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a second game with the same rules/roles would go much smoother, as people would be familiar with them

A VERY well done game, DP - thanks for the great story and characters! I'd certainly be up for another round.

Sorry I was so scarce this game, everybody - my wife had her birthday over the weekend and it was kind of a big deal, and by the time the weekend was over my character had been offed. :eek: But this was certainly a fun one to follow, even if I didn't get to "play" a whole lot.
 
This might have been a perfect storm, but I think kamikaze wolf should at least have a role, to protect themselves. Overall I like the idea of everyone having some sort of power.

well, i thought the double/superkill was a pretty good power, better than the kami which is a reactive one and only kicks in at death.

the one thing i think needs to be revisited is that if a baddie is linked to a unique role, like the dural Gnat, and everyone has a unique role, it can be smoked out, like the rebels did very effectively at the end.
It is to avoid this very situation -in general- that we need a lot of 'normal' players in regular games.
I thought with the uncoupling of powers/roles i had solved the issue, but didn't anticipate the Dural Gnat being last standing with so many powerful villagers still alive, that could cross-confirm everyone's role.

of course this is only viable if he is the last one standing, and all other WW roles have been identified, a combination which is likely not common (and should be proactively avoided by the WW: if a WW sacrifice is deemed necessary, it really should be the Dural Gnat -same with the Kami, but to a lesser extent-)

out of curiosity, was it a conscious decision to sacrifice the alpha on day one, or more of an accident?
 
Thanks very much DP, for running such a complicated and complex game; it is obvious that there was a lot of work involved.

Congrats too, the the Rebels; excellent win, and very well done.

Anyway, I loved the game, but I love the Mistborn books in any case.

Moreover, I loved the roles, (especially as they were somewhat congruent with some of our real characters) and loved the idea of the individual and varying Allomantic properties, which lent a welcome degree of unpredictability to the game.

It is possible that we got lucky - succeeding in taking out the Chief Inquisitor (Alpha WW) on the first night; that was a good use of Queen's powers, although, initially, I was uneasy about them being used so early.

Ravenvii also not being around to defend himself helped matters, too.

Thanks, for the Bursting Powers, Sythas, (that felt funny, to receive the PM informing me that I had received them); ironically, I had headed off to be by the time that I was the recipient of the Rioting Powers, and so - paradoxically - didn't get to feel them, although, obviously the vote in question was doubled and aimed at the right target.

If I have one slight concern, it is that the Inquisitors (WWs) are underpowered, or under numbered; given our numbers, and the fact that we had a variety of powers of varying strength and utility, it might have made sense to give the Inquisitors (WWs) four to start with, or not make the Infection so difficult to carry out. However, I like the idea that, in addition to the WW powers, the Inquisitors each had an additional (randomly assigned) Allomantic power, in addition to their more standard WW power.

From the Rebel (village) perspective, what made this game excellent was that everyone had a function, which gave each individual some sort of a motivation to remain actively involved. This is far better than the usual fate of the 'normal' villager', which all too often devolves into simply waiting around to get killed, and blundering about cluelessly while the individuals with 'powers' - along with the WW - have some idea of what is going on.

Unusually, the Rebels/Villagers ended the game with a surprising number of the key skills/powers still alive, which normally doesn't happen in the WW games.

Terrific game, DP, and it is obvious that it called for a huge amount of work, both in the preparation and the running of it. Take a bow. :D

I. for one, thoroughly enjoyed it; above all, it introduced a very welcome element of unpredictability to everything.

Equally - it made the Rebels/Village - work together , however chaotically, to some degree as a unit, rather than reacting as hapless individuals which is all too often the outcome of the WW games which was a positive plus, because the Inquisitors/WW always work together.

Again, well done DP, well done Rebels; the Inquisitors got a few unlucky breaks (the Head Inquisitor being caught so early must have been a bad blow), and made a few poor judgement calls. Great victory, nonetheless. Very well done, one and all.


