Mistborn: Rebirth of Hemalugy

Discussion in 'ROLEPLAY GRAVEYARD' started by Enezrel, Dec 28, 2012.

  1. In the world of Scadrial, there are massive powers accessible to only a select few....Allomancy and Feruchemy.... and the Dark Forbidden Art....

    Feruchemy is an ancient trait passed down among the race known as Terrismen and Terriswomen Those with this ability are known as Feruchemists or Ferrings
    Feruchemy involves the use of the same metals as Allomancy but, rather than ingest the metals, they can be worn or carried by the Feruchemist. Unlike Allomancy, the metal itself is not consumed but is used as storage of the Feruchemist's own attributes. Feruchemists refer to the metals that they use as 'metalminds', e.g. 'Coppermind' or 'Ironmind'. As long as a metal is in contact with the skin and the Feruchemist has stored something in it, it can be drawn upon. Only the Feruchemist that originally stored the attribute can use it.


    Allomancy works by an Allomancer ingesting and then burning one (or more) of 16 specific metals to draw powerful abilities from them.

    There are 16 metals that Allomancers are able to use: 8 basic metals (4 base metals and 4 alloys) and 8 Higher metals (4 base metals and 4 alloys). There are also 2 additional metals referred to as 'God metals' that sit outside of the main 16, which have as many as 16 alloys each.
    Each metal has a different ability, which are used by Allomancers as listed below. These metals must be pure when ingested, and the alloys must be mixed to the correct proportions. For example, brass can contain anywhere from 20% to 50% zinc (with the rest mostly copper), but only one of those mixtures would be safe for an Allomancer. If the metals are impure or mixed wrong, the Allomancer could become very ill or possibly die. The same severe effects will happen if an Allomancer burns metals other than those listed below (e.g. silver, lead, or platinum).
    The Allomantic metals come in four groupings of four metals: Physical, Mental, Temporal, and Enhancement. Each of these four groupings has two base metals and their corresponding alloys, which in turn have a related ability. Each metal produces an Internal or an External effect.
    The eight basic metals are organized into two groups of four: Physical metals (Iron, Steel, Tin, Pewter) and Mental metals (Zinc, Brass, Copper, Bronze). The eight higher Allomantic metals are also organized into two groups of four: Temporal metals (Cadmium, Bendalloy, Gold, Electrum) and Enhancement metals (Chromium, Nicrosil, Aluminum, Duralumin).




    METALS ALLOWED FOR USE IN RP

    Physical metals

    Iron (external)
    Iron is a pure elemental metal.
    An Allomancer burning Iron is able to Pull on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object. It was generally assumed that an Allomancer could not Pull on metals that pierce or are otherwise contained in the body of another living being (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer.
    A Misting who can only burn Iron is known as a "Lurcher".

    Steel (external)
    Steel is an alloy of iron, with trace amounts of carbon and other elements.
    An Allomancer burning Steel is able to "Push" on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object. It was generally assumed that an Allomancer could not Push on metals that pierce or are otherwise contained in the body of another living being (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer.
    A Misting who can only burn Steel is known as a "Coinshot".

    Tin (internal)
    Tin is a pure elemental metal.
    An Allomancer burning Tin is able to enhance all five of their senses. A major flaw of burning Tin is that if a sudden loud noise or bright light appears it can render an Allomancer stunned for a short time. Mistings burning Tin are often used as lookouts and scouts because they can see in near-darkness. Tin also enables you to see through mists, not see them more clearly.
    A Misting who can only burn Tin is known as a "Tineye".

    Pewter (internal)
    Pewter is an alloy of tin, with up to 15% a mixture of copper, lead, antimony, and bismuth. (It was revealed early in Mistborn: The Final Empire that the safe alloy of pewter for Allomancers contains 91% tin and 9% lead.)
    An Allomancer burning Pewter is able to greatly enhance their physical capabilities. While burning pewter, an Allomancer can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self; this applies not only to their muscle strength, but to the strength of their bones, skin, etc. This enhanced strength also allows an Allomancer to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides an Allomancer with an increased sense of balance and vastly increased speed and dexterity. An Allomancer performing a "pewter drag" can run for many hours at speeds up to approximately that of a galloping horse. This is extremely draining on the Allomancer's body and will require the Allomancer to burn pewter after completing the pewter drag itself, just to keep the person's body from collapsing in near-death exhaustion.
    One danger for someone burning Pewter is when carrying something that they normally couldn't carry and they run out of the metal, the object they are carrying will crush them, causing serious injury. Another danger is that an Allomancer who shrugged off earlier wounds could succumb to said wounds when they run out of Pewter to burn.
    A Misting who can only burn Pewter is known as a "Pewterarm" or "Thug".


