9f7cb4 No.10036 [Last50 Posts]
a few generations ago the world suffered under the lord ruler. The Skaa slaving away with hardly any rights. The sky covered with ashes protecting the world from the rays of the sun. But that was before the downfall of ruin and the coming of harmony.
As a citizen of Elendel you are part of an age of prosperity never before seen in this world. What are you?
Either be a koloss(huge brute, but agressive and of diminished mind) /kolossblooded. A brute being of size, strength and durability. Or roll 3d18 to decide if you are a mistling, a ferring. or maybe a mixture? or maybe even a true mistborn or ferruchemist!
with the appearance of steampowered trains and rails the world is connected within the safe areas and with the recent revolvers and rifles beasts can more easily be put down. All in all the world is safer than ever. Except some foul rumors…
Name:
Description:
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
I will update occasionally
____________________________
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9f7cb4 No.10037
| Rolled 8, 12, 8 = 28 (3d18) |
Rollin
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9f7cb4 No.10038
| Rolled 3, 13, 8 = 24 (3d18) |
>>10036
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
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9f7cb4 No.10039
>>10036
ANNOUNCEMENT! If you are not happy with your first roll you can reroll ONCE.
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9f7cb4 No.10040
| Rolled 2, 13, 11 = 26 (3d18) |
>>10038
reroll
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9f7cb4 No.10041
| Rolled 3, 14, 4 = 21 (3d18) |
Rollin for racials
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9f7cb4 No.10042
| Rolled 8, 8, 16 = 32 (3d18) |
Name:Karl Mezinkov
Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
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9f7cb4 No.10043
| Rolled 18, 11, 6 = 35 (3d18) |
>>10041
rerolling for that sweet special snowflake status
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9f7cb4 No.10044
| Rolled 5 (1d18) |
>>10040
Our lord shadowrise has granted me a reroll
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9f7cb4 No.10046
| Rolled 9, 14, 4 = 27 (3d18) |
>>10036
Decides
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9f7cb4 No.10047
| Rolled 18, 11, 6 = 35 (3d18) |
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers: Leave blank
Perks: Leave blank
Inventory: Cigars, Revolver(?), Deck of Cards
other: https://www.youtube.com/watch?v=lxD1udAch3Y
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9f7cb4 No.10048
| Rolled 9, 3, 8 = 20 (3d18) |
>>10047
Shadowrise allowed reroll
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9f7cb4 No.10049
| Rolled 4, 10, 15 = 29 (3d18) |
>>10047
Edit. I would like to include a Bronze Pocket Watch in my inventory. Feel free to take away anything else if need be.
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9f7cb4 No.10050
| Rolled 6, 10, 12 = 28 (3d18) |
>>10037
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
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9f7cb4 No.10051
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Twinborn?
Perks: Leave blank
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
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9f7cb4 No.10052
Morgoth:
You are a slider.
A bendalloy Misting is known as a Slider. Burning bendalloy pulls on time around the user, causing time to pass more quickly in a bubble around them. Events outside the bubble appear to move much slower to someone inside. One nugget of bendalloy can compress approximately two minutes into fifteen seconds. This bubble is approximately five feet across, and cannot be moved once it is in place. Careful examination may reveal the edge of the bubble, where air appears to shimmer. Projectiles fired out of the bubble experience some force that throws them wildly off-course. When multiple bubbles occur in the same space their effects are multiplied. When a Bendalloy bubble and a cadmium bubble occur in the same place, their effects cancel out resulting in no change.
Perk: [Expert Swordsman]
Inventory: Sword, Leather armor
Randomperson:
you are a chromium Misting, a Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves.[1]
Perks: [police connections]. [well-regarded]
Inventory+ revolver, + baton.
A kind man. Everyone has something nice to say about you. And your ability to burn Chronium makes you highly valued when it comes to taking down mistings.
Anon:
You are a twinborn. You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
Perk: [Strong], [woodsman]
Inventory: axe.
You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
Westerner:
You are a brass Ferring, a Firesoul. Brass is used to store warmth. While filling a brassmind, a Feruchemist will be cool.they can tap their brassminds in order to become semi-fireproof.
Whitedeath:
You are a twinborn. you burn nicrosil and touching another Allomancer will cause the latter's reserves of the metals they are currently burning to disappear and give a huge burst of power. This can cause issues with metals such as tin, where the mental overload can cause unconsciousness.
You can also store pewter. Pewter is used to store physical strength.However, as opposed to the simply enhanced body granted to an Allomancer burning pewter, a Feruchemist tapping a pewtermind gains muscle mass and becomes physically larger. The additional muscles allow the Feruchemist to have increased strength. While storing physical strength, a Feruchemist becomes scrawny and weak.
It's possible for a Feruchemist to tap so much strength that their girth makes it difficult for them to maneuver properly.
Perk: [ascetic], [knows the streets]
baz:
You are a twinborn with the allomantic power of tin and the feruchemical power of bronze.
A tin Misting is known as a Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich]
Inventory: approved.
Your drive has earned you many opportuniries. as well as enemies.
Roll 3d100s per turn. 1 for each action. you know the drill
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9f7cb4 No.10054
| Rolled 38, 46, 28 = 112 (3d100) |
>>10052
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Twinborn?
Perks:
+ [Ascetic]
+ [Knows the streets]
Inventory:
+ Tin Beard Rings
+ Handgloves
+ Worn Out Robes
other:
1. Sit on the street corner all day every day storing strength.
2-3. Offer words of wisdom and courage. Do not expect anything in return, though donations that are not monetary will be accepted gratefully.
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9f7cb4 No.10055
| Rolled 20, 95, 43 = 158 (3d100) |
>>10052
Name:Karl Mezinkov
Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
Perks: [Strong], [woodsman]
Inventory: some simple things & axe
other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1.Cut some wood to sell to potential costumers
2.Try to sell said wood for copper to survive winter
3.Try to understand my condition what was in that alcohol that made me felt strange
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9f7cb4 No.10056
>>10054
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks: Leave blank
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
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9f7cb4 No.10057
| Rolled 40, 77, 85 = 202 (3d100) |
>>10052
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves
Perks: [police connections]. [well-regarded]
Inventory: revolver, baton.
other:
1&2. I need to get better at hand to hand combat. Guess I could get some practive with the other guys at the station.
