Golem Quest Mordre Abilities: Difference between revisions
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[ | [[Golem Quest| Main Page]]<br> | ||
[ | [[Golem Quest Skillsets| Skill-sets]]<br> | ||
[ | [[Golem Quest Deep Spawn| Deep Spawn Names]] | ||
Currently of a well-established Hero level, benefiting from having Deep Spawn regeneration inbuilt, which passes on in some form to anything Mordre possesses (Currently can only be Soul Eden, which regenerates as a Deep Spawn), Mordre's soul is a hybrid of mortal, Deep Spawn, and Chaos Souls: Mordre is basically a budding Administrator/Mortal Hero/embodiment of Chaos simultaneously. Restricted to only be able to access the Soul Eden's belief while actively piloting it. | Currently of a well-established Hero level, benefiting from having Deep Spawn regeneration inbuilt, which passes on in some form to anything Mordre possesses (Currently can only be Soul Eden, which regenerates as a Deep Spawn), Mordre's soul is a hybrid of mortal, Deep Spawn, and Chaos Souls: Mordre is basically a budding Administrator/Mortal Hero/embodiment of Chaos simultaneously. Restricted to only be able to access the Soul Eden's belief while actively piloting it. |
Latest revision as of 19:40, 18 August 2013
Main Page
Skill-sets
Deep Spawn Names
Currently of a well-established Hero level, benefiting from having Deep Spawn regeneration inbuilt, which passes on in some form to anything Mordre possesses (Currently can only be Soul Eden, which regenerates as a Deep Spawn), Mordre's soul is a hybrid of mortal, Deep Spawn, and Chaos Souls: Mordre is basically a budding Administrator/Mortal Hero/embodiment of Chaos simultaneously. Restricted to only be able to access the Soul Eden's belief while actively piloting it.
Languages Known: Common, Premen, Yeti, Mornostic, Land Of Dragons Low tongue, Land Of Dragons High tongue. Mordre has displayed strong abilities in mimicry and ventriloquism.
Bodies
As an existence not bound to a corporal body, Mordre can possess bodies, and act through them simultaneously; the main bodies are listed below.
Mage Mordre: A faux-human body--Life Golem skin and muscle, Wood golem organ system, Clay golem circulatory system, Stone golem bones, highly specialized Small Tomb braincase and spinal column. Other than acting as 'Mage Mordre's' real body, grants no extra capabilities.
Soul Eden: A modified Soul Grave; made of Blootz Steel alloy, with Deep Spawn and Dreameater Blood Iron and Chaos-/Belief-infused tungsten. Can continue to operate indefinitely, as long as 12 base souls are available and the consumption of at least five pounds of metal a day.
Eden
Using 5 Pristine Souls and two Deep Spawn, the Soul Furnace was modified into a Heaven Forge, drawing power from the contained souls' Belief--the vibrant thoughts, dreams, hopes and ambitions pooling together, bouncing around in an afterlife where imagination is reality--instead of burning souls to generate Soulfire to power the golem. Unlike Soulfire--rough, raw, violent and domineering--Belief is capable of precision, each iota inevitable, the tip of an implacable avalanche.
The Heaven Forge is a pocket dimension, anchored by a Chaos and Time based spell matrix, whose properties include preserving the contained souls' existences and magnifying each individual soul's Belief.
Currently, two System Administrators anchor the spell matrix: Yamanatos, the Gatekeeper of Eden, and Ridfanre, the Administrator of Eden. The Soul Eden is Restricted to not be able to run without Mordre actively present to direct its output.
Effects
In comparison to the Soul Engine, the Belief Engine increases Golem Magic: Precision 35%, Power 13%, Multitasking 63%. In addition, the Belief powering the Soul Eden harmonizes with the Belief Mordre has gathered, warping Mordre into the very image that sustains him.
Allows storage of objects imbued with Mordre's Ownership and Belief, to act as focus points for errant Belief. Caution is advised: the contained souls are allowed free will.
Though the amount of energy involved requires a worldwide network of Edens to be connected to Mordre, or a Planet Eater-level Cosmic being, modification of the Heaven Forge, so that the contained souls can grow, is possible. Lenryt has stated she will not aid in this endeavor, though she did not say others like her would not.
[A little more information on Pristine Souls and proto-souls]
Pristine Souls: Use of a Pristine/Chaos Soul enhances performance temporarily or capability permanently; there is a limit of ten PSs able to be used to permanently enhance any given thing. Intended method of production: a Chronomancer channels their temporal manipulations through the Soul Furnace, creating a link to extradimensional time, allowing reach beyond the here and now. Mordre's first known method: predict accurately a future event, of which Mordre cannot know concretely, from scraps. Highly situational, but always beneficial when used.
