Mistborn: Metals of Man- A Mistborn RP (Closed/Not Enough Interest)

Berenzen

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[HEADING=1]Mistborn: The Metals of Man- A Mistborn RP[/HEADING]​
ASH FELL FROM THE SKY. It was an especially dreary day, thought Errik as he trudged through the streets Luthadel. His soot stained coat made him blend in with the rest of the crowd, the skaa around him. They were working class, tasked to exhaustion every day, not knowing what horror would await them when they would come home- a dead friend, a wife or daughter taken away to please some noble, or worse.

Errik pitied them, yet he wasn't a part of them, he was a crewleader in a special crew- one filled with various Mistings. The tall man spotted a carriage passing down the streets, it was their target. The hit had been planned out for a while, inside was a noble of the House Venture, one of the most powerful Houses in the city. Errik signalled to one of his comrades nearby and started down a nearby. The carriage took the same path each day, and the alley that Errik was taking now would put him in front of the carriage. When he got to the target location he waited and looked. He saw many of his compatriots waiting in the shadows or in alleys around the street.

As the carriage past, Errik braced himself and burned iron, he was a Lurcher- an Allomancer that used iron in order to forcibly pull metal objects. As he pulled on the nails connecting the wheel spokes to the rim, the wheel came off with a mighty CRACK, speeding towards Errik. Dodging out of the way, Errik saw that the rest of his crew were already advancing on the carriage. As he regained his balance, Errik saw his Thug rip off the door with his pewter-enhanced strength, the driver of the carriage already silenced by others of the crew.

A feeling of dread filled Errik. Why didn't the driver call out? His thoughts were interrupted as the Thug was violently thrown back, his mangled body hitting the pavement. A massive figure stepped out of the broken down carriage, two spikes jutting out where its eyes should be. A Steel Inquisitor.

"No..." Errik whispered, then raised his voice to a full shout, "RUN!" His crew followed the command, fleeing down the streets and alleys, sounds of battle and screams of pain filled the air as hazekillers stormed in and ran down his crew. Someone had betrayed them; the tall man turned around and started to run as the Inquisitor turned its attention to him. Suddenly he found himself flying backwards, towards the Inquisitor. He landed at the feet of the monster as it bent down to pick him up. The last thing he saw before death took him was the grim face, and two steel spikes.

Sorry for the grim image, but that's Mistborn for you. I should elaborate for those unfamiliar with the series. Mistborn takes place in a world where the Hero was corrupted and became a dictator. The setting for the RP takes place almost a thousand years later, about 50 years before the events of the book Mistborn: The Final Empire, it will be set in Luthadel and the Central Dominance as I don?t have my Mistborn Adventure Game book yet. The Premise is this, you are a crew of thieves, making your own jobs, stealing from the nobility and/or the Steel Ministry in order to try and make your way. What could happen is all up to you. This RP is intended to be player driven, I will provide situations based on your actions that you will have to deal with as they come up.

Various pieces of knowledge are set below.

The world that Mistborn takes place on is Scadrial, a world similar to Earth, just a lot more fucked up. The plants are reddish and the world is covered in Ashmounts- volcanoes that spew ash into the atmosphere, obscuring their sun, giving it a red hue. The main nation in Scadrial is The Final Empire, led by the Lord Ruler- the Sliver of Infinity- who ascended into divinity a thousand years ago when he used the power of the Well of Ascension to defeat the destructive force called the Deepness. The center of power of the Final Empire is the city of Luthadel, a city boasting millions of people. In the center of Luthadel is Kredik Shaw, the Lord Ruler's palatial keep. Also around the city are the various keeps of the Great Houses- the most powerful noble houses in the world. A map of the city can be seen below.

Note: A lot of the stuff after this is from the Mistborn: Inquisition RP, as most of their stuff is better written and thought out than I could ever make it. Credit goes to them, not me. I have altered some in order to reduce spoilers for the series.
Skaa - The working class of the Final Empire, said to be owned by the Lord Ruler, only rented out to nobility. Far outnumbering the nobles, the skaa are presumed to have inferior intelligence, and are in effect slaves, working in factories or plantations. A very select craftsman can make a better life for himself, but these are incredibly few.

Skaa have been beaten down for centuries, every rebellion failing quickly. They feel it is hopeless to resist the Lord Ruler. Intermixing with the nobility is strictly prohibited. If a nobleman sleeps with a skaa woman, the law requires she be killed. This is because the Ministry does not wish the power of Allomancy to fall into skaa hands. As such, skaa Allomancers are quite rare.

Nobility - The nobility are said to be descendants of the men who aided the Lord Ruler after his Ascension. Nobles are organized into houses, the ten highest of which are known as Great Houses. The noble houses often operate like businesses. The richest don't have to work much, but a great majority of nobles have to do some form of work. It is said that the Lord Ruler never forgets the descendants of those aided him, so even the lowliest of nobility is favored over skaa.

The nobility copies the Lord Ruler in almost all ways, mimicking his fashion choice like wearing metal on the body. They hold massive Balls frequently, and is one of the main forms of entertainment for noble culture. Nobles have long had fertility problems, which is said to be because the Lord Ruler made them to not outbreed the skaa. Some nobility are violent towards skaa, some are more lenient, but in almost every case, the nobility are ambivalent to the skaa's plight.

Long ago, the Lord Ruler is said to have given the nobility the power of Allomancy. Noble houses keep Allomancers in reserve. Mistborn, the strongest Allomancers, act as assassins for the nobility. One countermeasure to an Allomantic attack force is to hire hazekillers, who are specifically trained to fight Allomancers. The power of Allomancy is heriditary, but simply because a parent is an Allomancer (or both, even), a child is not guaranteed to be an Allomancer as well. They are rare, and a child being an Allomancer is celebrated in that noble house.

Obligators - Members of the Lord Ruler's Steel Ministry--his government--are known as obligators. The Final Empire is a theocracy, but practically speaking, obligators act more as bureaucrats than priests. They do not preach the word of the Lord Ruler to the nobility, obedience among nobles is assumed (obligators, however, require more religious dedication). Obligators are found everywhere in society. They must witness all contracts between nobles. If a contract isn't witnessed, the exchange never happened, and this is one method the Ministry exerts its dominance over the nobility. Obligators have tattoos on their face marking them as members of the Ministry, and they must shave their heads. When obligators join the Ministry, they must renounce their house surname and serve only the Lord Ruler.

