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The Profane Squall Solitary, Magical, Devious, Intelligent Hand-held items (b[2d12] damage 1 piercing) 20 HP 3 armor Close, Reach, Far Special Qualities: Bind things together The Profane Squall is a being that has resided in the mind of the Stormblessed since their birth, as well as their ancestors before them. They have long since forgotten their own name and have perverted the title of their current host. Having mastered the skills of the Stormblessed, they now seek to break through their mental prison, and escape into the new world... Instinct: Break free
- Conjure items
- Seal wounds (heal 1d6)
- Bind two visible items to each other
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Solitary, Magical, Intelligent (b[2d12] damage 1 piercing) 20 HP 3 armor Close, Reach, Far Special Qualities: The Profane Squall is a being that has resided in the mind of the Stormblessed since their birth, as well as their ancestors before them. They have long since forgotten their own name and have perverted the title of their current host. Having mastered the skills of the Stormblessed, they now seek to break through their mental prison, and escape into the new world... Instinct:
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Lurcher Group, Intelligent, Cautious Mace (d6 damage) 6 HP 4 armor Close Special Qualities: Pull projectiles askew A Lurcher is a Misting who ingests and 'burns' the metal iron to detect and 'pull' on metals in their surroundings. They use this ability to pull opponents off-balance, as objects that weigh less than they do will travel towards them at very high speeds. They can also use this ability to leap great heights, by pulling on metal objects that weigh more than they do, or attached to other things that are, they fly more straight and less gracefully than Coinshots because of this. Instinct: To protect their charge
- Pull opponent off-balance
- Shield against coins
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Seeker Group, Intelligent Shortsword (d8 damage) 6 HP 0 armor Close The Seeker is a Misting that 'burns' the metal Bronze to detect pulses of allomantic energy around them. They are used to find people using allomancy, killing their target is the next logical step, but the Seeker will often call on their friends to do the dirty work... Instinct: To seek out Allomancers
- Detect the use of Allomancy
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Steel Inquisitor Solitary, Magical, Organized, Intelligent, Construct, Terrifying Coins or Spikes (b[2d10+4] damage 2 piercing) 20 HP 6 armor Close, Forceful, Reach, Far Special Qualities: Made to control the masses through fear, Has steel spikes for eyes The Steel Inquisitors are members of the Steel Ministry and serve the Lord Ruler. They are fearsome beings, no-one knows how one becomes an Inquisitor, but all agree that these creatures were once human. Inquisitors have spikes that pierce their bodies in a distinct way. The most notable of these are the two Steel spikes that fill the space where their eyes should be and protrude out of the back of the skull. By all accounts these beings should not be alive, yet anyone who has encountered a Steel Inquisitor can attest to their continued existence, and their lust for violence and brutality. Instinct: To dominate
- Show no mercy
- Call for backup
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Ruin Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Amorphous Mental Attack (d12+5 damage) 29 HP 5 armor Reach, Ignores Armor, Far Special Qualities: Control the Inquisitors, Kandra and Koloss Ruin is a God of Scadriel. Long ago he made a deal with the other God Preservation. Together they would create humanity on Scadriel, only if Ruin would eventually be allowed to destroy it. Preservation tricked Ruin, sacrificing his mind to trap Ruin's power in a Well. Thousands of years later, Ruin's Prison has been broken, and his power unleashed upon the land. If Ruin were able to Reunite his Power, Mind and Body, all of humanity would be annihilated.. Instinct: Destroy humanity
- Break the minds of its enemies
- Can speak into the minds of those pierced by metal
- Exists without a Body
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Seer Solitary Longsword (b[2d10] damage 1 piercing) 15 HP 4 armor Close, Near The Seer is a powerful Misting who ingests and 'burns' the metal atium to grant them immense power. A Seer can, when burning atium, see all of the possible actions another person can take, and their mental ability increases to process and act on all this data, accounting for any and all variation. The only weaknesses a Seer possesses, is that atium is the rarest and most expensive metal on Scadriel, and it burns faster than any other metal. A single bead of atium lasts only a few seconds, unfortunately for anyone opposing of the Seer, a few seconds is more than enough... Instinct: To eliminate opposition
- See the immediate future actions of another
- Can see what you will do before you do it
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Tineye Group, Intelligent Combat knife (d6 damage 1 piercing) 6 HP 0 armor Close Special Qualities: Uncanny reflexes The Tineye is a Misting who ingests and 'burns' the metal tin to enhance their senses and to an extent, their mental fortitude. A Tineye burning tin can see through the mists as if they were not there, can hear the slightest sound from blocks away, and can react accordingly to their surroundings. Tineyes are commonly scouts, but in a pinch can enter combat without hesitation. There one weakness is that exposure to loud noises and bright lights while they burn tin will temporarily render them useless in any situation due to sensory overload. Instinct: To see everything
- Observe and report
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Coinshot Group, Intelligent Flung Coins (b[2d8] damage 2 piercing) 6 HP 0 armor Close, Reach, Far Special Qualities: Pinpoint accuracy The Coinshot is a Misting who ingests and 'burns' the metal steel to detect and 'push' on metals in their surroundings. This makes their primary attack, the flinging of coins, particularly lethal, as objects that weigh less than they do will travel away from them at very high speeds. they can also use this ability to leap great heights, by pushing on metal objects that weigh more than they do, or attached to other things that are, they can almost fly through the air. Instinct: Attack from afar
- Fire coins at enemies
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Pewterarm Group, Intelligent Bare Hands (b[2d8+4] damage) 10 HP 2 armor Close, Forceful The Pewterarm or 'Thug' is a Misting who ingests and 'burns' the metal pewter to enhance their physical strength and endurance. Pewterarms, while burning pewter, are many times stronger than their normal selves, able to lift objects many times their own weight. A Pewterarm also has increased resistances, they do not feel the cold, and can shrug off a wound that would normally cause a person to falter. A Pewterarm is a terror to face in battle, however, when a Pewterarm runs out of metal to burn, their body will succumb to any injuries they have acquired, and all supernatural strength will fade. Instinct: Be aggressive
- Beat people up