-Examples of usage:
- -Eating metal: consume worked Lortoxite for a short time (only long enough to eat a couple hundred pounds at most per Pristine Soul used), allow a consumed metal to permeate body much more thoroughly than normal (eat 300 pounds of something, whole body converted: first Pristine Soul provides 100-fold increase, additional Pristine Souls increase that by a factor of ten)
- -Gaining competencies: 1 to spontaneously generate basic golem crafting
External Belief Sources
Currently Mordre has the following Belief sources:
Drazken Clan: A small thousands of people, of which only a small proportion, the original Drazken, truly remember Mordre's strength. With the Ark Ascendant floating above Mordreden, Belief from the Premen will likely remain steady. Some individuals hold Mordre in especial regard: e.g. Lorgk reveres Mordre and Oggroth worships Mordre as his personal god of strength.
The Azelhaedran State: About 100K citizens contribute Belief, seeing Mordre as a benevolent savior and ruler. Number contributing increases to 110K when including DoD prisoners, who would see Mordre as a monster, or a god, depending. Contributes to the Mage Mordre persona.
Land of Dragons (Indelible Dragon Mordre the Ascendant): Many tens of thousands of people, with more as tales of Mordre's Deep Spawn, subordinates (Bang's craziness, Keddic's taboo Blood Magic and heroic achievements, the Metal Skulls of the Indelible), and Mordre's accomplishments spread, Believe Mordre to be one of great strength, backed by the cultural archetype of a Dragon. Contributes to the Mage Mordre persona.
Ark Ascendant (The Ever-Growing): A collection of some 20K Dionepan refugees, who see Mordre as a Sphere God, one who constantly grows in power and pulls all followers toward strength, and the head of a Pantheon with the introduction of Bang and Mordre's Deep Spawn--lesser Sphere Gods. Living in a Sphere (legendary in itself, but furthered by Mordre's acquisition of the Sphere by killing the former Sphere God and all of his followers in half a day) and a Faith Soldier accompanying each, the Ark Ascendant inhabitants have many reminders of Mordre's might.
Morgren Clans (War God Mordre): Many thousands of Morgren, viewing Mordre as a terrifyingly powerful figure.
Magic
Mordre learns magic through consuming Mage souls (grants instinctive knowledge; only learns the primary capabilities of each individual Mage; each individual soul providing the magic, allowing fields normally restricted, like Souldreaming, to be used) and by learning magic as a mortal could learn in equivalent circumstances. All mortal magics, along with any and all Deep Spawn, including Administrator, magics, can be learned.
Although having the means to tap to them freely, Mordre's soul does not innately knows all the magics it casts through the Soul Eden (they are still fully usable, though).
Blessed with the combined magical stamina of every contained soul (which discounts Hero and Mage souls), the Soul Eden's magical energy recovery rate is proportional to amount of contained souls; this means Mordre's magical stamina regeneration rate is greater than all but the most powerful of magic users.
Current available casting points: Mordre's soul, the Soul Eden innate casting point, and the two Soul Nexuses.
Available Fuel Sources
WORLD:
(minor mages): Comprehension of how to tap Leylines for World magic, but otherwise no capability to draw ambient World magic.
WILL:
(gift from Lenryt + numerous others): Fully developed comprehension on the tapping of Will.
BLOOD:
(Daobo The Bloody + Gorkin Shamans): Has a heightened affinity with blood of all kinds, able to fully manipulate the Blood Iron in own form, and cause the Blood Iron to flow to generate Blood Magic (currently requires intense concentration, i.e. switching Will Magic for Blood).
SOUL:
(Yeti Shamans + 2 Pristine Souls): The application of two Pristine Souls forced the few Yeti Soul Mages to give up their secrets of Soul Magic, granting the ability to use Soul Magic, tied to the Soul Eden's ability to sense souls. Current Soul Magic capabilities: passively sense a soul's Chaos/Order balance, manipulate an unresisting soul's Chaos/Order balance, speak with consumed Heroic Souls when intensely focused, directly dominate and command dead unwarded, non-Hero souls (allows usage of normal souls as fuel for basic Soul Magic).
Available Fields
Magnetomancy (gift from Lenryt, Verther): Universal capability at any form of Magnetomancy, limited only by the magical potency possessed. Currently equivalent to an experienced and competent Magnetomancer.
Geomancy (Domintus Geomancers): Mastered. Enables earth sliding, transformation of stone into any of the same type (currently: Igneous, Sedimentary, and Metamorphic), levitation of stone and earth.
Pyromancy (Domintus Pyromancers): Mastered. Enables control--of direction, velocity, intensity, and lethality--over flames, along with generation of conventional flames.
Kinetimancy (Gorkin Shamans): Allows redirection of force vectors and creation of new ones at will with sufficient magic behind it.
