A Misting who can burn Steel is called a Coinshot. This metal lets an Allomancer Push metal within several dozen yards directly away in a process commonly called “Steel-pushing.” A character burning Steel also sees transparent blue lines leading from their center of mass out to every piece of metal within range, and their intensity is likewise based on their distance and size. Pushing along these lines lets the character send an unanchored object of equal or smaller weight away, or sends them in the other direction from an anchored or larger object. Allomancers often use this ability to fire small objects like coins at targets (hence the Misting nickname). This makes Steel the most popular form of offensive Allomancy, and puts Coinshots in high demand among noble houses and military forces alike.
Pushing against anchored or larger metal objects (or smaller objects on the ground directly below the character) is a favorite mode of Allomantic travel. By dropping a coin or two on the ground and Pushing against them, a skilled Allomancer can “walk” on stilts of Allomantic force, or hover dozens of yards in the air. Of course, landing can be difficult, so many leave such stunts to Mistborn, who can absorb the punishment of any mishap with Pewter.
While burning Steel, you automatically detect and may Push either one or all metal objects within 100 paces (Medium Range). This distinction is important—you may not choose to Push more than one object unless you Push all of them, or you have the Multiple Targets Stunt.
If a Pushed object is smaller or lighter than you, it’s propelled away from you; otherwise, you’re Pushed away from it. In both cases you can control velocity, up to a maximum speed of approximately 100mph. Generally, Steel-pushing requires no roll unless there’s a compelling reason the story might be enhanced with failure (the Narrator always makes this call, as they have the best view of all story implications). When a roll is required, it’s made with your Steel rating.
Attacks: A common use of Steelpushing is to attack with loose metal objects between you and an enemy (e.g. the contents of a coin purse or a bag of horseshoes, which you can throw at an opponent as part of an attack). When you make such an attack, you roll with your Steel rating and apply the other rules listed here:
Pushing an object held or worn by another character is a Contest between your Steel and the target’s Physique. Battling for a metal object with another Allomancer is also a Contest, pitting your Steel versus their Steel. In both cases, success propels the object out of the target’s hands and away from you (if it’s held) or sends the target sprawling (if the object is worn). In the case of a metal object positioned between two Steelpushing Allomancers, the object can become a projectile targeting the loser, using the rules on the Steelpushing Attacks table (see above).
Hovering: By Pushing off of metal in your environment, or metallic implements on the ground like coins or horseshoes, you may hover in midair, or “stilt-walk” or sail at up to 25 miles per hour. This is not flight, and the maximum height you can reach is equal to your Pushing range (100 paces, unless you have the Long Range Stunt). Landing can also be problematic, requiring you to Push off of metal objects thrown down onto the ground or already located there. Most landings require no roll but doing so in rough or treacherous terrain requires a successful Steel 1 roll, with failure costing you 1 Health.
Pushing Extremely Heavy Objects: Anchored Pushing can put great stress on an Allomancer’s body. Each time you Push on two or more extremely heavy objects—for example, Pushing between a locked steel gate and an armored wagon to break open the first, flip over the second, or both—you lose 1 Health from physical strain.
Pushing Objects in Bodies: Pushing metal objects in a body (such as piercings and Hemalurgic spikes) is exceedingly difficult, requiring a successful contest of your Steel vs. your target’s Physique with an Outcome of 5 or greater. This is normally only possible if your Steel is boosted with Duralumin or you enjoy a Nicroburst.
Burn Rate: Steel burns at a rate of one charge every 20 minutes. When flared, Steel burns at 2 minutes per charge. To keep track of your Steel, download the burning calculator.
Flaring Steel: Flaring Steel provides no additional benefits beyond increasing your Steel rating.
Allomantic Steel Stunts
Increased Velocity: You may push objects at a velocity of up to 250 mph, and the damage they inflict increases by +1.
Long Range: You detect and may Push metal objects out to 300 paces (Long Range).
Multiple Targets: You have finer control of your Steelpushing and may simultaneously Push a number of individual metal objects, or attack a number of different targets, up to your Steel rating. When attacking multiple targets, make a single Steel roll which each target must defend against individually. Nudges are ignored (they may not be gained) when using Steel to attack multiple targets.
Slow-Burning Steel: Your Steel burn rate is doubled (i.e. from 20 minutes per charge to 40 minutes per charge). You may take this stunt a second time, increasing your Steel burn rate from 40 minutes per charge to 80 minutes per charge. This Stunt does not increase your Steel burn rate while flaring.
Steel Deflection (Reaction): Once per Beat, you may Push metal objects that are already in motion. See rule book for more details.
Steel Running: By Pushing off the metals in your environment, you can move as fast as a galloping race horse (approx. 40mph). During each Beat, you may Steelpush to take up to 2 steps toward or a way from a target without penalty, or you may choose not to gain any Action or Defense dice for the round to take 3 steps toward or away from the target.
Feruchemists use Steel to store physical speed, becoming sluggish and almost lethargic. Conversely, tapping speed accelerates response time and lets the character run faster than a human, a galloping horse, or even a skilled Allomancer burning Pewter. Tapping extreme speed can let a character perform seemingly impossible feats of alacrity, like running from one end of Luthadel to the other in under a minute.
Storing in a Steelmind
When storing, your reflexes and movement speed are diminished and you lose 1 die per charge currently being stored with Physique rolls involving physical speed or response time. The maximum number of charges you may store in any hour is equal to your Steel rating or your Physique score minus 1, whichever is lower.
Tapping a Steelmind
For each charge you tap, you gain 1 die with Physique rolls involving physical speed or response time.
Alternatively, you may tap Physical speed in Step 1 of a Physical Conflict to act more quickly. For each charge you tap, you’re considered to have one additional Action Die when determining the order in which you act in Step 2, so long as you take a physical action. Thus, tapping 4 charges of speed to support a melee attack, or to leap across a gap, lets you act as if you have 4 more Action Dice available than you actually do. Note that tapping speed in this way is a special exception to the standard rules for tapping charges, and that charges tapped for this purpose do not provide any further benefit in Step 2 beyond the ability to potentially act before others.
Tapping 10 or More Charges of Steel
Feruchemists who tap huge amounts of physical speed can become a blur, too fast for the naked eye to see. They zip through battlefields like angry winds, cutting enemies down and darting to new foes before anyone can make out their positions. Every 10 charges tapped increase your speed by 25mph, and increase the number of steps you may take per Beat by one.