Forum Thread
Mistborn Sign-Ups {Open, Need one to start!}
Forum-Index → Roleplay → RP Sign-up → Mistborn Sign-Ups {Open, Need one to start!}In the Central Dominance, Many things have changed. It has been hundreds of years since The Deepness was truly slain, thus returning the world to its beautiful green state, where the sun is no longer red, and ash ceased to fall from the sky. Ashmounts do still exist, but they are silent and cold. The mists still come, but rarely do they appear.
Once a year, on a night called the Night of the Mists, the mists return to Luthadel in mourning the death of the Lord of the Mists. His apprentice, Vin, is long gone, and her descendants left to explore the world. In their absence, a new king has taken rulership of the Central dominance.
This new king, whose name is Prellin, is a supposed Misting. He is thought to be a rioter, and he remembers the old books written about the Lord Ruler's time. He looks up the Rashik, the man who oppressed the world and ruled as God for thousands of years. Prellin wants to bring back that time when Noblemen and Sca were set apart from one another. He also believes himself to be the hero of ages.
Unfortunately, with Prellin ruling over Luthadel, the Sca underground has become much larger. Scams are starting to happen more and more, and the street urchins are becoming harder, stealing more often. Your job is to stop/and or kill Prellin, and to find and bring back one of Vin's descendants, some of the most powerful Mistborn known. Whether you be Noble, Sca, or anything in between, you must stop this tyrant before he destroys humanity.
A thing to know: For a person to have an Allomantic ability, they have to go through some sort of traumatic event to make them snap, but just because you had a traumatic event does not mean you were born with Allomantic powers.
The Q&A is Here! Click Here if You Have Any Questions!
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1. All PH rules apply
2. No Godmoding. This means no power playing, like making it so your character dodges every attack and is all-powerful, etc.
3.No Bunnying. This means no controlling the other character/background characters with express permission.
4. No characters under 10
5. you must put in the password section '"Roses," then after I have approved it, change the password to "Blue Cheesecake"
6. No 1-3 liners, please.
7. try to keep it pg-pg13 if you would.
8. Romance is, of course, allowed, just please don't make it the whole plot.
9. DO not change the main plot, I have a whole google doc for it and it would be a shame to have to delete it all.
10. Have fun!
11. Try to keep cursing to a minimum, such as damn, frick, and shoot. also, They curse differently. Instead of Oh god, they said "By the lord Ruler!" and basically replace "God" with Lord Ruler. They also use '"Bloody" a lot.
12. NO. RACIAL. SLURS. You will be kicked and your character killed. No warnings. Instant ban from the thread.
13. Be kind to one another (I mean this as in the palpad, your character can be rude asf if you want)
2. No Godmoding. This means no power playing, like making it so your character dodges every attack and is all-powerful, etc.
3.No Bunnying. This means no controlling the other character/background characters with express permission.
4. No characters under 10
5. you must put in the password section '"Roses," then after I have approved it, change the password to "Blue Cheesecake"
6. No 1-3 liners, please.
7. try to keep it pg-pg13 if you would.
8. Romance is, of course, allowed, just please don't make it the whole plot.
9. DO not change the main plot, I have a whole google doc for it and it would be a shame to have to delete it all.
10. Have fun!
11. Try to keep cursing to a minimum, such as damn, frick, and shoot. also, They curse differently. Instead of Oh god, they said "By the lord Ruler!" and basically replace "God" with Lord Ruler. They also use '"Bloody" a lot.
