New Random Alpha Parse Updates Popular

Character Sheet

Vin

Category : Other media
Subcategory : Others
Type : Hero
Game System : DC Heroes (Blood of Heroes S.E.)
Vin v1.1

Vin v1.1

By Gareth Lewis

Source of Character: Mistborn trilogy by Brandon Sanderson

Helper(s): brandonsanderson.com, Darci

Reasons (1): I've tried to avoid as many spoilers from the books as I can, but some are necessary for the stats. The history covers towards the end of the first book, but the write-up itself would be around the middle of the second book, the Powers summarizing the metals she regularly has at her disposal (other Powers would of course be available if she discovers other metals).

Reasons (2): While it can bee seen as this worlds version of magic, I haven't treated it as such for the purposes of the write-up, so I haven't Mystic Linked the Powers.

Reasons (3): As often, Height and Weight are a guess.

Game Stuff

Vin

Vin: "I used to think everyone was like you say - hateful, hurtful. But there are good people in the world, OreSeur. I wish I could prove that to you."
OreSeur: "You speak of this king of yours ?"
Vin: "Yes. And others."
OreSeur: "You ?"
Vin: "No, not me. I'm not a good person or a bad person. I'm just here to kill things."

Vin

Dex: 10 (05) Str: 06 (03) Bod: 06 (03) Motivation: Responsibility of Power
Int: 05 Wil: 06 Min: 05 Occupation: Assassin; former thief
Inf: 04 Aur: 06 Spi: 08 Resources {or Wealth}: 003
Init: 023 (016) HP: 075
Powers: Analytic Smell and Taste: 02, Attraction/Repulsion: 08, Broadcast Empath: 06, Density Increase: 01, Detect (Allomancy): 08, Detect (Metal): 08, Directional Hearing: 02, Extended Hearing: 02, Hypersensitive Touch: 02, Jumping: 06, Mind over Matter: 06, Obscure: 10, Power Reserve (DEX, STR, & BODY): 11, Power Reserve (see Duralumin below): 10, Projectile Weapons: 04, Reflection/Deflection: 08, Regeneration: 01, Running: 04, Telescopic Vision: 02, Ultra Vision: 02
Bonuses and Limitations:
  • All Powers except Density Increase have the Allomancy Limitation (see below)
  • Broadcast Empath may use the Area Effect Bonus (+)
  • Density Increase is Always On but only adds to her weight for purposes of Ironpulling and Steelpushing (see below)
  • Detect (Allomancy) has the Discerning Bonus (+1)
  • Obscure only works against Detect (Allomancy) (-1)
  • Projectile Weapons requires coins or similar small metal objects as ammunition (-1)
Skills: Acrobatics*: 10, Martial Artist: 04, Thief (Stealth)*: 10, Weaponry (Melee, Missiles)*: 10
Advantages: Lightning Reflexes (While Burning Pewter), Rich Friends
Connections: Elend Venture (High), Sazed (High), Kelsier's Crew (High)
Drawbacks: Attack Vulnerability (-1CS vs. sensory attacks while Burning Tin)
Equipment:
  • Capsules (x5) [BODY 00, contain common Allomantic metals in an alcohol solution]
  • Bag of coins [BODY 01]
  • Glass Knives (x2) [BODY 02, EV 02 (03 w/STR, 04 w/Martial Artist)]
  • Mistborn Cloak [BODY 03, Special Credentials (don't get stopped by regular guards)]

 

Allomancy
Allomancers have the ability to 'burn' certain metals or alloys they've ingested to give themselves powers. The majority of Allomancers, called Mistings, can only burn one of the metals, but a rare few, called Mistborn, can burn all metals. Vin is a Mistborn.

Burning draws from the Allomancer's supply of the particular metal, so all Powers gained from a particular metal have a group Power Burnout, which starts as Minor. They may 'flare' metals to gain greater power, which uses their metal at an accelerated rate, increasing the Power Burnout to the next severity (Minor to Serious, Serious to Catastrophic). Flaring can be treated as Pushing, which all Allomancy Powers may do whether Automatic or not. Duralumin also allows all of a metal supply to be used in a brief surge of power (see below).

Metals must be pure when ingested, and alloys must be mixed to a precise proportion, otherwise the Allomancer may become sick from burning them.

Some Allomancers choose to burn their metals for extended periods (days, weeks, or even months), and become known as Allomantic Savants. Their abilities become more powerful, but they can also suffer physical damage from the process.