Thanks SS,
you are in part responsible, as it was you who suggested the books to me. i had never heard about them a few months ago (now i passed them to my son :))
I am curious, did anyone else read the books? WILL anyone now? :)

as far as gameplay, you raise some legit points although it may need another very similarly organized game (in terms of roles/mechanics, setting is obviously irrelevant) to fine tune it.
However, 3+1 infection is a much better position than to start with 4, as it gives a lot more flexibility.
the failure to use it was certainly in part bad luck and in part i suspect bad WW communications (although a lot of props must go to Sythas, as it was his plan that lead to Imaketouchtheme swift downfall, and of course, as part of the "no good deed will go unpunished" series, he was promptly lynched for it :D), but as mentioned, the WW could still have salvage it at the last moment. The infection is always the WW's most powerful tool, and should really be proactively protected by them.

One possibility for the infection is to take away the infection from the 'alpha', who has is own power anyway and is still the leader as far as orders go, and give it to the WW as a team: the infection/recruitment can go on, as long as there are 2 WW/inquisitor alive to perform it. to make it bait mrs interesting you could have that if it is done with all 3 alive, you get the super-inquisitor with double powers (the recruit and the dead one), if you do it with only 2 alive, then you just get a regular recruits, with only the powers they had before.
if the ww/inquisitors don't act and lose it, then it really is on them, because they will always had at least one chance to use it.

I like the infection to be a proactive decision, to be pondered and evaluated by the WW, rather than a reactive one to be used automatically only when the alpha is about to be lynched, or to close the game. i think it adds a lot to the strategic aspect of the game.
 
One possibility for the infection is to take away the infection from the 'alpha', who has is own power anyway and is still the leader as far as orders go, and give it to the WW as a team: the infection/recruitment can go on, as long as there are 2 WW/inquisitor alive to perform it.

I like that idea.

I'm not totally sold on the double power rule. Maybe have both but when using the first one the other gets lost as well? As much as luck and good guesses and probably most important: active participation by the entire cast on the final day made this look like an easy game, with some other misting powers assigned to the WW (and probably better uasge of them) I can imagine the pendulum swinging into the other direction a tad too much eventually.
 
I like that idea.

I'm not totally sold on the double power rule. Maybe have both but when using the first one the other gets lost as well? As much as luck and good guesses and probably most important: active participation by the entire cast on the final day made this look like an easy game, with some other misting powers assigned to the WW (and probably better uasge of them) I can imagine the pendulum swinging into the other direction a tad too much eventually.

that could be a good compromise: new ww gets to choose what to keep.

the double power scenario was really a direct reflection of the mistborn world, since -in that universe- that is in fact how the Inquisitors accumulate powers.

i really wanted to create a scenario as consistent with the books as possible, which influenced some of the powers. For example, the duraluminum gnat mistings has no powers at all in that world, while burning duraluminum is one of the most important abilities in mistborns themselves, as it enhances all other powers.
thus, the dural gnat made sense only as an inquisitor (as the only character with more than one power)

similarly, the smoker is a semi-pointless power in the game, as it not very useful except to block seekers (which are likely in the same team) but since it is a very well-defined ability in the book, i wanted to keep it as such in the game. besides, not everyone can have super-duper good abilities, or the game gets 'broken'.

another alley that could be explored, is to have some of the powers not to be unique, and/or not all the power to be necessarily present (except a few core one, like seer and guard).
basically you would have a larger pool of 'weaker' powers from where the GG randomly selects what to assign to players. you can then have a game with 2 "sliders" but no rioters.
this of course would become a huge bonus fro WWs as now they can more successfully pretend to be someone else.

the key is always in keeping the game balanced, which becomes harder as the games get more complex.
 
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that could be a good compromise: new ww gets to choose what to keep.

the double power scenario was really a direct reflection of the mistborn world, since -in that universe- that is in fact how the Inquisitors accumulate powers.

Yes, s/he keeps both intitially, but as soon as one of the two is used the other goes down the drain as well.