Ignimancy (Gorkin Shamans): Allows the building of electrical charges to create positive or negative bolts of energy (charge-up required to use).
Pomumancy (Domintus Pomumancers, Kengehxion's Followers): Combat Mastery. Full manipulation of plants, and plant-based organics, including the manipulation of growth/decay rate, on contact--with form or runed saw rings.
Curatiomancy (Kengehxion's Followers): Combat Mastery. Full manipulation of flesh on contact--with form or runed saw rings.
Chronomancy (Trollzaru): Incomplete, general casting barred. However, a currently unknown connection between the Chronomancy source and the Soul Eden waits its beginning; some unknown form of temporal manipulation available. THIS IS (ALMOST) NEVER TO BE USED, EVER, AS IT FUCKS WITH TIME, WHICH INEVITABLY LEADS TO TIME FUCKING WITH YOU!
Deep Spawn Magic
Currently, can Restrict existences in the Deep Spawn manner and create Organic Soul Graves. Cannot create spawn. More magics may be learned by trading mortals (dead or alive) and/or purely technological devices, or through Moments of Inspiration.
Administrator Magic
Deep Spawn magic open only to Administrators. A step into Cosmic magics, which include every source of magic.
Omni-Source of the Cosmos: From the magics--Blood, Belief, Dream, Deep, Chaos, Soul--imbued in the Soul Eden's body; the chromatic nimbus of light surrounding the shadowed form intensifies, and dramatically boosts the durability of the Soul Eden. Must be sustained through the constant saturation of external magic.
Combat Magic Styles
Current learnable Combat Magic Styles: those that, at the most basic levels, involve only the (left) fist and the heart known to consumed souls. As more Soul Nexuses form, more style options open up. Currently, almost all forms of the Winding Way are learnable.
For use, both the Body - Heart (or Mordre's own soul) and Left Hand Soul Nexus must be devoted to magic. So no IG or speed/consuming bonuses.
Mass Connection
Jade Soul Style
Jade Fist:
-Jade Soul's signature move, a direct gathering of Soul energy around the fist by means of expanding the soul itself to encompass more area than normal. Causes supernatural impact, compounding the fact it is used on a Siege Fist.
-Can somewhat ablate and negate magical defenses, in proportion to Mordre's own soul. Considering that it is ultimately slaved to the Heaven Forge, containing many thousand souls, it can pierce considerable amounts of magic.
Ethereal Strike:
-A projection of energy, a replica of one's hand emitted as a projectile impact, possessing some of the Jade Fist's piercing ability, but little of its kick. Can be used in rapid succession, opening the options to which it can be applied.
-Has a range directly related to the originating energy source, the Heaven Forge, and as such, can reach ranges normally not considered feasible for the move: some several hundred feet before half the energy has dissipated, and more than a thousand complete decay.
Warding Palm:
-A gathering of energy for hardening, rendering the hand far more durable, if much less flexible while active.
-While under the effect of Warding Palm, any magical attack that strikes the palm can be unraveled, most of its energy breaking up before even reaching the hardened hand.
Rending Grasp:
-A move reserved only for approved students; has the built in condition that to work, the practitioner's hand must be in contact with the foe's body for one full second before the ability can be triggered.
-Once the condition has been met, the move allows for far amplified armor piercing to Jade Fist, in all areas in direct contact with the hand. If all magical protection is pierced, excess energy goes towards weakening the material being touched, allowing an omniruinous attack.
Miscellaneous Spells
Various spells that are distinct enough to deserve a separate section, usually by having long explanations on its functions.
Unnamed Geomantic spell: Requires one minute to cast. Summons a fifteen foot tall clay siege golem (of comparable strength, if not durability, mobility, or lethality, to the Soul Eden) requiring general orders in the same sense that Soul Soldiers do. Multiple can be summoned, but all summoned golems require energy to be constantly supplied to persist, with costs rising linearly (1K souls:1 golem). While maintaining the golem(s), all potential Geomancy tied to maintenance: while other magic can be cast, no Geomancy spells can be cast.
Faithfire: A smoke-like light, tangible vapor with an inner glow, a brilliant golden hue with streaks of stark orange and scarlet--the burning physical manifestation of Belief. Chaotic. Lacks Soulfire's violent destructiveness.
-COMBINED ABILITY: Faithfire + Inverter: Much like the Soulfire version, but the crystal is smoky-white, instead of green.
Unusable
Until more Soul Magic is gained, these spells are unusable, derived from a no longer existent Soul Engine.
Soulfire: At the cost of three souls, creates a penultimate fire, able to burn anything--only a Soul Grave won't be reduced to ash. However, as the souls used to fuel the flames are used up, the flames will dissipate. Approx. lifespan of flames: 30 seconds
-COMBINED ABILITY: Soulfire + Inverter: Activating the Inverter, held close to the Soulfire, inverts the Chaotic Soulfire of destruction into Ordered Crystal of preservation. Targets of this Inverted Soulfire are enclosed in a cocoon of crystal, preserving their form, be it soul or flesh.
