Ruin
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ooc: Emere[M:0]
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Post by Ruin on Aug 31, 2011 17:46:22 GMT -6
Allomancy, Feruchemy, & Hemalurgy
In the Final Empire, magic is not as simple as waving a wand and instantly watching your spell go into effect. It is almost as much science as enchantment; two of the magic systems are tied to genetics, and the third can only be developed if strict attention is paid to anatomy.
Allomancy is by far the most well-known of the magic systems; even if they get some (or most) of the details wrong, everyone in the Final Empire knows about Mistings and Mistborn. The only system that allows the user to create more power than they started with, it allows Allomancers to ingest metals and then "burn" them to harness their abilities. Lesser-known is Feruchemy, a secret shared only by the Lord Ruler, his highest officials, and some Terrismen. This is the art of balance, neither creating nor destroying power; Feruchemists can draw power from metal that touches their skin, but only if they first give some up for a while to "charge" the metal (for example, being very sick for a while so that the metal can later be used to heal). Finally, Hemalurgy is an art known only to the Lord Ruler and those who have used it (or upon whom it has been used). It is the most complicated of the three and the only one involving death, for Hemalurgic spikes must be used to kill someone before they can bestow power on another.
Sixteen metals, frequently referred to as "Allomantic metals" because the general populace doesn't know about Feruchemy or Hemalurgy, are used in all three of the metallic arts. These are iron, steel, tin, pewter, zinc, brass, copper, bronze, aluminum, duralumin, chromium, nicrosil, cadmium, cerrobend, gold, and electrum. Like the arts themselves, not all of these are as well-known as others. Iron, steel, tin, pewter, zinc, brass, copper, and bronze are well-known; all nobles know about these, as do most skaa Mistborn and Mistings (so long as they have another Allomancer to explain it to them). Gold, aluminum, cadmium, and cerrobend are known to nobles, but among the skaa, only very fortunate Mistborn (and some rebels) have information about them. On the other hand, the skaa rebellion managed to steal information about duralumin, electrum, nicrosil, and chromium that the nobles do not have.
Classification of the sixteen is involved but not complicated. They are separated into groups of four (physical, mental, temporal, and enhancement) according to their Allomantic powers. Each set is then split into two depending on whether they affect the Allomancer or something outside them (for example, internal mental and external mental). These groups of two always include one pure metal and one alloy of that metal (such as gold and electrum, an alloy of gold and silver), which have closely related powers. These are then separated into "pulling" and "pushing" metals, depending on what they do.
Two metals exist beyond the primary sixteen: the "godly" metals, Atium and Lerasium. (Both of these can be alloyed with any of the above metals, although little is known about such alloys. Lerasium is the more straightforward one; it creates Mistborn, so its alloys create Mistings of the second ingredient. Of Atium alloys, the only known one is malatium, a mixture of Atium and gold). Though not technically metals, both can still be used in all three arts. Atium is known among nobles and some skaa Mistborn, but no one is aware of Lerasium. Atium is carefully controlled by the Lord Ruler and nobles must buy it for extremly high prices.
Allomancy Allomancy is fairly straightforward. Metals are swallowed, typically as shavings, and then “burned” (used up in return for whatever power is connected to that metal) or “flared” (using metals more quickly for bursts of stronger power). Only pure samples of base metals or alloys with strict percentages can be used; attempting to use incorrectly mixed alloys or contaminated metal won’t work, and can make the Allomancer extremely sick or, in worst case senarios, even kill them.
Users are either Mistborn, which means they can use all the metals, or Mistings, who can only use one. Both are born with potential magic, but can only tap it once they have “snapped.” Snapping unlocks the Allomancy, and happens during highly traumatic experiences.
A genetic ability, Allomancy was bestowed upon the founders of the noble houses and has since been passed through the noble lines. For this reason, no skaa or Terrispeople have it unless their families mixed with nobles at some point, which is highly unusual due to the practices of killing skaa and restricting Terris breeding.