There are 16 metals and 2 god metals which Allomancers may burn. The 16 regular metals are divided into four categories, composed of internal and external pairs of a metal and its alloy. At the beginning of the trilogy only nine of the regular metals, and one of the god metals, are known, and for most of the story, Mistings are only known for the first eight metals.


 

Iron and Steel (External Physical Allomantic Metal/Alloy)
Burning Iron allows an Allomancer to pull on nearby metals. Metallic objects lighter than the Allomancer fly through the air directly towards the Allomancer's centre of gravity. Should the object weigh more than the Allomancer (or should it be secured within a heavier object), they will be pulled towards the object. Mistings who Burn Iron, referred to as Ironpulling, are called 'Lurchers'.

Burning Steel allows an Allomancer to push on nearby metals. Metallic objects lighter than the Allomancer fly through the air directly away from the Allomancer's centre of gravity. Should the object weigh more than the Allomancer (or should it be secured within a heavier object), they will be pushed away from the object. Mistings who Burn Steel, referred to as Steelpushing, are called 'Coinshot'.

The ability to burn either of these metals also allows the Allomancer to detect metals by seeing lines of power spreading out from themselves towards nearby metals, the width of the line varying according to the proximity and amount of the metal.

Only powerful Allomancers may affect metals piercing or within a body (+5CS to the OV/RV).

Ironpulling and Steelpushing use the appropriate half of the Attraction/Repulsion Power, Limited to metals, and may be used with the Area Effect Bonus if wished. They also have the Detect (Metals) Power). Common Allomancers have around 6 APs in each Power. Coinshots also carry bags of coins which they can use as missiles (Projectile Weapons: 04).

Pulling or Pushing on objects generally sends the Allomancer falling towards, or away from, their target, unless they've stabilized themselves (Pulling or Pushing on a secure metal object in the opposite direction). They suffer Knockback with the AV/EV being the APs of weight of the metal object or the APs of Attraction/Repulsion used, whichever is lower. Ironpushers can also use Reflection/Deflection on metal missiles, at the same level as their APs of Repulsion.

Mistborn can use their Ironpulling and Steelpushing to greater effect than Mistings, often jumping around the city using metals in buildings (or coins which they drop as anchors) to push and pull themselves great distances. This is only really possible for Mistborn, often requiring the enhanced reactions and physique provided by Pewter. This gives them the Jumping Power at 5 APs, Limited to using metal as anchors for the jumps, but don't necessarily need to land (and often don't) before Jumping again.


 

Tin and Pewter (Internal Physical Allomantic Metal/Alloy)
Burning Tin greatly increases the sensitivity and capacity of the Allomancer's five senses, allowing them to hear distant conversations or see in near total darkness. All five must be increased together, and it does make them vulnerable to attacks which target those senses. Mistings who Burn Tin are known as 'Tineyes'.

While Burning Tin, Allomancers have the Powers Analytic Smell and Taste, Directional Hearing, Extended Hearing, Hypersensitive Touch, Telescopic Vision and Ultra Vision (usually at around 2 APs). They also suffer a -1CS Attack Vulnerability to sensory attacks.

Tineye Allomantic Savants have their Powers at a higher level (around 5 APs), and also possess around 6 APs of Danger Sense. Their Attack Vulnerability is -2CS, and they must often have their ears plugged and their eyes covered during daylight.

Burning Pewter greatly enhances the Allomancers physical strength, speed, durability, and enhances their body's ability to heal. An Allomancer performing 'Pewter drag' can keep themselves going for hours or even days at a time, and some are known to have run as fast as a galloping horse for days, although like many other uses of Pewter, they'd have to keep burning it for a time after to recover, otherwise they could collapse from exhaustion, or worse. Mistings who Burn Pewter are known as 'Thugs' or 'Pewterarms'.

While Burning Pewter, Allomancers have Power Reserve (usually around 8 APs) which they share in a Permanent pattern among their Physical Abilities, with no attribute raised to more than double its natural AP level (apart from when Flaring). They also have Lightning Reflexes, Running (usually at 04 APs), Mind Over Matter (usually 6 APs), and Regeneration (usually at 01 AP).


 

Zinc and Brass (External Mental Allomantic Metal/Alloy)
Burning Zinc allows an Allomancer to riot (enflame) the emotions of those nearby, enhancing certain feelings. This may be targeted on a particular individual, or allowed to affect all within range. Mistings who Burn Zinc are known as 'Rioters'.