Inquisitors - Steel Inquisitors are strange, horrifying obligators, so named because of the steel spikes pounded through their eyes. An Inquisitor's primary goal is to hunt and kill skaa half-breeds. They appear to be skilled and powerful Mistborn. Little is publicly known about the Inquisitors. How do they survive with their spikes in their eyes? Are they immortal? In any case, Inquisitors are cunning, ruthless creatures, and are the most dangerous figures in the Final Empire, save the Lord Ruler himself.

Terrismen - The Terris people--the only pre-Ascension culture allowed to keep their name after the Lord Ruler stamped all peoples into one--have long been hated by the Ministry. Terrismen are castrated young, and are only allowed to breed through specific Ministry breeding programs. It is not uncommon for young Terris girls to be forced into producing children. Terrismen are raised young to be stewards for the nobility. Among all types of servants, Terrismen (and women) are the most prized. They usually serve high nobility, as they are quite expensive. Terris stewards often accompany young nobles at their first Balls.

The reason for the breeding programs is because of Feruchemy, a power which the Lord Ruler works hard to breed out of society. Modern Feruchemists, known as Keepers and led by an organization called the Synod, are immensely secretive because of this, as the Lord Ruler will eliminate them immediately. Keepers memorize information in their metalminds, awaiting the day when the Lord Ruler falls and the people will need to learn all the knowledge that had been destroyed by the Final Empire. But for all the information the Keepers have learned, they have never retrieved the information about the Terris culture.

Mistwraiths - These creatures, subject to much superstition from the skaa, are gelatinous scavengers. They have no skeleton of their own, and so mistwraiths subsume the bones and flesh of other animals for their own. This causes them to have rather hideous appearances, probably why the skaa fear them so much. However, they are not dangerous to humans, as they are merely scavengers, and they are not sentient creatures.

Kandra - This species is the most secretive in the Final Empire. Kandra are shapeshifters, like mistwraiths, except they are intelligent, sentient beings. Few know about kandra, perhaps because in the early days after the Ascension, humanity oppressed the kandra. Now, they operate on a system of contracts. The First Contract is between the Lord Ruler (who the kandra call the Father) and the kandra, and acts as the basis of kandra law. Among its tenets are the provisions that kandra are not allowed to injure or kill a human.

Kandra contracts are prized within the nobility. Expensive as they are--they must be paid in atium--they are the best spies, as they can consume the flesh of a dead person and act as that person. Before a kandra takes a form, it will interrogate the person, so that the kandra can best impersonate him or her. Though kandra can be killed with acid, they are immortal, and immune to most weaponry.

Inside the secretive kandra Homeland--which the kandra are forbidden to discuss with humans--is a complex society of its own. Kandra are divided into the Generation they were born, which correspond to the centuries of the Final Empire (ie, the Second Generation was born in the Second Century). The First Generation rules the kandra, but nowadays, they speak through the Seconds. Kandra take a century to grow and develop, and so certain Generations are tasked with raising the little kandra. A kandra has a distinct sense of being male or female. Also, every kandra has a specific Blessing: the Blessing of Potency, Awareness, Presence, and Stability. For more information, see Hemalurgy in the Three Metallic Arts.

Koloss - The koloss are huge, blue beastial abominations which comprise a large part of the Lord Ruler's army. The koloss are physically very large and very powerful. A full sized koloss can grow to be as tall as 12 feet, but at this point, their hearts cannot support their girth, so they die. A young koloss has as much skin as it will come to have in its later life. Because of this, the younger a koloss is, the fatter they look due to having too much baggy skin covering themselves. They are not intelligent beings, and it is said that a koloss has two emotional states: boredom and rage. A koloss army in a blood frenzy is a frightening proposition, where they destroy everything in their path. As such, koloss are hardly ever used to attack cities. How the Lord Ruler controls the koloss remains a mystery.

The nobility have the greatest measure of freedom in the Final Empire, despite eyes from the Ministry constantly watching them. Noblemen have a rich and complex society, which more than often turns bloody. Nobility organize themselves in "houses", which a single lord (and less often, a lady) leads. Ranks are given out on a heriditary basis, and family unity has always been important within the nobility. Some types of noble houses:

Great Houses - These are the most powerful of the houses. To be considered a Great Houses, a house must build and maintain a keep in Luthadel. Currently, there are ten Great Houses. In order of most wealth to least, they are: Venture, Elariel, Deveaux, Hasting, Sureau, Tekiel, Casuana, Lekal, Raisaal, and Fathvell. These houses dominate politics throughout the Final Empire. The most powerful have a corps of Allomancers, and every keep has their own guards to protect it. Life as a high noble is easy compared with the skaa, but the political game the high nobility play can often get violent. As such, most newly ascended Great Houses fail within their first decade.

Minor Houses - These houses are ones which are not Great Houses. There is a vast spread of houses like this, ranging from houses who are trying to ascend to be a Great House (at any given moment, there are about thirty or so houses attempting to ascend) to the lowest of lowly houses, which might operate a single shop.

Niche Houses - Throughout Luthadel and every main cultural center in the Final Empire, there are houses and businesses which cater to a specific need that the local nobility requires. These niche houses are important, but their focus is too specific to ever get enough wealth to become a Great House.

High Houses - Each Dominance has its own, smaller version of Imperial politics in it. The houses that are most prominent in a given Dominance are called High Houses--like Great Houses, but for a specific Dominance. The number of High Houses in a Dominance is much more variable than the fairly consistent amount which Luthadel has, but as Dominances like to copy Luthadel, the number of High Houses is still not much higher than ten.

Major Alliances in the Final Empire

The Sureau Coalition - House Sureau, Hasting, Tekiel, and Fathvell. House Sureau is the oldest Great House, having ascended 354 years ago, and while it has considerably less influence now, tradition does not die so easy. The Coalition is the largest network of noble houses in the Final Empire. When one combines all the resources of the Sureau Coalition (and its minor houses), they are incredibly powerful. One sees that Sureau is just as relevant to modern Imperial politics as ever, and still a force to be reckoned with.

The Triad Alliance - House Venture, Deveaux, and Casuana. This alliance is currently pending, but it is fairly clear that Venture and Deveaux wish to get over their past difficulties and ally themselves. Such a proposed alliance would dominate the Northern Dominance, where Venture and Deveaux are centered, and due to Deveaux and Casuana's close relationship, Casuana would be a part of this alliance (hence the name Triad Alliance, for three Great Houses). As Venture and Deveaux are ranked 1st and 3rd, respectively, the Triad could dominate Imperial politics for quite some time, if the alliance indeed goes through.