3. See if anything is going down in the station's area after practice.
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9f7cb4 No.10059
| Rolled 66, 38, 41 = 145 (3d100) |
>>10052
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Slider
Perk: [Expert Swordsman]
Inventory: Sword, Leather armor
1 Gotta stay sharp and keep training my sword
2 Find a bendalloy merchant that is friendly
3 Getting two sticks roughly five feet long form a cross and train on staying within the boundary of the cross
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9f7cb4 No.10060
| Rolled 99, 92, 3 = 194 (3d100) |
>>10052
1. Have a game of poker with some of the other Magnates, and later on read a newspaper. Get some relevant info for the business world, new opportunities for expansion, and political news.
2. Hire a personal chemist. I want somebody to be able to dilute me accurate measures of tin in small vials of alcohol, so I can be able to control the amount of tin I ingest in at any one time.
3. Have some construction workers build a new basement in my house, lined with several plates of steel insulated with cement. Ventilization will be controlled from the inside, as will lighting. The room itself will be padded with padding.
This will be my "Quiet Room" where I can properly train myself to exposure with louder sounds and sensations to develop a tolerance.
—
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
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9f7cb4 No.10063
>>10054
Due to some rain and other unforseen circumstances you had to move around much more than expected and exert yourself a bit. you managed to become fed and got some spare clothes. looking so scrawny and weak probably helped with the food part.
Add
Metalmind: 3days str.
>>10055
You've been out of touch with the world. But you do recognize this a bit. And later while trading your wood you talk a bit and realise that you are a misting! Now if only you knew what metal you had an affinity for. You could go to the town and do the test however. you experiment a bit and you feel like you can use this reserve. It shrinks but you don't notice anything different.
>>10057
You do your regular drill, training a bit. then training a bit more. shit, Inspection week. Better make this look good.
You manage to get a pass and after some celebrating it's out walking the streets again. You barely start your route before you hear the sound of a policewhistle.
Perk: [Hand to hand]
>>10059
As a good bodyguard you make sure to keep up with the swordwork. practicing your fighting inside a small area. bendalloy isn't the most common alloy but it's common enough that the normal vendors have them in store. you get yourself 5 pellets.
Perk:[Bubblefighting]
Inventory: 5 pellets of bendalloy
>>10060
In the pokergame there is a lot of joking around and tall tales. but with your senses you manage to make out what is real and what is just good-mannered fables. There seems that atleast one of your peers think that a hushed-up rumor about a deranged man stumbling into a village up north with what appears to be a bead of atium could be true. Any vendor is able to make a decent solution for you. The chemist however can fine-tune it for you after demand at short notice. You hire him and he's happy to be on your retainer. Some bad news however is that the dining-room is currently sealed off after the floor collapsed. somebody misplaced a loadbearing beam in the new basement that's being constructed.
perk: chemist on retainer.
>>ALSO if people just go around trying to megatrain to become all-powerful I will kill a bitch.
>> you can also change your powers down to just "allomancy: metal. Feurochemy: metal"
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9f7cb4 No.10064
| Rolled 65, 30 = 95 (2d100) |
and apparently this is how you roll here
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9f7cb4 No.10066
| Rolled 48, 38, 14 = 100 (3d100) |
>>10063
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves
Perks: [police connections]. [well-regarded], [Hand to hand]
Inventory: revolver, baton.
other:
1-3. See what is going on. Should have grabbed some more Chromium before heading out.
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9f7cb4 No.10067
| Rolled 40, 28, 37 = 105 (3d100) |
>>10063
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Allomancy: Bendalloy
Perk: [Expert Swordsman], [Bubblefighting]
Inventory: Sword, Leather armor, 5 pellets of bendalloy
1 Check out the nearest arena, or if we are lacking proper sport keep an eye out for other fighters and how they utilize their skills in a brawl maybe I can pick up some ideas.
2 Learn about the martial heroes of this land and how today's warriors emulate them
3 Learn about the factions of the area we are in and what concerns the citizens for Aurelius
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9f7cb4 No.10068
| Rolled 71, 72, 66 = 209 (3d100) |
>>10063
1. Fix up that house, and get back to work on my security basement.
2. A village in the north eh? I always need a good excuse to "own" a town. In the least I'll go check out this wild rumor.
Fetch me a carriage and prepare some surveyor crew, we'e going there and scouting it out. See if there are any natural resources or if it would make a good rail stop for any existing lines making a rail through there worthwhile.
3. See if I can't get a gunsmith on retainer or better still some good connections to the rifle industry and a catalogue. I do enjoy the occasional hunt for sport, mostly those vile beasts on the plains while I ride my railroads, and I could arm my guards better.
>>10067
"Mr. Tordinar, prepare yourself, we're headed northwards. If you need more time to stay in this city say so, but I will require your services soon."
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich], [chemist on retainer]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
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9f7cb4 No.10069
>>10068
"Very well, but how far north before you would feel more comfortable hiring an expedition force for your crew?"
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9f7cb4 No.10074
>>10069
"It would be preferable to have a team on standby if ever we need it. About as far north as the last frontier town would be appropriate for a heavily armed expedition force. But if you suggest it I'll hire one to escort us for safety reasons anyway."
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9f7cb4 No.10076
| Rolled 68, 69, 55 = 192 (3d100) |
Name:Karl Mezinkov
Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
Perks: [Strong], [woodsman]
Inventory: some simple things & axe
other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1-2-3 Try to work on cutting the wood for copper
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9f7cb4 No.10077
| Rolled 1, 8, 13 = 22 (3d18) |
>>10036
rolling
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9f7cb4 No.10078
| Rolled 58, 42, 53 = 153 (3d100) |
>>10063
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks:
+ [Ascetic]
+ [Knows the streets]
Metalmind: 3days str.
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
1. Continue storing power.
2-3. Continue the ascetic lifetyle as had.
