Post by Pearl on Dec 15, 2022 10:06:14 GMT -5
The Free
Introduction
Introduction
Welcome to The Free. This is a Mistborn Rp, based on the Mistborn series by Brandon Sanderson. It is set in the land of Alendi, also known as The Final Empire. It is separated into the Farmost Dominance, Terris Dominance, Southern Islands, Western Dominance, Southern Dominance, Remote Dominance, Eastern Dominance, Crescent Dominance, Northern Dominance and Central Dominance. In the Centre of the Central Dominance is Luthadel, the capital. That is where the story will take place.
MetalsIron: Iron (pulling metal) is one of the metals which have Allomatic, Feruchemical and Hemalurgic powers. A misting who can use iron is called a Lurcher. The Allomatic power of iron is being able to pull on nearby sources of metal, which is why it is known as an external metal (affects things outside an Allomancer’s body). A Feruchemist that can use Iron is called a Skimmer Ferring. A Feruchemist uses iron to store physical weight. It doesn't affect their vulnerability to penetration. Iron used as a metalmind is called an ironmind. The Kandra, Inquisitors and Koloss use iron stakes to steal physical strength, which are known as Hemalurgy. The Koloss have four iron stakes in their bodies. The Kandra can use a pair of iron spikes as a blessing, called the Blessing of Potency. This blessing will give mistwraiths sentience and give them physical strength and endurance.
Steel: Steel (pushing metal) is one of the metals which have Allomatic, Feruchemical and Hemalurgic powers. A misting who can use steel is called a Coinshot. The Allomatic power of steel is being able to push on nearby sources of metal, which is why it is known as an external metal (affects things outside an Allomancer’s body). A Feruchemist that can use steel is called a Steelrunner Ferring. A Feruchemist uses steel to store physical speed. While storing speed, a Steelrunner will feel sluggish. Steel used as a metalmind is called a steelmind. The Kandra, Inquisitors and Koloss use steel stakes to steal allomantic physical powers (iron, steel, tin, pewter), which are known as Hemalurgy.
Tin: Tin (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use tin is called a Tineye. The Allomantic power of tin is that it increases your senses (see better, taste better, hear better etc), which is why it is known as an internal metal (affects things within an Allomancer’s body). A Feruchemist that can use Tin is called a Windwhisper Ferring. A Feruchemist uses tin to store senses. It cannot allow them to see things that were once unobservable, but can increase the potency of their senses. While storing senses, those senses will become weaker. Tapping into sight will create a more binocular view. Tapping into smell dilutes taste. It can store things like pain, not just the traditional five senses. Tin used as a metalmind is called tinmind. The Kandra, Inquisitors and Koloss use tin stakes to steal human senses, which are known as Hemalurgy. The Kandra use a pair of tin spikes as a blessing, called the Blessing of Awareness. It gives mistwraiths sentience and heightened senses.
Pewter: Pewter (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use pewter is called a Pewterarm or a Thug. The Allomantic power of pewter is to increase physical abilities (stronger, tougher skin, can ignore pain etc), which is why it is known as an internal metal (affects things within an Allomancer’s body). It can increase strength, peed, durability, balance, and enhance the ability to heal. Aluminium in a wound will stop the healing process while it's in a Thug's body. It increases reaction speed and helps them resist temperatures. It is the fastest burning metal which makes it dangerous when it finishes burning. By flaring pewter, a Thug's abilities are tripled and will causes severe fatigue when it's finished. Because a Thug cannot feel pain and fatigue while burning pewter, they usually die. A Feruchemist that can use Pewter is called a Brute Ferring. A Feruchemist uses pewter to store physical strength. Rather than just increasing strength, a Brute will increase in muscle mass. While storing strength, a Brute will become scrawny and weak. Pewter used as a metalmind is called a pewtermind. The Kandra, Inquisitors and Koloss use pewter stakes to steal feruchemical physical attributes (iron, steel, tin, pewter, cadmium, bendalloy, gold and electrum), which are known as Hemalurgy. Steel Inquisitors are given pewter spikes charged with Feruchemical gold to allow for rapid healing. The Kandra use a pair of Pewter spikes as a blessing, but the blessing is unknown.
Brass: Brass (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use brass is called a Soother. The Allomantic power of brass is being able to dampen (soothe) a person’s emotions, which is why it is known as an external metal (affects things outside the Allomancer’s body). A Soother can influence the emotions of those around them. It is easier to choose a specific direction rather than a specific person. They can soothe any emotions, allowing other emotions to feel greater than the soothed emotions, reaching a very similar effect to a Rioter. Extreme emotions in the target will affect a Soother's abilities. It can affect animals, but they must have a certain degree of sentience. Soothers cannot soothe themselves. At their most powerful, a Soother can soothe a Hemalurgic creature. Soothers can be stopped by aluminium-lined head gear, and sometimes aluminium chest plates on the Soother themselves. A Feruchemist that can use brass is called a Firesoul Ferring. A Feruchemist uses brass to store warmth. While filling the metal, a Firesoul will feel cool. Firesoul's are able to resist higher temperatures. Brass used as a metalmind is called a brassmind. The Kandra, Inquisitors and Koloss use brass stakes to steal feruchemical mental attributes (zinc, brass, copper and bronze), which are known as Hemalurgy.
Zinc: Zinc (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use zinc is called a Rioter. The Allomantic power of zinc is being able to enflame (riot) a person’s emotions, which is why it is known as an external metal (affects things outside an Allomancer’s body). It is easier to riot in a specific direction rather than a specific person. A Rioter can create similar circumstances as a Soother by rioting specific emotions instead of the selected few they want soothed. Rioters cannot riot themselves. Like Soothers, Rioters at their most powerful can control Hemalurgic creatures. Aluminium stops Rioters like Soothers. A Feruchemist that can use zinc is called a Sparker Ferring. A Feruchemist uses zinc to store mental speed. It allows Sparkers to think faster. While filling the metal, Sparkers will become dull-witted and slow. Zinc used as a metalmind is called a zincmind. The Kandra, Inquisitors and Koloss use zinc stakes to steal human emotional fortitude, which are known as Hemalurgy. The Kandra use a pair of Zinc spikes as a blessing, called the Blessing of Stability. This blessing gives mistwraiths sentience and emotional stability.
