Dante and Grace are twins, FYI.
Dante-Name: Dante
-Gender: Male
-Age: 19
-Appearance: Dante stands at about five foot seven, with a lithe, athletic build and a still-youthful face. His features are smooth, perhaps even innocent-looking, his bright blue eyes exhibiting a quality that makes people trust or otherwise underestimate him. His blonde hair is cut short, only the barest of fringes visible on his forehead, and his grin seems to be infectious...although, perhaps his ability to make friends has something to do with his Feruchemical abilities. Again, perhaps because of his Feruchemical abilities, he wears a collection of small, discreet rings, piercings, a few bracelets and a couple of necklaces. Even his watch is used as a Feruchemical device.
-Powers: He's a Feruchemist. What that means is that there are certain metals that he can store different attributes in, if they're in direct contact with him. Feruchemy is the art of balance; if he wishes to become stronger later, he must become weaker for a while in order to store his strength in the bracelet. In order to store a memory in a necklace, for instance, he must forget it now. The amount of time he has being stronger, faster, healthier, more charismatic, etc. is equal to the total amount of time he's spent weaker, slower, sicklier and grumpier respectively. What he can store in a bracelet depends entirely on the metal it's made of;
Iron: Stores Weight. In exchange for decreasing the pull of gravity on them, it increases it at a later date of their choosing.
Steel: Stores Physical Speed. A Feruchemist using this will be physically slower now in exchange for being faster later.
Tin: Stores Senses. A Feruchemist using this will become less sensitive in one of the five senses of his/her choice (sight, hearing, touch, smell, taste) in exchange for heightening that sense later.
Pewter: Stores Strength. A Feruchemist using this will lessen the size of his muscles to increase them later.
Zinc: Stores Mental Speed. A Feruchemist using this will think very slowly in exchange for thinking faster later.
Brass: Stores Warmth. A Feruchemist using this will cool themselves in exchange for being able to warm themselves later by tapping the metalmind.
Copper: Stores Memories. A Feruchemist using this will be able to store memories inside copper, forget it, then will be able to recall it with perfect clarity later while withdrawing it from the metal.
Bronze: Stores Wakefulness. A Feruchemist using this will sleep or be drowsier now in exchange for staying awake longer later.
Cadmium: Stores Breath. A Feruchemist may hyperventilate while storing breath in exchange for eliminating or reducing the need to breathe later on.
Bendalloy: Stores Energy. A Feruchemist 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: Stores Health. A Feruchemist using this will feel sick now in exchange for increased regeneration and healing later.
Electrum: Stores Determination. A Feruchemist using this will become depressed in exchange for a manic state when tapping the metalmind.
Chromium: Stores Fortune. A Feruchemist will become unlucky during active storage in exchange for increased fortune later.
Aluminium: Stores Identity. A Feruchemist can store their spiritual sense of self within an aluminium metalmind.
Duralumin: Stores Connection. A Feruchemist 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: Stores Age. A Feruchemist using this will become older now in exchange for become younger later, the same amount of years for the same time.
And that's Feruchemy. Fairly simple, once you know what I'm talking about
Yes, it has the ability to make somebody exponentially more powerful, but it has to make them weaker first; balance. ^_^
-Role: Hmm...could they be city dwellers who have these powers and only came to the town a few weeks ago? Given Dante's abilities, it is likely that he will have made friends very quickly, though. But if they arrived a few weeks, maybe a month ago, and nobody else knows that they have powers?
Grace-Name: Grace
-Gender: Female
-Age: 19
-Appearance: She is tall compared to Dante, standing at just under six feet, with a slender, hourglass figure. She is curvaceous, her figure attracting more than a few wandering eyes, and her long blonde hair falls down about her shoulders and upper back. Her brilliant green eyes stare out of a smooth, delicate face, and like her brother, she too has a slightly innocent look about her...but don't be fooled. She knows exactly what she's doing, and she knows how desirable to many men she is, and is not afraid to use it.