The smoker is a semi-pointless power in the game, as it not very useful except to block seekers (which are likely in the same team) but since it is a very well-defined ability in the book, i wanted to keep it as such in the game. besides, not everyone can have super-duper good abilities, or the game gets 'broken'.

I actually didn't understand how he works anyway. When I, the Seer, scan s.o. who got smoked what kind of info do I get? Or the Seeker? I could see it as a useful tool for the ww to cause some confusion though. Maybe the Alpha is a smoker + gets one other, random power? Maybe too powerful then.

another alley that could be explored, is to have some of the powers not to be unique, and/or not all the power to be necessarily present (except a few core one, like seer and guard).
basically you would have a larger pool of 'weaker' powers from where the GG randomly selects what to assign to players. you can then have a game with 2 "sliders" but no rioters.
this of course would become a huge bonus fro WWs as now they can more successfully pretend to be someone else.

I fear that's going to be far too complex/random.
 
Yes, s/he keeps both intitially, but as soon as one of the two is used the other goes down the drain as well.

cool twist

I actually didn't understand how he works anyway. When I, the Seer, scan s.o. who got smoked what kind of info do I get? Or the Seeker? I could see it as a useful tool for the ww to cause some confusion though. Maybe the Alpha is a smoker + gets one other, random power? Maybe too powerful then.
in the game, the way i had written it, the seer would have gotten the same info, as the is not looking for allomantic ongoing activity, but for 'essence' (who the person is). The smoker hides ongoing allomantic activities, so it would block a seeker or a tineye scan (in the game).
a possibility to make it more playable would be to extend it to the seer completely (blocks the scan), or only partially (blocks the reveal of allomantic power, but not the alignment), but in this case if smoker is good, it would be mostly counterproductive to use the power. instead, to add it as an 'extra power' that makes the alpha 'more special' -with some tweaks- could be a good idea, with the infection transferred to the WW team as mentioned above


I fear that's going to be far too complex/random.

:D probably
 
instead, to add it as an 'extra power' that makes the alpha 'more special' -with some tweaks- could be a good idea, with the infection transferred to the WW team as mentioned above

Exactly.

Would be nice to see these mechanics tweaked a bit but more or less used as a whole again (next game). Now that I already understood half of it. :D
 
Man, this just makes me want to try writing a few storylines (something, admittedly, I would normally not consider). Following the superhero idea, I've been thinking about potential game scenarios. Just a few

One set in the Star Trek universe perhaps (probably TNG, because it's the best :)rolleyes:) and SS can get a dosage of Jean-Luc. WWs could be Romulan or an unknown enemy that has infected the ranks (cue science fiction alien clichés). Since the rankings and positions on a starship are highly ordered this would make a fairly easy to follow game (e.g captain, doctor, engineer, the red shirted officers that always die :rolleyes:). I have not searched around yet but. I think someone has done this already.

Another would be set to Doctor Who. I'd really have to brush up on the series but it might be really fun, especially if the Doctors main power was invoked (time travel). It could get pretty crazy.

Or of course, follow Don't Panic and his adventures at Milliways for a lovely Hitchhikers Guide to the Galaxy themed scenario (again, probably already done). You know, Vogons, a trip to the end of the universe, Marvin the Paranoid Android, Arthur Dent, Random, and a towel.

:D

i don't think star trek has been done here, nor dr. who.
we had a battlestar galactica and might have had a star wars (not sure if it was done or just talked about), and we def had a Hitchhiker's one (still we could have another one).
in fact, if you paid close attention, there was a direct reference to the Hitchhiker's guide in this very game ;)

TRIVIA TIME:

1. what was the direct reference to the Hitchhiker's Guide?
2. what were the 2 direct reference to Game of Thrones?
3. why was Rick Snagwell such a big fan of Chrmjenkins?
4. speaking of chrmjenkins, where -in the narration! ;)- was he not completely forthcoming with the truth with abijnk?

the first to get them all right wins 5 internets and a starring role in the next DP production. :D
 