Copper: Copper (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use copper is called a Smoker or a Coppercloud. The Allomantic power of copper is being able to hide Allomantic pulses coming from another Allomancer, which is why it is known as an internal metal (affects inside an Allomancer’s body). It cannot be detected by most Seekers. An Allomancer with a bronze hemalurgic spike can pierce the coppercloud. Necrosis and duralumin are other metals that can help pierce the coppercloud. Multiple Smokers working together makes the coppercloud harder to pierce. If a Seeker is inside a coppercloud, they are unable to receive pulses outside the coppercloud. Copper is the slowest burning metal. Copperclouds can also protect from emotional Allomancy and other methods of detection. A feruchemist that can use Copper is called an Archivist Ferring. A Feruchemist uses copper to store memories. Copper used as a metalmind is called a coppermind. Memories stored in a Coppermind does not degrade with time. When an Archivist stores a memory, they lost that memory. Memories are stored individually, not as a whole. The best Archivists create indexes to find those memories faster. Keepers undergo extensive training in memory retention as memories outside a Coppermine do degrade due to the brain's imperfections. Copperminds cannot store muscle memory. The Kandra, Inquisitors and Koloss use copper stakes to steal human mental fortitude, memory and intelligence, which are known as Hemalurgy. The Kandra use a pair of Copper spikes as a blessing, called the Blessing of Presence. The blessing gives mistwraiths sentience and mental stability. This includes the ability to focus despite physical discomfort, a sharp memory, resistance to madness, and the inability to faint due to shock. It also lessens the mental weakness created by Hemalurgy.
Bronze: Bronze (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use bronze is called a Seeker. The Allomantic power of bronze is being able to feel Allomantic pulses coming from other Allomancer’s, which is why it is known as an internal metal (affects things inside the Allomancer’s body). They feel the pulses like a beating drum from an Allomancer who's burning metal. They can tell whether the metal is fast or slow, whether it's pushing or pulling. An Allomancer flaring is a larger signal and they can tell when an Allomancer is running out of metal to burn. A talented Seker can tell what emotions a Soother and Rioter are wanting to influence and who they're targeting. A Feruchemist that can use Bronze is called a Sentry Ferring. A Feruchemist uses bronze to store wakefulness. It allows the Sentry to stay awake for longer periods of time or heighten their awareness. Bronze used as a metalmind is called a bronzemind. A Sentry filling a bronzemind will become drowsy or enter a coma-like trance. The Kandra, Inquisitors and Koloss use bronze stakes to steal allomantic mental powers (zinc, brass, copper, bronze), which are known as Hemalurgy.
Gold: Gold (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Gold is called an Augur. The Allomantic power of gold is being able to see into your own alternate past (who you could've been) called a gold shadow. It is not considered a useful metal. Touching the gold shadow can cause unpleasant side effects. An Auger will see a different past each time they burn gold. The past changes depending on their current situation. A Feruchemist that can use gold is called a Bloodmaker Ferring. A Feruchemist uses gold to store health. Gold used as a metalmind is called a goldmind. The goldmind is used to heal at an accelerated rate or heal wound that could be considered fatal. It's hard to fill a goldmind, as the Bloodmaker will be sickly and weak. It does not heal diseases as efficiently as wounds. Healing with gold works by aligning their physical self with their spiritual self. Aluminium blocks any healing. Goldmind interacting with organs can go either way (beneficial or detrimental) depending on the circumstances. A Bloodmaker's bones are interesting, as their time spent sickly will cause oddities in their joints and bones. Damage to the soul caused by Hemalurgy can be healed, though it takes a lot of health. The Kandra, Inquisitors and Koloss use gold spikes to steal hybrid Feruchemical powers (cadmium, bendalloy, gold and electrum), which are known as Hemalurgy.
Electrum: Electrum (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemlurgic powers. Electrum is forty-five percent gold and fifty-five percent silver. A misting that can use Electrum is called an Oracle. The Allomantic power of electrum is being able to see into your own future by casting shadows. Electrum is able to counter Atium. Burning electrum means Allomancers burning Atium won't see the Oracle's future. If burned with duralumin, the Oracle will be able to see into the Spiritual Realm. A Feruchemist that can use Electrum is called a Pinnacle Ferrings. The Feruchemical power is that it stores determination. Electrum as a metalmind is called an electrummind. A Pinnacle filling the electrummind will become depressed, and when tapping electrummind, will enter a manic state. The Kandra, Inquisitors and Koloss use electrum spikes to steal allomantic enhancement powers (chromium, nicrosil, aluminium, duralumin), which are known as Hemalurgy.
Cadmium: Cadmium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Cadmium is called a Pulser. The Allomantic power of cadmium is slowing down time in a bubble around them. They see time seeming to go by faster outside their bubble. When a cadmium and bendalloy bubbles appear in the same area, they cancel each other out. The bubble is the size of a room. The air shimmers at the edge of the bubble. Even one part of a person's body inside the bubble means the person will be affected by it. The bubble stays stationary with respect to a moving object (depending on how large the object is). If the Pulser is on a small moving object, the Pulser will travel through the bubble, popping it. Objects entering or exiting are thrown off course because different parts are moving at different speeds during the transition. When multiple bubbles of the same nature are in the area, the effects are multiplied. The bubbles can be popped with aluminium. A Feruchemist that can use Cadmium is called a Gasper Ferring. The Feruchemical power is that it stores breath. While storing breath, the Gasper must hyperventilate to keep their body oxygenated. Cadmium as a metalmind is called a cadmiummind. Using a cadmiummind allows for the user to go without breathing or add extra oxygen into their bloodstream. The Kandra, Inquisitors and Koloss use cadmium spikes to steal allomantic temporal powers (cadmium, bendalloy, gold, electrum), which are known as Hemalurgy.