One of the main forms of entertainment for the nobility are the frequent balls that they hold. More than parties, these balls are political games, and often exist as shows of force. Gossip flows freely at balls. The Great House Balls, the most important of these, happen every five days, and occur in an agreed upon rotation.

The Ministry controls noble society through a number of ways, like requiring obligators to witness every contract between a nobles, but the primary way the Lord Ruler stays wealthy is through a metal called atium, the rarest of Allomantic metals. The Lord Ruler monopolizes the production of this metal, only selling small portions to the nobles at a time, keeping the rest of his atium in a much rumored atium cache. This process keeps the Lord Ruler and his Ministry funded, but it also causes the nobility to look at the atium market very closely. Truly, atium is the most valuable commodity in the Final Empire.

The Lord Ruler rarely takes an active interest in Empire, preferring to spend his time in Kredik Shaw, his "box," as it's known (hence the term "boxing" for the highest denomination coin, because it has an image of Kredik Shaw upon it). The enormous bureaucracy of the Steel Ministry and its lord prelan oversees the administration of the Final Empire. All contracts must be witnessed by an obligator for it to be legal. If an obligator doesn't witness a contract, it never truly happened.

The Ministry is divided into units called Cantons, which subtly try to gain dominance over one another. The person who heads a Canton is known as the high prelan. There are currently five Cantons, but certain administrative divisions have become independent from their original Canton, and these lesser agencies are called Undercantons. Different tattoos mark obligators in different Cantons, and if one knows the Ministry's tattoo scheme well, one can also see the rank of the obligator.

In Luthadel, all the high prelans frequently discuss issues in a meeting called the Conclave of Prelans. The other Dominances have similar Conclaves, complete with high prelans for the Dominance, which act as a sort of regional lord prelan.

The Cantons

Canton of Orthodoxy - The largest Canton, it is the Steel Ministry's main bureaucratic arm. Most of the obligators assisting noble Houses are from this Canton, and they witness the bulk of contracts. The high prelan of this Canton leads the entire Steel Ministry, and is known as the lord prelan.

Canton of Finance - This Canton is centered in Luthadel's Commercial District and deals with the Final Empire's economy. A Ministry contract is coveted throughout a nobility, as it shows a measure of strength of the noble house.

Canton of Resource - This Canton deals with the natural resources of the Final Empire. It commissions the construction of the massive canal networks and other land-based projects, such as mines.

Canton of Doctrine - Formerly an offshoot of the Canton of Orthodoxy, this Canton oversees knowledge and information in the Final Empire. Doctrine's libraries are the largest in the world, which the nobility can peruse a section of for a modest fine. Doctrine destroys apocryphal information, and has a large segment of obligators devoted to this cause. If a noble wishes to be certified in a complex discipline (like medicine), there are Canton of Doctrine exams he or she must pass first..

Canton of Inquisition - The smallest, yet most feared Canton. They are the main policing force in the Final Empire. Everyone--including other Inquisition obligators--feel terror at sight of the mysterious Steel Inquisitors, who specifically hunt half-breeds. No one is certain how many Inquisitors there are, but there are about three dozen in the Empire at any time (this information, of course, is known to almost no one). Many can be seen in Luthadel, especially with the development of the rebellion. Due to the rarity of Steel Inquisitors, the Canton of Inquisition has many other obligators tending to its administration. Its High Prelan is sometimes referred to as the High Inquisitor.

The Undercantons

Undercanton of Intelligence - This Undercanton was formed to solve the inefficiency of intelligence within the Ministry. Each Canton had its own intelligence service, rarely talking with one another. To much outcries (especially from Inquisition), those intelligence divisions were folded into this independent Undercanton. The Undercanton of Intelligence monitors information flowing through spy networks, noble houses, and also within the Ministry itself.

Undercanton of Arbitration - Whereas the Canton of Inquisition deals with criminals, the Undercanton of Arbitration resolves civil disputes between the nobility, like contract disputes, contract breaking or, very rarely, divorces. Breaking contracts, deceiving the Ministry, or outright not having a decision witnessed by the Ministry are extreme offenses which lead to heavy fines, or sometimes death. Arbitration's judgments are final, unless of course the Lord Ruler decides to take an interest in a particular case, but that virtually never happens. Arbitration looks after the Ministry's best interests, not any noble. In a typical case, if a grievance is made, but the accuser has no evidence, this Undercanton is unlikely to care. Nobles can request the Ministry to investigate a particular issue, but unless it is important, this Undercanton is unlikely to act without significant payment.

Undercanton of Stability - This Undercanton manages policing forces separate from Inquisition, most notability the Luthadel Garrison. Stability also manage various koloss barracks. In the Burnlands, at the far edge of the Final Empire, this Undercanton leads military efforts against rebels.

Undercanton of Culture - To most of the Final Empire, this Undercanton is where one would go to hire Terris stewards--they are, after all, very cultured servants. But anyone who has been to the Terris Dominance knows that it is the Undercanton of Culture which runs the horrid Terris breeding programs, and overall subjugation of the Terris people. Culture's offices are predominantly in Tathingdwen; in fact, the High Prelan of Culture is always centered there, rather than Luthadel. The Undercanton's extreme power in Terris creates large rifts and conflicts with the other Cantons there. Often, the High Prelan of Terris is chosen from Culture, rather than Orthodoxy.

Central Dominance:
Luthadel - The capital of the Central Dominance, and the whole Final Empire. The Lord Ruler lives here in his palace called Kredik Shaw. It is most populous and densest city, and a massive wall circles the city (Luthadel is notable for being the only city in the Empire allowed to have a wall). All main Steel Ministry Canton Headquarters can be found here. The crowded city holds ten monolithic keeps. Any house which maintain a keep in Luthadel--and afford the Lord Ruler's expensive keep taxes--is considered to be a Great House. The number of such houses varies, but at the present year, there are ten Great Houses.

Fellise - A quiet city on the outskirts of Luthadel. The capital of the Final Empire is crowded, and many noble houses choose to maintain manors in the more spacious towns outside of Luthadel.