Feruchemy Terris’ long tradition of seemingly-excessive metal jewelry is largely due to Feruchemists. These people can use any metal touching their skin to store attributes such as speed or age. To do this, they must spend time lacking that attribute (for example, making themselves slow to store speed), but once that is done, they can tap the metal at any time to enhance themselves (for example, moving much faster than usual). Feruchemists cannot tap others’ metals; once something is stored, only that person can retrieve it. (This is why Keepers write down their research even though they can remember it using copper.)
Like Allomancy, Feruchemy is genetic; however, it is passed through the Terris lines. Because of the strict breeding programs, which keep fertile Terrispeople away from outsiders, neither skaa nor nobles can be Feruchemists. Due to the purity of Terris bloodlines, all Feruchemists can use every metal; there is no Feruchemical version of a Misting (at least, not during this time period).
Feruchemically charged metals are frequently called metalminds. Sometimes the specific metal is referenced (for instance, "copperminds" store memories).
Hemalurgy Unlike Allomancy, which creates power, and Feruchemy, which stores it, Hemalurgy steals attributes and abilities. However, siphoning someone’s abilities requires killing them. Specifically, they must be stabbed with a piece of metal, which then needs to be driven into the recipient. Hemalurgy is exceedingly complicated, because careful attention must be paid to where each person is being stabbed; an accident can mean the difference between transferring ability and killing both the victim and the intended recipient.
The art of destruction, Hemalurgy involves not only killing but also warping. The more Hemalurgically-charged spikes someone is stabbed with, the less human they become. (Among other things, this is why Inquisitors can survive the spikes in their eyes.) Also, spikes cannot hold power indefinitely; the longer they are outside of a body, the more power they leak.
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Preservation
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ooc: Wolf Tears[M:-10][M:-10][M:-10]
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Post by Preservation on Sept 1, 2011 19:41:26 GMT -6
Metals Chart
Below is the Metals charts which includes the descriptions of each metal and it’s allomantic, feruchemical and hemalurgic abilities. The metals that were ‘unknown’ in the books are also included. To see a chart with the metals and just their allomantic descriptions go here.
Any Feruchemical or Hemalurgic power indicated with two vertical lines (as such: ||) was made up for this site because the metal wasn't used that way in the Mistborn trilogy. If any later books contradict this information, they will be changed, but already-created characters may keep their abilities.
Key:
Iron – External Physical Pulling – “Lurcher” Shows the burner blue lines connecting them to all nearby metal sources. Lurchers can then pull on the metals, either causing the metal to come toward them or dragging themselves toward the metal, depending on the weight of the burner and the object.
Stores Physical Weight. If Feruchemists spend time with a reduced weight they can then use the stored weight in the future to make themselves heavier; which is usually useful for fights.
Steals Human Strength. Hemalurgically charged iron allows the second person stabbed with the spike to gain the strength of the first person stabbed. This allows them to be incredibly strong but thugs are still stronger.
Steel – External Physical Pushing – “Coinshot” Shows the burner blue lines connecting them to all nearby metal sources. Coinshots can then push against the metals, either causing the metal to move away from them or throwing themselves backwards, much as though they were physically pushing on the object.
Stores physical speed. A Feruchemist who wants to use steel must spend time moving very slowly in order to store up the physical speed they can tap into later.
Steals Allomantic physical powers. Hemalurgically charged steel will allow the last person stabbed with it to use iron, steel, tin, or pewter allomantically, but only if the person stabbed beforehand was the appropriate misting.
Tin – Internal Physical Pulling – “Tineye” Heightens all five senses. One of the slowest-burning metals.
Stores senses. If tin-using Feruchemists spend time with reduced eyesight, hearing, and so forth, they will later be able to tap that piece of metal for better night vision, a farther line of sight, and other such enhancements.
Steals Human Senses. Hemalurgically charged tin will allow the last person stabbed with it to almost double their five senses with that of the first person killed with the spike. The only requirement is that the person stabbed with the spike first was human.
Pewter – Internal Physical Pushing – “Pewterarm/Thug” Enhances physical abilities, allowing burners to endure harsh treatment, resist drugs and alcohol, or push their bodies further than normal. One of the slowest-burning metals.
Stores physical strength. Pewter users must be very weak for a time. Muscle size changes with increase or decrease of strength.