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9f7cb4 No.10079
| Rolled 8, 3, 1 = 12 (3d18) |
rolling for curious
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9f7cb4 No.10080
| Rolled 18, 2, 8 = 28 (3d18) |
Name: Malcom Strix
Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
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9f7cb4 No.10081
| Rolled 38, 97 = 135 (2d100) |
>>10066
You have your one chromium vial. it should be enough to purge one misting.
You hurry towards the sound and hear the sound of gunfire, a shotgun unless you're mistaken. You countinue and hear another shot. FROM ABOVE! and the cobbles a few meters from you erupt in shards. You see a man floating by six meters above you carrying a satchen and a rifle as well as a large piece of cloth attached to him that floats above him, much like a parachute. You also see a wounded policeman the direction the floating man came from.
>>10067
Great martial figures of legend include the ascendant warrior, Vin and her husband Elend, The Last Emperor. None did more to save the human race than them asides from Sazed, who became harmony but before that was a feruchemical scholar who when needed did show the strength of a full feruchemist when he was the companion of Kelsier, the survivor, mentor of Vin and originator of the Skaa uprising which later was carried on by Marsh who became silvereyes, a figure still alive today, three hunder years later. All of these figures are revered and sometimes worshiped in the various religions that exist today. Though few manage to emulate them fully since full mistborn and feruchemists have become rare indeed. Some seek to emulate silvereyes though by practicing the dark arts of hemalurgy.
You decide to check out a pugilist school, though you don't seem to be picking anything up yet. practice takes time. You do however chat a bit with the students there and learn that there are rumors of a gang in the city practicing hemalurgy.
+ quality rifle from Aurelius
>>10068
The dininhall is renovated and work begins on the basement again. they make good headway, all that remains is the isolation.
Setting up an expedition is easy for you with your influence and money. You feel fairly safe for a quick venture to the roughs. Perhaps a longer stay as well.
One of your poker-palls has some investments in the rife-industry and offer to help you out in procuring what you require. Only the best for a friend.
1/2 isolated basement. + Quality rifles for expedition.
>>10076
you sell more of the wood and also pick up the payment from the last delivery. While trying your reserves occasionally you happen to do it while in the town and get surprised by… Sensing something near the center of it.
+800$
>>10078
while sitting there you see long down the street a man bursting out from fourth floor window and deploying some kind of parachute. however he didn't really fall before that either. he has a rifle and a satchel. You recognize the building he came from as a lawyers firm where they store property deeds. soon you hear police whistles and a policeman gets shot. The floating man follows the wind down the street towards you and people run away from the streets. asides from a policeman that burst out on the street maybe ten meters from you, almost getting shot.
+4days str
>>10080
Curious:
you are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
Power: allomancy: Tin Feruchemy: Iron.
Perks: [Gang member] [experienced fighter]
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9f7cb4 No.10082
| Rolled 27, 19, 48 = 94 (3d100) |
>>10081
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves
Perks: [police connections]. [well-regarded], [Hand to hand]
Inventory: revolver, baton.
other:
1. Make sure the policeman is alright.
2&3. Then go after the criminal. He most likely a crasher, so get the metal out of him as fast as possible.
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9f7cb4 No.10083
| Rolled 80, 90, 65 = 235 (3d100) |
>>10081
>Name:Karl Mezinkov
>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
>Perks: [Strong], [woodsman]
>Inventory: some simple things, 800$ & axe
>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1-2-3 try to find the weird thing at the center of the town because it's weird
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9f7cb4 No.10084
| Rolled 89, 82, 13 = 184 (3d100) |
>>10081
Name: Malcom Strix
Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
you are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
Power: allomancy: Tin Feruchemy: Iron.
Perks: [Gang member] [experienced fighter]
Inventory:
other: Iron Knuckledusters, Iron earrings, Black hat.
1. Collect around our territory, It's that time of week again. Send the collections up top, as well as the list of those who can't pay.
2. Buy some Tin. With my cut of the collections
3.Train my Feruchemy more, need it at tip top when a new scrap breaks out.
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9f7cb4 No.10085
| Rolled 20, 26, 17 = 63 (3d100) |
>>10081
1. We will head for the town at once, when we get there I want our surveyors to bring up a map of the region, and some others to go look around for anything of value, ground oil, coal, metal ores, even lumber. I'll need to inspect the area myself to see if it has any worth to the railroads.
2. After we're done with work for the day, we'll head into town. I'll meet up with the local town clerk and get a list of property holders for the land, so I know who I'll need to buy out. Then we'll head downtown for a drink. I'll keep my good ears perked to see if anyone's still talking about a madman with a bit of Atium.
3. Work will be finished at home 1/2
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich], [chemist on retainer]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
-Quality rifles for expedition.
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9f7cb4 No.10086
| Rolled 82, 90, 3 = 175 (3d100) |
>>10081
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Allomancy: Bendalloy
Perk: [Expert Swordsman], [Bubblefighting]
Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle
12 Lead the expedition north for Aurelius, these capitalists are fueled by money but a big guy with a sword should be able to keep them in line and moving anyone that slacks will report to me
3 Talk with other train goers and engineers, they should be full of rumors of things going on
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9f7cb4 No.10090
| Rolled 5, 4, 6 = 15 (3d18) |
Rolling for racials
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9f7cb4 No.10091
| Rolled 17, 4, 6 = 27 (3d18) |
>>10090
reroll lol
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9f7cb4 No.10093
| Rolled 40, 6, 10 = 56 (3d100) |
>>10081
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks:
+ [Ascetic]
+ [Knows the streets]
Metalmind: 7 days str.
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
1-3. Hit the guy with the gun to knock him out using the stored power thing. Disarm him and try to stabilize the police officer.
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9f7cb4 No.10094
| Rolled 9, 15, 17 = 41 (3d18) |
>>10036
Rollin for race
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9f7cb4 No.10095
| Rolled 10, 6, 10 = 26 (3d18) |
>>10036
Name: Max Hood.
Description: Max the Hood, also named Max Hood, is an outlaw of small renown. He always dons a hood while “working” and is known to target trains, carriages and travelers. He’s taken some care to stay of off of the wanted posters, as until this point he has been playing a minor role in the crimes, learning the ropes. Now he is setting off on his own and it is only a matter of time until he has his own wanted poster.