    Mental metals

    Zinc (external)
    Zinc is a pure elemental metal.
    An Allomancer burning Zinc is able to inflame the emotions of those nearby. This can be used to incite riots (hence the name zinc Mistings go by) or to enhance any emotion of the target. An Allomancer can affect a single person or all the individuals in a particular area.
    A Misting who can only burn Zinc is known as a "Rioter".

    Brass (external)
    Brass is an alloy primarily of zinc and copper, with traces of other elements.
    An Allomancer burning Brass is able to soothe or guide emotions in a particular direction. An Allomancer can affect a single person or all the individuals in a particular area.
    A Misting who can only burn Brass is known as a "Soother".

    Copper (internal)
    Copper is a pure elemental metal.
    An Allomancer burning copper is able to hide themselves and others from "Seekers" by hiding Allomantic vibrations caused by burning metals. The radius of effect around an Allomancer burning copper is known as a "coppercloud" (Hence the name copper Mistings go by). In strike teams copper-burning Allomancers are extremely helpful to keep from being caught by a Seeker, or a Mistborn burning bronze, though a Mistborn or Seeker who is strong enough ( perhaps by being enhanced with a bronze Hemalurgic spike) can pierce copperclouds and feel the dampened Allomantic vibrations. In addition, by burning copper, one is immune to emotional Allomancy (though this immunity is not shared by others within the coppercloud). When using Allomancy, Mistborn will usually burn this metal first before using other metals in order to hide their Allomantic powers from Steel Inquisitors or other Allomancers. Copper burns slowly, so many Mistborn continue to burn copper most if not all of the time.
    A Misting who can only burn Copper is known as a "Coppercloud" or "Smoker".

    Bronze (internal)
    Bronze is an alloy of copper and (most commonly) tin.
    An Allomancer burning Bronze is able to determine if someone else is using Allomancy in the immediate area. With practice, an Allomancer can determine the location of the other Allomancer, which metal the other Allomancer is burning, and to what extent the other Allomancer is burning his or her metal. An exceedingly powerful Allomancer is able to pierce the "invisibility" of copperclouds. An alternative to being an Allomancer is having a bronze hemalurgic spike placed through oneself.
    A Misting who can only burn Bronze is known as a "Seeker".


    Temporal metals

    Cadmium (external)
    Cadmium is a pure elemental metal.
    An Allomancer burning cadmium can subtly pull on time in a bubble around them, stretching it and making time pass more slowly.[1]
    A Misting who can only burn cadmium is known as a "Pulser".[1]
    This metal is revealed in Mistborn: The Alloy of Law

    Bendalloy (external)
    Bendalloy is an alloy of cadmium consisting mostly of bismuth and lead, also containing tin.
    An Allomancer burning bendalloy can subtly push on time in a bubble around them, compressing it and making it pass more quickly.[2]
    A Misting who can only burn bendalloy is known as a "Slider".[1]
    This metal is revealed in Mistborn: The Alloy of Law

    Gold (internal)Gold is a pure elemental metal.
    Gold allows an Allomancer to see what they might have been if they had made different choices in the past. It is rarely used due to possible severe emotional trauma.
    A Misting who can only burn gold is known as an "Augur".[1]

    Electrum (internal)
    Electrum is an alloy of gold and silver.
    An Allomancer burning electrum is able to see into their own future.[3] Burning Electrum is also an effective means of countering an Allomancer burning Atium.
    A Misting who can only burn electrum is known as an "Oracle".[1]

    Enhancement metals


    Chromium (external)
    Chromium is a pure elemental metal.
    An Allomancer while burning chromium is able to destroy another Allomancer's metals, just like Aluminum does to one's self. [4]
    A Misting who can only burn chromium is known as a "Leecher".[1]
    This metal is still unknown by the end of Mistborn: The Alloy of Law.

    Nicrosil (external)
    Nicrosil is an alloy of chromium containing mostly nickel, with traces of silicon and magnesium.
    An Allomancer while burning nicrosil can cause a target Allomancer currently burning metals to burn them in a brief, intense flash.[5] This is similar to duralumin, which targets the Allomancer's internal metals, while nicrosil is an external metal (targeting other Allomancers).
    A Misting who can only burn nicrosil is known as a "Nicroburst" (Nicro).[1]
    This metal is still unknown by the end of Mistborn: The Alloy of Law.

    Aluminum (internal)
    Aluminum is a pure elemental metal.
    A Mistborn that burns aluminum causes all of their other metal reserves to be drained instantly, leaving them powerless.[6]
    A Misting who can only burn aluminum is known as an "Aluminum Gnat"[1] as they gain no discernible effect from burning their metal.