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i don't think star trek has been done here, nor dr. who.
we had a battlestar galactica and might have had a star wars (not sure if it was done or just talked about), and we def had a Hitchhiker's one (still we could have another one).
in fact, if you paid close attention, there was a direct reference to the Hitchhiker's guide in this very game ;)

TRIVIA TIME:

1. what was the direct reference to the Hitchhiker's Guide?
2. what were the 2 direct reference to Game of Thrones?
3. why was Rick Snagwell such a big fan of Chrmjenkins?
4. speaking of chrmjenkins, where -in the narration! ;)- was he not completely forthcoming with the truth with abijnk?

the first to get them all right wins 5 internets and a starring role in the next DP production. :D

oh man, i should know #3!

ok here it is, because his chic abi is a kings hockey fan! i win!
 
:eek:

I WANT THAT!

err... PLEASE!

Can I invest into DProductions? :D

but of course!

i take cash, visa, master card, traveller's checks and chickens.

.................

a star war setting could be easily adapted to this format: rebel vs empire (rebel infiltrated), empire vs rebels (with good/bad guys roles switched), jedi vs Sith, etc.
powers are not magical (except maybe jedi-related ones), but technological artifacts, so they are not tied to the 'narration character'
 
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out of curiosity, was it a conscious decision to sacrifice the alpha on day one, or more of an accident?

Sort of both; I voted for him to give myself cover, not expecting him to gather so much votes. When he did, I couldn't switch my vote without looking suspicious, so we were kind of forced into sacrificing the alpha.
 
Sort of both; I voted for him to give myself cover, not expecting him to gather so much votes. When he did, I couldn't switch my vote without looking suspicious, so we were kind of forced into sacrificing the alpha.

What did you think when I pulled a 360 and started the vote for you :D ?
 
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I know I'm late to the celebration, but good job rebels!

DP, I really enjoyed this game. Thanks for all your effort!

I enjoyed your buying into the role :)
and i loved how you kept dropping hints about your roles, with nobody (except pluto) picking them up for a long time :D

----------

I really enjoyed your conversations with SouthernDad. Good stuff!

Southern Dad did really well, especially this actually being his very first game.

His "argument" with Sythas was a riot (sythas gets half the credit).
It was effective too, as it convinced Sythas he was a rebel, which in turn led to Sythas' plan and to imaketouchtheme's downfall, and eventually to the rebel's win.
 
and i loved how you kept dropping hints about your roles, with nobody (except pluto) picking them up for a long time :D

Just because Pluto openly declares his past nonsense was all part of the plan doesn't mean the rest of us isn't doing this as well. :D
 
I enjoyed your buying into the role :)
and i loved how you kept dropping hints about your roles, with nobody (except pluto) picking them up for a long time :D

I have to thank you for that. My back story was great, so I had to go with it. Plus, I've always thought that the game looked more fun when people bought into their characters. It really is more enjoyable that way.
 
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I have to thank you for that. My back story was great, so I had to go with it. Plus, I've always thought that the game looked more fun when people bought into their characters. It really is more enjoyable that way.

this reminds me i never shared the backstories.
so here they are, for those of you who are interested in the full picture

BACKSTORIES

You are Moyank24, a former plantation Skaa farmer from the Southern Dominance.
Life in the Plantation wasn’t too bad –for a plantation Skaa- but it was bad enough.
So, when you heard of a plan being etched out to escape and join the Rebellion up north, it was an easy decision.
Hey! You were always good with weapons and you had other talents too. You had discovered you where a SOOTHER as a young girl, and although brass was hard to come by, you still somehow managed to mellow down the Plantation Overseers and help your family cope with the hard times, or sometimes help your mom getting a better price at the market. During the escape, you used your art, fueled by some vials of brass shaving you ‘found’ at the mansion, to assuage your companion’s fears, to dampen the guard’s curiosity when you where almost discovered, and too many other times to list.
Now finally you have reached the caves and you can’t wait to give your contribution to the insurgency.
You were always a REBEL anyway.
..........