Bendalloy: Bendalloy (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Bendalloy is called a Slider. The Allomantic power of bendalloy is speeding time up in a bubble around them. Events outside the bubble appear to move slower to someone inside the bubble. One nugget of bendalloy can compress two minutes into 15 seconds. A bendalloy bubble and cadmium bubble in the same place will cancel each other out. A bendalloy bubble is approximately five to fifteen feet across. The air will shimmer at the edge of the bubble. The bubble will be stationary with respect to a moving object (depending on how large the object is). If the Slider is on a small moving object, the Slider will travel through the bubble, popping it. Objects entering or exiting are thrown off course because different parts are moving at different speeds during the transition. When multiple bubbles of the same nature are in the area, the effects are multiplied. A talented Sider can change the shape and size of the bubble and reduce the interval between each bubble creation. The bubbles can be popped with aluminium. A Feruchemist that can use Bendalloy is called a Subsumer Ferring. The Feruchemical power is to store nutrition and calories. Bendalloy as a metalmind is called a bendalloymind. While filling a bendalloymind, the Subsumer is able to eat large quantities of food without feeling full. Using the metalmind will allow the user to go without food. A separate bendalloymind can be used to store fluid intake. The Kandra, Inquisitors and Koloss use bendalloy spikes to steal spiritual feruchemical powers (chromium, nicrosil, aluminium and duralumin), which are known as Hemalurgy.
Chromium: Chromium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Chromium is called a Leecher. Allomancers touched by a Leecher will lose their metal reserves. Burning away an Allomancer's metal feels like pulling the power out of it, returning it to an external source. A leeched Allomancer will feel sudden coldness. Only Allomantically relevant metals will be burned. Leecher's can leech a Feruchemist. A Feruchemist that can use chromium is called a Spinner Ferring. The Feruchemical power is to store fortune. Chromium as a metalmind is called a chromiummind. While filling a chromiummind, the Spinner will become unlucky. Using the metalmind will allow the user to become lucky. The Kandra, Inquisitors and Koloss might use chromium spikes to steal destiny, which is known as Hemalurgy.
Nicrosil: Nicrosil (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Nicrosil is called a Nicroburst. Allomancers touched by a Nicroburst will receive a huge burst of power through the complete burning of a Nicroburst's metal reserves. Burning away an Allomancer's metal feels like pulling the power out of it, returning it to an external source. This can cause problems with metals like tin where the mental overload will cause unconsciousness. Nicroburst's can boost a Feruchemist. A Feruchemist that can use chromium is called a Soulbearer Ferring. The Feruchemical power is to store Investiture. Investiture refers to the energy that infuses the universe. It is an ability that isn't understood. Soulbearer's store their ability to use Investiture when they store Investiture. Nicrosil as a metalmind is called a nicrosilmind. A Soulbearer can store their ability to use Feruchemy and an ordinary person tapping into nicrosilmind can turn into a temporary Feruchemist. A nirosilmind can also store the divine Breath of a Returned. A Returned is a resurrected individual. The Kandra, Inquisitors and Koloss will use nicrosil spikes to steal Investiture, which is known as Hemalurgy.
Aluminium: Aluminium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Aluminium is called an Aluminium Gnat. There is no power when burning Aluminium. At most, it can block emotional Allomancy and Allomantic bronze, but that's it. A Feruchemist that can use aluminium is called a Trueself Ferring. The Feruchemical power is to store the spiritual sense of Identity. Identity is a spiritual form of DNA, unique to everyone. Not much is known about this form of Feruchemy. Aluminium as a metalmind is called an aluminiummind. A Trueself fills an aluminiummind until they have no identity, before filling a second one that can be used by any Feruchemist. Trueself's can repair their cognitive realm with their aluminiummind. The Kandra, Inquisitors and Koloss will use aluminium spikes to remove all powers, which is known as Hemalurgy.
Duralumin: Duralumin (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. It is ninety-six percent aluminium, four percent copper. A misting that can use Duralumin is called a Duralumin Gnat. A Duralumin Gnat burning duralumin will use up any metals being burned simultaneously, releasing an enormous burst of power from those metals. A Duralumin Gnat gains nothing. Duralumin can hurt Mistborn when burning certain metals. A Feruchemist that can use duralumin is called a Connector Ferring. The Feruchemical power is to store spiritual connection. Duralumin as a metalmind is called a duraluminmind. Filling the duraluminmind reduces other people's awareness and friendship with the connector as the metal stores that connection. Tapping into the metal will strengthen those connections. The strengthened connections can be used to communicate over long distances. The Kandra, Inquisitors and Koloss will use duralumin spikes to steal connection and identity, which is known as Hemalurgy.
Atium: Atium is a God Metal. It is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Atium is called a Seer. Burning Atium allows the Seer to see a few seconds into the future. When two Seers burn Atium at the same time, the Atium Shadows will show multiple possible futures. It is the same effect when burning with an electrum Misting. A Feruchemist can use Atium to store youth. When storing youth, the Feruchemist will become older. When tapping into Atium, the Feruchemist will become younger. The Kandra, Inquisitors and Koloss will use Atium spikes as a wild card to steal any powers depending on where it's placed, which is known as Hemalurgy.
Malatium: Malatium is an alloy of atium and gold. It allows an Allomancer to see another person's past. The Feruchemical properties of Malatium is unknown. The Hemalurgic properties of a malatium spike is stealing unknown traits.