12. NO. RACIAL. SLURS. You will be kicked and your character killed. No warnings. Instant ban from the thread.
13. Be kind to one another (I mean this as in the palpad, your character can be rude asf if you want)
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[center]Username:
Name:
Age:(over 10)
Gender:
Pronouns:
Appearance:
Personality:
Sca/Nobleman:(A Sca is just a normal person who is not noble)
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal:
Allomantic Power:{misting/twinborn}
Feruchemic Power:{Twinborn/Ferring}
Snapped:(has your character snapped yet, or are you planning to snap in RP)
Snapping Event:{Misting/Mistborn/Twinborn}
Years Training:(Years since your character snapped/Years training in feruchemy)
Backstory:(Optional)
Anything Else:
Palpad:[/center]
Name:
Age:(over 10)
Gender:
Pronouns:
Appearance:
Personality:
Sca/Nobleman:(A Sca is just a normal person who is not noble)
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal:
Allomantic Power:{misting/twinborn}
Feruchemic Power:{Twinborn/Ferring}
Snapped:(has your character snapped yet, or are you planning to snap in RP)
Snapping Event:{Misting/Mistborn/Twinborn}
Years Training:(Years since your character snapped/Years training in feruchemy)
Backstory:(Optional)
Anything Else:
Palpad:[/center]
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Username:TimetoTosstheDice
Name: Kel
Age:26
Gender: Male
Pronouns: He/Him
Appearance:(The black things are his mist cloak, just strips of cloth that he wears sometimes, credit to Parttimedragon)
Personality: Outgoing, Always late, kind, trusting, little to no secrets, Will make friends with anyone, Dislikes noblemen.
Sca/Nobleman: Sca
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal: Mistborn
Allomantic Power: N/A
Feruchemic Power: N/A
Snapped: Yes
Snapping Event: When his Wife Dies
Years Training: 2
Backstory: N/A
Anything Else: N/A
Palpad: Yes
Name: Kel
Age:26
Gender: Male
Pronouns: He/Him
Appearance:(The black things are his mist cloak, just strips of cloth that he wears sometimes, credit to Parttimedragon)
Personality: Outgoing, Always late, kind, trusting, little to no secrets, Will make friends with anyone, Dislikes noblemen.
Sca/Nobleman: Sca
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal: Mistborn
Allomantic Power: N/A
Feruchemic Power: N/A
Snapped: Yes
Snapping Event: When his Wife Dies
Years Training: 2
Backstory: N/A
Anything Else: N/A
Palpad: Yes
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A Mistborn is someone who can Burn all
16 of the Allomantic metals. There is no exception to this
rule.
A Misting is someone who can only burn one of the 16 Allomantic Metals. There is no exception to this rule.
A Feruchemist is someone who can tap ALL metalminds. There is no exception to this rule.
A Twinborn is a Misting who can also tap one singular metalmind. There is no exception to this rule.
A Ferring is someone who can tap only one metalmind. There is no exception to this rule.
You are either a Mistborn Or a Misting, You can either burn One or All. There are no exceptions to this rule.
You are either a Feruchemist or a Ferring. You can either tap all metalminds or one. There are no exceptions to this rule.
A Misting is someone who can only burn one of the 16 Allomantic Metals. There is no exception to this rule.
A Feruchemist is someone who can tap ALL metalminds. There is no exception to this rule.
A Twinborn is a Misting who can also tap one singular metalmind. There is no exception to this rule.
A Ferring is someone who can tap only one metalmind. There is no exception to this rule.
You are either a Mistborn Or a Misting, You can either burn One or All. There are no exceptions to this rule.
You are either a Feruchemist or a Ferring. You can either tap all metalminds or one. There are no exceptions to this rule.
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People capable of Allomancy are known
as "Allomancers" and have the ability to use or "burn" ingested
metals to fuel a variety of physical and mental enhancements or
abilities. These metals must be swallowed, usually in the form of
metal flakes in an alcohol solution. For an additional burst of
power, Allomancers can burn their metal quicker (or "flare"),
consuming it faster but also gaining far greater benefits in
return.
There are sixteen metals Allomancers can use: 8 basic metals (4 base, 4 alloys) and 8 higher metals (4 base, 4 alloys); there are also 2 additional metals referred to as God Metals that sit outside the main 16, which have as many as 16 alloys each, including Malatium. All these metals must be pure when ingested while the alloys need to be mixed in specific proportions; if the metals are impure or the alloys are mixed incorrectly, the Allomancer could become ill or even die.
The Allomantic metals come in four groupings of four metals: Physical, Mental, Temporal, and Enhancement. Each of these 4 groupings has 2 base metals and their corresponding alloys, which in turn have a related ability. Each metal produces an "Internal" or an "External"; a "Push" or a "Pull" effect.
