a bullet and fling it away from them - but only if they know exactly when and where it's going to be fired, and are very quick. Steel burns at a moderate rate, faster than tin, slower than pewter. Steel allomancers are commonly called Coinshots.

    Feruchemical ability: A Steel metalmind allows the Feruchemist to store physical speed. They will move slowly, and feel as though their limbs are moving through thick syrup while filling a metalmind, but in return they can use the stored Speed for a great variety of things. Running quickly to deliver a much-needed message, or to slap an unruly child upside the head, for example. The speed of their thoughts is not affected, but they may have a difficult time speaking. A Steel Feruchemist is known as a Steelrunner.


    Iron

    Allomantic ability: Allows the burner to Pull on nearby sources of metal. This functions more or less in exact opposition to Steel-pulling; if an object is lighter than the Allomancer, that object will fly toward them. If the Allomancer is lighter, they will be pulled toward the object. Like Coinshots, an Iron allomancer will see the blue lines pointing at suitable sources of metal. Some highly-trained Iron-pullers will wear a heavy metal plate over their chest, and will have learned to Pull incoming bullets into it in a firefight. Iron burns at about the same rate as steel. An Iron Allomancer is often called a Lurcher.

    Feruchemical ability: Allows an Feruchemist to store their weight. While filling their metalmind, an Iron Feruchemist may choose to walk around at two-thirds to one-half of their normal weight, but much more than that and people might notice that you're a little lighter on your feet. Also appears to affect mass; a Feruchemist filling their metalmind while falling from a great height will have their fall slow, and may even be able to use the recoil of a firearm to make a landing more safe. While increasing their weight, an Allomancer does not become denser - they may experience 2200 pounds of weight, but bullets will still go right through them. Vastly reducing one's weight can help to make long falls more survivable, or let you bolt up stairs quicker. An Iron Feruchemist also functionally grows stronger as their weight increases - expending tremendous weight will not crush their rib cage or rupture a spleen. This is probably one of those "don't think too hard about it" abilities; but it could be fun anyway. An Iron Feruchemist is known as a Skimmer.


    Tin

    Allomantic ability: Greatly sharpens the senses. Hearing, taste, touch, smell, sight. An Allomancer burning tin has built-in night vision and directional microphones. Just remember that you're also at a huge liability to experience sensory overload. Compared to other metals, tin burns slowly, and as a result it is much easier for a Tin Allomancer to accidentally burn themselves into a Tin Savant. A Tin Allomancer is known as a Tineye.

    Feruchemical ability: Stores all five senses, at the Feruchemist's discretion. The Feruchemist can make themselves nearly blind or deaf in exchange for tremendous sight or hearing later. A Tin Feruchemist working in a slaughterhouse probably would have a tremendous store of Smell saved up. A Tin Feruchemist is often called a Windwhisperer.


    Pewter

    Allomantic ability: Greatly enhances physical capabilities. Stronger, faster, perfect dexterity, vast endurance, and tremendous resistance to physical damage, as well as quicker healing. A Pewter Allomancer can, with a sack of pewter beads and a suppressed gag reflex, burn Pewter for hours, in what is known as a "pewter drag," running faster than a galloping horse. Even through the effects of burning Pewter, this is tremendously draining on the body, and an Allomancer will need to continue burning Pewter afterward in order to not die from the effects. It is imperative for a Pewter Allomancer to keep their thought on their reserves, as Pewter burns very quickly, and if they are in the middle of holding something heavy up when they run out, they'll be crushed to death. A Pewter Allomancer can also burn Pewter to survive mortal wounds and allow their bodies to heal. A Pewter Allomancer can be known as a Pewterarm or a Thug.

    Feruchemical ability: Stores physical strength, and only physical strength. A Feruchemist filling a Pewter metalmind will be physically frail, and may even take on the appearance of a lack of muscle definition and tone. While tapping a Pewter metalmind, the Feruchemist's build will bulge out, even to thoroughly inhuman degrees, to accommodate the great strength they are expending. A Pewter Feruchemist is known as a Brute.


