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Post by Two McMillion on Sept 7, 2013 18:05:03 GMT
The Three Metallic Arts
In the world of Mistborn, those with spectacular abilities practice one or more of the three metallic arts. These arts use metals to create spectacular effects- depending on the type of metal, different powers can be used. There are sixteen metals which have these uses: steel, iron, pewter, tin, zinc, brass, copper, bronze, dauralumin, aluminum, nicrosil, chromium, gold, electrum, cadmium, and bendalloy. Eight elemental metals and an alloy for each. In addition, there are the three god metals and their alloys: Lerasium, Atium, and Sazedium. The god metals are rare almost beyond accounting- a single nugget of Lerasium or Sazedium is worth more than whole cities, while the more common but still valuable Atium is worth far above its own weight in gold. In addition, each of these god metals can be alloyed with each of the sixteen basic metals, allowing for even more abilities...
Each of the metals must either be pure, or alloyed in the correct amount for maximum effect. If an improper metal's use is attempted, sickness can result. Though the same metals are used in all the arts, the metals are commonly called the "allomantic" metals.
In summary, the three metallic arts are as follows:
- Allomancy is the first of the three, and the most common. An Allomancer is born with the power to swallow one or more of the sixteen metals (plus possibly Atium), and then "burn" (use) these metals for a specific effect. This ability is unlocked later in life by some traumatic event, called "snapping". Mistings have the ability to burn a single metal of the sixteen, or Atium. The incredibly rare and powerful Mistborn are able to utilize all of them. If a person can burn more than one metal, they can burn all of them.
- Feruchemy is the second of the metallic arts. A person with Feruchemical power is born with the ability to store some attribute of themselves, such as weight, strength, or speed, in a specific metal while touching that metal. In doing so, that attribute is reduced for a time (for example, they become weaker or slower), but later, by touching the same piece of metal again, they can use the stored attribute in addition to their natural amount of it. A person who can store in one of the sixteen, or Atium, is called a Ferring. If a person can store in more than one metal, they can store in all of them, and are called a Feruchemist, or a Full Feruchemist if the speaker needs to be more specific.
- Hemalurgy is the last of the three arts. A person who uses this art in any way is called a Hemalurgist. Unlike the others, a person need not be born with a power to utilize it. Instead, Hemalurgy uses metal spikes to steal the abilities of other people. By harming or killing others with metal spikes and then driving the spike into their own body, a Hemalurgist can take another's power for themselves. Hemalurgical power depends on the kind of spike and where in the body of its victims and uses the spike is later driven in. Hemalurgy can only grant a weakened version of the powers it steals, but it allows tremendous flexibility for those who are willing to pay the price to use it. Unfortunately, users of Hemalurgy often become the victims of insanity. Hemalurgy is not well known and is kept a closely guarded secret by those who know of it.
A person who uses any of the arts is sometimes called a Metalborn.
It is possible for a person to use more than one of the arts, as well. Using them in concert can produce very special effects...
- A Twinborn is a person who is able to use one Allomantic power and one Feruchemical power. Twinborn are more rare than Ferrings or Mistings, but not as rare as Mistborn or Feruchemists.
- A Compounder is a special kind of Twinborn- one who is able to use the Allomatic and Feruchemical effects of the same metal. Because of this, they are able to store an attribute in a metal, and then swallow and burn that same piece of metal. This gives them the usual Allomantic effect, but it also amplifies the Feruchemical effect, returning tenfold what was invested. A Compounder who was able to store strength could, for example, burn the metal he had stored strength in and gain ten times the amount of strength he had put into it. Coumpounders are almost as rare as Mistborn.
- The legendary Fullborn would be a person able to use, and therefore compound, all Allomantic and all Feruchemical metals. Such a being would be incredibly powerful- perhaps worth entire armies. No applications for Fullborn will be accepted, thanks.
For detailed explanations of all three arts and the effects of each specific metal, see below.
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Post by Two McMillion on Sept 7, 2013 19:52:50 GMT
Allomancy
Allomancy is the ability to swallow certain metals and "burn" (use) them to gain certain powers. It is the most widespread of the Metallic Arts in the present day. People who have one or more Allomantic abilities are called Allomancers. Allomancy has many widespread effects, such as enhancing and dampening emotions, Pushing and Pulling on metals, and even temporal effects. Each Allomantic power has its own metal, which must be ingested and "burned" to activate.
Allomancy is hereditary, and tends to run in families. In order to become an Allomancer, a person must have the right genetics and then undergo a traumatic experience- called "snapping"- to gain their power. Typically, Snapping occurs through extreme pain, but it has happened with other intense emotions as well, like joy, though that is far less common. It is said that the more powerful the Allomancer, the more traumatic the experience of snapping must be. Once snapped, all an Allomancer requires to use their power is enough of the correct metal.