There are sixteen metals Allomancers can use: 8 basic metals (4 base, 4 alloys) and 8 higher metals (4 base, 4 alloys); there are also 2 additional metals referred to as God Metals that sit outside the main 16, which have as many as 16 alloys each, including Malatium. All these metals must be pure when ingested while the alloys need to be mixed in specific proportions; if the metals are impure or the alloys are mixed incorrectly, the Allomancer could become ill or even die.
The Allomantic metals come in four groupings of four metals: Physical, Mental, Temporal, and Enhancement. Each of these 4 groupings has 2 base metals and their corresponding alloys, which in turn have a related ability. Each metal produces an "Internal" or an "External"; a "Push" or a "Pull" effect.
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A misting name is what you call
someone who can Only burn one Allomantic metal. For example, Spook,
who can only burn tin, is called a Tineye. All mistings(People with
only one Allomantic metal)who can burn tin are called
Tineyes.
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PHYSICAL: Steel(Coinshot),
Iron(Lurcher), Tin(Tineye), and Pewter(Thug)
MENTAL: Bronze(Seeker), Copper(Smoker), Zinc(Rioter), and Brass(Soother)
MENTAL: Bronze(Seeker), Copper(Smoker), Zinc(Rioter), and Brass(Soother)
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TEMPORAL: Gold(Augur),
Electrum(Oracle), Cadmium(Pulser), and Bendalloy(Slider)
ENHANCEMENT: Aluminum(N/A), Duralumin(N/A), Chromium(Leecher), and Nocrosil(Nicroburst, Nicro)
ENHANCEMENT: Aluminum(N/A), Duralumin(N/A), Chromium(Leecher), and Nocrosil(Nicroburst, Nicro)
Physical
Steel
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Coinshots have the ability to burn
Steel, which allows them to "Push" on nearby metals. This can allow
them to make metallic objects that weigh less than they do to fly
through the air away from them (using coins, for instance, as
weapons). For metallic objects which weigh more than the user does,
this can cause the user to be pushed away from the object. It was
generally assumed that a Coinshot could not Push on metals that
pierce or are otherwise contained in the body of another Allomancer
(e.g., ingested metals), however, it can be achieved by an
exceedingly powerful Allomancer.
Iron
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Lurchers have the ability to burn Iron, which allows them to Pull on nearby metals. This can allow the user to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause the user to be pulled toward the object. It was generally assumed that a Lurcher could not Pull on metals that pierce or are otherwise contained in the body of another Allomancer (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer.
Lurchers have the ability to burn Iron, which allows them to Pull on nearby metals. This can allow the user to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause the user to be pulled toward the object. It was generally assumed that a Lurcher could not Pull on metals that pierce or are otherwise contained in the body of another Allomancer (e.g., ingested metals), however it can be achieved by an exceedingly powerful Allomancer.
Tin
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Tineyes have the ability to burn Tin,
which allows them to enhance all five of their senses. Tineyes are
often used as lookouts and scouts because they can see in
near-darkness. A major flaw of burning is that if a sudden loud
noise or bright light appears it can render a Tineye stunned for a
short time. Tin also gives mental "stability" allowing the person
to utilize all of the information that it provides and allowing
them to assess a battle situation quicker than a normal person. The
increase given compares in no way to the mental increase given by
atium.
Pewter
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Pewterarms, or Thugs, have the ability
to burn Pewter, which allows them to greatly enhance their physical
capabilities. While burning pewter, a Thug can fight or perform
physical labor longer than any normal person, and is also many
times stronger than his or her normal self. This enhanced strength
also allows a Thug to shrug off wounds that would kill or
incapacitate a normal person. Pewter-burning also provides a Thug
with an increased sense of balance and vastly increased speed and
dexterity. A Thug performing a "pewter drag" can run for many hours
at speeds up to approximately that of a galloping horse. This is
extremely draining on the Allomancer's body and will require the
Allomancer to burn pewter after completing the pewter drag itself,
just to keep the person's body from collapsing in near-death
exhaustion.