Unnamed Soulfire spell: At the cost of many thousands of souls, Soulfire can be temporarily boosted to become much more heavily suffused with Chaos than normal, turning the Soulfire white and as hot as an Inferno Golem; launched like lances, destroys armies as the white fire spreads and consumes all it touches in seconds. Nothing of use can be gained from those attacked, and, so suffused with Chaos, has perhaps unforeseen interactions with Chaos/Order.
Heroic Souls
Merrack The Swift (Body - Heart): Grants the NIMBLE NITRO ability.
Thomro the Strong (1/12) (Left Arm): Formerly fueled the growth of spectral spikes along Mordre's siege fist, capable of bypassing conventional armor. Now grants the ACCELERATOR ability.
- -The other parts of Thomro's soul are in various Small Tombs, one commanded by Arkus under Kyorto's eye.
The Fang Taker (Left Arm): Grants the SPECTRAL GORGING ANIMA ability.
Ozmand the Hammer (Ruin Revolver): Creates a ghostly hammerblow followup, that gains power as velocity increases, to any Ruin Revolver shot. Full measure of trust gained; soul aligned to pure Order: shots fired have antimagic properties.
Luo of the Winding Path (Right Arm): Converts the Sable Executioner from the claw base-form into a trio of bladed ribbons. Distrustful: views Mordre as an aberration to destroy.
Keen Eyed Balboa the Butcher (Body - Shoulder Guns): Creates vacuum-field bubbles in which the AV blades and RR shells travel after firing, ensuring no loss of velocity to air friction.
Jade Soul Monk x4 (John, Paul, George and Ringo) (Left Arm): Spread out throughout Left Arm, using the Body - Heart and Left Hand Soul Nexuses as magical focus points to simulate the Jade Soul Style moves above.
Lumingo the Blademaster (Body - Spell Matrices): Grants some golem-sized melee weaponry competency (Blades).
Yogoko the Time Thief (Left Arm): Grants the CHRONAL BANDITRY ability.
Bagata the Inverter (Left Arm): Grants the INVERTER ability.
Abaeloth the All Consuming x2 (Body - Heart): Grants the HANDS OF HUNGER ability. Some measure of trust gained.
Zagrath the Unseen (Eyes): Grants passive piercing of any visual illusion not powered by Soul Magic; Deep Spawn improved illusion-piercing. With Zagrath's willing cooperation, grants Level 3 of the Amaranthine Annihilator.
Goran the Magic Eater (Body - Heart): Grants the FEASTING VESTMENTS ability.
Todwick Revelrik The Rocket Hammer (Ruin Revolver + Body - Spell Matrices): Equipment portion grants runes and a hollowed pit with thrust capacity on the back of the cannon rounds, creating self-propelling shells. Memory and skill portions grant some golem-sized melee weaponry competency (Hammers).
Guuten the Hungry (Body - Heart): Eaten by Goran.
Gelug the Golden Axeman (Body - Spell Matrices): Grants some of the competency with golem-sized melee weaponry (Axes).
Trollzaru (Body - Heart): Incompletely eaten by Goran.
Conventional Armaments
Siege Fist (Left hand): Of prodigious size--three feet across at the knuckles--designed to smash through walls and doors. The Immortal Genocide is set in this fist.
Sable Executioner (Right Arm) (HS: Luo of the Winding Path): Three Black Steel ribbons, each some forty feet long, taking the place of the right arm, save for half of the upperarm. Lined with fine saw teeth, subtly edged, with great cutting power, the ribbons can saw through hardened targets with sufficient force. Each individual ribbon can be manipulated independently; all three ribbons can be wrapped about to form a saw-toothed lance of coiled Black Steel. When so wound, if the point of the coiled lance is placed against an object and forcefully unwound, it can act as a drill until such time it finishes uncoiling (3 seconds maximum, with shorter duration uncoiling having more intense drilling take place). Inflicted wounds have a high chance of infection, are prone to higher amounts of bleeding, and heal more slowly.
- -Sable Sanguine Steel Slicer: By coating the Sable Executioner with magically charged blood, and using the Inverter to invert the Executioner's magic-rejection to allow the blood to soak into the Sable Executioner, Mordre unlocks a new form of Sable Executioner. Scoffs at normalcy, growing larger and smaller in turn, a myriad of outlines and shapings warring as if it tries to be dozens of things at once, its color the color of blood, an undulating scarlet. Can overcome even Goran's impressive non-magically protected physical defense with ease. Requires active Blood Magic, Blood Iron flow active in the Sable Executioner, and some form of magically charged blood.