-Powers: Whilst her brother is a Feruchemist, she is an Allomancer; Whereas a Feruchemist stores attributes to use later, an Allomancer "burns" metals that they've ingested to gain abilities. However, whilst a Feruchemist can store these abilities indefinitely, if any metals are left in the Allomancers system at the end of the day, they could end up being very sick the next morning...that's why, before they go to sleep, Allomancers make sure to burn off any remaining metals they have in their system. They also make sure to keep a few vials of metal-mixed-with-water that they can ingest in a pinch if they need to. Whilst Feruchemy is the power of balance, Allomancy is the power of creation; it creates power rather than preserves it. The metals she ingests must either be pure or precisely alloyed, or she could become very ill or even die.
Iron: An Allomancer burning Iron is able to Pull on nearby metals. This can allow them 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 them to be pulled toward the object.
Steel: An Allomancer burning Steel is able 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 they do, this can cause them to be pushed away from the object.
Tin: An Allomancer burning Tin is able to enhance all five of their senses. A major flaw of burning Tin is that if a sudden loud noise or bright light appears it can render an Allomancer stunned for a short time.
Pewter: An Allomancer burning Pewter is able to greatly enhance their physical capabilities. While burning pewter, an Allomancer can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self; this applies not only to their muscle strength, but to the strength of their bones, skin, etc. This enhanced strength also allows an Allomancer to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides an Allomancer with an increased sense of balance and vastly increased speed and dexterity. An Allomancer 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 someone burning Pewter is when carrying something that they normally couldn't carry and they run out of the metal, the object they are carrying will crush them, causing serious injury. Another danger is that an Allomancer who shrugged off earlier wounds could succumb to said wounds when they run out of Pewter to burn.
Zinc: An Allomancer burning Zinc is able to inflame the emotions of those nearby. This can be used to incite riots or to enhance any emotion of the target. An Allomancer can affect a single person or all the individuals in a particular area. It can also be used to spike several emotions to achieve the soothing of another, or to get different results.
Brass: An Allomancer burning Brass is able to soothe or guide emotions in a particular direction. An Allomancer can affect a single person or all the individuals in a particular area.
Copper: An Allomancer burning copper is able to hide themselves and others. The radius of effect around an Allomancer burning copper is known as a "coppercloud". In addition, by burning copper, one is immune to emotional Allomancy (though this immunity is not shared by others within the coppercloud).
Bronze: An Allomancer burning Bronze is able to determine if someone else 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 exceedingly powerful Allomancer is able to pierce the "invisibility" of copperclouds.
Cadmium: An Allomancer burning Cadmium can subtly pull on time in a bubble around them, stretching it and making time pass more slowly.
Bendalloy: An Allomancer burning Bendalloy can subtly push on time in a bubble around them, compressing it and making it pass more quickly.
Gold: Gold 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.
Electrum: An Allomancer burning Electrum is able to see into their own future. Burning Electrum is also an effective means of countering an Allomancer burning Atium.
Chromium: An Allomancer while burning Chromium is able to destroy another Allomancer's metals, just like Aluminium does to one's self.
Nicrosil: An Allomancer burning Nicrosil can cause a target Allomancer currently burning metals to burn them in a brief, intense flash.
Aluminium: A Mistborn that burns Aluminum causes all of their other metal reserves to be drained instantly, leaving them powerless.
Duralumin: A Mistborn that burns Duralumin causes a reaction with any of the other metals they are currently burning to create an exceptionally large flare of the metal, consuming the remaining supply. The exact degree to which duralumin enhances the next metal burned is unknown but appears to be massive.
Atium: 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 is to burn it yourself, showing you what the other person will do. This in turn changes what you will do, which changes what the other person will do, creating a confusing "vortex" of Atium shadows. One could also burn Electrum, which creates multiple Atium shadows, though does not allow the burner to see the 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.
Burning Atium in combination with Duralumin allows a Mistborn to see the ultimate effects of their immediate actions, and act accordingly.