One danger for a Thug is when the Thug carrying something that he or she normally could not carry and he or she runs out of pewter to burn, the object he or she is carrying will crush him or her, causing serious injury. Another danger is that a Thug who shrugged off earlier wounds could succumb to said wounds when he or she runs out of pewter to burn.
One danger for a Thug is when the Thug carrying something that he or she normally could not carry and he or she runs out of pewter to burn, the object he or she is carrying will crush him or her, causing serious injury. Another danger is that a Thug who shrugged off earlier wounds could succumb to said wounds when he or she runs out of pewter to burn.
Mental
Bronze
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Seekers have the ability to burn
Bronze, which allows them to determine if someone is using
Allomancy in the immediate area. With practice, an Allomancer can
determine the location of the other Allomancer, which metal the
other Allomancer is burning, and to what extent the other
Allomancer is burning his or her metal. An extremely powerful
Allomancer can penetrate the copperclouds of other weaker
Allomancers.
Copper
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Copperclouds[1], or Smokers, have the
ability to burn Copper, which allows them to hide themselves and
others from "Seekers" by dampening Allomantic vibrations caused by
burning metals. The area hidden by a Smoker is known as a
coppercloud (hence the name). In strike teams, Smokers are
extremely helpful to keep from being caught by a Seeker, or a
Mistborn burning Bronze. Exceedingly powerful Mistborn or Seekers
can pierce copperclouds and feel the dampened allomantic
vibrations.
Zinc
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Rioters have the ability to burn Zinc,
which allows them to inflame the emotions of those nearby. This can
be used to incite riots (hence the name) or to enhance any emotion
of the target. A Rioter can affect a single person or all the
individuals in a particular area. When one's head is being
protected by aluminum or its alloy, he or she cannot be affected by
the riot effect of zinc.
Brass
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Soothers have the ability to burn
Brass, which allows them to dampen or guide emotions in a
particular direction. A Soother can affect a single person or all
the individuals in a particular area. When one's head is being
protected by aluminum or its alloy, he or she cannot be affected by
the soothing effect of brass.
Gold
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Allows an Allomancer to see what they
might have been if they had made different choices in the past. It
is rarely used due to possible severe emotional trauma and its
questionable usefulness. (I personally find it absolutely
useless)
A misting who can burn gold is called an "Augur."
A misting who can burn gold is called an "Augur."
Electrum
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An alloy of gold, allows an Allomancer
to see into their own future, which effectively disables Atium.
A misting who can burn electrum is called an "Oracle."
A misting who can burn electrum is called an "Oracle."
Cadmium
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An Allomancer burning Cadmium can
subtly pull on time in a bubble around them, stretching it and
making time pass more slowly. A Misting who can only burn Cadmium
is known as a "Pulser". Once a time bubble is set by a Pulser, it
cannot be relocated once the metal is continuously being burnt. Any
human located within the bubble when it is set could feel the
effect, and can see a "blur" of movement outside the bubble as time
is seemed to be compressed. No one can either enter or leave the
bubble until the metal is extinguished, while any object (e.g.
bullet) tries to pass through the "boundary" would find the moving
path unpredictable. When both Slider and Pulser burn their metal at
the same time and set their bubble at the same location, their
effects cancel with each other and nothing happens.
Bendalloy
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An Allomancer burning Bendalloy can
subtly push on time in a bubble around them, compressing it and
making it pass more quickly. A Misting who can only burn Bendalloy
is known as a "Slider". Apart from that Bendalloy can compress time
instead of stretching it, it obeys laws as Cadmium, e.g. not being
able to be relocated, any object passing through the "boundaries"
would have an unpredictable moving path, etc. People outside the
bubble can see a "blur" of movement inside if they watch carefully
as time is being compressed. When both Slider and Pulser burn their
metal at the same time and set their bubble at the same location,
their effects cancel with each other and nothing happens.