Lerasium: Lerasium is a God Metal. An ordinary person that burns Lerasium turns into a powerful Mistborn, as the metal reforges their spiritual DNA. If the person is already a Mistborn, Lerasium boosts their power. Turning that person into a Mistborn is a side-effect. The true power of Lerasium is unknown. The Feruchemical properties of Lerasium is unknown. When used as a Hemalurgic spike, Lerasium steals all abilities.
Harmonium: Harmonium, or ettmetal, is a God Metal. It is the condensed elemental form of a powerful Keeper's power. The Allomantic, Feruchemical and Hemalurgic properties of Harmonium are unknown, as it is a very volatile and reactive metal.
Trellium: Trellium, or bavadinium, is a God Metal. It repels forms of Investiture. The Allomantic and Feruchemical properties of Trellium are unknown. As a Hemalurgic spike, Trellium can steal both Allomantic and Feruchemical abilities and grant them to Kandra.
GlossarySteel: Steel (pushing metal) is one of the metals which have Allomatic, Feruchemical and Hemalurgic powers. A misting who can use steel is called a Coinshot. The Allomatic power of steel is being able to push on nearby sources of metal, which is why it is known as an external metal (affects things outside an Allomancer’s body). A Feruchemist that can use steel is called a Steelrunner Ferring. A Feruchemist uses steel to store physical speed. While storing speed, a Steelrunner will feel sluggish. Steel used as a metalmind is called a steelmind. The Kandra, Inquisitors and Koloss use steel stakes to steal allomantic physical powers (iron, steel, tin, pewter), which are known as Hemalurgy.
Tin: Tin (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use tin is called a Tineye. The Allomantic power of tin is that it increases your senses (see better, taste better, hear better etc), which is why it is known as an internal metal (affects things within an Allomancer’s body). A Feruchemist that can use Tin is called a Windwhisper Ferring. A Feruchemist uses tin to store senses. It cannot allow them to see things that were once unobservable, but can increase the potency of their senses. While storing senses, those senses will become weaker. Tapping into sight will create a more binocular view. Tapping into smell dilutes taste. It can store things like pain, not just the traditional five senses. Tin used as a metalmind is called tinmind. The Kandra, Inquisitors and Koloss use tin stakes to steal human senses, which are known as Hemalurgy. The Kandra use a pair of tin spikes as a blessing, called the Blessing of Awareness. It gives mistwraiths sentience and heightened senses.
Pewter: Pewter (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use pewter is called a Pewterarm or a Thug. The Allomantic power of pewter is to increase physical abilities (stronger, tougher skin, can ignore pain etc), which is why it is known as an internal metal (affects things within an Allomancer’s body). It can increase strength, peed, durability, balance, and enhance the ability to heal. Aluminium in a wound will stop the healing process while it's in a Thug's body. It increases reaction speed and helps them resist temperatures. It is the fastest burning metal which makes it dangerous when it finishes burning. By flaring pewter, a Thug's abilities are tripled and will causes severe fatigue when it's finished. Because a Thug cannot feel pain and fatigue while burning pewter, they usually die. A Feruchemist that can use Pewter is called a Brute Ferring. A Feruchemist uses pewter to store physical strength. Rather than just increasing strength, a Brute will increase in muscle mass. While storing strength, a Brute will become scrawny and weak. Pewter used as a metalmind is called a pewtermind. The Kandra, Inquisitors and Koloss use pewter stakes to steal feruchemical physical attributes (iron, steel, tin, pewter, cadmium, bendalloy, gold and electrum), which are known as Hemalurgy. Steel Inquisitors are given pewter spikes charged with Feruchemical gold to allow for rapid healing. The Kandra use a pair of Pewter spikes as a blessing, but the blessing is unknown.
Brass: Brass (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use brass is called a Soother. The Allomantic power of brass is being able to dampen (soothe) a person’s emotions, which is why it is known as an external metal (affects things outside the Allomancer’s body). A Soother can influence the emotions of those around them. It is easier to choose a specific direction rather than a specific person. They can soothe any emotions, allowing other emotions to feel greater than the soothed emotions, reaching a very similar effect to a Rioter. Extreme emotions in the target will affect a Soother's abilities. It can affect animals, but they must have a certain degree of sentience. Soothers cannot soothe themselves. At their most powerful, a Soother can soothe a Hemalurgic creature. Soothers can be stopped by aluminium-lined head gear, and sometimes aluminium chest plates on the Soother themselves. A Feruchemist that can use brass is called a Firesoul Ferring. A Feruchemist uses brass to store warmth. While filling the metal, a Firesoul will feel cool. Firesoul's are able to resist higher temperatures. Brass used as a metalmind is called a brassmind. The Kandra, Inquisitors and Koloss use brass stakes to steal feruchemical mental attributes (zinc, brass, copper and bronze), which are known as Hemalurgy.
Zinc: Zinc (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use zinc is called a Rioter. The Allomantic power of zinc is being able to enflame (riot) a person’s emotions, which is why it is known as an external metal (affects things outside an Allomancer’s body). It is easier to riot in a specific direction rather than a specific person. A Rioter can create similar circumstances as a Soother by rioting specific emotions instead of the selected few they want soothed. Rioters cannot riot themselves. Like Soothers, Rioters at their most powerful can control Hemalurgic creatures. Aluminium stops Rioters like Soothers. A Feruchemist that can use zinc is called a Sparker Ferring. A Feruchemist uses zinc to store mental speed. It allows Sparkers to think faster. While filling the metal, Sparkers will become dull-witted and slow. Zinc used as a metalmind is called a zincmind. The Kandra, Inquisitors and Koloss use zinc stakes to steal human emotional fortitude, which are known as Hemalurgy. The Kandra use a pair of Zinc spikes as a blessing, called the Blessing of Stability. This blessing gives mistwraiths sentience and emotional stability.