Steals Feruchemical physical powers. Hemalurgically charged pewter will allow the last person stabbed with it to store attributes in zinc, brass, copper, and bronze, but only if the person stabbed beforehand was a Feruchemist.
Aluminum – Internal Enhancement Pulling – “Aluminum Gnat” Drains a Mistborn of all their metals. Aluminum Mistings are completely useless, as they have nothing for the aluminum to destroy.
|| Stores calmness. By reducing their mental stability for a while, Feruchemists can later draw from their aluminum to stay collected when they would otherwise panic.
Steals Allomantic enhancement powers. Hemalurgically charged aluminum will allow the last person stabbed with it to use aluminum, duralumin, chromium, or nicrosil allomantically, but only if the person stabbed beforehand was the appropriate misting.
Duralumin – Internal Enhancement Pushing – “Duralumin Gnat” Gives the burner a brief power boost for any other metals they are burning at the time. Completely consumes the second metal. Duralumin Mistings gain no advantage from burning it, as they have no other metal to boost.
|| Stores pain tolerance. By reducing their ability to handle pain, Feruchemists can later draw on duralumin so they can withstand grater amounts of pain.
||Steals Human Mental Speed. Hemalurgically charged duralumin will allow the last person stabbed with it to think much faster than the average person.
Chromium – External Enhancement Pulling – “Leecher” Works much like aluminum, but drains the metals of another Allomancer. To drain another person of their metals, the Leecher must have physical contact with the person they are draining.
||Stores satiation. Chromium users must spend time being ravenously hungry no matter how much they eat, so when they draw on the metal mind their hunger will lessen.
||Steals Human Charisma. Hemalurgically charged chromium allows the charisma of the first person to be transferred to the second stabbed person. It's a better idea to stab someone who is known for being sociable, since they will have more charisma.
Nicrosil – External Enhancement Pushing – “Nicroburst” Acts much like duralumin, except that the power boost and drain effect someone else. For a Nicroburst to give someone else a metal boost, they must have physical contact. This can be used in a fight in order to drain a person of their metals quickly but can also be used to help others gain a quick burst of power.
||Stores Hydration. Storage requires that the Feruchemist spend time being thirsty despite the gallons and gallons of water they may drink. However when they draw on the metal mind any thirst they may have will dissipate.
|| Steals Feruchemical enhancement powers. Hemalurgically charged Nicrosil allow the last person stabbed with it to store attributes in aluminum, duralumin, chromium, and nicrosil, but only if the person stabbed beforehand was a Feruchemist.
Zinc – External Mental Pulling – “Rioter” Can "riot" or enflame one emotion (or more), causing an individual to act on that emotion.
Stores mental speed. At the cost of thinking slowly for a while, Feruchemists can use zinc to speed up their mental processing for quick decisions and problem-solving.
Steals Human Emotional Fortitude. Hemalurgically charged zinc will allow the last person stabbed with it to handle much more emotional stress and trauma. They are much more emotionally stable than the average person.
Brass – External Mental Pushing – “Soother” Can "soothe" or diminish undesirable emotions, leaving one prominent emotion. Cannot destroy the soothed emotions, but can push them down so that others swamp them out.
Stores Warmth. Brass users must spend a large amount of time freezing in order to store up warmth they might need in the future.
Steals Feruchemical mental powers. Hemalurgically charged brass will allow the last person stabbed with it to store attributes in zinc, brass, copper, and bronze, but only if the person stabbed beforehand was a Feruchemist.
Copper – Internal Mental Pulling – “Smoker” Hides Allomancy from Seekers; works in a bubble, so that not only the Smoker but also others nearby are protected. Smokers, but not others within their "bubble," cannot be influenced by emotional Allomancy while burning copper. Only extremely powerful Rioters, Soothers, and Seekers can pierce copperclouds, usually such allomancer have been pierced with a Hemalurgic spike to enhance their Allomancy.
Stores Memories. This is a Keeper’s main metal mind. The most important since the Feruchemist ‘forgets’ whatever he learned about something only to ‘remember’ when he taps into the copper mind. Although memories age the more they are used, they can always be replaced with new memories of the same information.