Enhancement
Aluminum
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Drains all other metal reserves of a
Mistborn, leaving them powerless. There are no known Aluminum
Mistings because one has to be able to burn other metals to burn
Aluminum.
Duralumin
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An alloy of Aluminum and Copper,
Duralumin reacts with other metals currently burning to create an
exceptionally large flare of the metal, consuming the remaining
supply. There are no known Duralumin Mistings because one has to be
able to burn other metals to burn Duralumin.
Chromium
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Chromium destroys another Allomancer's
metals, just like Aluminum does to one's self. A misting who can
burn chromium is known as a leecher. There must be physical
contact.
Nicrosil
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An Allomancer burning Nicrosil causes
the target Allomancer's currently burning metals to be burned in a
brief, intense flash. Similar to Duralumin, differing only because
Duralumin is an internal metal (target is the Allomancer burning
it), and Nicrosil is an external metal (target is other
Allomancers). There must be physical contact.
A misting who can burn Nicrosil is called a nicroburst (Nicro)
A misting who can burn Nicrosil is called a nicroburst (Nicro)
Lerasium
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The body of Preservation. A greenish
bead that allows the burner (which can be anyone) to become a
Mistborn, allowing you access to all of the Allomantic metals.
These beads are the source of Mistborn, and this trait ends up
being genetic.
Lerasium is not actually one of the 16 Allomantic metals, though it is clearly related. When alloyed with other Allomantic metals it can be used to create a Misting of the metal used to alloy.
Lerasium is not actually one of the 16 Allomantic metals, though it is clearly related. When alloyed with other Allomantic metals it can be used to create a Misting of the metal used to alloy.
Atium
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This metal allows the Mistborn to see
a few seconds into the future, thereby allowing them to anticipate
the moves of an opponent. It also enhances the mind to cope with
and understand these new insights, effectively turning a Mistborn
invincible for a short time. Atium burns very quickly.
Initially, the only known counter to Atium was Atium itself, showing what the attacker will do. However, this, in turn, changes what the defender will do, which changes what the attacker will do, creating a confusing "vortex" of Atium shadows. Later, it is discovered that one could also burn Electrum, which shows the user the same shadows the Atium attacker sees, though does not allow the burner to see similar shadows around their opponent.
If someone burning Atium attacks someone not burning the metal there is a way to combat the Atium-burner. The person being attacked can allow their attacker to begin intercepting their future move before they make it allowing the victim to change what they are doing, and as the attacker is aware that the victim has no atium to burn they will see their victim's Atium shadow "split" into two separate attacks causing a presumably fatal outcome.
A Misting who can only burn Atium is called a "Seer".
Initially, the only known counter to Atium was Atium itself, showing what the attacker will do. However, this, in turn, changes what the defender will do, which changes what the attacker will do, creating a confusing "vortex" of Atium shadows. Later, it is discovered that one could also burn Electrum, which shows the user the same shadows the Atium attacker sees, though does not allow the burner to see similar shadows around their opponent.
If someone burning Atium attacks someone not burning the metal there is a way to combat the Atium-burner. The person being attacked can allow their attacker to begin intercepting their future move before they make it allowing the victim to change what they are doing, and as the attacker is aware that the victim has no atium to burn they will see their victim's Atium shadow "split" into two separate attacks causing a presumably fatal outcome.
A Misting who can only burn Atium is called a "Seer".
Malatium
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Malatium is an alloy of Atium and Gold
which allows an Allomancer to see the past of someone else, like an
external version of Gold's power. This metal is referred to in
legend as the Eleventh Metal.
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Feruchemy works differently from the
other magics. While an Allomancer burns metal to gain power, a
Feruchemist must provide the power for the magic from their own
body, storing it over time for use later. Feruchemist uses the same
metals as storage units; commonly referred to as "metalminds", to
store up and expend their stored power.
The major strength of Feruchemy is the speed at which one can access its power. An Allomancer has limits to how much power they can draw at once; while a Feruchemist can draw out the power of the metalmind with virtually no upper limit, exhausting it in one massive burst if they so choose. For instance, a Feruchemist tapping a pewtermind can be far, far stronger than even a very powerful Mistborn burning pewter, if only for a short time.