River Channerel - The most prominent river in the world, it flows from the east (marking the division between the Northern and Eastern Dominances) into the Central Dominance at Lake Luthadel. It makes its way through Luthadel itself, then moving through the Southern Dominance and finally into the Gray Sea. It is one of the primary transit lanes of the Final Empire.

Lakeside - As its name suggests, this city lies on the edge of Lake Luthadel. A resort town of sorts, many nobles in the Central Dominance come here to get away from the hectic politics of Luthadel and take a vacation. Perhaps ironically, House Raisaal, a mercenary house of hazekillers, is from here.

The Pits of Hathsin - A prison camp three days north of Luthadel. Being sent to the Pits is not more lenient than an instant execution from the Inquisitors. No one who enters the Pits is ever seen again. Unbeknownst to all except a very select few, the Pits are where the Lord Ruler's atium is mined, the only place in the world which produces the metal. House Venture currently operates the Pits of Hathsin.

Northern Dominance:
Urteau - The City of Canals, and the capital of the Northern Dominance. It's a massive trade hub, a few months travel from Luthadel. Its most fanciful feature are the numerous canals through the city, which makes them the easiest way to get through Urteau. House Venture and Deveaux are centered here.

Western Dominance:
Tremredare - The Hill City, and the capital of the Western Dominance. It's located in the foothills of the Western Mountains, spanning multiple large hills. As such, Tremredare is the largest city by area in the Final Empire, a spacious cultural haven. Each district of the city is on a different hill, each with its own markets and culture, corresponding to the twelve High Houses of the Dominance. The city center lies in a valley. With the city's refined, yet insular society, it should be no surprise this is House Elariel's home. Tremredare is adjacent to a major pass through the mountains, which lead to ports in the Farmost Dominance.

Fadrex City - Located about halfway between the Central Dominance and Tremredare, Fadrex is a trade city and canal hub. A large rock formation surrounds the city, which effectively acts as its wall. As such, it is an easily defensible place. House Fathvell is centered here.

Southern Dominance:
Lansing City - The capital of the Southern Dominance, located on where the River Channerel at last enters the sea. Its a massive harbor city, as well as an industrial power, producing weaponry, ships, and everything one can imagine. Fortunately, the industrial waste entering the Gray Sea is nothing compared with the ash dumping into it. To those wishing to go to the furthest reaches of the Final Empire, Lansing is the gateway to the Southern Islands and the Remote Dominance, and it is equally a gateway towards Luthadel. House Hasting and Casuana are centered here, as they are both large industrial houses. As the saying goes, "you'll get lanced at Lansing", and there are plenty of lances for everyone.

Port Tresteau - A city west of Lansing, also lying on the coast. The Southern Dominance's plantations produce well, and Port Tresteau acts as a canal hub and an exporter of food to everywhere along the sea, most commonly to the frigid ports in Farmost. House Lekal, the largest food producer in the Empire, is based here.

Eastern Dominance:
Klessium - The City of Storms, and the capital of the Eastern Dominance, which is located at the west edge of the Black Lake. It is known for its fantastic architecture, where many buildings are constructed in the manner of keeps, even in more basic structures. It is also infamous for its treatment of skaa, and when even nobility halfway around the Empire speak derisively of it, one can imagine the true terror that happens here. Klessium holds the largest pre-Ascension ruins in the world, lying just below the surface. In effect, Klessium is really a gigantic mask: it puts on a gorgeous face above ground, but hiding beneath is a violent, near perpetual state of conflict. The High Houses maintain large presences in the Undercity--some even producing secondary keeps there. While there exist many skaa gangs, almost all of them are funded by the Klessian nobility to strike at the other High Houses. It is the nearest capital city to an Ashmount, and the high ash concentration leads to many lightning storms during the year. House Sureau hails from this harrowing place, as well as House Tekiel.

Terris Dominance:
Tathingdwen - The capital of the Terris Dominance. It is the last place to pick up supplies before setting out in the treacherous Terris Mountains. The Terris breeding programs are based here, and perhaps not coincidentally, the Synod as well, the leaders of the Keepers.

Farmost Dominace:
Belinsk - The capital of the Farmost Dominance, despite how close it is located to the Western and Terris Dominances. When one arrives in Belinsk, they know this is the final edge of civilization in the entire Final Empire. The furthest major city from the Ashmounts, Belinsk actually receives more snow than ashfalls, but there?s enough ash that most of the year, the city is caked in a gray blanket of snow and ash. Many Belinski keeps build enormous towers, not only to copy Kredik Shaw, but also to make the place feel more powerful than it is.
 

Berenzen

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There are three different magic systems, each which are "focused" through metal. Depending on the type of metal used, a different effect is achieved. In this time period, only ten Allomantic metals are known (though the Steel Ministry knows a few additional ones), so keep this in mind when role-playing: the common knowledge is that there are ten Allomantic metals. If your character knows of others, administrators must approve that it makes sense in-world that they would know this.

They are called "Allomantic metals", but really, they are shared by all Three Metallic Arts. The ten metals are iron, steel, tin, pewter, zinc, brass, copper, bronze, gold, and atium. The first eight are the "base metals", and gold and atium are considered the "high metals". Each metal is paired with another: the pure metal and its alloy. In Allomancy, one Pulls, the other Pushes. For any of the Arts, the metal must have the precise Allomantic formula for alloys or be free of impurities for the base metals, or else sickness can result.
The Arts

Allomancy - Metals are ingested, and those who are Allomancers can utilize these metals as a conduit to perform great feats.
Feruchemy - Metals must be in contact with your body. Feruchemists then can store an attribute from their body, such as strength, senses, or memories, into the metal, and they can tap upon this store later, often compounding it for greater effects.
Hemalurgy - Metals are thrust through a person, killing them, while at the same time charging the metal with a particular ability. Depending on where the spike was placed, the spike is charged with a different power. Then, the spike is stabbed into a second person. If placed correctly, that person now gains the ability of the person who died.

It should be noted that Allomancy is the only one of these Arts which is well known. Very few people know of Feruchemy, and even less know of Hemalurgy.

Lore & Background

Legends all agree that Allomancy was created with the rise of the mists, but in fact, the conventional wisdom says that the Lord Ruler gave his friends and those who supported him the power of Allomancy. These Allomancers became the foundation of the nobility. The power of Allomancy is hereditary, so even after a thousand years, the nobility still become Allomancers. The Lord Ruler and his Steel Ministry go through a great deal of effort trying to keep Allomancy exclusively in the nobility.