Allomancy uses up the metals swallowed and burned by the user, requiring the user to consume more metal in order to use their power again. Allomancers often carry vials of metal flakes in an alcohol solution for this reason. Metals must have the correct composition to burn, but Allomantically pure metals can be bought from dealers in practically any city.
Allomancers can choose to burn their metals faster than normal, a process called "flaring" the metal. This gives them more power from that metal, but causes the metal to burn faster. If an Allomancer stops burning their metal, they are said to "extinguish" it.
Allomancers who can use only a single metal are called Mistings. If an Allomancer can use more than one metal, they can use all of them, and are known as a Mistborn. Though Mistings have fewer powers than a Mistborn, they are very often stronger in the lone power than a Mistborn is, due to the fact they usually have more practice.
The Metals
There are sixteen basic metals that Allomancers, Mistings and Mistborn alike, can burn, as well as Atium (Atium, along with the other god metals, is a special case, and will be dealt with in a separate post). Metals have specific classifications: there are physical, mental, temporal, and enhancement metals. Each categories contains four metals, two elemental metals and an alloy of each. Each pair within a classification is further classified as either internal or external, and within each pair one metal is a pulling metal and the other a pushing metal. Lastly, eight of the metals are classified as basic metals, while the other eight are classified as higher metals. Thankfully, the classification system, while of interest to scholars, is not something the average Allomancer need spend much time concerned with. The Basic MetalsThese metals are commonly (though perhaps incorrectly) regarded as the easiest to master. 1. Iron
Iron is a physical external pulling metal. An Allomancer who burns Iron will see blue lines extending from their own chest to nearby sources of metal. The thickness of the line can be used to judge how large the source of metal is. The Allomancer can mentally choose to "pull" on those sources of metal, bringing them towards the Allomancer's body. How hard the Allomancer can pull on the metal is a function of both how strong the Allomancer is and how much the Allomancer weighs. Pulling on a metal source heavier than the Allomancer's body (or metal firmly attached to something larger than the Allomancer) will usually cause the Allomancer to be pulled towards the source of metal. Allomancers cannot usually sense or pull on metal if any part of that metal is inside another person's body, though there are stories of incredibly powerful Allomancers doing so. The metal Aluminum, along with some of its alloys, cannot be sensed by Allomancers, nor can it be affected by this power. A Misting who can only burn Iron is called a Lurcher. Typically in a squad of Allomancers, a Lurcher defends their companions from flying metal, and thus they usually wear a wooden shield.
2. Steel
Steel is a physical external pushing metal, and an alloy of Iron. An Allomancer who burns Steel will see blue lines extending from their own chest to nearby sources of metal. The thickness of the line can be used to judge how large the source of metal is. The Allomancer can mentally choose to "push" on those sources of metal, sending them away from the Allomancer's body. How hard the Allomancer can push on the metal is a function of both how strong the Allomancer is and how much the Allomancer weighs. Pushing on a metal source heavier than the Allomancer's body (or metal firmly attached to something larger than the Allomancer) will usually cause the Allomancer to be pushed away from source of metal. Allomancers have taken advantage of this property to push themselves into the air via a coin dropped on the ground. Allomancers cannot usually sense or push on metal if any part of that metal is inside another person's body, though there are stories of incredibly powerful Allomancers doing so. The metal Aluminum, along with some of its alloys, cannot be sensed by Allomancers, nor can it be affected by this power. A Misting who can only burn Steel is known as a Coinshot. Typically in a squad of Allomancers, Coinshots are offensive weapons, shooting coins at their opponents.
3. Tin
Tin is a physical internal pulling metal. An Allomancer who burns Tin will have all of their senses enhanced, allowing them to see, hear, feel, and even taste and smell more clearly. It grants excellent night vision, and can help clear the user's head if they are disoriented. The mind of the user is also enhanced so the extra information can be taken in and understood easily. Tin's main weakness is that sudden bright lights or loud noises can cause the user pain. An Allomancer who can only burn Tin is known as a Tineye. In a team of Allomancers, Tineyes are usually used as lookouts.
4. Pewter
Pewter is a physical internal pushing metal, and an alloy of Tin. An Allomancer who burns Pewter will have all aspects of their physical prowess enhanced. Burners of Pewter become stronger, faster, more graceful, balanced, and agile, able to react to surprise more quickly, able to survive otherwise crippling wounds, and gain great endurance. It can help fend off the need for sleep, and resist the effects of drugs and alcohol. Allomancers who burn Pewter have been known to run as fast as a galloping horse. However, when their Pewter runs out, any wounds they have received could easily kill them, or they might die from sheer exhaustion without Pewter to support them. A common practice for an Allomancer burning Pewter is to perform a "Pewter drag"- flaring Pewter for a long period of time in order to run great distances without tiring. However, they must be careful not to stop burning Pewter too quickly, or their body might not be able to handle the strain. Furthermore, Pewter burns noticeably more quickly than other metals, and users must ensure they have adequate supply. An Allomancer who can only burn Pewter is called a Thug or a Pewterarm. In teams of Allomancers, Thugs provide the muscle.