Ferruchemy is also different from Allomancy in the way that it affects the physical Body. For example, an Allomancer burning pewter will look the same, but a Feruchemist will visibly grow muscles.
The major strength of Feruchemy is the speed at which one can access its power. An Allomancer has limits to how much power they can draw at once; while a Feruchemist can draw out the power of the metalmind with virtually no upper limit, exhausting it in one massive burst if they so choose. For instance, a Feruchemist tapping a pewtermind can be far, far stronger than even a very powerful Mistborn burning pewter, if only for a short time.
Ferruchemy is also different from Allomancy in the way that it affects the physical Body. For example, an Allomancer burning pewter will look the same, but a Feruchemist will visibly grow muscles.
Iron(Skimmer)
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Stores Weight. Less weight slows
descent. A Skimmer Ferring using this will decrease the pull of
gravity on them in exchange for increasing it later.
Steel(Steelrunner)
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Stores Physical Speed. A Steelrunner
Ferring using this will be physically slower now in exchange for
being faster later.
Tin(Windwhisperer)
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Stores Senses. A Windwhisperer Ferring
using this will become less sensitive in one of the five senses of
his choice (sight, hearing, touch, smell, taste) in exchange for
heightening that sense later. You can have five Tin Metalminds,
that all store different senses.
Pewter(Brute)
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Stores Strength. A Brute Ferring using
this will lessen the size of his muscles to increase them
later.
Zinc(Sparker)
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Stores Mental Speed. A Sparker Ferring
using this will think very slowly in exchange for thinking faster
later.
Brass(Firesoul)
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Stores Warmth. Firesoul Ferrings using
this will cool themselves in exchange for being able to warm
themselves later by tapping the metalmind.
Copper(Archivist)
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Stores Memories. An Archivist Ferring
using this will be able to store memories inside copper, forget
them, then will be able to recall them with perfect clarity later
while withdrawing them from the metal.
Bronze(Sentry)
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Stores Wakefulness. A Sentry Ferring
using this will sleep or be drowsier now in exchange for staying
awake longer later.
Cadmium(Gasper)
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Stores Breath. A Gasper Ferring may
hyperventilate while storing breath in exchange for eliminating or
reducing the need to breathe later on.
Bendalloy(Subsumer)
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Stores Energy. A Subsumer Ferring
using this can consume large quantities of food and store the
calories in the metalmind, in exchange for the ability to forgo
eating later.
Gold(Bloodmaker)
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Stores Health. A Bloodmaker Ferring
using this will feel sick now in exchange for increased
regeneration and healing later.
Electrum(Pinnacle)
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Stores Determination. A Pinnacle
Ferring using this will become depressed in exchange for a manic
state when tapping the metalmind.
Chromium(Spinner)
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Stores Fortune. A Spinner Ferring will
become unlucky during active storage in exchange for increased
fortune later.
Nicrosil(Soulbearer)
Aluminum(Trueself)
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Stores Identity. Trueself Ferrings can
store their spiritual sense of self within an aluminum
metalmind.
Duralumin(Connector)
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Stores Connection. A Connector Ferring
can store spiritual connection inside a metalmind, reducing
friendship and outside awareness during active storage, in exchange
for the ability to quickly form friendships and relationships while
tapping.
Atium(Epoch)
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Stores Age. Epoch Ferrings using this
will become older now in exchange for becoming younger later, the
same amount of years for the same time.
Thank you so much for Deciding to join my RolePlay! The Q&A is Here! Click Here if You Have Any Questions!
Name: Andrea Apate Raven
Age: 19
Gender: Female
Pronouns: she/her, bisexual
Appearance: apart from when she used her “powers”, Andrea appears mostly feminine, with light milky skin and eyes that shimmer like the sea glass you find on the beach. her hair is straggly and thin, often wet and plastered to her head. it remains a somewhat tangled mess, black and uncombed, resembling a birds nest.