Powers: Leave Blank
Perks: Leave blank
Inventory: Revolver, Duster, (maybe some metal tinkets?)
other:
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9f7cb4 No.10096
| Rolled 29, 10 = 39 (2d100) |
>>10082
the Policeman seems to be dead sadly. It's Tim, you had dinner with him and his wife last month, they were planning on inviting you to their family picnic this summer.
You turn towards the criminal who is moving along. you manage to close the distance some.
>>10083
you come to a man that's talking to a crowd. Seemingly trying to sell some tincture that will help with all kinds of aches and ills. You feel the sensation emmanating from him and when you get close you sense your excitment and urge to share what you have increase.
>>10084
You do the collection. Bob the tailor is a little short this week and you have to threaten him a bit before he manages to scrounge up some coins from his family.
After passing most of the money up the chain you visit the local metal-vendor and purchase your tin.
+300$. +8 vials of tin
>>10085
>>10086
You send messages to prepare the expedition and then take the train north towards the rough and the fabled village. Greg gets violently sick during the trip however and stays in his cabin most of the ride. The motion of the train probably didn't help.
>>10093
You try to hit the man, your legs power up with stored strength and launch you up. you don't get a solid hit but manage to hit his rifle as he aimed it towards you, causing it to fly away and making him veer into a wall. where he seemingly got stuck a while before he cuts himself loose and starts climbing.
>>10091
Power: Brass ferring.
A brass Ferring is known as a Firesoul. Brass is used to store warmth. While filling a brassmind, a Feruchemist will be cool.[1] It is currently unknown whether a Brass Ferring's body is able to resist higher temperatures. If not, there would be the dangerous risk of overheating when tapping the brassmind. If they do adjust, they could tap their brassminds in order to become semi-fireproof.
>>10095
Powers: Twinborn FULL FERUCHEMIST with the allomantic power to burn aluminium.
perks: [Gunslinger] [rider]
Inventory: approved.
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9f7cb4 No.10097
| Rolled 28, 18, 10 = 56 (3d100) |
>Name:Karl Mezinkov
>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
>Perks: [Strong], [woodsman]
>Inventory: some simple things, 800$ & axe
>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1-2-3 Talk to the possible snake oil salesman see if he has felt a strange presence in him
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9f7cb4 No.10098
| Rolled 5, 72, 11 = 88 (3d100) |
>>10096
1. I make a note to my personal chemist to come up with something for motion sickness. I've was in the shipping business long enough to know the high class fancied such luxuries, and if I can promote my rails to sell them that will earn a pretty profit and make the rail look better.
2-3. Arrive at the town, and make a note of the lay of the land. As I said earlier, I'll need to go to the local mayors office and find out about landing rights and property owners, and then see if I can't scout out anything else that catches the eye. Some way to turn this place into a profit.
As well as any rumors of Atium, naturally.
>Where is this on the game map?
—-
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich], [chemist on retainer]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
-Quality rifles for expedition.
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9f7cb4 No.10099
| Rolled 43, 36, 73 = 152 (3d100) |
>>10096
Name: Max Hood.
Description: Max the Hood, also named Max Hood, is an outlaw of small renown. He always dons a hood while “working” and is known to target trains, carriages and travelers. He’s taken some care to stay of off of the wanted posters, as until this point he has been playing a minor role in the crimes, learning the ropes. Now he is setting off on his own and it is only a matter of time until he has his own wanted poster.
Powers: Twinborn FULL FERUCHEMIST with the allomantic power to burn aluminium.
Perks: [Gunslinger] [Rider]
Inventory: Revolver(steel), Duster, Small Trinkets of the Basic Metals.
other:
1. Hood checks on his horse, he had gotten it from his old gang but he had never really paid much attention to it. He figured he’d be spending more time with it no so he’d better get acquainted with the beast.
2. Hood begins to plan out a train heist, he times the coming and going trains of the closest town and begins drawing up plans for the robbery.
3. Hood decides to spend a few hours storing speed into his revolver, he’d been practicing in the gang but it was time he started putting his gifts to better use.
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9f7cb4 No.10100
| Rolled 69, 72 = 141 (2d100) |
IMPORTANT NOTE!! METALS INSIDE/PARTIALLY INSIDE YOUR BODY CAN NOT BE PUSHED/PULLED BY ALLOMANCERS
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9f7cb4 No.10101
| Rolled 74, 6, 37 = 117 (3d100) |
>>10096
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Allomancy: Bendalloy
Perk: [Expert Swordsman], [Bubblefighting]
Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle
1 Check out the local talk, best get off this infernal engine and get the solid ground under my feet before I lose my lunch
23 Buy some flares or torches, the light that shoots out from the bubble will be compressed along with time effectively blinding anyone looking at me while not blinding myself inside the bubble
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9f7cb4 No.10102
| Rolled 77, 88, 57 = 222 (3d100) |
>>10096
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves
Perks: [police connections]. [well-regarded], [Hand to hand]
Inventory: revolver, baton.
other:
1-3. Get that mother fucker! Also make sure to burn his allomancy.
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9f7cb4 No.10103
| Rolled 77, 77, 80 = 234 (3d100) |
>>10096
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks:
+ [Ascetic]
+ [Knows the streets]
Metalmind: 7 days str.
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
1-3. Yell, "You should give up crime and do something more productive with your life.", then grab the rifle to make sure it isn't used for any malicious purposes. Afterwards look after the cop.
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9f7cb4 No.10104
| Rolled 48, 69 = 117 (2d100) |
>>10097
You try to speak to him and when he hears what you say you see a brief look of panic in his eyes before you feel an overwhelming sense of trust when he tells you "why yes! you probably felt the healing properties of my rare-metals tonic!" seems like a trustworthy fellow.
>>10098
>>10101
Your chemist is too busy vomiting out the window to do any work.
You get off the train at true Madil and from what you can gather the village is out east. Near some koloss lands.
When finally at steady grounds the chemist manage to scrounge up a magnesium flare for greg.