Burning Brass allows an Allomancer to soothe (dampen) the emotions of those nearby, suppressing certain feelings, or suppressing all but the feeling they want the target to feel. This may be targeted on a particular individual, or allowed to affect all within range. Mistings who Burn Brass are known as 'Soothers'.

Rioting and Soothing both allow an Allomancer to use Broadcast Empathy, with an Area Effect Bonus if wished, usually at around 6 APs.

Mistborn Burning Duralumin to boost their Broadcast Empathy can, if they successfully target a Hemalurgy spiked individual (such as Steel Inquisitors, Kandra, and others), attempt to use Control on them, which they have at around 6APs.


 

Copper and Bronze (Internal Mental Allomantic Metal/Alloy)
Burning Copper hides the traces of Allomancy from those burning Bronze (see below). They produce an invisible area, known as a Coppercloud, which obscures the signs of Allomancy from observers both within and without the area covered by the cloud. While commonly believed to completely obscure Allomancy from detection, some Steel Inquisitors and a rare few Allomancers are capable of penetrating Copperclouds. Since Copper Burns slowly, most Mistborn burn it continually, making them harder to detect. Mistings who Burn Copper are known as 'Copperclouds' or 'Smokers'. A Coppercloud gives the Allomancer 10 APs of Obscure, which only works against Detect (Allomancy).

Burning Bronze allows an Allomancer to 'hear' the pulses given off by other Allomancers Burning metals. Those practiced at Burning Bronze can even determine the location of the Allomancer, which metal is being Burned (since they produce different sounds), and at what rate. Mistings who Burn Bronze are known as 'Seekers'. Burning Bronze gives an Allomancer Detect (Allomancy), usually at 4 APs. The most skilled have the Discerning Bonus.


 

Chromium and Nicrosil (External Enhancement Allomantic Metal/Alloy)
Burning Chromium allows an Allomancer to wipe the metal reserves of another Allomancer by touching them. Mistings who Burn Chromium are known as 'Leechers'. This form of Allomancy is unknown during the time of the Mistborn Trilogy.

Allomancers able to Burn Chromium have Neutralize, Limited to Allomantic Powers, with a Range of Touch, with a Bonus that it can Team Attack all Powers a target possesses without penalty, and its effects last until the target ingests more of the appropriate metal. It's usually around 12 APs.

Burning Nicrosil allows an Allomancer to cause whichever metal supplies another Allomancer they're touching is currently Burning to be instantly Burned up in a flare of power (perhaps unexpectedly), using up their supply of that metal. Mistings who Burn Nicrosil are known as 'Nicrobursts'. This form of Allomancy is unknown during the time of the Mistborn Trilogy.

Allomancers able to Burn Nicrosil have Enchantment, Limited to currently Burning Allomantic Powers, with a Range of Touch, usually at 08 APs. The APs are split among the valid Powers, with all having at least 1 AP if possible (if more Powers are active than the APs of Enchantment, APs are first distributed to the more active Powers, at the GM's discretion) with remaining AP going to the Powers in primary use.


 

Aluminum and Duralumin (Internal Enhancement Allomantic Metal/Alloy)
Burning Aluminum instantly wipes out an Allomancer's entire metal reserve. Mistings who Burn Aluminum are known as 'Aluminum Gnats'.

Burning Duralumin instantly burns away other metals the Allomancer has burning at the time, releasing an enormous burst of power related to those metals. While the power of the burst has yet to be measured, when Vin Burned it to boost her Pewter in a fight, a head butt to the Thug she was fighting exploded his head. Mistings who Burn Duralumin are known as 'Duralumin Gnats'.

Mistborn Burning Duralumin have Power Reserve, Limited to currently Burning Allomantic Powers, which stacks with Power Reserves from Allomantic Powers, and is usually around 08 APs. The APs are split among the valid Powers, with all having at least 1 AP if possible (if more Powers are active than the APs of Power Reserve, APs are first distributed to the more active Powers, at the Player's discretion) with remaining AP going to the Powers in primary use, at the Mistborn's discretion.