Personality: ISFP
- Very aware of their environment
- Practical
- Enjoys hands-on learning
- Loyal to values and beliefs
- Dislikes abstract, theoretical information
- Reserved and quiet
- Strong need for personal space
Sca/Nobleman: Sca
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal: Feruchemist
Years Training: 10 years
Backstory:(Optional)
Anything Else: blue cheesecake….weird…have you heard of that??
Palpad: sure
res?
Username:
Tsukoyomi
Name:
Im Minsoo
Age:
21
Gender:
Definitely not female. Other than that? Eh
Pronouns:
He/Him, They/Them
Appearance:
Cursed with an extreme case of baby face, Minsoo will forever be mistaken for being much much younger than they actually are. Its a curse that he bears with grace, letting others assume his age as it doesn't really matter to him. They bear a very delicate frame, one that isn't very physically strong or healthy, but that is very often covered up by baggy and ill-fitting clothing so most don't realize it. Their long blond hair is usually unkept and mussed but occasionally they will tie it into a low ponytail. Its quite fluffy, but often gets tangled and dries out easily. His pale eyes are often clouded with sleep but are often round and a little innocent when he's fully aware of his surroundings. Most of the time they will wear simple dresses, something easy enough to move in and conformist. Other times, they just throw on whatever is comfortable and on hand.
Personality:
Minsoo is often very spacy and unaware of the world around him; most likely a side effect of constantly charging their Copper. His memory isn't very good either, often forgetting names, faces, locations, even parts of his life. Granted, they have slept most of their life away but still their lack of memory retention plagues them every waking moment. When not asleep, half awake or not, Minsoo is actually quite the mood maker, cheerful and bright in their mannerism. They are a bit socially awkward, not really knowing how to interact with others but he does try his darnest to make others smile and hopefully remember them. Often times, they will bend over backwards for others, making themself a bit of a doormat in that regards. He is willing to do anything for others, especially if its to protect others, his life is almost forfeit in his eyes.
That aspect of them, their desire to be remembered, perhaps is the biggest driving force behind everything that he does. He just wants people to remember him, even if he goes to sleep and never wakes up
Sca/Nobleman:
Sca
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal:
Twinborn
Allomantic Power:
Pewter (Thug)
Feruchemic Power:
Bronze (Sentry)
Snapped:
Yes
Snapping Event:
The inevitable reality of never being acknowledged as himself, being forgotten by everyone and their own failing memory
Years Training:
Trained for 15 odd years, Snapped a year or so ago
Backstory:
Born in Terris, Minsoo always knew that being a Ferumancer was in the cards. His whole family knew as such, having survived the Lord Ruler's attempts at eradicating Ferumancy from the people. While not all of them were Sentries, they still did do their best to train him though old memories rarely were laid to rest. Most of their training was simply getting to know Bronze as an element and familiarizing themself with the metal. As wakefulness is a hard attribute to store, much of Minsoo's life was spent asleep in a dark room alone, prompting him to continuously doze off and fall asleep in an attempt to not only get a head-start on storing wakefulness but also to connect with his powers. Sometimes they would venture outside their room and talk with their family but most of their younger years was spent alone and asleep. Perhaps it was the old fear that he would be taken away the moment his Ferumancy was discovered, or perhaps it was their own way of protecting him, but Minsoo grew up with no one but the darkness as a companion. It wasn't all bad, sometimes his sisters or cousins would talk to him through the door and he had more than enough food and water. Minsoo was fine with this life, even if slowly they began sleeping more... and more..
Anything Else:
Oddly can't smell flowers, not even jasmine or chrysanthemums. In fact, a lot of their senses are pretty dulled down
They do like blue cheesecake though. It's the simple things in life
Palpad:
Yes please
Name: Vera
Age: 16
Gender: female
Pronouns: she/her
Appearance:
Personality:
Sca/Nobleman: Sca
Mistborn/Misting/Feruchemist/twinborn/Ferring/Normal: Mistling
Allomantic Power: Iron (Lurcher)
Snapped:
Snapping Event:
Years Training:(Years since your character snapped/Years training in feruchemy)
Backstory:(Optional)
Anything Else:
Palpad: