Entry tags:
Permissions
OOC PREFERENCES:
•CONTACT METHOD: I'm probably best reached by PM or by private plurk/pinging on
cornichaun. As a warning, I don't hang out on there much or read my timeline regularly (I keep forgetting I have one) so pinging is the way to go.
•THREAD-JACKING: If it's a single super-long thread just between the two of you, I'd prefer not because of notifs, but in general, feel free to mess around. I don't mind.
•FOURTH WALLING / CANON PUNCTURE: I'd prefer him not to be recognized, which isn't really a problem given how rare Mistborn is.
•AVOIDED TOPICS: There's nothing I can think of. If there's something that makes me uncomfortable or that I'd rather not participate in that comes up, I won't hesitate to let people know.
IC CHARACTERISTICS:
•PHYSICAL DESCRIPTION: Tall and strong, peak physical condition, moves gracefully and precisely. The most notable feature, and one he does not show everyone, so I'd prefer this only be noted if he's shirtless or if someone's patting him on the back or something, is that he has a literal spike through his chest. The broad end makes a subtle lump above his rib cage, and the point protrudes out about a centimeter between his shoulder blades. Yes, it's through his heart. But yes he also somehow still has a heartbeat.
He also has scars on his forearms. He does cut himself, partially because the spike's power is rooted in blood and he's found that this diminishes the influence. Partially because he's believed he's insane for long enough that he's developed some habits to manage himself. So warning for self-harm when interacting with him! PLEASE NOTE THIS.
•DEMEANOR: He behaves (and cultivates the impression of being) the strong, silent and lethal type. Always tense, always looking for threats. He is accustomed to hearing phantom voices, and so might be a little twitchy when people talk to him, but won't be hearing them on the Barge.
•ABILITIES: Hoboy okay here we go.
Zane is a Mistborn, which means that he has the ability to ingest certain metals and burn them to gain certain powers. This subset of powers is called Allomancy. Allomancers can either be a Misting, who can burn one type of metal and release exactly one type of power, or a Mistborn, who can access them all.
Notes:
- Allomancy is subject to physical laws -- every action yields an opposite reaction, gravity/physics/acceleration still apply.
- Effects from Allomantic metals are very predictable, consistent and bring with them their own inbuilt weaknesses.
- If an Allomancer has no metals, they cannot wield any of their powers.
A breakdown of metals follows.
PHYSICAL METALS
Iron (external, pulling): Iron allows the wielder to pull metal directly towards them. Pulling is done from the center of one's weight, and it acts as an actual pull would. That means if an Allomancer pulls on a metal heavier than their own weight, they will be unable to move the metal and will be pulled towards it instead of it being pulled towards them.
Steel (external, pushing): Similar to iron, but steel pushes metal away where iron pulls it. A combination of Steelpushes and Ironpulls can be used to jump around in a combination of flying and barely controlled falling.
Tin (internal, pulling): Tin enhances the senses: feeling, sight, touch, smell, taste. It enhances ALL senses -- an Allomancer can't simply enhance sight, so if they want to see far away, they have to sharpen hearing, feeling taste, everything. Loud noises and bright lights are very painful when burning tin, and can stun or disable a Mistborn with tin burning. (A note: Tin burns very slowly, so very small amounts of tin can be used to enhance the senses for a very long period of time.)
Pewter (internal, pushing): Pewter enhances physical abilities. It's often thought of as just enhancing strength, but really it's all physical abilities across the board, including speed, balance, and agility (mostly to allow the body to handle the increased strength). The body may also endure more in terms of wounds. Burning pewter for a long period of time to counteract fatigue can have deeply negative effects -- it's like the worst caffeine crash ever once you run out of pewter, and the physical shock involved can kill.
MENTAL METALS
Zinc (external, pulling): Zinc allows the user to inflame or 'riot' the emotions of those nearby. It enhances emotions in others, but cannot create them. Allomantic touches on the emotions may be detected and shrugged off by someone who knows what to look for. Additionally, an Allomancer cannot sense the emotions of others or feel the effects of emotional Allomancy, so they are essentially working blind.
Brass (external, pushing): Brass allows the user to suppress, or 'soothe' the emotions of others. It works similarly to zinc but reduces emotions instead of enhancing them.
Copper (internal, pulling): Copper may be used to hide the use of Allomancy from Allomancers burning bronze. The dead zone that copper creates is called a 'coppercloud'. Burning copper also makes someone immune to emotional Allomancy (brass and zinc) from others.
Bronze (internal, pushing): Bronze allows the wielder to 'hear' Allomancy being used nearby. With practice, the wielder may distinguish between the type and strength of the Allomantic power being used.
Further metals that he may use include:
Aluminum: Eliminates all metal reserves in an Allomancer's stomach, leaving them powerless. If someone wants to disable Zane, he can be forced to burn aluminum and eliminate his metal reserves.
Atium: This allows the wielder to see a few seconds into the future and react supernaturally fast in a fight. Atium burns excruciatingly fast and is very expensive.