    Duralumin (internal)
    Duralumin is an alloy of aluminum containing traces of copper, magnesium, and/or manganese. (It was revealed early in Mistborn: The Well of Ascension that the safe alloy of duralumin for Mistborns contains 96% aluminum and 4% copper.)
    A Mistborn that burns duralumin causes a reaction with any of the other metals they are currently burning to create an exceptionally large flare of the metal, consuming the remaining supply. The exact degree to which duralumin enhances the next metal burned is unknown but appears to be massive
    A Misting who can only burn duralumin is known as a "Duralumin Gnat" as they gain no discernible effect from burning their metal.



    There are seventeen known Feruchemical metals, linked to different attributes stored. The primary difference between Allomancy and Feruchemy is the way that the metals are used. All an Allomancer needs to do to gain an ability is burn the appropriate metal but a Feruchemist must spend time without whatever attribute they wish to store. Another key difference is in how the abilities are expended. While an Allomancer can only burn metals at specific rates, a Feruchemist can expend the power they have saved at any rate they choose. In theory, this allows Feruchemists to enhance their abilities far beyond that of an Allomancer, albeit limited to how much ability they have stored. A more specific example would be if an Allomancer wants increased senses all they have to do is burn tin, but a Feruchemist, using the same metal, would have to spend days or weeks with reduced capacity in whichever specific sense (sight, smell, hearing, etc.) they wanted to store.
    The following metalminds store the corresponding attribute:

    Ironmind: Physical weight
    Steelmind: Physical speed
    Tinmind: Senses
    Pewtermind: Physical strength
    Brassmind: Warmth
    Zincmind: Mental speed
    Coppermind: Memories
    Bronzemind: Wakefulness
    Atiummind: Age
    Goldmind: Health
    Cadmiummind: Breath
    Bendalloymind: Energy or Calories and Nutrition
    Electrummind: Determination
    Chromiummind: Fortune
    Nicrosilmind: Investiture
    Aluminummind: Identity
    Duraluminmind: Connection



    There are some who have all of the powers: Mistborn And Earthborn, but you are not one of them, you are either a Misting (one Allomatic power) or a Ferring (one Feruchemical power) or a Twinborn (one feruchemical and one Allomatical) or A Dual-heart ({fictional} 2 allmomatic) or A double-soul ({Fictional} 2 Feruchemical)

    Then there are those adicted to their powers Savants....
    Mistings who flare their metal intensely for extended periods of time may be physiologically altered by the constant influx of Allomantic or Feruchemical power. These Allomancers/Feruchemists are known as Savants. These people experience heightened ability with, and heightened dependence upon, whatever metal they are burning or Tapping in such a manner. Under most circumstances, this is considered damaging and, without powerful external intervention, it is believed that this process is irreversible.

    (WARNING THIS IS AN EXAMPLE CHARACTER)

    Name: PROFESSOR Example.E.EXAMPLE the EXAMPLE OF THE 3ED EXAMPLE PHD.
    Age: Example age
    Pic:Looks like an Example
    Gender: GENDER OF AN EXAMPLE!!!
    Power: EXAMPLE OF TWIN BORN
    1st power: Example of IRON
    Second power: (leave this blank if none) EXAMPLE OF STEEMIND
    Personality:EXAMPLE OF PERFECT PERSON!
    Psychological Damages:EXAMPLE OF NARCOLEPSY AND HALLUCINATIONS
    Physical Damages: EXAMPLE OF A BAD KNEE!!!!


    We will start from here I'll add more info as we go along....:snowman:
     
  2. Thats a lot of detail, and kind of confusing. Also, you put this under Fanbased, where is it from?

    Name: Khaos Grausam
    Age: 17
    Pic: http://i205.photobucket.com/albums/bb136/Sasukes_BadGirl/anime16.jpg
    Cloaked anime girl.jpg
    She often wears a mask like Corvo's
    http://andrey--106.deviantart.com/art/Revenge-Solves-Everything-332216001
    Corvo Masked.jpg
    Gender: Female
    Power: Misting
    1st power: Zinc
    Personality: She is quite and often keeps to herself, but love chaos. With her power she likes to slip into crowds and cause and uprising and watch, and even sometime take part in the fights that break out. She has a dark mind with mixed thoughts. She hates order and needs disorder. She has a need for chaos, its hard for her to be peaceful. Calm and quite bother her, she may be quite, but she wants the world to burn. Blood and gore satisfy and excite her.
    Psychological Damages: Shes a little crazy and needs chaos.
    Physical Damages: None other than a few wounds and scars she gets from time to time
     
  3. I'm potentially interested and might have the time to join another roleplay depending on how work goes for me in the upcoming time:
    Also, it's from Mistborn~ Fantastic book.
     
  4. Its form the Novels by Brandon Sanderson, The Mistborn books. right now this is a work in progress I would personally like some input on if they would think anyone would play...
     
  5. What we need is people patient enough to read the rules...
     
  6. Good luck with that.
     
  7. Ya.... I'll invite people!
     
  8. Sorry closing this up....