There used to be only Mistborn, the Allomancers who could use all the Allomantic metals. Nowadays, the power of Allomancy is weaker, and there are Allomancers called "Mistings", who can only use a single metal.

Allomancers use their powers by ingesting the correct metals, which they utilize to perform great feats.

Terminology

Allomancy is a genetic trait, but even if one has a good heritage, one must go through intense trauma to awaken the ability. This traumatic event is known as Snapping. Typically, Snapping occurs through exteme pain, but it has happened with other intense emotions as well, like joy, though that is far less common. It's said that the stronger an Allomancer is, the more traumatic the event needs to be in order to Snap.

When an Allomancer activates the metal they have ingested, this is known as burning the metal. Allomancers can adjust the rate their metals burn, and when they increase the rate of burning, this is called flaring metals. However, flaring metals causes them to run out more quickly. When an Allomancer stops burning their metals, this known as extinguishing metals.

Allomantic Properties of Metals


There are eight base metals, each in groups of four: Physical metals and Mental metals. In addition, metals are either external or internal, and Pushing or Pulling. There are two high metals, gold and atium, which supposedly only Mistborn can burn.

Physical Metals

1. Iron - Lurchers
A Misting who burns iron (a Lurcher) immediately sees blue lines pointing towards sources of metal. Then, the Allomancer can Pull on those metals, and they will fly directly towards the Lurcher. If the object is heavier than you, Pulling that metal cannot bring that metal towards you; instead, you will be Pulled towards it. Lurchers cannot Pull on metal in someone's body. Typically in a squad of Allomancers, a Lurcher defends their companions from flying metal, and thus usually wear a wooden shield.

2. Steel - Coinshot
A Coinshot who burns steel sees blue lines pointing towards sources of metal. In addition, the Allomancer can Push on those metals. This makes coins an easy weapon, as they are light. When objects weigh more than the Allomancer or the metal object is against something that can't be Pushed further (such as the ground), Pushing will force the Allomancer backwards. Coinshots cannot Push on metal in someone's body. Typically in a squad of Allomancers, Coinshots are offensive weapons, shooting coins at their opponents.

3. Tin - Tineye
An Allomancer burning tin has all their senses enhanced. In addition, the mists appear more translucent to them. Tineyes are typically used as scouts or lookouts.

4. Pewter - Pewterarm (Thug)
Burning pewter enhances physical strength. While burning pewter, the Thug is able to continue fighting after receiving wounds that kill or incapacitate a normal person, though if their pewter runs out, they will likely die. Pewter burns the quickest of all Allomantic metals, so it is important to keep supplied with it. Pewter also grants greatly enhanced balance. This can allow a Thug to perform a "pewter drag"--flaring pewter so much in order to run with immense speed for long periods of time--though the Allomancer's body afterwards will be in a state of near exhaustion. Thugs, as their name suggests, provide the muscle in a squad of Allomancers.

Mental Metals

5. Zinc - Rioter
An Allomancer burning zinc can Pull on other peoples' emotions, Rioting them and making the emotions more intense. Rioters may select one emotion or many of them, and can also Riot many people at once, though it is challenging. However, a Rioter cannot Pull on his or her own emotions.

6. Brass - Soother
An Allomancer burning brass can Push on other peoples' emotions, dampening them. Soothers may select one emotion or many of them, and can also Soothe many people at once, though it is more challenging. A Soother can get a similar effect as Rioting by Soothing away all unnecessary emotions except the one that is to remain dominant. However, a Soother cannot Push on his or her own emotions.

7. Copper - Coppercloud (Smoker)
Burning copper hides Allomancy from others. A Smoker creates a coppercloud, which is an area where the Allomancy is hidden. In addition, Smokers burning copper are immune to emotional Allomancy, though other people in the coppercloud do not gain that immunity as well. Copper burns the most slowly of all Allomantic metals, so it can be burned virtually all the time.

8. Bronze - Seeker
An Allomancer burning bronze can sense the use of Allomancy in the nearby area. Seekers do this by listening to the "Allomantic pulses", or bronzepulses, that other Allomancers give off. With practice, a Seeker can determine the location of the other Allomancer, which metal the other Allomancer is burning, and the rate at which the Allomancer is burning it.

High Metals

9. Gold
Gold allows an Allomancer to see what they might have been if they had made different choices in the past. The illusion gold causes appears as a faint shadow, which the Allomancer can touch. It is rarely used due to possible emotional trauma.

10. Atium
A Mistborn burning atium can see a few moments into the future, and enhances the Allomancer's ability to accept and process this additional information. This ability makes atium the most powerful of the Allomantic metals, for a Mistborn will be able to see precisely what their opponents would do, making them invincible. However, atium burns the most quickly of all metals. To counter atium, an enemy Mistborn must also be burning atium. This shows you what the other person will do, but knowing that will change what you do, which will change what the other person will do, and so forth, effectively canceling out the benefit of atium.

This is what people know of the high metals in the current time, but in fact there are Mistings of these types as well, though most are undiscovered. Since the Lord Ruler obfuscated that fact, it's believed only Mistborn can burn the high metals.

Special Allomancers: Savants

When an Allomancer flares metals continuously for a long period of time, the Allomancer actually transforms their physiology. With most metals, the effect is slight. Seekers often become savants without knowing it. Tin savants gain an incredible amount of sensory information. Iron and steel savants can sense more subtle sources of metal within the body, as Inquisitors do.

Becoming a savant does not turn an Allomancer like the Lord Ruler or some kind of god. It won't make an Allomancer into one as strong as those early who existed in the early Final Empire. Allomantic power is a different quality entirely. For those who are incredibly strong with Allomancy, like the Lord Ruler, certain rules in Allomancy are not so rigid. Copperclouds can be pierced, and metals can be manipulated inside someone's body

Lore & Background

Feruchemy is the only of the Metallic Arts that existed long before the Lord Ruler's Ascension. It is a genetic ability found in the ancient people of Terris, but now that most Terrismen are eunuchs because of the Lord Ruler's breeding programs, Feruchemists are now exceedingly rare.

Feruchemists wear metals on their body, and depending on the type of metal, they can store particular attributes into the metal which they can draw upon later, like a kind of battery. The larger the piece of metal is (and the closer it is to Allomantic purity), the more of that particular attribute can be stored. A Feruchemist can draw upon their metals in increased, compounded qualities, but the faster they do this, the lesser returns they receive. Only the Feruchemist who stored those attributes can draw upon them later, however. Like Mistborn, Feruchemists can utilize all of the metals.