True Madil is truly a frontier town. the only thing keeping the law and economy going is the railroad passing by here. there are maybe two thousand inhabitants in the town and four lawmen. Prostitutes call out from salons and all manner of scum flock to you when they see your prosperous clothes.
>>10102
You chug your chronium vial while rushing towards the building he crashed into. the ropes from his chute makes the climbing easier and you start to catch up. the beggar you see on the side of the street shout something that makes the man pause a second while fighting a the cloth that got tangled with him. you manage to close your hand around his foot.
>>10103
You shout out to the man and then rush off to the shot policeman. He doesn't seem to be breathing. his neck has some nasty holes in them. the other policeman rushed past you and seem to have caught up with the thief.
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9f7cb4 No.10106
| Rolled 12, 96, 63 = 171 (3d100) |
>>10104
>Name: Malcom Strix
>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
>Power: allomancy: Tin Feruchemy: Iron.
>Perks: [Gang member] [experienced fighter]>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $300, 8 vials of tin
other:
1.Patrol our turf
2.Train some more in combat with my feruchemy and alomancy
3. Stop by the diner, get some food and look listen in on the place. Sometimes something nice drops into your lap.
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9f7cb4 No.10107
| Rolled 95, 45, 35 = 175 (3d100) |
>>10104
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves
Perks: [police connections]. [well-regarded], [Hand to hand]
Inventory: revolver, baton.
other:
1-3. Burn his metals and take him in.
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9f7cb4 No.10115
| Rolled 95, 91, 45 = 231 (3d100) |
>>10104
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Allomancy: Bendalloy
Perk: [Expert Swordsman], [Bubblefighting]
Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle, magnesium flare
123 Intimidate. Give these scum the stink-eye, if theres any law in this town its the law of the strong over the weak and they should find somewhere else to barter their rags.
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9f7cb4 No.10116
| Rolled 79, 80, 85 = 244 (3d100) |
>Name:Karl Mezinkov
>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
>Perks: [Strong], [woodsman]
>Inventory: some simple things, 800$ & axe
>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1-2-3 Try to tell the man if the healing tonic should work why will he wont be using it on people who need it.
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9f7cb4 No.10119
| Rolled 28, 2, 72 = 102 (3d100) |
>>10115
"Mr. Greg Tordinar, remind me to give you a raise.
By the way, would you perhaps one day be interested in working in railroad administration?"
>>10115
1-2. Riding on my body-guards excellent show of force, I proceed to march my way to the mayor's office and get that list of property holders. I will then proceed to go forth and buy this damn town.
Let the locals know that the Railroads are in town. I am the Railroads, and I mean business.
3. I've not seen eye nor ear of anything regarding Atium or madmen, just more bums and whores.
Still, I came here to turn out a profit. And if this town will serve nothing more than cheap labor and a rest spot for the railway so be it.
With my team of surveyors we proceed to organize the town to accomodate a new rail-line through here, headed for Isaeuc's bend. We'll need a workman's camp, a small depot, a station.
With my last action having bought local land rights, hopefully, and my display of wealth and my right hand man cowing down the scum into their place, it should be a breeze to offer cash for someone looking for honest work in building a new rail line.
—
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich], [chemist on retainer]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
-Quality rifles for expedition.
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9f7cb4 No.10126
| Rolled 64, 47 = 111 (2d100) |
>>10106
You get some food at your favorite diner and couldn't help to overhear a conversation. (might have been the fact that you were burning some trace tin you had gotten in you) and hear that they are discussing an underground figting ring with betting abound. You also hear them discuss fighting styles they've seen there and you learn some of how to increase the power of punches with iron feruchemy, withstand more and do some intresting manouvers. you decide to practice them a bit later and find out that they do indeed work.
Perk: [Improved weightfighting]
Inventory: -8$
>>10107
you slip a finger over his socks and touch his skin. Activating your Chromium you don't know if it did anything.
Looking down at you the man sneers and moves his other foot above you saying "Guess what five tons does to a man?"
>>10115
>>10119
The hawkers and gawker and even a lawmaker hurriedly decides to stay clear of you after the display. Aurelius however does not have as much luck with his task of locating the village. All you hear is that it's to the east of here. However the carriage and gear you sent for earlier is waiting for you.
The prospectors and surveyors quickly come to the conclusion that the value of this town is that it's where the river foks as well as the best bridgebuilding place for the railroads north that was constructed. The town in itself does not have many resources. Though it would probably be the best place to create a new junktion of the rail to head east to far Dorest if there was a need.
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9f7cb4 No.10127
| Rolled 30, 62, 98 = 190 (3d100) |
>>10126
Name: Varis Blackiron
Description: A person of mixed blood like many others and a worshiper in the Church of Harmony. He is a member of the police force within Elendel. He truly believes that he is meant to help people and make as many people's lives better as he can. Others may see him as cheerful normally but serious whenever he is on the job.
Powers: Leecher. Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves
Perks: [police connections]. [well-regarded], [Hand to hand]
Inventory: revolver, baton.
other:
1-3 When he lets go push myself out from under him, fast! Aim for a side he cant grab me from. Once he is on the ground and probably used all his weight I have less of a disadvantage.
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9f7cb4 No.10128
| Rolled 23, 62, 21 = 106 (3d100) |
>>10104
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks:
+ [Ascetic]
+ [Knows the streets]
Metalmind: 7 days str.
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
1-2. Well that sucks, but Braband's work here was done. Time to go back to contemplating life, offering advise and storing strength.
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9f7cb4 No.10129
| Rolled 41, 99, 6 = 146 (3d100) |
>>10126
>>Name: Malcom Strix
>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
>Power: allomancy: Tin Feruchemy: Iron.
>Perks: [Gang member] [experienced fighter] [Improved weightfighting]
>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin
>other:
1. Get some more tin in me.
2. Report to the boss and see if he has any work for me.
3.If he does do it, if he doesn't hit up that arena.
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9f7cb4 No.10130
| Rolled 7, 70 = 77 (2d100) |
>>10116
forgot about anon.