5. Zinc
Zinc is a mental external pulling metal. An Allomancer burning Zinc is able to increase, or "riot" another person's emotions. They are also able to affect groups of people, though this dilutes the effect and is more difficult. They can increase many emotions at once, or just a single one. Care must be taken to prevent the target from noticing the effect. However, Zinc does not give the Allomancer the ability to know what emotions their targets are feeling; the Allomancer must figure that out some other way. Also, they cannot effect their own emotions. Zinc has a weakness: if a person is wearing Aluminum around their head, they will be protected from the effects of Zinc. An Allomancer who can only use Zinc is called a Rioter, or sometimes a Zinc Counselor. Rioters sometimes make a living as salesmen or similar jobs, increasing buyers desire for their products.
6. Brass
Brass is a mental external pushing metal and an alloy of Zinc. An Allomancer burning Brass is able to decrease, or "soothe" a target's emotions. They are also able to affect groups of people, though this dilutes the effect and is more difficult. They can sooth many emotions at once, or just a single one. Care must be taken to prevent the target from noticing the effect. However, Brass does not give the Allomancer the ability to know what emotions their targets are feeling; the Allomancer must figure that out some other way. Also, they cannot effect their own emotions. Brass has a weakness: if a person is wearing Aluminum around their head, they will be protected from the effects of Brass. An Allomancer who can only burn Brass is called a Soother. Soothers sometimes make their living as diplomats or similar jobs, keeping emotions from boiling over in hostile situations.
7. Copper
Copper is a mental internal pulling metal. An Allomancer who burns copper is immune to the effects of Brass and Zinc. Additionally, an area near the Allomancer will be created where it is normally impossible for other Allomancers to sense Allomancy being used- this area is called a Coppercloud. The Coppercloud does not protect other people from emotional Allomancy, however. The size of this area varies with the strength of the Allomancer, but average Allomancers who can burn copper are able to cover about the area of a typical apartment. Copper burns very slowly, and many Allomancers with this power keep it burning all the time. An Allomancer who can only burn Copper is called a Smoker, or, more confusingly, a Coppercloud (though that term is also used to refer to the area where Allomancy is hidden). Smokers are essential when Allomancers are trying to hide.
8. Bronze
Bronze is a mental external pushing metal and an alloy of Copper. An Allomancer burning Bronze has the ability to sense uses of Allomancy nearby. The Allomancer perceives the metal usage as what is called an "Allomantic pulse"- something like the beats of a drum. Each metal has its own unique rhythm. With practice, the Allomancer 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. An Allomancer who can only burn Bronze is called a Seeker. Seekers are used to assess Allomantic potential in others and find hidden Allomancers.
The Higher Metals
It is occasionally acknowledged that the distinction between higher and lower metals is mostly meaningless.
9. Aluminum
Aluminum is an internal enhancement pulling metal. It has the unique property of being Allomantically inert. Aluminum cannot be sensed or controlled by a Coinshot or Lurcher, and can be used to protect oneself from emotional Allomancy. For this reasons, weapons for fighting Allomancers are usually made from Aluminum. If an Allomancer tries to burn Aluminum, they gain no benefit, and any other metals they have swallowed and not burned are instantly lost. Obviously, no Mistborn would ever willingly swallow Aluminum, but sometimes plans are made to trick Mistborn into inadvertently swallowing the metal. Captured Mistborn are usually made to consume Aluminum as well. Unfortunately, Aluminum is extremely expensive. An Allomancer who can only burn Aluminum is called an Aluminum Gnat, because they gain no benefit from burning their metal.
10. Duralumin
Duralumin is an internal enhancement pushing metal and an alloy of Aluminum. As an alloy of Aluminum, it cannot be sensed by Lurchers and Coinshots, nor can they manipulate it. It does not protect from emotional Allomancy, however. An Allomancer who burns Duralumin does not gain any benefit from it alone- however, any metals burned at the same time as Duralumin will gain extra power. This has the cost of burning the other metals up instantly, requiring more of them to be consumed. Duralumin itself is not consumed in the process, however. For certain metals, such as Tin, this can be dangerous- Tin in particular risks giving the Allomancer sensory overload. An Allomancer who can only burn Duralumin is called a Duralumin Gnat, because they gain no benefit from burning their metal.
11. Chromium
Chromium is an external enhancement pulling metal. If an Allomancer burns Chromium and then touches another Allomancer, that Allomancer instantly loses their metal reserves, as if they had tried to burn Aluminum. An Allomancer who can only burn Chromium is called a Leecher. Leechers are useful in subduing opposing Allomancers.
12. Nicrosil
Nicrosil is an external enhancement pushing metal and an alloy of Chromium. If an Allomancer burns Nicrosil and touches another Allomancer, any metals the Allomancer is currently burning are used up and given an extra jolt of power, as if they had burned Duralumin. This carries the same risks as Duralumin burning. An Allomancer who can only burn Nicrosil is called a Nicroburst. Nicrobursts are useful in giving regular Mistings (who cannot burn Duralumin normally) an extra burst of power.