    Zinc

    Allomantic ability: Allows the burner to inflame the emotions of another, at their discretion. They can make a person more angry by pulling on that emotion, or to make an angry person afraid and confused by manipulating their fear. Zinc burns even more slowly than tin, and some Zinc allomancers constantly leave their Zinc burning just to know what those around them are feeling. They can focus their talents on one person acutely, or a group of people more generally. Depending on the subject, they may know quite well they are being manipulated, and take umbrage with it. Zinc burners can make extraordinary diplomats, leaders, or revolutionaries. They are known as Rioters.

    Feruchemical ability: Stores mental acuity. A Zinc Feruchemist filling his metalmind may seem simple or dull-witted, and will feel that way as well. Later, by tapping their metalmind, they can think quickly, plan, or analyze information at a blazing pace. A Zinc Feruchemist is called a Sparker.


    Brass

    Allomantic ability: Allows the burner to suppress emotions in others, at their discretion. In much the same as a Rioter can make someone more angry, a Brass Allomancer can make someone less fearful or less restrained. Like a Zinc-burner's effects, a Brass Allomancer will need a light touch to go undetected, or to not care about the results of their manipulation. A Brass Allomancer is called a Soother.

    Feruchemical ability: Stores physical warmth. A Brass Feruchemist filling their metalmind will shiver and need coats and blankets to feel comfortable. Conversely, while tapping their metalmind, they may be able to stand bare-chested in the teeth of a blizzard. A forge worker who is also Brass Feruchemist could probably make a great savings in sweat rags. They are known as Firesouls.


    Bronze

    Allomantic Ability: Allows the burner to sense other Allomancers, provided they are using their abilities. Allomancy feels like distant drumbeats, or even specific vibrations depending on the Allomantic metal being burned. Depending on the focus the Bronze Allomancer is putting toward their goal, they will even be able to tell direction and distance. Bronze burns more quickly than Tin, but less quickly than Steel. A Bronze Allomancer is known as a Seeker.

    Feruchemical ability: Stores wakefulness. A Bronze Feruchemist filling their metalmind will be sleepy, and need to keep themselves awake in order to store their attribute. In return, while tapping their metalmind, they will be able to for a long time to plan, study, or party without sleeping. A Bronze Feruchemist is known as a Sentry.


    Copper

    Allomantic ability: A Copper allomancer can project a cloud over themselves or, more commonly, a wide area, that obfuscates the Allomancers under that cloud from being detected by a Seeker. Some particularly talented Seekers can pierce a Coppercloud, particularly ones put up by Allomancers just coming into their abilities. Copper burns more slowly than bronze. A Copper Allomancer is known as a Smoker.

    Feruchemical ability: Stores memories. Rather than being forgetful while filling a Copper metalmind, the memories touch on the Feruchemist's awareness - he will know that he has the memories - but the memory itself will be stored in the metalmind, where it will not decay, degrade, or be colored by time. Tapping the metalmind will shunt the memory into the Feruchemist's mind as though it was new, but they will have to "put it back" in the metalmind for it to be retained again. A Copper Feruchemist is known as an Archivist.


    Gold

    Allomantic ability: Gold Allomancers have the unique ability to see who they would be, now, if they had made different decisions in the past. They are not privy to what those decisions may have been. It has a high chance of emotional trauma, or of an endless spiral of "what-if," and Gold Allomancers, when they occur, tend to keep to themselves. Gold burns very, very quickly; much more quickly than pewter. A Gold Allomancer is called an Augor.

    Feruchemical ability: Gold Feruchemists have the ability to store physical health and healing. While filling a Gold metalmind, the Feruchemist will be prone to infections, be very tired, have brittle bones, thin skin, and in general be in very poor health. Their reward for this misery is the ability to recover from even lethal injury very quickly. Bullet wounds close, lacerations seal shut, and in extreme circumstances, mangled limbs knit themselves together. A Gold Feruchemist has to spend a long time being ill in order to have a fairly meaningful store of health saved up - for example, two weeks of being utterly, non-functionally bedridden to recover from three gunshot wounds. A Gold Feruchemist is called a Bloodmaker.