Terminology

A metalmind is what Feruchemists' call a piece of metal where they can store human attributes in. Each metalmind is named after the type of metal it is, for example: ironmind, pewtermind, coppermind, goldmind.

When a Feruchemist places something in the metal, it is known as storing. A Feruchemist's power comes from his or her own body, so if a Feruchemist was storing strength, that Feruchemist would must remain weak during that time. When a Feruchemist draws upon his or her metalminds, it is called tapping.

Feruchemical Properties of Metals

1. Iron - Stores Physical Weight
Storing weight does not store actual mass in your body--that remains the same. When a Feruchemist stores weight, they store the way gravity affects their body. Storing iron, then, can be used to lighten yourself, which can makes falls less harmful.

2. Steel - Stores Physical Speed
Tapping steel will allow the Feruchemist to move at amazing rates.

3. Tin - Stores Senses
Tapping a tinmind gives the Feruchemist enhanced sensory perception. However, this will not allow the Feruchemist to see in the dark; rather, it enhances what eyesight/senses are already there. In addition, tapping tin will not make the mists more translucent, as an Allomancer burning tin would.

4. Pewter - Stores Physical Strength
Tapping a pewtermind will cause a Feruchemist's muscles to grow far larger than they would be normally.

5. Zinc - Stores Mental Speed
Tapping a zincmind will give the Feruchemist the ability to think much faster than a normal person

6. Brass - Stores Warmth
Tapping brass will make the Feruchemist feel warmer.

7. Copper - Stores Memories
When storing memories, the Feruchemist loses all recollection of that information he or she stored. Typically, Keepers (modern-day Feruchemists) would have many copperminds, keeping specific index copperminds to locate particular pieces of information.

8. Bronze - Stores Wakefulness
Tapping bronze will make the Feruchemist feel more awake.

9. Gold - Stores Health
By tapping a goldmind rapidly will heal wounds, but the expense of gold means that most Feruchemists do not have massive goldminds to tap from.

10. Atium - Stores Age
Storing age is usually a fairly useless endeavor: in order to be young for a time, a Feruchemist needs to stay older for a time. It can, however, be useful for disguising a Feruchemist's identity.

Lore & Background

Hemalurgy is the most mysterious of the Metallic Arts, creating some of the most exotic things in the Final Empire. At its core, it involves stealing powers from one person and giving it to another. In order to do this, a metal spike must be stabbed through one person's body and then placed in the second's. The placement of the spike determines what power charges the spike. As such Hemalurgy is the most complex of the Metallic Arts, and the Steel Ministry has experimented for centuries with little success at finding new places to stab Hemalurgic spikes and new spots to lay them in the target. Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen from invariably dies.

After the spike pierces through the initial person and is Hemalurgically charged, the Law of Hemalurgic Decay states that the spike loses some of its potency. The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little as possible.
Hemalurgic Constructs

Inquisitors are created from nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
Koloss are created from four spikes, each charged with human strength. By twisting the power of creation and putting into a human, the target is extremely warped, turning them into this strange koloss. No one can be blamed for not knowing koloss came from humans, given that they appear so alien.
Kandra are created from two spikes, both charged with the same human attribute. To the kandra, this is known as a Blessing. Unlike koloss, however, these spikes are placed into mistwraiths. Instead of twisting a person as is the case with koloss, this gives the kandra sapience.

Hemalurgic Properties of Metals

Iron - Steals Human Strength
Steel - Steals Allomantic Physical Powers
Tin - Steals Human Senses
Pewter - Steals Feruchemical Physical Powers
Zinc - Steals Human Emotional Fortitude
Brass - Steals Feruchemical Mental Powers
Copper - Steals Human Mental Fortitude
Bronze - Steals Allomantic Mental Powers
Gold - Steals Feruchemical Temporal Powers*
Atium - Steals Allomantic Temporal Powers**
Aluminum - Steals Allomantic Enhancement Powers

*Presumably. This fact is currently uncorroborated with canon and is subject to change
**Not entirely factual. Atium is special in this regard. However, in this present time in history, the Steel Ministry believes atium has this property.

Side Effects of Hemalurgy


When an Allomancer can sense Allomantic pulses through a coppercloud (known as piercing a coppercloud), it is most usually due to a Hemalurgic spike. It's simply a matter of Allomantic strength to pierce copperclouds, so if a Seeker has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.

Hemalurgy is a destructive art. It twists the body into something almost inhuman. This twisting is how Inquisitors survive with spikes through their eyes and other vital places, and explains why koloss look so strange.

Hemalurgy has a flaw: each spike creates holes in the mind, making them easier to manipulate. Through powerful emotional Allomancy, one can Push on a spiked creature's emotions so hard that they literally become under the Allomancer's control. Indeed, the spikes in the koloss were what allowed the Lord Ruler to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.

Mistborn are off-limits unless you write up an exceptional sheet. They are difficult to write, and so I would request that you avoid them.
Name: Name
Gender: Male or Female
Age: Age
Race: Skaa, Noble, Terrisman, Kandra.
Powers(If Applicable. Remove section if your character has no powers)
Type:(Misting, Mistborn, Feruchemist, Blessing)
Metal(s) Used: (For Mistborn, put "All". Kandra should name what their Blessing is).
Degree of Skill: (Select from Novice, Intermediate, and Advanced. If your character has multiple powers, list a skill level for each metal)
Status: (Known/Hidden, Unsnapped, etc. This is your character's status according to the rest of the world. Note that Snapped is NOT a status - specify if your character has not snapped yet, but otherwise, it will be assumed that he or she already has.)
Appearance-(Include height, build, hair, eyes, and their general demeanor in your description, in prose format - no subheaders, please, and no images.)

Special Skills: (For example, things like Reading, Writing, Knife Fighting, Lying, Observation, etc.)
Strengths:
Weaknesses:

Personality: (Also include their moral attitudes, prejudices, and any mental disorders. Do not list, quote, or copy/paste anything from the sixteen personality types).

History: (Give this thought. Make the character feel like a real person. Include major events in the character's life. For example, if the character is an Allomancer, include how he or she snapped. Try to understand what events shaped your character into his current perspective. Also, for simplicity, please name the year the character was born and their parents' name, for the purposes of the Timeline thread. The year the character is born is simply 961 - their age.)