13. Gold
Gold is an internal temporal pulling metal. If an Allomancer burns Gold, they will see a thin, shadowlike image of themselves as they might have been had they made a different choice in the past. This image is called a "gold shadow". There is occasionally emotional trauma involved with seeing an image of your past self, and touching the shadow often has unpleasant side effects. However, Gold can be useful for learning something about yourself. An Allomancer who can only burn Gold is called an Auger. Augers sometimes use their power to understand themselves better.
14. Electrum
Electrum in an internal temporal pushing metal and an alloy of Gold. If an Allomancer burns Electrum, they will see a swirl of pale blue images around themselves- called "Electrum shadows". These shadows show possible courses of action the Electrum burner could take, up to several seconds in the future. Electrum's main use is in nullifying the otherwise incredibly destructive effects of an Allomancer burning Atium- an Allomancer burning Electrum is immune to having their future predicted by Atium (see the god metals post for more information). An Allomancer who can only burn Electrum is called an Oracle. Oracles are one of the few known ways of countering the metal Atium.
15. Cadmium
Cadmium is an external temporal pulling metal. An Allomancer burning Cadmium forms a bubble in a small area around themselves. Within the bubble, time will appear to be going normally to the Allomancer, but time outside will seem to be going incredibly fast- about eight times normal speed. Once placed, the bubble cannot be moved while active, and no solid objects can enter the bubble or leave it (the user will automatically end the bubble if they try to step outside). A single bubble will be circular and about five feet across, but other Cadmium burners can contribute to make larger bubbles which speed time up more. A Cadmium bubble can be negated by having someone set a Bendalloy bubble in the same location- both effects will cancel each other out. An Allomancer who can only burn Cadmium is known as a Pulser. Cadmium's applications include shielding those inside from ranged attacks.
16. Bendalloy
Bendalloy is an external temporal pushing metal and an alloy of Cadmium. An Allomancer burning Bendalloy forms a bubble in a small area around themselves. Within the bubble, time will appear to be going normally to the Allomancer, but time outside will seem to be going incredibly slow- about one eighth normal speed. Once placed, the bubble cannot be moved while active, and no solid objects can enter the bubble or leave it. Objects which try will fly in a distorted path around the bubble. A single bubble will be circular and about five feet across, but other Bendalloy burners can contribute to make larger bubbles which slow time more. A Bendalloy bubble can be negated by having someone set a Cadmium bubble in the same location- both effects will cancel each other out. An Allomancer who can only burn Bendalloy is known as a Slider. Bendalloy's applications include buying those inside the bubble extra time.
Allomantic Savants
Previously, it was mentioned that an Allomancer could choose to flare their metals, drawing extra power in exchange for burning the metal more quickly. However, doing this is not without cost. If an Allomancer flares their metal too long and too often, their body may become dependent on it, leading to withdrawal symptoms if they are ever unable to burn their metal. Such an Allomancer is called a Savant. However, there are certain benefits to this as well. A Tineye would have even more finely tuned senses, a Lucher or Coinshot would be able to more finely sense metal. For some Savants, the rules of Allomancy become slightly more flexible. A Seeker Savant might be able to pierce Copperclouds and sense Allomantic usage inside them. A Lurcher Savant might be able to sense and control metals inside another's body. However, it should be remembered that not even Savants can do everything. They are still Allomancers, not gods.
Note: Any Savants in the RP will need to be specifically approved by the staff. If your character would become a Savant after their original application is approved, you must get permission from the staff first.
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Post by Nosuchthing on Sept 8, 2013 2:10:18 GMT
Feruchemy Feruchemy, with the exception of the metals used, bears almost no similarities to either Allomancy or Hemalurgy. Where an Allomancer burns a metal to gain their power, a Feruchemist uses those same metals to store power from their own bodies. The metals used in Feruchemy are referred to as 'metalminds' and unlike in Allomancy, the metals themselves are not used up when their stores of power are drawn upon.
Essentially, a Feruchemist may sacrifice an aspect of themselves, such as weight or strength, for a certain amount of time in order to store it up in a metalmind, it is a direct exchange of power, and none is gained or lost. The greatest disadvantage of Feruchemy is inherent in it's nature, a metalmind can only hold so much, and the Feruchemist has to spend a great deal of time storing up energy to tap into later as opposed to an Allomancer who simply has to consume metals to power their abilities. A Feruchemist must be touching their metalmind in order to store or draw energy from it.
The advantages however, are potent indeed. Feruchemy, a more natural magic of the world, does not require the Feruchemist to 'snap' like Allomancers do, Feruchemist's are simply born with their abilities. In addition, where an Allomancer, without using Duralumin, is limited in the amount of power they can draw on at any one time, a skilled Feruchemist could draw on all of the power stored in their metalmind at once, exhausting it in one massive burst of power. Through this a Feruchemist drawing on a pewtermind could wield greater strength than even the most talented of Pewterarms.