    Electrum

    Allomantic ability: Yes, this is a real metal; an alloy of gold, silver, and copper. An Electrum Allomancer can see into their own future, but with rapidly decreasing clarity outside of a few seconds. This can, for example, let the Allomancer know that in five seconds they're going to have a bullet in their chest unless they move to find cover. Electrum burns even faster than gold. Unsurprisingly, an Electrum Allomancer is known as an Oracle.

    Feruchemical ability: Stores determination. Filling the metalmind will make the Feruchemist depressive and probably fairly annoying. Tapping it will give the Feruchemist manic determination, and probably leave them just as annoying. An Electrum Feruchemist is called a Pinnacle.


    Cadmium

    Allomantic ability: A Cadmium allomancer has the ability to stretch and slow time inside a bubble that they project from themselves, relative to the movement of time outside. This could be used to make time outside the bubble pass much more quickly, allowing time for an ambulance to arrive, or for a certain time to come faster from the Allomancer's point of view. From the Allomancer's perspective, cadmium burns at a moderate pace, allowing days to race by from the outside point of view. The bubble can be as small as the Allomancer wishes, or up to the size of a small room. The bubble cannot be moved once it is put up, and it takes a couple of seconds of outside time between taking down one bubble and putting another up. Objects moving into or out of the bubble have their course and path disrupted, meaning that an outsider would have a difficult time shoot at someone inside a bubble. At the same time, someone inside a Cadmium bubble would not be able to perceive the shooter, as they would appear to be moving impossibly fast. The bubbles themselves are noticeable only as subtle shimmers in the air, and sufficiently distracted people may not notice them at all. Cadmium Allomancers are known as Pulsers.

    Feruchemical ability: Stores breath. A Cadmium Feruchemist must hyperventilate while filling their metalminds, or risk losing consciousness. Conversely, while tapping it, they have a much more limited need to breathe. It is likely that at least one pearl diver is a Cadmium Feruchemist. They are known as Gaspers.


    Bendalloy

    Allomantic ability: Yes, this is a real thing too. It's an alloy of bismuth, lead, tin, and cadmium. A Bendalloy Allomancer has the opposite power of a Pulser, able to speed up time to a huge degree inside their bubble. Unlike a Pulser, a Bendalloy burner's area of effect is not more than six or eight feet. From inside the bubble, the world seems to be moving at glacial speed, allowing the burner to leisurely examine a bullet leaving the barrel of a gun. Like a Pulser's bubble, objects are disrupted moving in or out of a Bendalloy bubble. It is a very bad idea to try and jump through one, and shooting accurately from inside one to outside is a non-starter. Like a Pulser's bubble, it takes a couple of seconds of real time for one bubble to go down and another to go up, and they cannot be relocated once projected. From the outside, the figures inside a Bendalloy bubble will be moving impossibly, blurringly fast. Bendalloy burns very, very fast, and is extremely expensive. It is also very toxic, and a terrible idea to keep in one's stomach. Bendalloy burners are known as Sliders.

    Feruchemical ability: Stores energy. A Feruchemist will have to eat much more than normal to fill their metalmind, in exchange for being able to fast without effect on their body later. They will still need to drink, or face dehydration. A Bendalloy Feruchemist is known as a Subsumer.


    Aluminum

    Allomantic ability: Useful only as a means to subdue a captured Mistborn, as it drains all other metal reserves without expending their capabilities. Aluminum Allomancers probably do exist, but they would never know it.

    Aluminum is, however, of great use as the metal itself. By itself, and with many of its alloys, aluminum cannot be affected, or even sensed by, Coinshots and Lurchers. Lining the inside of your hat leaves you immune to the abilities of Rioters and Soothers as well. It is breathtakingly expensive; several times more expensive than gold, and very rare. Shooting aluminum bullets would be like firing a rent payment with every round.

    Feruchemical ability: Stores a sense of identity and self. While filling a metalmind, the Aluminum Feruchemist is probably easy to manipulate and convince to do something they wouldn't otherwise do. Likewise, tapping the metalmind will allow them to have a very strong sense of identity. Possibly useful for a spy or secret agent in resisting interrogation. Aluminum Feruchemists are known as Trueselves.