Anti-Vanguard Blade Launcher (Right Shoulder Mount) (HS: Balboa The Butcher): Carries up to sixty large, wild, irregularly fanged circular blades, with stark and feral runes, that can be launched individually. Each blade is capable of cleaving through armor far more effectively than the standard Anti-Infantry rounds. Further, Magnetomancy can be used to control their flight path and spin them open into a large saw ring when rotating, gaining a severely amplified magnetic field in that hole, allowing Mordre to use the blades not only as saws, but as magnet-shields. Each blade takes 1 hour to regenerate, with multiple able to regenerate simultaneously (10 minutes to regenerate with Magnetomancy fully focused on the act). Range 600 ft (Control via Magnetomancy), 2500 ft (no control)
- -Omni-Sheath: Formerly the Dragon Knight's Omni-Sheath, worked into Mordre's right shoulder mount to provide a dimensional storage point for metallic, unliving weapons.
Ruin Revolver (Left Shoulder Mount) (HS: Ozmand The Hammer, Balboa The Butcher, Todwick Revelrik The Rocket Hammer) (w/ 2 Pristine Souls): A tri-bore cannon, with a crater in the back of its revolver cylinder to redirect any recoil, and heavy rifling, that fires massive, spiral-etched rocket spikes designed to punch through even large masses of metal. The round is larger and more complex than normal; the cannon takes up extra room, the massive cylinder protruding both to the front and rear of the shoulder. The bottom barrel has a hand-indent for the Seige Fist--for Inverting Ozmand's imbued Order into Chaos, creating a Order/Chaos explosion if both rounds impact near each other. As two Deep Spawn have been implanted, the cannon and shells regenerate almost immediately. Range 30ft+ (Maximum range limit: what Mordre can perceive and direct)
- -Super Rail Shot: A superpowered railgun constructed by lining up at least five altered AV disks, single file, with the cannon, in conjunction with Ignimancy and Magnetomancy. The supersonic round produces a massive vacuum in the air--the path the shell took--leading to loss of structural integrity of that which surrounds the vacuum as they are violently pulled to fill it. The shot itself cores through even highly durable structures with extreme ease.
- -Relativity Cannon: A Super Rail Shot of sixty rings; the fired shell's and Mordre's (from the recoil) velocities approach the speed of light.
Omnidirectional Body Maw (Maw): Created by Mordecai after Goran took a bite out of Mordre's neck. Where once was a neck, now a set of fangs, flat and tipped with tiny saw-teeth, surrounding a hole, from which slowly exudes Faithfire. This modification detached head from neck and gave the head a wider set of teeth, ending with fangs. The supernatural effect: anytime Mordre mass consumes souls, the maw belches out a particularly dense patch of Soulfire, whose nimbus of energy empowers the suction--all souls within a hundred feet from Mordre, disembodied or near the verge of dying (i.e. severely wounded), are indiscriminately pulled into the maw.
Golden Skull (Head): A gold skull, with a wide set of teeth ending with fangs, detached from the rest of the body, allowing sight in all directions, though not all at once. The Shade of Souls (which, drawing on Mordre's soul to regenerate itself and its home, grants the Golden Skull Deep Spawn-level regeneration) and the Amaranthine Annihilator are set in here.
- -Golden Visage: A White Gold mask of an aged scholar, and a gold crown with points radiating like a wheel, attached to the head; together, creates the image of a sculpture of a scholar-king come to life. Visage stamped onto the State currency minted after Mordre took power, to slowly accrue Belief focused on mask and crown.
Techno-Organic Circulatory System (w/ 4 Pristine Souls): A system of tubes filled with every color of Belief-infused liquid mercury and Dreameater and Deep Spawn Blood Iron dust, pumped by Goran's heart (treated with Trollzaru's and Keddic's blood, and Morphically). Inhabited by Fjordak, who harmonizes the flow and Goran's heart with the Soul Eden. Boosts Blood Magic--Goran's heart beats thousands of times a second to create a supersonic flow of Blood Iron with glimmerings of Phonomantic and Magnetomantic energy just from running. At full output, combined with Mordre's soul, generates magic energy equivalent to a Soul Grave with 50K souls.
Titanic Spike: A massive spike formed by condensing and melding Blood Iron and other metals together with Magnetomancy.
-COMBO MOVE: Titanic Spike [Boosted] + Ozmand's Hammerlance: After firing the Titanic Spike (with Magic Amplifier Boosted Magnetomancy), six rounds of the Ruin Revolver are fired at the Spike, velocities modified so that all rounds will impact simultaneously. Helps in overcoming the target's defense--even if they could stop the Spike, it is an altogether different matter stopping the Spike and six RR rounds backed up with Ozmand's soul. Can even pierce through Goran's impressive physical defense, utterly destroying the arm he tried to block it with.