Copper: Copper (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use copper is called a Smoker or a Coppercloud. The Allomantic power of copper is being able to hide Allomantic pulses coming from another Allomancer, which is why it is known as an internal metal (affects inside an Allomancer’s body). It cannot be detected by most Seekers. An Allomancer with a bronze hemalurgic spike can pierce the coppercloud. Necrosis and duralumin are other metals that can help pierce the coppercloud. Multiple Smokers working together makes the coppercloud harder to pierce. If a Seeker is inside a coppercloud, they are unable to receive pulses outside the coppercloud. Copper is the slowest burning metal. Copperclouds can also protect from emotional Allomancy and other methods of detection. A feruchemist that can use Copper is called an Archivist Ferring. A Feruchemist uses copper to store memories. Copper used as a metalmind is called a coppermind. Memories stored in a Coppermind does not degrade with time. When an Archivist stores a memory, they lost that memory. Memories are stored individually, not as a whole. The best Archivists create indexes to find those memories faster. Keepers undergo extensive training in memory retention as memories outside a Coppermine do degrade due to the brain's imperfections. Copperminds cannot store muscle memory. The Kandra, Inquisitors and Koloss use copper stakes to steal human mental fortitude, memory and intelligence, which are known as Hemalurgy. The Kandra use a pair of Copper spikes as a blessing, called the Blessing of Presence. The blessing gives mistwraiths sentience and mental stability. This includes the ability to focus despite physical discomfort, a sharp memory, resistance to madness, and the inability to faint due to shock. It also lessens the mental weakness created by Hemalurgy.
Bronze: Bronze (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting who can use bronze is called a Seeker. The Allomantic power of bronze is being able to feel Allomantic pulses coming from other Allomancer’s, which is why it is known as an internal metal (affects things inside the Allomancer’s body). They feel the pulses like a beating drum from an Allomancer who's burning metal. They can tell whether the metal is fast or slow, whether it's pushing or pulling. An Allomancer flaring is a larger signal and they can tell when an Allomancer is running out of metal to burn. A talented Seker can tell what emotions a Soother and Rioter are wanting to influence and who they're targeting. A Feruchemist that can use Bronze is called a Sentry Ferring. A Feruchemist uses bronze to store wakefulness. It allows the Sentry to stay awake for longer periods of time or heighten their awareness. Bronze used as a metalmind is called a bronzemind. A Sentry filling a bronzemind will become drowsy or enter a coma-like trance. The Kandra, Inquisitors and Koloss use bronze stakes to steal allomantic mental powers (zinc, brass, copper, bronze), which are known as Hemalurgy.
Gold: Gold (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Gold is called an Augur. The Allomantic power of gold is being able to see into your own alternate past (who you could've been) called a gold shadow. It is not considered a useful metal. Touching the gold shadow can cause unpleasant side effects. An Auger will see a different past each time they burn gold. The past changes depending on their current situation. A Feruchemist that can use gold is called a Bloodmaker Ferring. A Feruchemist uses gold to store health. Gold used as a metalmind is called a goldmind. The goldmind is used to heal at an accelerated rate or heal wound that could be considered fatal. It's hard to fill a goldmind, as the Bloodmaker will be sickly and weak. It does not heal diseases as efficiently as wounds. Healing with gold works by aligning their physical self with their spiritual self. Aluminium blocks any healing. Goldmind interacting with organs can go either way (beneficial or detrimental) depending on the circumstances. A Bloodmaker's bones are interesting, as their time spent sickly will cause oddities in their joints and bones. Damage to the soul caused by Hemalurgy can be healed, though it takes a lot of health. The Kandra, Inquisitors and Koloss use gold spikes to steal hybrid Feruchemical powers (cadmium, bendalloy, gold and electrum), which are known as Hemalurgy.
Electrum: Electrum (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemlurgic powers. Electrum is forty-five percent gold and fifty-five percent silver. A misting that can use Electrum is called an Oracle. The Allomantic power of electrum is being able to see into your own future by casting shadows. Electrum is able to counter Atium. Burning electrum means Allomancers burning Atium won't see the Oracle's future. If burned with duralumin, the Oracle will be able to see into the Spiritual Realm. A Feruchemist that can use Electrum is called a Pinnacle Ferrings. The Feruchemical power is that it stores determination. Electrum as a metalmind is called an electrummind. A Pinnacle filling the electrummind will become depressed, and when tapping electrummind, will enter a manic state. The Kandra, Inquisitors and Koloss use electrum spikes to steal allomantic enhancement powers (chromium, nicrosil, aluminium, duralumin), which are known as Hemalurgy.
Cadmium: Cadmium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Cadmium is called a Pulser. The Allomantic power of cadmium is slowing down time in a bubble around them. They see time seeming to go by faster outside their bubble. When a cadmium and bendalloy bubbles appear in the same area, they cancel each other out. The bubble is the size of a room. The air shimmers at the edge of the bubble. Even one part of a person's body inside the bubble means the person will be affected by it. The bubble stays stationary with respect to a moving object (depending on how large the object is). If the Pulser is on a small moving object, the Pulser will travel through the bubble, popping it. Objects entering or exiting are thrown off course because different parts are moving at different speeds during the transition. When multiple bubbles of the same nature are in the area, the effects are multiplied. The bubbles can be popped with aluminium. A Feruchemist that can use Cadmium is called a Gasper Ferring. The Feruchemical power is that it stores breath. While storing breath, the Gasper must hyperventilate to keep their body oxygenated. Cadmium as a metalmind is called a cadmiummind. Using a cadmiummind allows for the user to go without breathing or add extra oxygen into their bloodstream. The Kandra, Inquisitors and Koloss use cadmium spikes to steal allomantic temporal powers (cadmium, bendalloy, gold, electrum), which are known as Hemalurgy.