    Duralumin

    Allomantic ability: Duralumin is very specific alloy of aluminum (It was used as part of the structure of the Hindenburg), and only meant something to the Mistborn. By itself, it did nothing. When burned while another metal was burning, it consumed that metal in a flash of power, devouring the reserve in an instant, regardless of its size. This could let a Mistborn deliver an unbelievably potent Soothing, an incredible Steel-powered leap, or to lay out a single, titanic Pewter-powered blow. Duralumin Allomancers may exist, but they would never be aware of the fact. The metal is very rare, and it can be sensed by Lurchers and Coinshots.

    Feruchemical ability: Stores interpersonal connection. A Duralumin Feruchemist filling their metalmind may not be the best friend in the world, and be self-absorbed. In exchange, by tapping their metalmind, they make friends and influence others much more easily; possibly to the point of succeeding in diplomacy where they might have failed normally. A Duralumin Feruchemist is known as a Connector.


    Chromium

    Allomantic ability: Destroys another allomancer's metal reserves as though they had burned aluminum. The Chromium Allomancer's reserves are depleted by the action, and there must be physical contact. Chromium allomancers are known as Leechers, and probably would make great enforcers, bodyguards, or city watchmen.

    Feruchemical ability: Stores fortune. Filling a Chromium metalmind exposes the Feruchemist to Murphy's Law, and makes them generally unlucky. Tapping the metalmind makes them much more lucky. They are called Spinners, and if a gambling house didn't check its guests for chromium metalminds, they're probably losing a lot of money.


    Nicrosil

    Allomantic ability: An alloy of chromium, nickel and silicon, a Nicrosil Allomancer can allow another Allomancer to burn their metals in a flash, as though they themselves could burn duralumin. They must be physically touching the other Allomancer, and their reserves are burned just as their target's is. They are known as Nicrobursts, and they, like their alloy, are very rare.

    Feruchemical ability: Unfortuantely nothing has been written about this one yet, other than it "stores investiture." I'm not even sure how to take that one forward, so for now we'll ignore it. I am open to suggestions, however!


    Larasium

    Allomantic ability: Turns any normal person into a powerful Mistborn, which then became a genetic trait. By the end of the original Mistborn trilogy, the last remaining bead of Larasium had already been consumed. Your character has not found one in a cave somewhere. They no longer exist.

    Feruchemical ability: There was never enough around to find out.


    Atium

    Allomantic ability: Always rare, but vastly more common than Larasium, Atium formed the basis of the Final Empire's treasury. A heavy, whitish metal naturally occurring in small beads, an Allomancer burning it could see a few seconds into the future in general, including themselves and anyone around them. It further enhances their ability to deal with the information, allowing what appears to be utterly perfect precognition. It burned extremely quickly; half a minute for a bead, perhaps. The entire stock of Atium was consumed in the time of the Ascendant Warrior, and no known reserves of it exist. It is, however, not impossible that one or two beads may have survived to the present day…

    Feruchemical ability: Stores age. By itself, this is an utterly useless ability, as in order to tap the metalmind and become young, one must first spend a time being older than they are. The balance is not in the Feruchemist's favor. Some legends say that the Lord Ruler of the Final Empire was an Atium compounder.

    ------


    Tired of reading yet? Well, don't worry, we're just about at the end.


    The Setup


    Something is happening in the city of Taren. Not far from the metropolis of Elendel, the city is becoming a sort of 'residential' area for many of the big city's movers and shakers, communicating by telegraph and, perhaps most importantly, the comfort and security of their second homes. But now, half a dozen people have gone missing or been killed - politicians, bankers, an historian, among others. No-one is ever seen coming or going, and even those with Allomancers on their staff don't seem safe. Precious little at all is known about the killer - or even killers - save for a note left scrawled across a page from an historian's notebook:

    "RESTORE"

    ------

    This story is going to have elements of mystery, of following the clues to the end, and of dealing with what you find. It will be useful for your characters to have a sense of curiosity and a willingness to see things through to the end. They should be reasonably competent; we don't need a cast full of hardened commandos but we will also not have a cast who is buoying up a teenager who doesn't know as much as they think they do. Most importantly, have a sense of humor. I would prefer for at least some of the characters to know one another; friends, enemies, lovers, coworkers in the Watch, I'm not picky. Your characters will be finding clues, tracking them down, and running over hill and dale. There is a plotline I'm planning on following, but I want you to also feel free to indulge in character interaction, to speculate about what's going on, to look around and think.