 

Cadmium and Cerrobend (External Temporal Allomantic Metal/Alloy)
Burning Cadmium allows an Allomancer to subtly 'pull' on time in a bubble around them, stretching it and making it pass more slowly. Mistings who Burn Cadmium are known as 'Pulsers'. This form of Allomancy is unknown during the time of the Mistborn Trilogy. Allomancer Burning Cadmium have the Time Slow Power, usually at around 5 APs.

Burning Cerrobend allows an Allomancer to subtly 'push' time in a bubble around them, compressing it and making it pass more quickly. Mistings who Burn Cerrobend are known as 'Sliders'. This form of Allomancy is unknown during the time of the Mistborn Trilogy, although Steel Inquisitors have exhibited similar abilities. Allomancer Burning Cerrobend have the Superspeed Power, usually at around 5 APs.


 

Gold and Electrum (Internal Temporal Allomantic Metal/Alloy)
Burning Gold allows an Allomancer visions of possible other lives they could have led, and different paths they could have taken. This process usually occupies their attention, and they often suffer some emotional trauma following the visions. Mistings who Burn Gold are known as 'Augers'. It has no real game effect.

Burning Electrum allows an Allomancer visions of possible paths they could take in the future, usually limited to a few seconds, and can counter the benefits of Atium. Mistings who Burn Electrum are known as 'Oracles'.

Burning Electrum automatically Neutralizes the abilities granted by Burning Atium. Usually at 12 APs.


 

Godmetals

  • Atium
    Pure Atium grants the Allomancer an expansive vision of the future and enhances their mind to accept, process and hold more information. In alloy, it produces various expanded Mental and Temporal effect. Regular use of Atium shows the Allomancer shadows of movements from the next few seconds allowing them to easily evade and strike their enemies. This makes Aitum on of the most sought after, and expensive, metals, and battles between Mistborn usually come down to who has the larger supply of the fast Burning Atium. Burning Duralumin and Atium allows a Mistborn to view further into the future, to see the ultimate effect their actions could have, allowing them to choose accordingly. Mistings who Burn Atium are known as 'Seers'.
    Allomancers Burning Atium have Danger Sense at around 6 APs, and have Power Reserve at around 6 APs which powers only Dexterity, but which adds to the Power Reserve from Burning Pewter.
  • Malatium
    Burning Malatium (an alloy of Atium and gold, and which was for a long time known as the mythic Eleventh Metal) allows an Allomancer to see a vision of who a person was in the past. The Allomancer gains Postcognition which only shows them what the person looked like a while before. This has been exhibited as working for up to 34 APs of time (1000 years).
  • Larasium
    Pure Larasium, which is very rare, transforms a person into a Mistborn, allowing them to Burn all metals. Treat as Bestow for all the above Powers. Modern Mistborn have acquired their power genetically, which has weakened it over the generations, so those gaining powers from Larasium are more powerful, their Powers beginning 1 AP above the usual.

Background


Other Aliases: Vallete Renoux
Marital Status: Single
Known Relatives: Tevidian (father), Reen (brother, deceased) mother and sister (deceased)
Group affiliation: Kelsier's Crew
Base Of Operations: Luthadel
Height: 5'4" Weight: 110lbs
Eyes: Brown Hair: Black

Powers and Abilities

As a Mistborn, Vin can burn all Allomantic metals to use their powers, and seems to actually be more powerful than most Mistborn, able to Push and Pull metals as though weighing more than she does. She also seems to have a particularly strong talent for Burning Bronze, being able to actually penetrate Copperclouds.

Even without the physical enhancements of Pewter, Vin is fairly agile and stealthy, and has received some combat training as part of Kelsier's crew, both fighting with her powers, and regular armed combat.

History:

A thousand years after the Lord Ruler came to power saving the world from the Deepness, his tyranny now rules over a world where ash from Ashmount volcanoes constantly rains down on the lands, keeping out the burning sun, leaving it red in the sky, unable to burn away the mists which layer the lands through the night, superstition keeping the Skaa from venturing into the night.

Society is split into the nobles, descendants of those who supported the Lord Rulers ascension, and the Skaa, the peasant class who are slaves of the Lord Ruler. Some nobles inherit Allomancy, and to ensure it doesn't spread to any with Skaa blood, who could use such abilities to rebel, breeding between the two classes is strictly forbidden, with nobles having to kill any Skaa they've had relations with. The Lord Ruler's authority is maintained by his Obligators, Allomancers who handle the bureaucracy of the empire, the Steel Inquisitors, Allomancers altered into inhuman appearing monsters which hunt Skaa Allomancers, and his armies of the bestial Koloss, monstrous humanoids growing up to twelve feet tall.