Magical Equipment
Soul Nexuses
One of the methods for a Soul Grave (and thus, Soul Eden) to evolve, Soul Nexuses form in places where souls of similar natures gather. (Souls with very similar natures, like Thomro and Fang-Taker, more easily form a Soul Nexus; though, so long enough Heroic Souls are concentrated into a body part, a Soul Nexus will form. The only known exception to that is the Heroic Souls that add runework to the body part, like the souls within the shoulder mounts.) What makes it so potent is that as each soul is added, all souls, in whatever form it can be used, grows stronger from the addition--as the amount of souls in a Soul Nexus grows, the applications of souls within it can grow stronger, evolving. Further, if no ability in the Soul Nexus is active at a given time, it can be used as a secondary source of spells, allowing for more complex casting. Only one ability in the Soul Nexus can be used at any one time.
Kyorto can show Mordre a method of linking Soul Nexuses together to achieve each others' effects in tandem, though Mordre can do this by pouring Belief into the space between each focal point, building a connection in the void.
Left Hand:
-ACCELERATOR: When activated, anything that comes into contact with hand has its velocity greatly amplified in whatever direction Mordre wishes upon losing contact. Applications include: imparting incredible speeds to touched objects, deflection of slow-moving attacks.
-SPECTRAL GORGING ANIMA Mark 2: When activated, a ghostly skull of gigantic proportions manifests through hand, phasing through inorganic matter while annihilating living tissue with spectral fangs. Absorbs magical power from what it feasts upon, able to grow in power and size with sufficient power and a short incubation period. Can venture up to at least twenty feet from hand in its current incarnation. Can be stopped by certain large-scale runes, so is best used on smaller fleshy targets. During the possession by Mordecai, the Spectral Gorging Anima was an expanding field that harmed only flesh, granted by a fully Chaos tilted Fang Taker.
-INVERTER: When activated, any magic (not including the Soul Nexus itself or the souls comprising it) anchored in the Siege Fist or in direct contact can have its function inverted. The end result depends on what is inverted. Built largely as a combination based ability.
-CHRONAL BANDITRY: When activated, anything hand touches has all of its vectors (electrical, chemical, gravitational, etc.) reduced, such that collectively, enough alacrity from their movement and perception is taken that they assume themselves to be chronologically slower. The vectors stolen are 'added' to Mordre, giving a hastening effect. Short-lived once contact is lost.
Body - Heart:
-NIMBLE NITRO: Mordre gains both personal maneuverability, and flat speed. Without any Magnetomantic enhancement, Mordre, with Nimble Nitro active, can now reach some 65 miles per hour, and with sufficient traction shift on a dime. WITH Magnetomancy on, wear on joints accelerates: prolonged use requires diversion of increased amounts of magic to repair. With both Soul Nexus and the default casting all bent on this, Will could push speed to 150 mph, and make Mordre one of the fastest things of his scale and weight. With Blood Magnetomancy likewise maximally directed toward self amplification, the metal itself will start to buckle, as Mordre starts to become a genuine speed demon, both in flat mobility and rapidity of movements. In this form, impact damage is MUCH worse due to extra strain on body: hits that normally wouldn't phase Mordre are damaging--in exchange to some of the greatest speeds of direct body movement achievable, limited only by the Soul Eden alloy's strength. The more Blood magic is turned to Magnetomancy on oneself, the more Mordre's Blood Iron will synchronize, making form more enhanced when controlled by Mordre.
-FEASTING VESTMENTS: Body directly consumes the raw magic of nearly all spells on contact, unless overwhelming in nature, converting the energy into a temporary pool to draw upon for further personal spell boosting. If not used, this pool will drain away like the Immortal Genocide's pool.
- -COMBINED ABILITY: Feasting Vestments + Chronal Banditry: A hybrid, Chronomancy specialized type of magic eating. Incompletely consumes the section of the Chronomancer's soul that powers the Chronomancy, adding it to the Omni-Source connection and the Soul Eden's spell matrices.
-HANDS OF HUNGER: Body emits grasping hands of shadow, range one foot, from all parts of the body. Erodes and unmakes any corporeal material with which it comes into contact. Think Physical eating, to match against Magic eating, for what form does. Keep in mind emits from feet too, so either be flying, have some magical platform to stand on, or be prepared for some shifting footing.
Runed Body Abilities
Eating Soul Graves (or their body parts) allows migration of any enchantments on that Soul Grave/body part to the Soul Eden. Requires runes of Chaos to be inscribed on the Soul Eden's body part beforehand so as to forcibly mutate the enchantments to match with the Soul Eden's spell matrices.
Immortal Genocide (w/ 2 Pristine Souls): A shadowed pit surrounded by runes set in the Siege Fist. Enchantments stolen from the Steel Fists' Soul Grave, and forcibly adapted to Mordre by Lenryt.