Feruchemists who can only use one metalmind are known as Ferrings, as opposed to those who can utilise all sixteen metals who are simply known as Feruchemists or Full Feruchemists. Though Ferrings only possess the ability to use one metalmind, they are often stronger in the lone power than a full Feruchemist due to the fact that they have more practise.
If a Ferring has am Allomantic ability in the same metal, they can burn metalminds with energy stored in them. By doing so, they get what they stored back tenfold. This is known as Compounding.
The potential for Feruchemy comes from the genes of the Terris people. Almost everyone with a Feruchemical ability has Terris ancestors, and all Full Feruchemists thus far have been from Terris.
The Metalminds
The Basic Metals
1. Ironmind
Iron stores the physical weight of a Feruchemist, though it does not affect the actual mass of their body, instead affecting how much gravity affects a Feruchemist's body. Storing Iron can have multiple uses, by making themselves lighter a Feruchemist or Ferring can survive otherwise fatal falls by floating down, quite literally, as light as a feather. A ferring with the ability to tap Ironminds is known as a Skimmer.
2. Steelmind
Steel stores the speed of a Feruchemist, tapping this metalmind allows the user to travel at incredible speeds, storing it, of course, has the opposite effect, and will cause the Feruchemist to move more slowly. Though the Feruchemist’s body may move faster, their mind does not work faster, they can still be taken by surprise with ease, once they have begun to react however, they can do so at a far greater rate. A ferring with the ability to tap steelminds is known as a Steelrunner.
3. Tin
Tin stores the senses, unlike other metalminds this means it can be used to store different aspects. Tapping a tinmind grants the Feruchemist or Ferring enhanced sensory perception, they cannot see in the dark, but it will enhance whichever senses are already there. One mind is required per sense, a Feruchemist cannot store both eyesight and hearing in a single tinmind, they would require two separate metalminds to do so. A Ferring with the ability to tap tinminds is known as a Windwhisper.
4. Pewter
Pewter, similarly to alomancy, is the metalmind used to store physical strength. Storing strength will cause a Feruchemists muscles to waste away, becoming weak and frail while tapping a pewtermind will cause a physical change as well, the muscles of a Feruchemist tapping pewter will swell and become far stronger than they would otherwise be. A Ferring with the ability to tap pewter is known as a Brute.
5. Zinc
Zinc is the first of the cognitive metalminds, storing mental speed. Storing this quality will cause the thoughts of a Feruchemist to be clouded and sluggish while tapping it will allow their mind to process thoughts much faster than a normal person. A Ferring with the ability to tap zincminds is known as a Sparker.
6. Brass
Brass stores a Feruchemist's warmth, tapping this metalmind will make a Feruchemist feel warmer, while storing warmth they will remain cool. This does not make the Feruchemist or ferring immune to extreme temperatures, but a skilled user may very well develop a resistance to heat and fire. A Ferring with the ability to tap brassminds is known as a Firesoul.
7. Copper
Copper was the signature metalmind of the Keepers in the days of the Lord Ruler. Copper allows the Feruchemist to store memories. When storing memories the Feruchemist loses all recollection of the information he has stored, he can tap them at any time, but once he does they will begin to degrade again, just as they would in the mind of a normal person, returning them to the coppermind will once again preserve them in a stasis. A Ferring who can tap copperminds is known as an Archivist.
A person able to compound Copper would have the memories in the coppermind returned to his own mind crystal clear, never again to be forgotten.
8. Bronze
A bronzemind will store a Feruchemist’s wakefulness, while storing the Feruchemist will feel tired and drowsy. Tapping this metalmind allows a Feruchemist to stay awake longer than is normally possible. A bronze Ferring is known as a Sentry.
The Higher Metals
9. Duralumin
Duraluminminds store spiritual connection. While they are storing this aspect it reduces others awareness and friendships with them, tapping it can help the Feruchemist form trusting relationships with others with relative ease. A Ferring who can tap duraluminminds is known as a Connector.
10. Aluminium
Aluminium Feruchemy is an art hardly known outside Terris communities, even among them and full Feruchemists it is an art not fully understood. Aluminium metalminds store the users spiritual sense of identity, while they are storing they become less easily noticeable by others. Tapping this metalmind however will increase their personality and their sense of charisma, often making them effective leaders. A Ferring who can tap aluminium is known as a Trueself.
11. Chromium
One of the more arcane uses of feruchemy, chromium metalminds allow the Feruchemist or Ferring to store luck. This quite literally makes them unlucky during the period in which they are storing this aspect, while tapping Chromium their fortunes will increase. A Ferring capable of tapping chromiumminds is known as a Spinner.