1) No Godmodding
2) Avoid God Moding- You can do some pretty badass things with Allomancy and Feruchemy. But if you write up a post where you go toe-to-toe with a Steel Inquisitor and win, there is something wrong.
3) Be nice to each other. I really shouldn?t have to say this, but it?s best to be careful.
4) Use proper Grammar and third-person past tense
5) No NSFW content in your posts. Take it to PMs or fade out. Also try to avoid NMS content as well.
6) Please try to post at a regular rate. I would request that you make at least 1 post per day.
7) Respect the GM(Me)
Additional Formatting Rules
Italics for thoughts
When quoting someone, bold their words
Stick to standard black, even if you like ivory white.

Note: After the RP has started, I will probably open up for some antagonist sheets. There will be altered rules for those types of sheets.

Accepted Sheets will go here.
 

Berenzen

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JokerboyJordan said:
I was interested, but then the amount of lore just confused me, and seems like it'll bog down things
Much of this lore would be unimportant on a day to day basis, particularly the important locations. Instead, it is there in order to help people build fully fleshed out character sheets, instead of having a one or two line history.
 

drmigit2

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I read this and I believe it to be interesting, a quick question however, what situation will the main characters be in? I plan to write a Hemalurgic Kandra but the important parts of his characterization will be decided on what side the main characters should be on. For instance, if you plan to have them all be against the established rule, then I probably would take a different backstory than if say they were working for the established rule.
 

Berenzen

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drmigit2 said:
I read this and I believe it to be interesting, a quick question however, what situation will the main characters be in? I plan to write a Hemalurgic Kandra but the important parts of his characterization will be decided on what side the main characters should be on. For instance, if you plan to have them all be against the established rule, then I probably would take a different backstory than if say they were working for the established rule.
The idea is that main characters would be going against the established rule. It hard to have skaa allomancers otherwise, as one of the Canton of Inquisitions primary objectives is to hunt down and kill any skaa allomancers.
 

drmigit2

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thought as much, alright I should have a sheet ready when I get back from Japan, im on an airplane today and land at about 10:00 am pacific, so sunday I should have a sheet ready.
 

dvd_72

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Aaaw man, as much as I'd like to join in I just haven't got the time to devote to dedicated RP right now. I love the Mistborn setting and hope you all enjoy yourselvs!
 

BrassButtons

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Name: Skyler
Gender: Female
Age: 17
Race: Skaa
Powers: Allomancy
Type: Misting
Metal(s) Used: Pewter
Degree of Skill: Intermediate
Status: Hidden
Appearance: She is 4'5", with short brown hair (though it looks black with all the ash) and amber eyes. Despite her small size she tends to act as though she were the biggest, toughest person in the room.

Special Skills: Fighting (hand-to-hand), stealth
Strengths: She's well-practiced at bluffing and intimidation.
Weaknesses: She is impulsive and hot-headed to the point of recklessness, and is illiterate.

Personality: Bull-headed and impulsive with a short fuse. She doesn't have a strong sense of morality, and mostly does whatever seems most beneficial to herself at the time. She is prejudiced against plantation skaa, and tries very hard to deny that she grew up on a plantation.

History: (Hidden because it's a tad long)

Born in 944, Skyler was the product of an ill-conceived affair between Reve Pirdeux, son of a minor noble in the Western Dominance, and Anna, one of the plantation skaa. When Skyler was a toddler Anna fell ill and died, and her brother Lucas took over as Skyler's caretaker.

From a young age she was impulsive and adventurous. The quickest way to get her to do something was to tell her not to do it, and as a result Lucas was constantly trying to impress upon her the importance of not standing out. And while she grudgingly acknowledged the importance of keeping her head down, her desire to push the boundaries did not go away.

At 13 years old she decided she wasn't afraid of mists or mistwraiths, and began sneaking outside at night simply to prove that she could. Right away she realized that not being afraid of the mists gave her a degree of freedom. However when the other skaa learned she had been out in the mists, they became afraid of her. Several of them wanted to drive her out--with force, if necessary--and if not for Lucas intimidating them into leaving her be, they would have. Instead they resorted to shunning her as much as possible. She continuing going out at night, and began to investigate the manor as well, eventually growing bold enough to sneak in and filch things.

This was intolerable to the other skaa--not only was she going into the mists, but her stealing from the manor would surely come back on all of them, and they could not allow that to happen. She was attacked by several of the skaa, Lucas tried to defend her and was killed, and Skyler fled. This is what made her Snap.

She made her way to Fadwrex, where she worked with various thieving crews. At first she received a fair bit of mockery for both her stature, and her ignorance of city life. That, coupled with her temper, resulted in her learning to fight quite well. One of the crews had a Thug named Duke, who recognized her as a pewterarm and taught her a bit about her ability. At 17 she left the Western Dominance and headed into Luthadel.
 

Berenzen

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drmigit2 said:
Name: KarVak
Gender: Male
Age: 165
Race:Kandra.
Powers: Aside from being able to shape shift those he kills. He has no outwardly obvious powers but anyone who he absorbs and uses as a form stays available to him as a form forever. Thus making him difficult to track.
Type: Blessing
Metal(s) Used: Blessing of Presence
Degree of Skill: Advanced, Dual Copper
Status: Hidden, though was known for a while, is considered to be dead.
Appearance- Being seen as a Kandra would be a disadvantage, so he uses any forms he can get ahold of. Though, his favorite is of a man around six feet tall, brown hair with brown eyes, long hair and glasses. His other forms go from a blonde woman of nobility to an elderly skaa man

Special Skills: Lying, observation, sneaking, staying hidden, charisma, almost anything that is not actually fighting.
Strengths: Can use hemalurgy to sneak and kill while at the same time disrupting other hemalurgic creatures. A great infiltrator and can run pretty fast. Almost a hundred forms from people he has killed over time.
Weaknesses: Sucks in a direct fight, big time.

Personality: After his time in the pits, he changed drastically. While not totally insane, he is a bit mad and shows little remorse for anyone he kills. He is mostly self centered and is goal oriented, he hates all nobility and will almost always refuse to work with them. He aligns himself with the terrismen over anyone else as he feels that he is in a similar situation. The kandra "brothers" he used to have are long since a thing of the past, he gave up most of the contracts and rules a long time ago. Though, he still does make the occasional contract.