Gold: Allows the wielder to see an illusion of themselves, as they would be if they had made different choices. Basically a vision into an AU. This metal isn't well understood.
Duralumin: An alloy of aluminum. Lets the wielder burn any other metals they have on in a brief, intense flash.
There are other metals that Mistborn are generally unaware of. I don't see any reason Zane would know of them and try to use them, but for the sake of thoroughness, those include cadium and bendalloy, both of which manipulate time in a bubble around the wielder. Electrum, an alloy of gold, allows the wielder to see a few seconds into their own future. Chromium and nicrosil are metals that allow an Allomancer wielding them to affect the metals inside another Allomancer.
Finally: Zane also has a Hemalurgic spike. This is a literal spike that was driven through his chest in the past (causing his internal anatomy to re-arrange so he survived). In a very basic sense, this can be thought of as giving him an extra measure of steel Allomantic ability, which gives him an additional boost in Pushing on metals. It means that he can do incredible things like rotate in midair above a coin, or aim metal extremely precisely during a push. He may also handle more than his own weight in this area, due to the strange Hemalurgic effects.
That was all quoted from the app. In terms of limiting, his metals burn out about twice as fast and he's at about half strength for any given power.
•MEDICAL INFORMATION: His heart has actually anatomically shifted slightly to accommodate the spike. He also is genetically adapted to survive in an odd climate: his lungs can breathe air that has ash in it, and his stomach can digest foods adapted to live in an ashy environment. I don't expect this to become relevant.
He also has some lead poisoning, from swallowing pewter every day for a decade.
•OFFENSIVE SUBJECTS: He's a little bit touchy about powerful men in general. The thought of being used as a weapon. Faith and love are also sore subjects, in that he does not get it. But I would love to play with all of this.
IC PERMISSIONS:
•MENTAL: Yes. Anything said in narration is fair game for mind readers. Messing with memories or controlling his actions I'd rather talk about beforehand, but in general nudging/communicating/dream sharing is something I'm entirely okay with.
•MIMICRY: Absolutely.
•VIOLENCE: Yes. Zane has two fighting modes. #1 is kill as fast as possible, which is probably a bad idea to provoke. #2 is kind of playful sparring/toying with each other mode, which is one way he expresses affection. VIOLENCE YEA.
•MAGIC: Go for it.
•DEBATE: Yep.
•OTHER / NOTES: If Zane's spike is ever removed, it will have effects on him emotionally, in terms of powers, and also in terms of physical anatomy. It will probably also kill him. I would rather that not happen unless it's part of a planned out plot.
•CONTACT METHOD: I'm probably best reached by PM or by private plurk/pinging on
•THREAD-JACKING: If it's a single super-long thread just between the two of you, I'd prefer not because of notifs, but in general, feel free to mess around. I don't mind.
•FOURTH WALLING / CANON PUNCTURE: I'd prefer him not to be recognized, which isn't really a problem given how rare Mistborn is.
•AVOIDED TOPICS: There's nothing I can think of. If there's something that makes me uncomfortable or that I'd rather not participate in that comes up, I won't hesitate to let people know.
IC CHARACTERISTICS:
•PHYSICAL DESCRIPTION: Tall and strong, peak physical condition, moves gracefully and precisely. The most notable feature, and one he does not show everyone, so I'd prefer this only be noted if he's shirtless or if someone's patting him on the back or something, is that he has a literal spike through his chest. The broad end makes a subtle lump above his rib cage, and the point protrudes out about a centimeter between his shoulder blades. Yes, it's through his heart. But yes he also somehow still has a heartbeat.
He also has scars on his forearms. He does cut himself, partially because the spike's power is rooted in blood and he's found that this diminishes the influence. Partially because he's believed he's insane for long enough that he's developed some habits to manage himself. So warning for self-harm when interacting with him! PLEASE NOTE THIS.
•DEMEANOR: He behaves (and cultivates the impression of being) the strong, silent and lethal type. Always tense, always looking for threats. He is accustomed to hearing phantom voices, and so might be a little twitchy when people talk to him, but won't be hearing them on the Barge.
•ABILITIES: Hoboy okay here we go.
Zane is a Mistborn, which means that he has the ability to ingest certain metals and burn them to gain certain powers. This subset of powers is called Allomancy. Allomancers can either be a Misting, who can burn one type of metal and release exactly one type of power, or a Mistborn, who can access them all.
Notes:
- Allomancy is subject to physical laws -- every action yields an opposite reaction, gravity/physics/acceleration still apply.
- Effects from Allomantic metals are very predictable, consistent and bring with them their own inbuilt weaknesses.
- If an Allomancer has no metals, they cannot wield any of their powers.
A breakdown of metals follows.
PHYSICAL METALS
Iron (external, pulling): Iron allows the wielder to pull metal directly towards them. Pulling is done from the center of one's weight, and it acts as an actual pull would. That means if an Allomancer pulls on a metal heavier than their own weight, they will be unable to move the metal and will be pulled towards it instead of it being pulled towards them.