Born to a Skaa woman, Vin would learn that her father was senior Obligator Tevidian. While young, her mother killed her younger sister, nearly killing Vin, who was only rescued by her half-brother Reen. He took her, always moving around, joining local Skaa criminal gangs. Vin had to learn to remain inconspicuous, to avoid the attentions of other gang members, even with Reen protecting her, although he often beat into her not to trust anyone, and to expect betrayal from everyone.

He seemed to teach her a final lesson when she was nearly sixteen, disappearing, apparently abandoning her in Luthadel, centre of the Lord Ruler's empire. She stayed with the gang they'd been a part of, the leader Camon probably keeping her there as he recognized her Allomancy, which she just believed to be luck that allowed her to guide others decisions.

Knowledge of her abilities somehow reached Kelsier, the infamous Survivor of Hathsin, a Mistborn thief who had escaped the final prison of the empire. He revealed to her that she was a Mistborn, offering to train her in her abilities if she joined his crew for the job he was planning. Reluctantly agreeing, when the rest of his crew was assembled he revealed the job. To take control of Luthadel and seize the Lord Ruler's cache of Atium, the most valuable metal known, and his means of controlling the nobility.

Despite initially being overwhelmed, the crew eventually agreed, and split the job down into more easily achievable tasks. Initially suspicious of everyone, Vin was fascinated by the honest friendship between the members of the crew, although it took her a long time to allow herself to accept their friendship.

Kelsier began training her in some of her Allomantic powers, while the Mistings in the crew taught her their areas of expertise. Kelsier also introduced her to Sazed, a Terrisman Steward, who was aiding Kelsier's role in the rebellion, and Lord Renoux, a nobleman from a far corner of the empire who was also apparently aiding Kelsier. They set Vin up in the role of Lord Renoux's niece, Vallete, visiting from a far dominance.

After weeks of training in etiquette by Sazed, Vallete began attending balls, her part of the job for the moment being to infiltrate high society. Attending the balls, she met and developed a kind of relationship with Elend Venture, scion of the most powerful house, who was equally fascinated by her, and would regularly sit at her table with his books, despite her house's lower status, and proceed to read while they generally ignored each other. Kelsier disapproved of her growing closeness to Elend, not least because of his hatred for the nobility, but Vin couldn't fully quiet her feelings for Elend.

While infiltrating the nobility, she continued training with Kelsier, for the true role she'd play in the plan, Mistborn mainly serving as assassins.

Description:

Short and slight, Vin usually wears nondescript clothing as a rule, to help herself go unnoticed.

When out at night, she now tends to wear a Mistborn cloak, a dark gray cloak tailored completely from separate, ribbonlike strips of cloth, worn only by Mistborn, which generally discourages guards from questioning the wearer too closely if they're seen out at night.

As Vallete, she wears the latest courtly fashions, although she prefers sleeker, more reserved styles than some of the more ostentatious nobles wear.

Personality

Initially quiet and beaten-down, wary of anything new, and having learned to stay inconspicuous to avoid unwanted attentions from other thieves, Vin grew in confidence as she learned how to use her powers. Initially she could never quite believe the crew could achieve their goal, let alone Kelsier's private goal of killing the Lord Ruler, since she'd been raised like everyone else, to believe that the Lord Ruler held a portion of the divine, and so opposing him was pointless.

Raised by Reen to trust no one, and to expect betrayal from everyone, Vin was slow to befriend the crew, although she was fascinated by the camaraderie and trust they seemed to exhibit, but kept looking for signs it was a fraud. Her need for it to be true eventually won out, but every step felt like a risk to her, with Reen's voice in her head always reinforcing the lessons. Her desire for it to be true, however, led her to worry that she wasn't pulling her weight in the group, so she'd occasionally overcompensate by doing foolhardy things to try and prove herself.

While somewhat uncomfortable with the role of Vallete at first, she soon began to get used to it, even worrying that she was starting to enjoy attending balls as Vallete too much. In this role she plays the part of a typical young country noble, getting to grips with courtly life at the centre of power.

Relying on her impulses, Vin rarely spends time thinking things through, and if a meeting with an informant feels wrong, she'll leave the scene without bothering to search for a reason to support her instincts.

 

Writeup completed on the 26th of April, 2010.