You are Techgod, a young Skaa metalworker from the slums of Luthadel, the Capital of the Empire. Being a THUG, you never felt the Works were too much, and at the Plant there was never a shortage of Pewter to burn. Unfortunately, your hot temper often landed you in troubles, from which you usually get away unscathed, much to the chagrin of your foreman at the plant.
The scuffle with the City Guard’s men, however was a close call, and it almost gave you away. Thugs were in high demand in the army, but according to rumors they were often used as front line fodder against the Rebel Mistborns or unruly Koloss. Especially Skaas like him. You owed nothing to the Empire, and if you had to fight, might as well do it on the REBEL side.
At least you wouldn’t have to wear that silly uniform.
..........

You are Plutonius. Half-skaa, beggar, fortune-teller, nobleman, street performer, crew-captain, Con-man.
Or anything else the situation required. And if it involved to somehow stick it to the Steel Ministry, so much the better.
Unfortunately the air in the city had become a bit heavy recently. The Inquisition had your number and your shtick as a Medium was becoming a bit stale. Yes, it did line you pocket with a good amount of gold, and in full truth it wasn’t totally a scam. As an AUGUR, you could tell something about their beloved departed. But talking to them? well….
So when Mscriv offered you to join him in the Rebellion as a REBEL captain, in the Outer Dominance, you suddenly remembered how nice it was out there in the spring..
..........

You are Queen of Spades.
After half a life running the Queen of Spades Inn and Post Stop (yep, always the creative one…) out in the Western Dominance, you were starting to feel uneasy. A bit of Electrum helped in figuring out the troublemakers before they did anything serious, well most of the time at least, and the occasional visit to Luthadel was enough excitement, most of the times.
But there was always an itch.
That night, you burned a bit extra electrum on a hunch.
ORACLE visions are never clear, but that night it could not be more obvious.
Koloss. Lots of them. Close.
Just enough time to alert the lads in the Town Watch and a couple of close friends, pack whatever valuables would fit in your horseback and you were running for the hills.
When you came back the next evening, hidden by the mists, only a pile of smoking rubble was left of the Inn, and not much more of the rest of the town.
Granted, joining Mscriv and his REBELLION didn’t sounded exactly like a winner, but your knives were starting to get a bit rusty, and –according to a bold former costumer who now needed some extra dental work- you could use the exercise.
..........

You are WoodNUFC, a barge pilot. You spent most of your life moving barges on the many canals that connected the Empire Capital, Luthadel, to the various smaller trade posts in the Outer Dominances.
You transported any cargo that made you a pretty coin, be it steel, wheat or escaped Skaas from the Plantations. A free man yourself, you had become increasingly sympathetic to their plight and their cause. When you witnessed yet another ‘operation’ at the hand of the Inquisitors, that was it. You were an accomplished LURCHER, and your ability had helped you in more then one occasions against road brigands, pirates and the like. But inquisitors… that was a whole different level.
Maybe if you joined the REBELS
And so you started working for Mscriv and the Insurgency. You just delivered a load of contraband weapons and armors to his caves.
..........

You are Sythas, a cadet son of one of the High Noble Houses of Luthadel. Your father never realized you had Snapped and developed your allomantic powers, so he never held you in much esteem.
Ironic, because your BURSTER powers, together with the easy access of your House to the rare nicrosil alloy, would have given him the edge he needed to prevail over the other High Houses in his petty political machinations.
Not that you were ever interested in those. You despised him and what he represented, just as he despised your bohemienne attitude and friends. For some time, you kept yourself entertained by forcing his hired Allomancers to flare up their metal in improper situations. Eventually, you decided to put your considerable gifts to better use and joined mscriv’s underground REBEL organization. If only daddy could see you now…
..........