Bendalloy: Bendalloy (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Bendalloy is called a Slider. The Allomantic power of bendalloy is speeding time up in a bubble around them. Events outside the bubble appear to move slower to someone inside the bubble. One nugget of bendalloy can compress two minutes into 15 seconds. A bendalloy bubble and cadmium bubble in the same place will cancel each other out. A bendalloy bubble is approximately five to fifteen feet across. The air will shimmer at the edge of the bubble. The bubble will be stationary with respect to a moving object (depending on how large the object is). If the Slider is on a small moving object, the Slider will travel through the bubble, popping it. Objects entering or exiting are thrown off course because different parts are moving at different speeds during the transition. When multiple bubbles of the same nature are in the area, the effects are multiplied. A talented Sider can change the shape and size of the bubble and reduce the interval between each bubble creation. The bubbles can be popped with aluminium. A Feruchemist that can use Bendalloy is called a Subsumer Ferring. The Feruchemical power is to store nutrition and calories. Bendalloy as a metalmind is called a bendalloymind. While filling a bendalloymind, the Subsumer is able to eat large quantities of food without feeling full. Using the metalmind will allow the user to go without food. A separate bendalloymind can be used to store fluid intake. The Kandra, Inquisitors and Koloss use bendalloy spikes to steal spiritual feruchemical powers (chromium, nicrosil, aluminium and duralumin), which are known as Hemalurgy.
Chromium: Chromium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Chromium is called a Leecher. Allomancers touched by a Leecher will lose their metal reserves. Burning away an Allomancer's metal feels like pulling the power out of it, returning it to an external source. A leeched Allomancer will feel sudden coldness. Only Allomantically relevant metals will be burned. Leecher's can leech a Feruchemist. A Feruchemist that can use chromium is called a Spinner Ferring. The Feruchemical power is to store fortune. Chromium as a metalmind is called a chromiummind. While filling a chromiummind, the Spinner will become unlucky. Using the metalmind will allow the user to become lucky. The Kandra, Inquisitors and Koloss might use chromium spikes to steal destiny, which is known as Hemalurgy.
Nicrosil: Nicrosil (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Nicrosil is called a Nicroburst. Allomancers touched by a Nicroburst will receive a huge burst of power through the complete burning of a Nicroburst's metal reserves. Burning away an Allomancer's metal feels like pulling the power out of it, returning it to an external source. This can cause problems with metals like tin where the mental overload will cause unconsciousness. Nicroburst's can boost a Feruchemist. A Feruchemist that can use chromium is called a Soulbearer Ferring. The Feruchemical power is to store Investiture. Investiture refers to the energy that infuses the universe. It is an ability that isn't understood. Soulbearer's store their ability to use Investiture when they store Investiture. Nicrosil as a metalmind is called a nicrosilmind. A Soulbearer can store their ability to use Feruchemy and an ordinary person tapping into nicrosilmind can turn into a temporary Feruchemist. A nirosilmind can also store the divine Breath of a Returned. A Returned is a resurrected individual. The Kandra, Inquisitors and Koloss will use nicrosil spikes to steal Investiture, which is known as Hemalurgy.
Aluminium: Aluminium (pulling metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Aluminium is called an Aluminium Gnat. There is no power when burning Aluminium. At most, it can block emotional Allomancy and Allomantic bronze, but that's it. A Feruchemist that can use aluminium is called a Trueself Ferring. The Feruchemical power is to store the spiritual sense of Identity. Identity is a spiritual form of DNA, unique to everyone. Not much is known about this form of Feruchemy. Aluminium as a metalmind is called an aluminiummind. A Trueself fills an aluminiummind until they have no identity, before filling a second one that can be used by any Feruchemist. Trueself's can repair their cognitive realm with their aluminiummind. The Kandra, Inquisitors and Koloss will use aluminium spikes to remove all powers, which is known as Hemalurgy.
Duralumin: Duralumin (pushing metal) is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. It is ninety-six percent aluminium, four percent copper. A misting that can use Duralumin is called a Duralumin Gnat. A Duralumin Gnat burning duralumin will use up any metals being burned simultaneously, releasing an enormous burst of power from those metals. A Duralumin Gnat gains nothing. Duralumin can hurt Mistborn when burning certain metals. A Feruchemist that can use duralumin is called a Connector Ferring. The Feruchemical power is to store spiritual connection. Duralumin as a metalmind is called a duraluminmind. Filling the duraluminmind reduces other people's awareness and friendship with the connector as the metal stores that connection. Tapping into the metal will strengthen those connections. The strengthened connections can be used to communicate over long distances. The Kandra, Inquisitors and Koloss will use duralumin spikes to steal connection and identity, which is known as Hemalurgy.
Atium: Atium is a God Metal. It is one of the metals which have Allomantic, Feruchemical and Hemalurgic powers. A misting that can use Atium is called a Seer. Burning Atium allows the Seer to see a few seconds into the future. When two Seers burn Atium at the same time, the Atium Shadows will show multiple possible futures. It is the same effect when burning with an electrum Misting. A Feruchemist can use Atium to store youth. When storing youth, the Feruchemist will become older. When tapping into Atium, the Feruchemist will become younger. The Kandra, Inquisitors and Koloss will use Atium spikes as a wild card to steal any powers depending on where it's placed, which is known as Hemalurgy.
Malatium: Malatium is an alloy of atium and gold. It allows an Allomancer to see another person's past. The Feruchemical properties of Malatium is unknown. The Hemalurgic properties of a malatium spike is stealing unknown traits.