Steals Human Mental Fortitude. Hemalurgically charged Copper will allow the last person stabbed with it to handle more information at once because it increases their mental stability.
Bronze – Internal Mental Pushing – “Seeker”Can find other people burning metals. After a certain amount of practice, Seekers can also tell what kind of metal is being burned; each metal has a different pulse, which Seekers can learn to differentiate between.
Stores wakefulness. Storage requires sleeping or being tired for an unusually long time, and allows users to stay awake and alert for prolonged periods.
Steals Allomantic mental powers. Hemalurgically charged bronze will allow the last person stabbed with it to use zinc, brass, copper, or bronze allomantically, but only if the person stabbed beforehand was the appropriate mistings).
Cadmium – External Temporal Pulling – “Pulser” Slows down time in a bubble around the burner, causing everything else to decelerate while the Pulser moves at a regular rate. Can be canceled out by cerrobend.
||Stores Focus. By spending time being incredibly scatterbrained and attracted to random shiny objects, Feruchemists can latter tap into the cadmium and become observant in times of need.
||Steals Human Life-span. Hemalurgically charged cadmium allows the second person stabbed with it to increase their life span by however much time the first stabbed person had left to live.
Bendalloy – External Temporal Pushing – “Slider” Speeds up time in a bubble around the burner, causing everything else to accelerate while the Slider moves at a regular rate. Can be canceled out by cadmium.
||Mental Strength. By spending time with a brain that is unable to comprehend almost anything, Feruchemists can later use their cerrobend minds to increase the amount of information their mind can deal with at one time.
Steals Allomantic temporal powers. Hemalurgically charged cerrobend will allow the last person stabbed with it to use cadmium, cerrobend, gold, or electrum allomantically, but only if the person stabbed beforehand was the appropriate misting.
Gold – Internal Temporal Pulling – “Auger” Shows a translucent vision of the burner as the person they could have been if they had taken a different path in life. Generally seen as useless. Can be alloyed with Atium (forming malatium) to show other peoples' alternative selves.
Stores Health. This may be one of the most remarkable Feruchemical abilities. By spending time feeling incredibly sick or in an unbearable amount of pain, Feruchemists can heal their wounds or cure themselves if they fall ill.
||Steals Human ability to heal. Hemalurgically charged gold will allow the last person stabbed with it to heal much faster than the average person. Their have been recorded instances where one could literally watch the skin reform itself in a matter of hours.
Electrum – Internal Temporal Pushing – “Oracle” Shows the burner's own future. Acts as a "poor man’s atium" in fights because the person can see their own future, including how an Atium-burner will change it. A fast burning metal that is also very hard to obtain. Cheaper than atium. Nobles are unaware that this metal exists.
||Stores Balance. An electrum mind is filled as the Feruchemist spends time with the room spinning constantly. Later they can tap into the balance they have accumulated and find that they will automatically recenter their body weight to stay balanced.
||Steals Feruchemical temporal powers. Hemalurgically charged brass will allow the last person stabbed with it to store attributes in electrum, gold, cadmium and cerrobend, but only if the person stabbed beforehand was a Feruchemist.
Atium – Godly – “Seer” Translucent images of people and objects move slightly in front of them, showing their future actions. This metal is very expensive and is usually only given to Mistborns, making them practically invincible. A very fast burning metal, it cannot be left in the digestive system for over a few hours or it will make the person incredibly sick.
Stores Age. In order to fill the atium, the Feruchemist must spend tiem looking and feeling ancient so they can later use the stored youth to appear young and full of life. Extremely rare, Feruchemists can only obtain pecies of atium jewelry if it was given to them by a staff member for winning a contest or some other such thing.
|| Steals Allomantic godly powers. Hemalurgically charged atium will allow the last person stabbed with it to use atium allomantically, but only if the person stabbed beforehand was a Mistborn or Seer.
Lerasium – Godly – “N/A” Turns anyone who eats it into a Mistborn of incomparable strength. This becomes a genetic trait. The effect of Lerasium when used by a Mistborn is unknown. Will not be used in this RPG.
Not applicable.
Not applicable.
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