"Why yes indeed! That is what I'm trying to do! The miracle cure of dr.Hopkins!" he shouts out to the crowd!" you feel your excitment raging at his words! And the feeling emmanating from him intensifies again. Seemingly corresponding with the change in emotions of you and the crowd.
"however the tonic is not cheap to make and I'm almost putting myself on the street with the price as it is"
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9f7cb4 No.10131
| Rolled 23, 100, 3 = 126 (3d100) |
>>10127
squish?
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9f7cb4 No.10132
| Rolled 99, 49, 37 = 185 (3d100) |
>Name:Karl Mezinkov
>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
>Perks: [Strong], [woodsman]
>Inventory: some simple things, 800$ & axe
>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1-2-3 You should find a injured man and heal him with this tonic go on do it mate
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9f7cb4 No.10133
| Rolled 35, 42, 19 = 96 (3d100) |
>>10126
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Allomancy: Bendalloy
Perk: [Expert Swordsman], [Bubblefighting]
Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle, magnesium flare
1 What do these people do when a koloss band attacks, have they a shelter to hide in or even a militia to fight for them? Where would aid come from if the lawmen were to send for help and how long does it take for help to get here?
2 Koloss. Made by hemalurgy and possesing spikes in their bodies, if some expert on koloss resides in this frontier town near the koloss perhaps he can tell me their habits and if their spikes of use to humans or their bodies of use as slaves.
3 In a town of two thousand there should be a few good men worth their mettle, I will gather them with promise of good work and perhaps status if Aurelius makes something of this town.
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9f7cb4 No.10134
| Rolled 87, 77, 27 = 191 (3d100) |
>>10126
>>10133
1. I assist my partner in contracting workers or more fighters as personal escort. Railway workers will remain here and prepare for railway expansion.
2. I actually forsee a new rail line from Iseuc's bend to new Dorest, rather than splitting the rail into two seperate branches.
Nevertheless, I will not invest in them yet. Not before I'm absolutely assured of the value of either down. We shall head east, to Iseuc's bend! And bring my sureyor's with me to learn the lay of the land, and perhaps find any villages we might link up on the way there. As well as ascertain its value.
Take the surveyors, take any men of fighting skill we can muster, some lawmen too if they wish to come and bring order to the waste, and let's head east. Once we're satisfied, we'll head right back and begin the construction.
3. Worse comes to worse if there are no actual asset gains to be had in Iseuc's bend or New Dorest, I can always milk the government who'll always be keen on expanding and linking the state.
I'll start writing to the Capital right away, and talk about civilizing more of the wildnerness, about the growth of cities, more taxpayers, access to the east and its resources from the river flood plains, etc. etc.
See if I can't get yet more wonderful government sponsorship for a new branch.
>…what is east of the map by the way?
—
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich], [chemist on retainer]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
-Quality rifles for expedition.
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9f7cb4 No.10135
| Rolled 51, 43, 34 = 128 (3d100) |
>>10128
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks:
+ [Ascetic]
+ [Knows the streets]
Metalmind: 7 days str.
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
Sudden tactical switcheroo trick 201.
1-3. Go after the police officer and try to make sure not another one of them is going to die today. Braband wouldn't engage the suspect, but he would do his best to keep anyone else from dying today, even if that meant putting himself in harms way.
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9f7cb4 No.10136
| Rolled 5, 13, 4 = 22 (3d18) |
>>10131
Since I will be crippled for life, time to reroll
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9f7cb4 No.10137
| Rolled 3, 17, 17 = 37 (3d18) |
>>10136
reroll because got the same thing.
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9f7cb4 No.10138
>>10137
Name: Arron Silvermist
Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.
Powers: Leave blank
Perks: Leave blank
Inventory: some simple things
other:
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9f7cb4 No.10139
| Rolled 94, 85, 68 = 247 (3d100) |
>>10099
(Sorry that I missed to update you. and then went on…. you get 2 turns this turn in recompense)
The horse is an ill-tempered beast that would as soon bite your fingers off as allow you to feed it. But it is fast and unafraid when it comes to it.
You start surveying the situation with the train while storing speed (you can store several attributes at once you know) and after a few weeks you think you have a grasp of the schedule and where they go fast or slow.
+2.5 Days speed.
>>10127
You try to dodge when suddenly the roof you are on collapses as the foot connects with you. Crashing down through the building you land with a sickening thud and all is dark.
>>10129
you fill up on the tin and then report to the boss.
He in turn informs you that there have been some incursions on your turf by the silverhand gang. They've apparently been shaking down some of the business owners paying protection fees to you and even broken one of the Black Hat members. Putting emphasis on BROKEN. He wants you to take some of the boys and the next time they enter the turf to pay them back.
>>10132
"My, that does sound like a good idea! Do we have anyone injured here in the audiance?" a man raises an arm and shouts out. The salesman responds "you there, can you get up here?" The man walks forward with a obvious limp and you feel the salesman flare with the power again and you feel great pity and sympathy.
After some fussing the salesman gives the limping man a cup of his tonic and you feel the flare again and anticipation. as the man drings it and then waits a bit before starting to do some testing moves you start to feel joy, and trust with the flares. the man walks without a problem! He even did a little jig!
The salesman starts shouting out the prices and directing the crowd to his assistant.
>>10133
There has been no attack here since the founding. However it's said that smaller villages and lone settlements are not as fortunate. That occasionally the Koloss kidnap them and stick them with the spikes. Turning them into Koloss themselves.
Most however reject such foolishness or attribute it to small roving Koloss bands.
Mostly they stick to themselves. Occasionally "taking" what they think is theirs.
You find men aplenty that want opportunities. How much you can trust them though you're not sure of.
>>10134
You use your powers to try to make sure which of the ones greg have found are trustworthy. You take about a dozen men and women and then your expedition is off. starting the journey not with boat to isac's bend as is usual but over land to survey the land better.
>>10135
You start towards the fight on the building when suddenly it collapses. The man the police was shaking staggers out and then runs off. Though several papers fall from his satchel. In the building you hear screams and right in the hole you see the policeman. obviously dead with his head cracked open. Inside you see a paniced woman trapped under a beam.
>>More of the rough. not very explored.