History: "Born" in the year 796, his creator was actually ok to work with. He was subjected to espionage almost from the start, killing untold amounts of Skaa, most of which he still can use for various forms. He served his master faithfully until he died, that was when he found himself free. It was a strange word to him but he found himself making a contract with another noble in a few weeks. He again served, though he felt strange doing this man's work as he was mostly adult half breeds who's mothers had escaped and most likely died. Once the contract ended he waited for years, making his own life and staying out of the limelight. Ten years ago he made one last contract with a nobility. The third assignment he was given was to kill a mother and an infant halfbreed, the child belonged to his own contractor. He killed the mother as to him it was just another assignment, the baby he refused to kill. He attempted to flee with the child but was located by allomancers via the altium the contract was made with. Once he was found, he was captured and was forced to watch the baby die by the hands of the men who had followed him. After that, he was sent to the pits, there he spent the past nine years, only escaping this very year. He had learned the in's and out's of the prison that had become his home and had used his hemalurgy to first kill another prisoner with an iron spike he had come across, then he drove it in to another prisoner and had the prisoner go on a rampage. He took the first chance to kill a guard that came in pursuit, and used that form to escape from the pits. He has told nobody of his current escape, aside from the nobility he has killed. He is currently in pursuit of his old contractor and any other nobility that would associate with him.
The biggest issue I have with your character's history is that Kandra are straight up not allowed to kill, and they make it part of their contract that they will not harm/kill other humans. The Kandra are spies used to infiltrate and to impersonate people in order to gain information rather than assassinate. Furthermore, Kandra require the bones of the person they intend to impersonate, so if you wish to have multiple forms, you will need to be carrying the bones with you- you will also need a few minutes of time if you want to change. Finally, only kandra know how to make other kandra- so your character cannot have a human creator that owns him, instead he would be raised for a hundred years in the kandra homeland and trained in his skills before he would be allowed outside and able to mkae a contract.

BrassButtons said:
Name: Skyler
Gender: Female
Age: 17
Race: Skaa
Powers: Allomancy
Type: Misting
Metal(s) Used: Pewter
Degree of Skill: Intermediate
Status: Hidden
Appearance: She is 4'5", with short brown hair (though it looks black with all the ash) and amber eyes. Despite her small size she tends to act as though she were the biggest, toughest person in the room.

Special Skills: Fighting (hand-to-hand), stealth
Strengths: She's well-practiced at bluffing and intimidation.
Weaknesses: She is impulsive and hot-headed to the point of recklessness, and is illiterate.

Personality: Bull-headed and impulsive with a short fuse. She doesn't have a strong sense of morality, and mostly does whatever seems most beneficial to herself at the time. She is prejudiced against plantation skaa, and tries very hard to deny that she grew up on a plantation.

History: (Hidden because it's a tad long)

Born in 944, Skyler was the product of an ill-conceived affair between Reve Pirdeux, son of a minor noble in the Western Dominance, and Anna, one of the plantation skaa. When Skyler was a toddler Anna fell ill and died, and her brother Lucas took over as Skyler's caretaker.

From a young age she was impulsive and adventurous. The quickest way to get her to do something was to tell her not to do it, and as a result Lucas was constantly trying to impress upon her the importance of not standing out. And while she grudgingly acknowledged the importance of keeping her head down, her desire to push the boundaries did not go away.

At 13 years old she decided she wasn't afraid of mists or mistwraiths, and began sneaking outside at night simply to prove that she could. Right away she realized that not being afraid of the mists gave her a degree of freedom. However when the other skaa learned she had been out in the mists, they became afraid of her. Several of them wanted to drive her out--with force, if necessary--and if not for Lucas intimidating them into leaving her be, they would have. Instead they resorted to shunning her as much as possible. She continuing going out at night, and began to investigate the manor as well, eventually growing bold enough to sneak in and filch things.

This was intolerable to the other skaa--not only was she going into the mists, but her stealing from the manor would surely come back on all of them, and they could not allow that to happen. She was attacked by several of the skaa, Lucas tried to defend her and was killed, and Skyler fled. This is what made her Snap.

She made her way to Fadwrex, where she worked with various thieving crews. At first she received a fair bit of mockery for both her stature, and her ignorance of city life. That, coupled with her temper, resulted in her learning to fight quite well. One of the crews had a Thug named Duke, who recognized her as a pewterarm and taught her a bit about her ability. At 17 she left the Western Dominance and headed into Luthadel.
Looks pretty good. Quick question though- have you read the books? Your character is very similar to the main character in TFE.
 

BrassButtons

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Berenzen said:
Looks pretty good. Quick question though- have you read the books? Your character is very similar to the main character in TFE.
I have, and was concerned about coming across too much like Vin. Though my main inspiration was Toph Bei-Fong from Avatar, and I don't think she's very much like Vin at all (aside from both being badasses).
 

Berenzen

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BrassButtons said:
I have, and was concerned about coming across too much like Vin. Though my main inspiration was Toph Bei-Fong from Avatar, and I don't think she's very much like Vin at all (aside from both being badasses).
It's fine really, there are similarities, but there are more differences- I was just reading it and started to think, this is sort of like a weaker Vin.
 

BrassButtons

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Berenzen said:
It's fine really, there are similarities, but there are more differences- I was just reading it and started to think, this is sort of like a weaker Vin.
OK, cool. Also, this thread is making me want to read the books again...
 

LevROLL

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Quick question. Given that being widely known as a Misting is probably a bad thing, does the Status part of the character sheet, specifically Hidden, mean that the character knows they are a Misting, but hides this from others? And, so, Known would then mean that a select group of people know and rely on their powers, right?
 

Berenzen

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LevROLL said:
Quick question. Given that being widely known as a Misting is probably a bad thing, does the Status part of the character sheet, specifically Hidden, mean that the character knows they are a Misting, but hides this from others? And, so, Known would then mean that a select group of people know and rely on their powers, right?
Hidden means that a select few (i.e. the character's crew/family/House if noble) know about the character's power. Known is that it is widely known that the character is a misting. Each has it's advantages and disadvantages, being known as a misting as a skaa might get your crew better jobs, but at the same time, has a higher chance at piquing the interest of the Steel Ministry.

It can be advantageous or disadvantageous as a Noble as well, if someone is a known Mistborn, people might decide it's best not to screw around with their house, or if you are a known pewterarm people might be willing to talk to you as they know you won't influence their emotions.

Unsnapped just means that the character hasn't come into their power yet.