Malatium: Malatium is an alloy of Atium and gold, and when burned it allows an Allomancer to see a vision of possible other lives someone else could have led, and different paths they could have taken.
Lerasium: A greenish metallic bead that allows the burner (which can be anyone) to become an Allomancer. These beads are the source of all Allomancers, and this trait ends up being genetic, whereby the descendants of an Allomancer have a chance of becoming one. These descendants are not born with the ability of Allomancy, and will show no signs until some traumatic event causes them to 'snap' thereby allowing them the ability to burn allomantic metals. Pure Lerasium when ingested will turn the user into an Allomancer.
-Role: Same as her brother; an new arrival in town, with unknown (evil) goals.
Also, they have minions. Yep, they have
minions, though they are under strict orders not to appear in public. They use them to steal things, kill people, cause chaos and generally do evil stuff. If they meet one out and about, they'll either flee or - if the people they're with know they have powers - do their best to fight them to maintain their cover. The Inquisitors - their minions - are generally more immediately powerful than the twins, which is why they built in a weakness; there is a spike in the center of the back of Inquisitors. Removing that will kill him or her. Of course, decapitation or otherwise mutilation of the head works too.
Inquisitors use Hemalurgy to gain their abilities. How Hemalurgy works is a metal spike is driven through the heart of somebody else - it is more powerful if using an Allomancer or Feruchemist, but a normal human works perfectly fine, too - and generally into the inquisitor himself to give him their abilities. Once the spike is driven through the victims heart, it begins to lose potency, which is why the spikes are usually driven through the victim and directly into the Inquisitor. Allomancy creates power, Feruchemy preserves it, and Hemalurgy destroys it. Inquisitors, with enough spikes, can become massively powerful, however, since they have the powers of multiple Allomancers or Feruchemists.
Inquisitors have two large metal spikes driven through their eyes, but this gives them massive sensual advantages; they can see in any light, and anything with even the barest hint of metal shows up in their vision. Given that iron runs through everybody's blood...they can see you, whether you're hiding or not. It also looks terrifying.
Hemalurgical spikes and what they do;
Iron: Steals human strength.
Steel: Steals Allomantic physical powers (Iron, Steel, Tin, Pewter).
Tin: Steals human senses.
Pewter: Steals Feruchemical physical powers.
Brass: Steals Feruchemical mental powers.
Zinc: Steals human emotional fortitude (increases resistance to soothing or rioting).
Copper: Steals human mental fortitude (increases immunity to mental attacks/manipulation).
Bronze: Steals Allomantic mental powers (Bronze, Copper, Zinc and Brass).
Aluminium: Steals Allomantic enhancement powers (Aluminium, Duralumin, Chromium, Necrosil)
Atium: Steals Allomantic temporal powers (EG. Atium, Bendalloy, etc).
The Inquisitors tend to be tall, muscular and very sadistic and arrogant...perhaps with good reason. Although, a powerful soothing or rioting on them can render them under the users control, but at great effort. Usually it requires a Duralumin-fueled push to achieve this. Due to the necessary murders required to get Inquisitors of any decent quality, there are two currently under the twins control each with six spikes. The two in their eyes, the one in their spine, two in the chest and one at the base of the neck/top of the back.
The Inquisitors, named "Bruce" and "Jacob" have the following upgrades: the two iron spikes in their eyes give them triple the strongest humans strength and toughness, meaning that they can rival even a superpowered person. They each have a tin spike driven through their backs, giving them keener senses. A copper spike is embedded in their left pectorals, giving them greater mental fortitude, and an Atium spike in their right pectorals gives them the Temporal Allomantic abilities, provided they have ingested those metals. Finally, the steel spike at the top of their spines give them the Allomantic physical powers (Steel, Iron, etc). Of course, if you remove three or four of these spikes rather than the one on their back, they die. They're difficult to take down, but by no means impossible.
Aaaaaand that's it. In reality, I have two regular characters and two minions...I just needed to explain how their powers work.
So, before I post my opening post, are these characters acceptable?