Lerasium: Lerasium is a God Metal. An ordinary person that burns Lerasium turns into a powerful Mistborn, as the metal reforges their spiritual DNA. If the person is already a Mistborn, Lerasium boosts their power. Turning that person into a Mistborn is a side-effect. The true power of Lerasium is unknown. The Feruchemical properties of Lerasium is unknown. When used as a Hemalurgic spike, Lerasium steals all abilities.
Harmonium: Harmonium, or ettmetal, is a God Metal. It is the condensed elemental form of a powerful Keeper's power. The Allomantic, Feruchemical and Hemalurgic properties of Harmonium are unknown, as it is a very volatile and reactive metal.
Trellium: Trellium, or bavadinium, is a God Metal. It repels forms of Investiture. The Allomantic and Feruchemical properties of Trellium are unknown. As a Hemalurgic spike, Trellium can steal both Allomantic and Feruchemical abilities and grant them to Kandra.
Allomacy- A mystical hereditary power involving the burning of metals inside the body to gain special abilities.
Allomatic pulse- The signal given off by an Allomancer who is burning metals. Only soeone who is burning bronze can ‘hear’ allomatic pulses.
Coppercloud- The invisible, obscuring field set up by someone burning copper. If an Allomancer burns metals while within the coppercloud, their Allomatic pulses remain hidden from someone burning bronze.
Metalmind- A piece of metal that a Feruchemist uses as a kind of battery, filling it with certain attributes that he/she can later withdraw. Specific metalminds are named after the different metals: tinmind, steelmind etc.
Mistborn- An Allomancer that can burn all metals.
Mistcloak- A garment worn by a mistborn as a mark of their station. It is constructed from dozens of thick ribbons of cloth that are sewn together at the top, but allowed to spread free from the shoulders down.
Misting- An allomancer who can burn only one metal.
Metalborn- an allomancer or a feruchemist.
Twinborn- an individual that's both an allomancer and a feruchemist.
Anchor- A term used to refer to a piece of metal that an Allomancer pushes on or pulls on when burning iron or steel.
Burn- An allomancer utilizing or expending the metals in their stomachs.
Extinguish- To cease burning metal.
Flare- To draw a little extra power from a metal at the expense of making it burn faster.
Pull- using alomancy to pull on something (Emotions or metals).
Push- using alomancy to push on something (Emotions or metals).
Riot- burns zinc and pulls on a person’s emotions, enflaming them.
Soothe- burns brass and pushes on a person’s emotions, dampening them.
Mistwraith- A non-sentient relative of the Kandra people. Globs of boneless flesh that scavenge the land at night, eating bodies they find, then using the skeleton for their own bodies.
Keeper- Another term for a Feruchemist. An organisation of Feruchemists dedicated to discovering, then memorising, all of the knowledge and religions that existed before the Ascension. The Lord Ruler hunted the to near extinction, forcing them to remain hidden.
Synod- The elite leaders of the Terris Keeper organisation.
Release (Feruchemical)- stops tapping a metalmind, no longer drawing forth its power.
Tap (Feruchemical)- drawing power from within a Feruchemist’s metalminds.
RulesAllomatic pulse- The signal given off by an Allomancer who is burning metals. Only soeone who is burning bronze can ‘hear’ allomatic pulses.
Coppercloud- The invisible, obscuring field set up by someone burning copper. If an Allomancer burns metals while within the coppercloud, their Allomatic pulses remain hidden from someone burning bronze.
Metalmind- A piece of metal that a Feruchemist uses as a kind of battery, filling it with certain attributes that he/she can later withdraw. Specific metalminds are named after the different metals: tinmind, steelmind etc.
Mistborn- An Allomancer that can burn all metals.
Mistcloak- A garment worn by a mistborn as a mark of their station. It is constructed from dozens of thick ribbons of cloth that are sewn together at the top, but allowed to spread free from the shoulders down.
Misting- An allomancer who can burn only one metal.
Metalborn- an allomancer or a feruchemist.
Twinborn- an individual that's both an allomancer and a feruchemist.
Anchor- A term used to refer to a piece of metal that an Allomancer pushes on or pulls on when burning iron or steel.
Burn- An allomancer utilizing or expending the metals in their stomachs.
Extinguish- To cease burning metal.
Flare- To draw a little extra power from a metal at the expense of making it burn faster.
Pull- using alomancy to pull on something (Emotions or metals).
Push- using alomancy to push on something (Emotions or metals).
Riot- burns zinc and pulls on a person’s emotions, enflaming them.
Soothe- burns brass and pushes on a person’s emotions, dampening them.
Mistwraith- A non-sentient relative of the Kandra people. Globs of boneless flesh that scavenge the land at night, eating bodies they find, then using the skeleton for their own bodies.
Keeper- Another term for a Feruchemist. An organisation of Feruchemists dedicated to discovering, then memorising, all of the knowledge and religions that existed before the Ascension. The Lord Ruler hunted the to near extinction, forcing them to remain hidden.
Synod- The elite leaders of the Terris Keeper organisation.
Release (Feruchemical)- stops tapping a metalmind, no longer drawing forth its power.
Tap (Feruchemical)- drawing power from within a Feruchemist’s metalminds.
#1 Literacy: Please be literate. I don’t mean creating long paragraphs, but please do not use text talk and have at least three sentences. Also, we are people who know how to read and write! Use grammar, spelling and punctuation in your sentences.
#2 Attendance: Please be active. I don’t want to have to chase you up all the time. I am busy, and I do have a life. I may not be on when you’re on because I am in a different time zone to you or I am busy, so please be patient. I will answer you. At least post three times a week. I will make sure to do the same.
#3 Ghost Rules & Forum Rules: Please follow the ghost and forum rules. They are very important. If you’ve read this much, please put Mistborn in the other section.
#4 No Spamming: Any troll or spam on this thread will be ignored and reported immediately. You can say "can such and such please report to whatever rp", but don't annoy the individuals Rping on this thread.