Steel (external, pushing): Similar to iron, but steel pushes metal away where iron pulls it. A combination of Steelpushes and Ironpulls can be used to jump around in a combination of flying and barely controlled falling.
Tin (internal, pulling): Tin enhances the senses: feeling, sight, touch, smell, taste. It enhances ALL senses -- an Allomancer can't simply enhance sight, so if they want to see far away, they have to sharpen hearing, feeling taste, everything. Loud noises and bright lights are very painful when burning tin, and can stun or disable a Mistborn with tin burning. (A note: Tin burns very slowly, so very small amounts of tin can be used to enhance the senses for a very long period of time.)
Pewter (internal, pushing): Pewter enhances physical abilities. It's often thought of as just enhancing strength, but really it's all physical abilities across the board, including speed, balance, and agility (mostly to allow the body to handle the increased strength). The body may also endure more in terms of wounds. Burning pewter for a long period of time to counteract fatigue can have deeply negative effects -- it's like the worst caffeine crash ever once you run out of pewter, and the physical shock involved can kill.
MENTAL METALS
Zinc (external, pulling): Zinc allows the user to inflame or 'riot' the emotions of those nearby. It enhances emotions in others, but cannot create them. Allomantic touches on the emotions may be detected and shrugged off by someone who knows what to look for. Additionally, an Allomancer cannot sense the emotions of others or feel the effects of emotional Allomancy, so they are essentially working blind.
Brass (external, pushing): Brass allows the user to suppress, or 'soothe' the emotions of others. It works similarly to zinc but reduces emotions instead of enhancing them.
Copper (internal, pulling): Copper may be used to hide the use of Allomancy from Allomancers burning bronze. The dead zone that copper creates is called a 'coppercloud'. Burning copper also makes someone immune to emotional Allomancy (brass and zinc) from others.
Bronze (internal, pushing): Bronze allows the wielder to 'hear' Allomancy being used nearby. With practice, the wielder may distinguish between the type and strength of the Allomantic power being used.
Further metals that he may use include:
Aluminum: Eliminates all metal reserves in an Allomancer's stomach, leaving them powerless. If someone wants to disable Zane, he can be forced to burn aluminum and eliminate his metal reserves.
Atium: This allows the wielder to see a few seconds into the future and react supernaturally fast in a fight. Atium burns excruciatingly fast and is very expensive.
Gold: Allows the wielder to see an illusion of themselves, as they would be if they had made different choices. Basically a vision into an AU. This metal isn't well understood.
Duralumin: An alloy of aluminum. Lets the wielder burn any other metals they have on in a brief, intense flash.
There are other metals that Mistborn are generally unaware of. I don't see any reason Zane would know of them and try to use them, but for the sake of thoroughness, those include cadium and bendalloy, both of which manipulate time in a bubble around the wielder. Electrum, an alloy of gold, allows the wielder to see a few seconds into their own future. Chromium and nicrosil are metals that allow an Allomancer wielding them to affect the metals inside another Allomancer.
Finally: Zane also has a Hemalurgic spike. This is a literal spike that was driven through his chest in the past (causing his internal anatomy to re-arrange so he survived). In a very basic sense, this can be thought of as giving him an extra measure of steel Allomantic ability, which gives him an additional boost in Pushing on metals. It means that he can do incredible things like rotate in midair above a coin, or aim metal extremely precisely during a push. He may also handle more than his own weight in this area, due to the strange Hemalurgic effects.
That was all quoted from the app. In terms of limiting, his metals burn out about twice as fast and he's at about half strength for any given power.
•MEDICAL INFORMATION: His heart has actually anatomically shifted slightly to accommodate the spike. He also is genetically adapted to survive in an odd climate: his lungs can breathe air that has ash in it, and his stomach can digest foods adapted to live in an ashy environment. I don't expect this to become relevant.
He also has some lead poisoning, from swallowing pewter every day for a decade.
•OFFENSIVE SUBJECTS: He's a little bit touchy about powerful men in general. The thought of being used as a weapon. Faith and love are also sore subjects, in that he does not get it. But I would love to play with all of this.
IC PERMISSIONS:
•MENTAL: Yes. Anything said in narration is fair game for mind readers. Messing with memories or controlling his actions I'd rather talk about beforehand, but in general nudging/communicating/dream sharing is something I'm entirely okay with.
•MIMICRY: Absolutely.
•VIOLENCE: Yes. Zane has two fighting modes. #1 is kill as fast as possible, which is probably a bad idea to provoke. #2 is kind of playful sparring/toying with each other mode, which is one way he expresses affection. VIOLENCE YEA.
•MAGIC: Go for it.
•DEBATE: Yep.
•OTHER / NOTES: If Zane's spike is ever removed, it will have effects on him emotionally, in terms of powers, and also in terms of physical anatomy. It will probably also kill him. I would rather that not happen unless it's part of a planned out plot.