You are Koodauw, you come from an established merchant family of the Northern Dominance.
As young boy you once remained out of the Trade Post at night, when the Mists came. You never believed the Skaa’s superstitions about the Mists, but that night something happened. You got sick and you Snapped, and became an Allomancer. Only, your ability was not one of the common ones. When you burned metals, nothing appeared to happen.
But eventually you caught the interest of a Seeker inquisitor from the Local Chapter of the Steel Ministry.
Your recruitment is something you’d rather not think about, but when you came out of it, you were… different. Powerful. Awakened. Now that you had another metal to enhance, you realized that a DURALUMINUM GNAT is useless only until he becomes an INQUISITOR. You were integrated into the Secret inquisition, with discretely placed hemalurgic spikes and a mandate to terminate the insurgency.
..........

You are Twietee, a nobleman, heir to one of the Lower Houses from the Outer Dominance. During the early years of the Empire, your house remained neutral during the Unification Wars, until an army of Koloss was brought into your land by their Inquisitor controllers.
The devastation was swift and complete. And your house swore eternal war to the Empire.
Although formally the house is now pledged to the loyalist High House there, you have never ceased supporting the underground rebel movement, in part using your family’s finances to procure the incredibly precious Atium to fuel your SEER predictions and to help their Mistborns.
Recently, you decided to join Mscriv’s REBELS directly, bringing your gift to his service. In addition, your family holds one of the most valuable objects in the Empire: an intact Atium crystal encased in a protective aluminum shell, which can produce a few drops of pure Atium every day. Possibly the only source of Atium outside of the Pits.
..........

You are Rick Snagwell, a talented “wealth redistributor” from Luthadel who had joined Plutonius’ crew in his latest con. Although you and him don’t see eye to eye, you respect his cunning and his leadership and decided to follow him in this REBEL adventure. You are positive he is an allomancer, but you are still trying to figure out what kind of Misting he is, since he never cared to share. Of course, likewise, you apparently forgot to mention your COINSHOT abilities, or your past as a hired assassin. If he could see you at night, when you disappear in the Mists and fly…
..........

You are Tomorrow, a creature of the Streets of Luthadel.
The alleys of the capital of the empire can be very generous with a man who knows what he is looking for. Even more so, when that man is a TINEYE and can see, hear, and feel better than anyone around them. Of course the source of such generosity, mostly noblemen and wealthy merchants, tended to disagree with your approach to life and the City Guard was often involved. But you knew the city’s back street like nobody else, and had used this knowledge by yourself or as part of one of the many underground Crews to eek out a decent -if not honest- living.
Unfortunately of late the Inquisitors had taken a renewed interest in the street urchins and other questionable characters that populated Luthadel’s underground scene. The time for a change of scenery had come and when a friend suggested you should try your luck with the REBELS in the Outer Dominance, you couldn’t find any good reason to disagree.
..........

Everybody calls you Southern Dad, and you don’t even remember what your real name is. For decades you took care of your herd down in the southern dominance, where the Empire was not much more than a name.
You bothered nobody and nobody bothered you. Until the Steel Ministry started demanding more and more. And then they started taking the children. Well, not all the children, only the special ones, the ones who got sick in the Mists.
The Mistings. Like you once were.
being an accomplished SMOKER, for some time you tried to protect them, you kept a thick coppercloud around the small village, so the inquisitor couldn’t locate the bursts of Allomancy from the kids. But it wasn’t enough, you couldn’t burn copper all the time, and eventually they found them. You watched helplessly as they took them away.
Oh, but they were going to pay for it. They could count on that.
So that evening you walked north and eventually reached the REBELS secret stronghold.
You had outlived tens of those blasted inquisitors and you would outlive many more.
That was a promise.
..........

You are Chrmjenkins, famed travelling mummer, poet and performer, founder of the Last Applause Kings, now disbanded at the order of the Steel Ministry.
Legend wants it, you never finished a show without a thunderous applause and a standing ovation.
Of course, your being a powerful RIOTER might have had something to do with it, but as you love to say, you can’t be bothered with these ‘pointless details’.
Now you were looking fro a bigger and more meaningful stage, and the REBELS were going to be your cast. With some luck (ok, with a lot of luck) you will take the show to the Lord Ruler himself.
..........