    Characters will not be first-come first-served. Go ahead and post your sheets, and I'll let you know whether or not you're making the cut. If you do, please put in a little bit of effort figuring out how some of you know one another. It would make me happy, and a happy GM is a…friendly GM? I'm not sure where I was going with that.

    Anyway, here's the character sheet:

    Name: (These can be slightly fantastical if you want - examples from the books include Waxillian Ladrian, Kelsier, Vin, and Ranette)

    Age: (Mid-twenties at least, please. Give me a very good reason if you're going younger than that.)

    Appearance: (If you have to use a picture, use one that you feel very completely depicts your character. If you have to say "like this, except…," then just write it out.)

    Power: (Allomancer/Feruchemist/Twinborn/None. I will, if you impress me to the absolute balls of my feet, allow one person to be a Mistborn. If you think you are that person, PM your sheet to me.)

    Metal(s): (I know there's a lot to read. Please humor me. )

    History: (Are you a Pewterarm police officer? A free-climing Skimmer assassin who's annoyed at someone muscling in on your territory? What about a newspaper reporter who wants to know what's actually going on? It doesn't have to be long, but make it meaningful.)

    Other Notes: (Does your character routinely carry a double-barreled sawed-off shotgun in their coat? Do they have a dozen cats? Are they a hit at the local karaoke bar?)
    Okay, now we're done. If you have questions, ask 'em!
    Last edited by Naril; 03-27-2013 at 11:32 AM.

  2. #2
    Senior Member Merle's Avatar
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    Lovely.

    Finally home!

    Time to sit down and read this treasure trove of information before contemplating a character. ^^

    -----------------------------------------------------------------------------

    I don't make a habit out of posting WIP, but I figured it might be useful in this case, so you know I am working on it.

    Last edited by Merle; 03-27-2013 at 09:18 PM.
    Places dark and places strange.

  3. #3
    Key Lime Tartlet Naril's Avatar
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    I am, as ever, very excited to see what you'll come up with.

    With any luck the rest of the folks from the interest check will follow your example!

    Edit:

    Getting fancy with the formatting, I see.

    I also rewrote the description for Iron Feruchemy, based on how the power is used in The Alloy of Law. It clearly must affect mass as well, or Wax would have wound up as a smear on the road several times. My mistake!
    Last edited by Naril; 03-26-2013 at 08:46 PM.

  4. #4
    Completely Sane Kaizen's Avatar
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    I'm brainstorming for a rioter character in a travelling circus, I'll try to have something posted by this weekend.
    Destroyer of Chatrooms

  5. #5
    Senior Member Merle's Avatar
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    Fancy formatting is so much fun, although I do feel a bit silly for being so easily amused. ^^

    I think I have a good idea of who Terry is personality wise, but I still need to decide on some things in regards to her history.
    Places dark and places strange.

  6. #6
    Key Lime Tartlet Naril's Avatar
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    Looking forward to the characters! If nobody else from the interest check shows up, I'll put together a character as well. We can do it with three.

  7. #7
    Senior Member Merle's Avatar
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    I will just have to resort to kidnapping people and forcing them to particpate, after they show me they can write of course. ;D
    Places dark and places strange.

  8. #8
    Key Lime Tartlet Naril's Avatar
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    I'm slightly uncomfortable with how okay I am with that idea.

  9. #9
    I think I'm supposed to say this in the interest check, but maybe this project is past that phase. Just want to let you know I'm working on a character, either a Tin or Chromium feruchemist. I should have it up by tomorrow, latest.

  10. #10
    Key Lime Tartlet Naril's Avatar
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    No no, you're more than welcome to express interest in the OOC as well. I'll look forward to seeing your character!

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