-Default Function: Upon activation, draws ambient energy (heat, magic, etc.).
-Primary Function: When a charge has successfully been stored, any melee attack will, assuming the target survives the brunt kinetic trauma the blow conventionally brings, have part of its own energy (soul, heat, life, etc.) be converted by the stored energy into the magical equivalent of explosives; amount of charge proportional to amount of converted energy.
-Secondary Function: When a charge has successfully been stored, the stored energy can be used to power a burst of magical annulment, rendering spell-casters caught in its grasp unable to cast temporarily and ending any active magics in range. The size of the burst proportional to the amount of charge.
-Tertiary Function: Creates Faith Soldiers, spectral warriors bound to Mordre's will. Requires general orders on what to do, but otherwise can handle the specifics of general orders themselves (orders to attack enemies needed, orders on how unneeded). Lasts so long as a sapient entity contributes Belief to fuel their transient existence.
-COMBINED ABILITY: Immortal Genocide Tertiary Function + Faithfire: Faith Guardian Golem: Externally partitioned variable amounts of souls, in the form of a large humanoid made of Belief. The souls making up the golem are made to believe they are striking down their most hated enemy; that Belief fuels the offensive power of the golem. If the golem is destroyed, the souls comprising it are destroyed, irreclaimable. With the help of Eden's Administrators and Fjordak at full output, 20 can be sustained for the cost of 1 Inferno Golem, 30 for the cost of 5. More requires more of Mordre's attention, likely exponentially increasing.
-COMBINED ABILITY: Immortal Genocide Default Function + Inverter: Faith Infusion: Imbues the target with a pool of Belief, which neither decays or regenerates without external influence, with which the target may draw upon to power their acts.
-COMBINED ABILITY: Immortal Genocide Secondary Function + Inverter: Magic Amplifier: Consumes a large amount of Belief to empower a spell or magical ability, by adding Belief as a fuel source.
Amaranthine Annihilator (w/ 5 Pristine Souls, Zagrath's willing cooperation): The AGELESS EYES OF WINTER. Runed by Arkus over the period of several weeks. Passively builds a charge by drawing power from Mordre's body movements and from Zagrath; currently can recharge two-thirds of the charge spent previously in about one minute; with Deep Spawn, rate nearly tripled. All collected charge is stored, until the Amaranthine Annihilator is activated, when all charge is expended, creating a beam with strength proportional to the amount of charge gathered. After sufficient charge has built (the equivalent of three days nonstop marching), the resultant laser will slowly acquire a duration increase, becoming a sustained beam that follows Mordre's line of sight for as long as it last. The beam rapidly pushes massive amounts of heat out of whatever it impacts, with such force and speed that sufficient power can cause those nearby to be burned or even outright incinerated. Conversely, the target becomes frozen so swiftly it explodes, showering the nearby vicinity in razor sharp shards. A charge of four hours spent traveling or otherwise engaging in significant action will provide a sufficient charge to be lethal to all but the largest (or sufficiently magically warded) targets at up to 500 meters. Beyond that, the beam's intensity will slowly degrade with distance, and lethality cannot be assured.
-Independent Movement: With Zagrath's willing cooperation and his ability to fly, the rubies can leave Mordre's form, allowing targets completely out of Mordre's line of sight to be hit. Each eye can fire independently of the other eye.
-Tallagga of the Right: Grants the ability to form ruby replicas, allowing Zagrath and Mordre to see what every eye sees.
-Orochoth of the Left: Grants Truth sight and the ability to ensnare minds in visual illusions if caught unawares--a subtle, dangerous magic to be used sparingly.
-COMBINED ABILITY: Amaranthine Annihilator + Inverter: Emerald Eradicator: Works much the same as Amaranthine Annihilator, save that it draws massive amounts of heat into whatever it impacts, instead of out. Holding an eye with an active Inverter allows use.
-CHAINED ATTACK: Amaranthine Annihilator + Infernal Lance: Pyromantically compressing the heat and fire that spreads from wherever Amaranthine Annihilator hits into a spear of fire, creating a second devastating beam.
Molten Fist: Upscaled versions of the runes of the ducal Small Tomb, inscribed upon Mordre's left arm; allows punches at terrifying speeds, achieved through copious amounts of thermal energy to make the metal fluid, drawing power from Goran's soul and his magic eating.
Unnamed: A collection of activated thrust-based pits on Mordre's body, used for flight and greater acceleration. Produces fire.
Disjointing Rune: One of the runes on Dulu's staff that were transplanted onto Mordre's chest, it is the only rune among that number to be able to be activated on a golem. 'Disjoints' the inscribed item; currently, the only known result: lack of magnetic field.