>>10138
Powers: Mistborn
Perks: [Outlaw], [Streetwise]
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9f7cb4 No.10140
| Rolled 11, 90, 49 = 150 (3d100) |
>Name:Karl Mezinkov
>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
>Perks: [Strong], [woodsman]
>Inventory: some simple things, 800$ & axe
>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
My good man I should buy you a drink sometime I want to be your drinking buddy traveling salesman after all I'm a woodsman.
1-2-3 Try to get the salesman as a drinking buddy
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9f7cb4 No.10147
| Rolled 69, 64, 76 = 209 (3d100) |
>>10139
1-2. Miles we travel, and every now and then we stop and pick a vantage point, a hill or cliff.
The other surveyors use their tools and instruments to measure land heights and distances, cartographers marking them on new rail maps.
Aurelius himself doesn't take part in that, instead he pulls up a chair and stands for many minutes at a time, peering the horizon with, looking for things normal men wouldn't see, any any signs of the village or other movements.
3. At night, he continues to work over a letter to the senate choosing the best words to convince those politicians to fund new rails.
Name: Aurelius Sanderbelt
Description: A self titled "Captain of Industry" and the one of the worlds leading railroad tycoon Once but a gambler and a boxer working for a shipping business he created his own company, but quickly sold every last ship seeing the potential business there would be in railroads. Sanderbelt built forged his new rail company through sweat and blood and risk having bought and fought a dozen minor rail companies into one by any means necessary.
Ever working to increase his companies profit margin and ensure the expansion of the rail lines, and in turn, the nation. He oversee's a huge and seemingly perpetual challenge of expansion for railroads and frontier towns guided by new technology and held aloft by labor and mass industry.
His job and duty is to forge his way into the vast wilderness to link up cities, and cut through the great challenges and monster in his path with rails of steel and bullets of lead if need be, and lay the seeds of frontier towns that will see unparalleled growth in the years to come.
And he is not alone, which comes as a blessing and a curse. After all, the railroad is not the only company in the world. Nor will it likely be the only industry to make its empire in this land.
Powers:Tineye. Burning tin grants an Allomancer increased sensitivity in all five senses. Furthermore, they are able to see through the mists that cover Scadrial. An Allomancer can flare tin, causing a huge burst of sensory input, to clear his head from pain or exhaustion. Tin will allow an Allomancer to see in the dark.
A bronze Ferring is known as a Sentry. Bronze is used to store wakefulness. It allows the Feruchemist to stay awake for extended periods of time, or to heighten awareness. A Feruchemist filling a bronzemind becomes drowsy. It is the only type of metalmind a Feuruchemist can store into while sleeping.
Perks: [Railway magnate], [Filthy rich], [chemist on retainer]
Inventory: Cigars, Revolver, Deck of Cards, Bronze Pocket Watch
other: https://www.youtube.com/watch?v=lxD1udAch3Y
-Quality rifles for expedition.
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9f7cb4 No.10148
| Rolled 83, 91, 35 = 209 (3d100) |
>>10139
>>Name: Malcom Strix
>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
>Power: allomancy: Tin Feruchemy: Iron.
>Perks: [Gang member] [experienced fighter] [Improved weightfighting]
>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin
>other:
1-3. Gather up some boys, find the Silver hands. Break them. Bur some tin to make sure I find any nasty surprises ahead of time. Of course use my Iron knuckle Dusters as my weapons.
+[experienced fighter] [Improved weightfighting]
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9f7cb4 No.10149
| Rolled 34, 17, 56 = 107 (3d100) |
>>10139
Name: Arron Silvermist
Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.
Powers: Mistborn
Perks: [Outlaw], [Streetwise]
Inventory:
other:
1-3. Im going to need to grab a weapon or some metals. Better start to fall back on theft.
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9f7cb4 No.10151
| Rolled 71, 72, 96 = 239 (3d100) |
>>10139
Name: Greg Tordinar
Description: Bodyguard extraordinaire, an expert swordsman and accomplished warrior the champion of many skirmishes bearing numerous armbands and torqs to show he is a distinguished man of the battle with flowing braided mustache and form fitting leather armor. Working under Aurelius Sanderbelt as his head bodyguard and Champion, if he finds his person under siege from anyone, they best be prepared
Powers: Allomancy: Bendalloy
Perk: [Expert Swordsman], [Bubblefighting]
Inventory: Sword, Leather armor, 5 pellets of bendalloy, Quality Rifle, magnesium flare
>>10147
"Any sign of these fabled koloss or that village Aurelius?" in hushed toned so as not to injure his sensitive ears.
12 Get a good nap in during the evening, I plan to be ready and rested for anything
3 Offer a prayer for anyone looking on this warrior.
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9f7cb4 No.10174
| Rolled 41, 6, 7 = 54 (3d100) |
>>10139
Name: Braband
Description:
For many years Braband has sought enlightenment in asceticism, swearing off all worldly things. Sitting on street corners and relying on the kidness of strangers to make it from day to day as he channels his powers into his many beard rings. Having spent his life aiding others to unlock their potential Braband is neither a man of many wants nor many needs and generally open minded when it comes to most things, he has however been following the recent discoveries in steampower with growing distrust as he believes it will only drive the people deeper into greed's arms.
Powers: Allomancy Nicrosil, Ferromantic Pewter(schmidt)
Perks:
+ [Ascetic]
+ [Knows the streets]
Metalmind: 7 days str.
Inventory: Tin Beard Rings, Handgloves, Worn Out Robes
other:
1-3. Lift that beam superstrength man!
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9f7cb4 No.10176
| Rolled 5, 61 = 66 (2d100) |
>>10140
You wake up the day after in a alley, missing all your money. All you remember is that you had the best time ever yesterday.
-800$
>>10147
Progress goes well and you can spot 3 different villages as well as several farmsteads. You also spot what seems to be two caravans as well as larg blue figures in the far distance to the east
You draft several letters. However without special resources and such to make it worth it you think it might be hard.
>>10147
Led by you you take your boys and wait around a bit until word reaches you of Silverfist activity. You move towards the activity and when you get there you see a group of five men pressuring a blacksmith. When they spot you and your men they turn tail and flee. You give chase and manage to take one of them down before they get to a warehouse and hurry inside.