12. Nicrosil
Nicrosil allows the use to store what is known as investiture, this is an ability that few, even among the Terris, know about and those who wield it truly do not know exactly what they are wielding in this power. Investiture is the energy that makes all of the magical systems of Scadrial work, though it bears little use for a Ferring, a twinborn or full Ferruchemist would be able to use it to enhance whatever other ability they were using, while storing it would cause the function of other metalminds or allomancy, in the case of twinborn, to decline. A Ferring capable of tapping nicrosilminds is known as a Soulbearer.
13. Gold
Gold is used by Feruchemists to store health. This means that tapping a goldmind will cause the user to rapidly heal any wounds they may have sustained. While storing health the Feruchemist or Ferring will feel nauseas and will be more susceptible to illnesses during that period, as well as healing slowly from injuries. A Ferring capable of tapping gold is known as a Bloodmaker.
14. Electrum
An electrummind stores determination and strength of will. Storing this aspect will send the Feruchemist into a severely depressed state, while tapping it will increase their willpower and can even send them into a manically determined attitude. A Ferring able to tap electrumminds is known as a Pinnacle.
15. Bendalloy
Bendalloyminds store nutrition and calories. A Feruchemist storing these can eat huge amounts without feeling full or putting on any weight, they can then tap their metalmind to avoid the need to eat. This can also be used for fluids, but as with tin, a separate metal mind must be used for their storage. A Ferring capable of tapping bendalloy is known as a Subsumer.
16. Cadmium
A Feruchemist can use a Cadmium metalmind to store breath. While storing every breath will seem hard to grasp and the user will be forced to breathe rapidly, almost hyperventilating. When tapped, this metalmind will allow the Feruchemist or Ferring to ignore the need to breathe. A Ferring who can tap Cadmium is known as a Gasper.
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Post by Two McMillion on Sept 8, 2013 19:23:59 GMT
Hemalurgy
Hemalurgy is the last of the three arts and the least well-known. Hemalurgy is not an ability you are born with, but rather something anybody can learn. It also the messiest, most dangerous, and most unpleasant of the arts. Where Allomancer gives the user power, and Feruchemy redistributes the user's own energy, Hemalurgy steals power from others. The art of Hemalurgy is known only to a few, and kept a closely guarded secret by those who know of it. Much knowledge of Hemalurgy is guarded jealously by the kandra, the faceless immortals who (mostly) serve Harmony. If you seek a character who uses Hemalurgy, you must provide justification for how your character knows about it.
At its base, Hemalurgy steals powers from others by sticking metal spikes into their bodies, then thrusting the spikes into the recipient. A spike which has been thrust into someone to steal their power is said to have been "charged". Using a spike of the correct composition and thrusting it into the correct place on the victim and recipient is essential to getting maximum power from the art. The correct placement of the spike is almost always in a vital organ, so the victim almost always dies (in fact, if you don't know the optimal place to stab a spike in the victim, the heart is usually a good guess). The recipient will also often have a spike thrust into a vital organ, but the power of Hemalurgy will allow them to survive despite this (however, removing the spike later will leave the user with a damaged organ, often with fatal results). The reliance on blood and death is what causes Hemalurgy to be viewed as a black art among the few who know of it.
The spike must be planted into the recipient's body as soon as possible after being thrust into the victim, or more power will be lost. Hemalurgy does not grant the original power in its exact form, but a warped, lessened form of it. Hemalurgists must often impale themselves with many spikes to gain equal or greater power to a true Misting or Ferring. However, if the user already had Misting or Ferring powers, Hemalurgy can increase them.
Use of Hemalurgy can warp and twist the body into something inhuman. If the user is not careful, their bodies can become misshapen and monstrous. Use of Hemalurgy also can leave "holes in the mind", resulting in insanity and mental instability. Lastly, Hemalurgy comes at a cost: under some circumstances, an Allomancer burning Brass or Zinc can "break" the mind of a being with Hemalurgic spikes. This would allow the Allomancer to control the victim like a puppet. Very few Allomancers are strong enough to perform this feat on their own, however- usually, a Mistborn burning Duralumin or several Allomancers working in concert is required. The vulnerability increases as spikes are added.
The Metals
Many secrets of Hemalurgy remain undiscovered, and even the properties of some metals in it remain mysterious. The mods will update this list as new discoveries are made in the RP.
1. Iron
Iron steals human strength. This spike is more effective the stronger the victim is. The recipient will become stronger when stabbed with this spike.
2. Steel
Steel steals Allomantic physical powers- the ability to burn Iron, Steel, Pewter, and Tin. A spike can hold only one of these powers each. Once stabbed with the spike, the recipient will gain the ability to burn one of the physical metals if they previously could not, and if they already could their existing ability will be strengthened.
3. Tin
Tin steals human senses. Only one sense can be stolen per spike. The recipient will gain a permanent boost in that sense.
4. Pewter
Pewter steals the ability to use physical Feruchemical abilities- the abilities of Iron, Steel, Tin, or Pewter. Each spike can only store one power. The recipient will gain the ability to use a single Feruchemical power as a result if they did not have it, but if they already had Feruchemical abilities in that metal they will not gain any benefit, except that the spike itself can act as a metalmind.