You are Imaketouchtheme. You grew up in a small farming village in the Central Dominance. Your memories of that time are fading, but you remember that you could do tricks the other kids could not, when you could move much faster than anyone else, or do more things. In those moments the others looked like statues!
Then the Hooded Men came and took you away. The training at the Steel Ministry was hard, but you finally understood. You were a SLIDER, a time-bender. Your little trick were possible because of traces of bendalloy in the water and food, but when the Inquisitors let you try a vial of pure bendalloy. Wow. It was surreal, You could complete your assignment before others had even picked up their pencils. And the fighting!! It was like hitting strawmen.
When you finally earned your steel spikes and became an Inquisitor, it was even better. Eventually you got promoted to HEAD INQUISITOR, and trained in the Recruitment Ritual.
Then you got your orders. You were to infiltrate the Rebellion with two other Inquisitors, disclose their location and annihilate them. If in the process you could bring some talented Allomancer to the Ministry, all the better. You had the set of steel spikes and you knew the procedure, it was going to be a blast. With the likes of you, the rebellion was doomed.
..........

You are Ravenvii, your father was a stone mason, like his father before him, and his father before him.
But you were not a stone mason. That was just a cover. You were much more. You were an Allomacer. A rare one. One that had power over other Allomancers, even Mistborns.
Their power would literally disappear when confronted by a well-trained LEECHER. And you know who was going to give it to you.
The Steel Ministry had resources and knowledge and, above all, chromium. Becoming an INQUISITOR had been painful, but it was well worth the price. Power. And as soon as this mission was accomplished, as soon as these miserable rebels were dealt with, you will get your additional spikes and you will rise through the ranks. You were going to become Supreme Inquisitor, and sit to the right of the Lord ruler himself!
..........

You are -Aggie-, a KANDRA.
You were sent by the Kandra Council to investigate and assess the motives and potential of the Rebellion. it took you some time to find the Insurgent’s base, but eventually you got here with a batch of new recruits, using the bones of a veteran soldier. When you shaped your new body, you packed in a good reserve of extra strength, and incorporated a few ‘war wounds’ that gave you instant credibility as a veteran.
Initially you had a neutral stance toward the rebellion, but the longer you stayed here, the more invested you became in their success.
The news of the increasing aggressive stance of the Steel Ministry’s inquisitors towards the kandra and other “inferior” creatures was the final straw that led you to fully embrace the cause and become a REBEL
..........

You are Abijnk, the High-born daughter of a Loyal Lord.
You grew up amidst the balls of the high-society in Luthadel –the capital of the empire- , where you learned everything there was to know about their intrigues, their secret and their wicked ways.
Your father had high hopes to use you to seal an important alliance with another House, by way of marriage, and couldn’t care less about your opinions in that regard. Allomancy was a rare gift, even in noble families, and you showed all the signs. Expectations were high.
When you finally Snapped, your father could not believe it. His daughter was an ALUMINUM GNAT? HIS daughter? The shunning was immediate and complete.
Your smarts, your knowledge, you business acumen, your leadership suddenly counted for nothing. So you took off. You had been running the family finances for some time and took with you a good chunk of it. And then put them and your brains to a better use: to help the REBELS overthrow the rotting Empire.
..........

You are Astroboy, a REBEL. The Rebellion is the only thing you ever knew.
Your parents were part of the Old Insurgency. One which failed like countless before it.
Always on the run, hiding, fighting and moving was the only life you ever knew.
But your parents never lost hope and now with Mscriv and the other Mistborns, you believed it too. Now you were of age, so you could fight as well as a fresh recruit.
Only recently you found out you were not a simple soldier. Like your great-uncle and others of your ancestors before, you were a time-binder.
A PULSER, you can slow-down time around you.
You are just learning to control the power, but you know it could be very useful in a battle.
If only you had a bit more cadmium to practice…
 
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