>>10149
You manage to grab some stuff from unsuspecting owners. Could have gone better but with the file you stole you can eat the metal flakes to become truly deadly with your mistborn nature.
Inventory: [Sharp file], [Steel pipe], [Iron horseshoe], [pewter mug], [Brass knuckle]
>>10151
Aurelius said he think he spotted some far to the east, but he didn't sound too sure. Not much happens as your caravan makes its slow pace across the roughs.
>>10174
You throw the beam off the poor lady and throw it away, accidentally damaging the wall of the building across the street. woops.
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9f7cb4 No.10177
| Rolled 58, 17, 24 = 99 (3d100) |
>>10176
>Name:Karl Mezinkov
>Description:Karl is from the northern mountainsides. A woodcutter and a hermit he cuts wood day only and tries to survive the winters. Karl also sells his wood to others for some copper to try to get food for harsh winter. A man who is a woodcutter he cuts the wood until he found a cave.
>Karl wanted to explore cave but he too inexperienced to do that. Karl wants to cut wood and train for cave. Karl believes cave has a secret. Karl is a strong young fool
>Powers: You have the allomantic ability to burn Bronze, Which allows you to sense the usage of Allomancy. as well as the feruchemical Duraluminum ability to store Spiritual connection. While filling a duraluminmind, other people's awareness and friendship of the Feruchemist will be reduced. Tapping the metalmind will allow the user to form trust relationships with others much faster.
>Perks: [Strong], [woodsman]
>Inventory: some simple things, & axe
>other:You are a twinborn. You are a hardy man. You recently discovered a cave with barrels of alcohol in it. After drinking some of it you felt a strange sensation inside of you, a strange reserve.
1-2-3 Oh well I can hunt and besides I'm a woodsman there are still more trees to cut down for copper.
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9f7cb4 No.10178
| Rolled 64, 97, 48 = 209 (3d100) |
>>10176
>>Name: Malcom Strix
>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
>Power: allomancy: Tin Feruchemy: Iron.
>Perks: [Gang member] [experienced fighter] [Improved weightfighting]
>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin
>other:
1-2-3. "Biggs, Sharp, go look around that warehouse for another way in, don't get caught." Strix commands in an almost whisper. Then he turns to his new captive. "So Silverhand, you seem to be in a bit of a pickle. Your mates abandoned your to our tender mercies, knowing full well what we do to those who trespass our territory. So little man, tell me all about the nasty surprises in that warehouse, as well as all the people in it, and you might come out of this without me pulping the bits that allow your to be a father, or let you scurry about like the rat you are."+Gang Member
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9f7cb4 No.10228
| Rolled 11, 13 = 24 (2d100) |
>>10176
Name: Arron Silvermist
Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.
Powers: Mistborn
Perks: [Outlaw], [Streetwise]
Inventory: [Sharp file], [Steel pipe], [Iron horseshoe], [pewter mug], [Brass knuckle]
other:
1. See if I can swipe some booze and tubes to make some semi-proper metal shots on the go.
2. start filing.
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9f7cb4 No.23431
>>10177
After a few days hard work felling trees and selling skins you manage to recoup a bit of the money.
+100$
>>10178
"I won't talk man, I'm not afraid! There's nothing you can do that Mr.Silver can't to a hundred times worse! I will prove my loy-" His voice cuts off as weight is applied to his privates. It takes a bit but after a while he spills that there are 10 higher-ups inside waiting in ambush. You've got a feeling there's something he's not telling you but you're not sure you have much time before the constabulary arrives.
>>10228
You didn't manage to find anything till fill with booze easily. That didn't really matter since you didn't really have any booze anyway. You DO have some steel/iron/pewter and brass flakes though after some filing. You put them in a improvised ba made of a hankerchief.
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9f7cb4 No.23432
| Rolled 61, 71, 17 = 149 (3d100) |
>>23431
>>Name: Malcom Strix
>Description: Malcom is a thug, A member of the Black Hat gang that works the streets. He extorts, threatens shop keepers and bribes police. However he and his aren't all bad. Their rates are low their streets are usually clean and clear and people don't have to worry like they do in other less professional gang territories. This has led to "harder" gangs trying to push into the Black Hats territory. Invariably Malcom is in the thick of the struggle laying about with his fists and Iron knuckledusters.
>Appearance wise Malcom is tall, nearly 6'6" and lanky, indeed his looks like he weighs much less than he actually does.. With black hair a grey eyes that always seems to be half closed, lending him a quiet quality, further enhanced by his rather quiet voice. Still most people in the Black Hat gang's territory know him or of him and steer clear.
>You are a twinborn. with the Allomantic ability of Tin and the Feruchemical ability of iron.
>Power: allomancy: Tin Feruchemy: Iron.
>Perks: [Gang member] [experienced fighter] [Improved weightfighting]
>Inventory: Iron Knuckledusters, Iron earrings, Black hat. $292, 8 vials of tin
>other:
1. Use my Allomancy enhanced senses to ferret out where the ambushers are.
2-3. Time to fight boys!
+[Gang member]
+[experienced fighter]
+[Improved weightfighting]
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9f7cb4 No.23440
| Rolled 3, 17, 5 = 25 (3d18) |
roll
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9f7cb4 No.23441
| Rolled 4, 16, 2 = 22 (3d18) |
Oh roll twice
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9f7cb4 No.23451
| Rolled 68, 32 = 100 (2d100) |
>>23431
Name: Arron Silvermist
Description: A young man born in the slums. He grew up poor and learned to steal. He joined the gangs later on before finally deciding to work an honest job for the rail roads. That did not last long as the harsh conditions and little pay forced him away. Now will little of his own and stuck on the frontier he decided to become an outlaw. But if there was one good thing in from all this, is that he finally realized just what he really was.
Powers: Mistborn
Perks: [Outlaw], [Streetwise]
Inventory: [Sharp file], [Steel pipe], [Iron horseshoe], [pewter mug], [Brass knuckle]
other:
1&2. Keep looking around a bit for any other metal things that wont be missed.
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