5. Zinc
Zinc steals human emotional stability and fortitude. A person spiked with Zinc will be better able to control their own emotions. Note that this does not protect from a Rioter or Soother controlling the user- someone spiked with Zinc will be resistant to emotional manipulation, but it will still be possible for them to be controlled, though Zinc makes them less vulnerable than another spike would.
6. Brass
Brass steals Feruchemical mental powers: the abilities of Zinc, Brass, Copper, and Bronze. Each spike can only store one power. The recipient will gain the ability to use a single Feruchemical power as a result if they did not have it, but if they already had Feruchemical abilities in that metal they will not gain any benefit, except that the spike itself can act as a metalmind.
7. Copper
Copper steals human intelligence and memory. A person with this spike will gain improved memory, reasoning, and planning skills. Despite this, the spike does not protect against insanity, as correct reasoning from faulty premises still leads to false conclusions, though does increase the risk of it less than another spike would.
8. Bronze
Bronze steals Allomantic mental powers: the ability to burn Zinc, Brass, Copper, and Bronze. A spike can hold only one of these powers each. Once stabbed with the spike, the recipient will gain the ability to burn one of these metals if they previously count not, and if they already could their existing ability will be strengthened. In particular, Hemalurgically enhanced Seekers are consistently able to pierce Copperclouds.
9. Aluminum
Aluminum steals Allomantic enhancement powers: the ability to burn Duralumin, Aluminum, Nicrosil, and Chromium. A spike can hold only one of these powers each. Once stabbed with the spike, the recipient will gain the ability to burn one of these metals if they previously count not, and if they already could their existing ability will be strengthened. Why you would spike yourself with the ability to burn Aluminum, I have no idea.
10. Duralumin
Duralumin steals Feruchemical spiritual powers- the ability to use Feruchemical Duralumin, Aluminum, Chromium, and Nicrosil. Each spike can only store one power. The recipient will gain the ability to use a single Feruchemical power as a result if they did not have it, but if they already had Feruchemical abilities in that metal they will not gain any benefit, except that the spike itself can act as a metalmind.
11. Gold
Gold steals Feruchemical hybrid powers- the ability to use Feruchemical Gold, Electrum, Bendalloy, and Cadmium. Each spike can only store one power. The recipient will gain the ability to use a single Feruchemical power as a result if they did not have it, but if they already had Feruchemical abilities in that metal they will not gain any benefit, except that the spike itself can act as a metalmind.
12. Cadmium
It is not presently known what Cadmium steals.
13. Bendalloy
It is not presently known what Bendalloy steals.
14. Electrum
It is not presently known what Electrum steals. 15. Chromium
It is not presently known what Chromium steals.
16. Nicrosil
It is not presently known what Nicrosil steals.
Bind Points
Besides the metals used, another important aspect of Hemalurgy is where the spikes should be placed in the recipient for maximum effect. Knowledge of this aspect is particularly rudimentary, though it has been suggested that the heart is usually a fairly effective point for spike placement, regardless of purpose. The mods will update this list as more bind points are discovered.
Known Bind Points:
The Heart - the heart is known to be an effective bind point for Bronze and Pewter spikes. The Sternum - the sternum is known to be an effective bind point for Steel spikes. The Eye Sockets - the eye sockets are known to be effective bind points for Steel. The Earlobe - the earlobe is known to be an effective bind point for Bronze. Between the Ribs - this is known to be an effective bind point for Steel and Bronze. The Shoulders - this is known to be an effective bind point for Steel, Iron, Tin, Zinc, and Copper. The Upper Arm - this is known to be an effective bind point for Bronze. Between the Shoulder Blades - this is known to be an effective bind point for Pewter and Gold.
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Post by Two McMillion on Sept 8, 2013 22:14:48 GMT
The God Metals
The koloss in the room, the god metals are unique, extremely rare, and extremely powerful metals. Many believe them to be no more than legends, but in truth the god metals are all too real. The god metals have unique properties that make them highly sought after by many forces, for good and ill...
Sazedium & Lerasium
Sazedium and Lerasium both look like small white nuggets in their natural form. They are extremely rare, and a single nugget could buy everything in most cities. Sazedium and Lerasium seem to occur in random, unpredictable locations around the round, always in miniscule amounts and with no definite pattern, never near cities and always in the roughest parts of the world. Sometimes the kandra and the koloss have been known to attack those who seek these metals.
Like Allomantic metals, Sazedium and Lerasium can be swallowed and burned by their users. However, there is an important difference: anyone, not just an Allomancer, can burn these metals. Burning pure, unrefined Lerasium will immediately grant the user a complete set of Allomantic abilities, turning them into a Mistborn. Burning Sazedium will immediately grant the user a complete set of Feruchemical abilities, making them a Feruchemist. If the user had Feruchemical or Allomantic powers already and burns the metal that grants powers in the other metallic art, they will retain those powers. For example, an Archivest who burned Lerasium would gain the powers of a Mistborn, and be able to compound Copper. Misting or Ferring abilities will be lost if the user burns the associated pure god metal (a Ferring burning Sazedium would not be more powerful in their original ability, except through practice).