For the individuals Rping, if you spot any troll or spam, please report it immediately.
#5 Romance: Please remember that there are younger children on these forums, so nothing over the top. Keep everything PG and remember, there is the Skip option!
#6 Violence: The same as above. Please just remember about those younger children. Nothing gory over the top when fights break out. Yes, there needs to be drama, but don’t make things so descriptive that others don’t want to read what you write. If you’ve read this much, please, instead of Mistborn, put metals in the other section.
#7 Godmodding: Do not say things like "your elf is the best spiritualist". Show how good they are at hunting through your Rping, but do know, that even the best miss at times. Also, don't overpower every opponent you fight. There is always a give and a take. When Rping battle scenes, add your character's thought process. Don't just say "such and such stabbed so and so in the chest to distract him, then kicked into his leg. She presses him down, and aims for his throat". Give your opponent time to show their battle strategy. Godmodding and spotlighting are boring and annoying in Rp's. Just don't do it.
#8 Joining: Please provide details when writing up your joining form. We want to be able to picture your character. When joining, please check the list of names. No two characters can have the same name.
#9 Characters: Please do not create a Mary Sue / Gary Stue. It will not be accepted. Give your character some strengths, but also give it weaknesses. Give them some flaws. If you're having troubles, you can use this website for personality traits:
Traits
#10 Realism: Please make your characters as realistic as possible.
#11 LGBT +: It is allowed in this Rp. You can allocate what preference your cat has, but please keep it simple (hetero, homo or bi). Characters with a preference for the same sex will be able to have children, through a surrogacy/donor if they wish, but you must ask first. If you’ve read this far, instead of metals, please put feruchemist in the other section of the joining form.
#12 Positions: First come, first serve, but please be active.
#13 Character Ratios: You can join with one character, but please try to keep the ratio between males and females as 50/ 50 as possible.
#14 Powers: The character's abilities with their spirits cannot be overpowering. They must have some flaw in their ability, like they can't control it or their they can only control if after something happens.
#15 Plots: Now, there is a main plot for The Free, but if you have an idea for a plot, talk it through with everyone. If all members agree, then we can go ahead with it. Do make it detailed though.
#16 Killing other Characters: Please don’t kill off other characters without the permission of the owner.
#17 Canon: This Rp is based on a book, but for the purpose of the Rp, please make it so that the characters in the book do not exist.
#18 My Authority: I am the owner of this Rp. I can stalk you, and ask you to delete some things in your posts if they aren’t good. I have the authority to ban you from this Rp if you do not abide by these rules. Thank you. If you’ve read this far, instead of feruchemist, please put keeper in the other section of the joining form.
#2 Attendance: Please be active. I don’t want to have to chase you up all the time. I am busy, and I do have a life. I may not be on when you’re on because I am in a different time zone to you or I am busy, so please be patient. I will answer you. At least post three times a week. I will make sure to do the same.
#3 Ghost Rules & Forum Rules: Please follow the ghost and forum rules. They are very important. If you’ve read this much, please put Mistborn in the other section.
#4 No Spamming: Any troll or spam on this thread will be ignored and reported immediately. You can say "can such and such please report to whatever rp", but don't annoy the individuals Rping on this thread.
For the individuals Rping, if you spot any troll or spam, please report it immediately.
#5 Romance: Please remember that there are younger children on these forums, so nothing over the top. Keep everything PG and remember, there is the Skip option!
#6 Violence: The same as above. Please just remember about those younger children. Nothing gory over the top when fights break out. Yes, there needs to be drama, but don’t make things so descriptive that others don’t want to read what you write. If you’ve read this much, please, instead of Mistborn, put metals in the other section.
#7 Godmodding: Do not say things like "your elf is the best spiritualist". Show how good they are at hunting through your Rping, but do know, that even the best miss at times. Also, don't overpower every opponent you fight. There is always a give and a take. When Rping battle scenes, add your character's thought process. Don't just say "such and such stabbed so and so in the chest to distract him, then kicked into his leg. She presses him down, and aims for his throat". Give your opponent time to show their battle strategy. Godmodding and spotlighting are boring and annoying in Rp's. Just don't do it.
#8 Joining: Please provide details when writing up your joining form. We want to be able to picture your character. When joining, please check the list of names. No two characters can have the same name.
#9 Characters: Please do not create a Mary Sue / Gary Stue. It will not be accepted. Give your character some strengths, but also give it weaknesses. Give them some flaws. If you're having troubles, you can use this website for personality traits:
Traits
#10 Realism: Please make your characters as realistic as possible.
#11 LGBT +: It is allowed in this Rp. You can allocate what preference your cat has, but please keep it simple (hetero, homo or bi). Characters with a preference for the same sex will be able to have children, through a surrogacy/donor if they wish, but you must ask first. If you’ve read this far, instead of metals, please put feruchemist in the other section of the joining form.
#12 Positions: First come, first serve, but please be active.
#13 Character Ratios: You can join with one character, but please try to keep the ratio between males and females as 50/ 50 as possible.
#14 Powers: The character's abilities with their spirits cannot be overpowering. They must have some flaw in their ability, like they can't control it or their they can only control if after something happens.
#15 Plots: Now, there is a main plot for The Free, but if you have an idea for a plot, talk it through with everyone. If all members agree, then we can go ahead with it. Do make it detailed though.
#16 Killing other Characters: Please don’t kill off other characters without the permission of the owner.
#17 Canon: This Rp is based on a book, but for the purpose of the Rp, please make it so that the characters in the book do not exist.
#18 My Authority: I am the owner of this Rp. I can stalk you, and ask you to delete some things in your posts if they aren’t good. I have the authority to ban you from this Rp if you do not abide by these rules. Thank you. If you’ve read this far, instead of feruchemist, please put keeper in the other section of the joining form.