Shade of Souls: A scrimshaw work of runes covering Mordre's Skull, blocking any mind reading attempts from even the most powerful entities (e.g. Lenryt could not read Mordre's thoughts). Repairs itself and its housing by feeding on Mordre's soul, with further layers of fail-safe redundancies, fractal style.
External Equipment
Weapons
Aehroahquia (w/ 2 Pristine Souls): A Deep Spawn, inhabiting a Weapon Grave containing the weapons below and several lesser Siege Golem Weapons. Only forms of weapons listed below available, other weapons used to manifest a wall of weapons in each state. Both Weapon Grave and Aehroahquia Restricted to only manifest their powers for Mordre and those who have been identified by Mordre personally as worthy, which can be revoked at any time.
Edge of Infinity: A space-locked and time-locked sword.
-COMBINED ABILITY: Inverter + Edge of Infinity: Cataclysmic Chaos Cleave: Transforms the sword into a swiftly growing, chaotically moving blade of terrifying force, yet the protective enchantments are disabled. When this ability is used, Aehroahquia converts part of the sword into acid, which reverts back once the CCC ends.
-COMBINED ABILITY: Chronal Banditry + Edge of Infinity: Temporal Lock Mordre: Steals the timelock from the Edge of Infinity, resulting in complete stasis and thus invincibility and immobility for the Soul Eden. Magic is available but not rune abilities. The sword becomes vulnerable to physical attack at this poin; still somewhat resilient from the active spacial lock.
Void Bringer: A rocket-hammer, long-handled and five feet taller than Mordre with a head the size of Mordre's torso, engraved with a multitude of runes: of almost entirely Chaos aligned Pyromancy with several Enhancement matrices fused with Kinetimancy to create a given vector conjoining with and magnifying the flames on the back of the hammer, of hardening and preserving about the rims of the metal craters that make up the rocket portion, of hardening inscribed over and over again about the head and haft in spiraling paths, and the titular void--Order made manifest in a single, massive magic-annulling rune heavily engraved and inked into the hammer's head. If the cumulative damage the hammer sustains does not meet or exceed the scale of the magic-annulling rune, it reverts to a previous unharmed state.
Golden Axe: A golden axe, crafted with gold heavily tied to Belief, somehow bound to the concept of Severance, contains tightly compacted Order and apparently has homing runes for a form of teleportation.
Unnamed Resonance Weapon: A technological weapon based on augmenting vibrations and resonance principles; captured from Gwendalazia.
Lightning Cleaver: A heavy, single-edged cleaver covered in runes and symbols of lightning.
Armor
Matryoshka Over-Armor: Thirty thousand pounds of detachable, modular ablative Blootz armor, covering Mordre's entire body save for orifices and the Sable Executioner. Its gold-plated exterior, covered with Arkus' multipurpose defensive runes and jagged fang patterns below the runes, grants Mordre a regal look. Inhabited by Colossi.
Mordre's Vault
Current Funds: N/A; State Treasury currently with half million mark debt
-Balboa's Backpack
- -Healing Potions x19
- -Box containing recall potions to take the consumer into the heart of one of Weinsho's controlled outposts x1
-Sword of the Giant (Inaccessible: used by Lenryt in turning Break Blade into a Sword Grave)
-Spine of the Giant
-Goran's Heart (Integrated into Techno-Organic circulatory system)
-Abaeloth's Cloak (Given to Ulzrick)
-Crystal sword
-Todwick's Golem Armor (Pledged to Mordre, but left unclaimed)
-Gelug the Golden Axeman (Sold for more money in the Treasury)
-Golden Sapphire x2 (In Soul Eden, to further act as Belief accumulators)
-Amethysts x3
-Everfeast's Sword (Inaccessible: used by Lenryt in turning Break Blade into a Sword Grave)
-Trollzaru's Soul Archive
-Domintus' Soul Furnace (Currently used as an Ark power source)
-Weinsho
Holdings
-Mordreden: Effectively the Frostback Mountains. Held so long as Lorgk and those below him revere Mordre. Provides loyal followers and materials (warriors, shamans, rubies and bronze).
-The Azelhaedran State: Held so long as populace believe Mordre is helping them. Provides loyal followers and materials (warriors, mages, magical items), and the competently managed treasury of a state.
-Gialgorran Expanse base: 100x100 feet area plus a cliffside cave, west up the coast from the port about 2 miles. A stone and metal fortress, Mordre's temporary storage for dangerous items. Costs 500 marks/month nominally. Started renting at Day 149. Apparently Gialgorra is ignoring rent costs out of gratitude and friendship.
-The Ark Ascendant: Provides fanatical followers (warriors). Unlikely to be stolen: Deep Spawn implanted.
-Morgren: West of the Cursed Lands, inhabited by Morgren. Provides shock troops (Morgren). Held so long as the Morgren follow Mordre.