However, each of the god metals can also be made into up to 16 alloys, one with each of the Allomantic metals. Like the pure forms of the god metals, these can be burned by anyone, and will grant that person Misting or Ferring abilities in the alloyed metal. This process may replace their extant Misting or Ferring abilities, if they have them. Should pure Lerasium be burned by a Mistborn, it is believed that the Mistborn would experience a massive increase in power, making them far more deadly (burning Alloyed Lerasium would turn the Mistborn into a Misting). And if a Mistborn were to burn Sazedium, they would be transformed into a creature of legend, a Fullborn...
Note: Sazedium and Lerasium can be assumed nonexistant in the RP except by specific staff permission. Such permissions will be rare. However, remember that your characters don't know this! You should feel free to let the search for these metals drive plots, even if success will be rare.
Atium
Atium is far more common than either of the other god metals, though it is still rare. In fact, Atium can be regularly mined, albeit at only a single place on Scadrial, the Pits of Eltania. Atium looks like a silvery nugget in its natural form, and must be minded by hand, as use of large machines or Allomancy near raw Atium causes the nuggets to explode into useless splinters. Once refined, Atium will no longer explode near Allomancy, and takes on a blueish tint.
In many ways, Atium resembles another Allomantic metal. It can be used in Allomancy, Feruchemy, and Hemalurgy, and there can be Mistings and Ferrings in it. What sets Atium apart, however, is that it does not fit into the existing classification scheme, and its extreme power compared to other metals.
If burned by an Allomancer, Atium allows the Allomancer to see the future decisions of others. These futures appear as blue-tinted figures, called "atium shadows". Atium enhances the burner's mind to allow them to process this extra information. This power appears to make Atium users nigh-invincible in fights. They are able to perfectly predict their opponent's every action before it is made and perfectly position themselves for a response. They become practically impossible to evade or hit. This capability makes Atium burners and Atium extremely sought after as high-level mercenaries and assassins.
However, research has shown a few ways to counter Atium use. The first way is simply to wait and survive. Atium burns extremely quickly, and its expense means that few can afford more than a few seconds of it. Thus, a common strategy is simply to wait for the user's Atium to run out and attack them. Another method would be to burn Atium yourself- this creates a confusing swirl of images the Atium user, preventing the users from seeing each other's futures. Often, those with Atium try to force their opponents to burn Atium first, so that their opponent will run out. It has been shown that Atium's information will not show the user the act of beginning to burn Atium yourself, allowing a chance to surprise them. Another option is to burn Electrum. This will also create a confusing swirl of images around the user in the sight of the Atium burner, but will not allow the Electrum burner to see the future. Another option is to create a situation from which there is no escape, in which case all Atium will show the user is their own impending death. This is known as "checkmating" them. Lastly, under certain circumstances it is possible to change your decision at the last moment, which will change your Atium shadow. If the Atium user is not fast enough, it may be possible to get a blow in. The nature of this strategy means it cannot be decided upon beforehand, and must be spontaneous.
Burning both Atium and Duralumin (or burning it and being touched by a Nicroburst) has the effect of showing the user the ultimate outcome of their present actions and allowing them to choose accordingly. An Allomancer who can only burn Atium is known as a Seer.
In Feruchemy, Atium allows the user to store age. The user will grow older while storing age, and will be able to grow younger by the same amount later. This ability is sometimes used as a disguise, but besides this few have any use for the power. However, if a person is able to compound Atium, they will regain more youth than they stored in the metalmind, allowing them to become younger than they had been previously. The process would eventually allow a person to obtain immortality. A Ferring who can only user Atium is known as an Ageless.
In Hemalurgy, Atium may function as any other spike, stealing an attribute or ability of the user's choice. It also allows to user to gain more power than otherwise, and the power decays less rapidly when outside the body.
Like the other god metals, Atium can be made into a total of 16 more alloys, one with each of the ordinary Allomantic metals. At this time, only one such alloy is known, and only its Allomantic effect is known.
Malatium is an alloy of Atium and Gold. If burned by an Allomancer, the user will see a shadowy figure of another person near them: who another person was in the past, or who they could have become if they had made different choices. In certain legends, Malatium is called the "Eleventh Metal". No one quite remembers why.
No one has bothered to decide on a name for a Misting who can only burn Malatium, as there are as of yet no known examples.
Note: the Pits of Eltania are strictly owned and controlled by the Noble House of Venture. Anyone with Atium will have to have acquired it via that house somehow, by hook or by crook. Though they are required by the government to sell Atium, it will still be extremely expensive. Mod approval is needed for your character to have access to Atium. Mostly, it will have to be bought at a high price, though some thefts may be permitted.
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