|
>>
|
d1210a.jpg
Red Ruby Crumble
d1210a
>>321957
A restarted golem would be capable of being commanded by the next person who had the inclination to do so. Re-powering one is the equivalent of having the user preferences reset, with all locks and such open until a user is registered.
However, a Soul Grave only loses one soul a month, and 3 souls per use of Soulfire. Further, a Soul Grave needs at least twelve souls to function, so unless specific order countermanding it are given, a Soul Grave will avoid using Soulfire when too close to it's minimum fuel requisite. But yes, if you dropped a golem to below twelve souls (or more, if the Soul Grave has been changed enough since creation to require more passive power) then the remaining souls would immediately disperse, and the now immobile form could be manipulated however desired.
>>312963
Reposting Ugrokk, then going from there.
Ugrokk's Traits And Talents:
--Blood Of The Long-Bones:
Ugrokk's blood is thick with the blood of the Cromagg, an ancient rival of the Premen. This makes Ugrokk far taller than his contemporaries, and gives him a reach advantage when using any of his limbs.
--Adaptive Joints:
Born more flexible than most, Ugrokk's joints allow a wider range of motion, allowing for more unconventional movements. Further, this flexibility means Ugrokk is exceedingly difficult to grapple, and is adept at escaping holds.
--Mobile:
Ugrokk is faster and lighter on his feet than most of his size range could claim.
--The Axeman:
Ugrokk is most familiar and competent with axes, which he combines with his reach and irregular movements for deceptive, whipping hacks and chops, preferring to distract and hinder foes with rapid attacks before finding a chance to land a deeply biting strike.
--The Open Hand:
Ugrokk's unarmed combat style is oriented around redirection of force, rather than blunt trauma, to rely on the leverage his height provides. Ugrokk can flip, throw, or cause to stumble almost any foe he can get his hands on. As far as direct strikes go, he prefers to chop and stab with a stiffened hand, rather than with a closed fist.
Oggroth The Mountain's Traits And Talents:
--Heir To Parran Thropus Clan:
Oggroth The Mountain's ancestry were long members of the Parran Thropus Clan, broken and scattered shortly after Oggroth's birth by Goran and the Gorkin Clan. The blood he carries comes from the Parran Thropus's Clan's distinct lineage, separate from most Premen, and makes him larger, hardier, and more primal. Oggroth's size, strength and durability all are greatly amplified by this Trait.
--Known No Pain:
Oggroth The Mountain is titled such for his phenomenal ability to ignore pain. He is able to ignore his flesh being sliced or flayed, not flinch when he is set aflame, and laugh at an attempt to beat him to death. Oggroth will continue to act with full control of his body until it literally starts to fall apart.
--The Way Of The Doban
Oggroth's signature weapon when he does not just use his bare hands, a massive sphere of iron some four feet in diameter, is a fighting style he claims to have picked up from an old, leathery-skinned Premen with shockingly white hair, who nonetheless was able to resoundingly trounce a younger, more arrogant Oggroth who was incredulous at the old one's claims. Now, Oggroth can apply devastating force to opponents up to thirty feet away, either by hurling the sphere at them, swinging it about in a circle with a shortened chain before extending it, or outright bringing it down with both hands upon an opponent like a hammer from the sky. While the speed his fighting style holds isn't much, it's destructive force and potential range are both exceptional.
--The Clenched Fist
Oggroth fights by balling his fists and using his overwhelming strength and weight to literally beat his foes to a pulp, preferring to stand and trade blows with a foe rather than try to fight evasively. Oggroth fights to dish out as potent of a blow as he can, every time he strikes.
Arkus:
--Adaptable Analytical Psyche:
As a result of having grown up under rather dismal conditions, with poverty, famine, death, plague, and all manner of traumatizing events all bombarding him. Yet instead of retreating from the harshness of reality, or being warped by it, Arkus became obsessed with understanding the world around him. As he matured, this tendency likewise evolved, leading to Arkus being able to restore himself to a rational state of mind much more quickly than would normally be possible by all but the most grizzled veterans, all of whom would have far worse mental scars than Arkus.
--World Mage:
Arkus has successfully learned at least one spell that taps world magic, and how to reliably correctly cast it. He now qualifies as an entry level mage by the Mortal Coil's standards.
--Well-Traveled:
Arkus has traveled widely throughout the warring lands south of Castiliathen, and knows the area well. Whenever Arkus is asked a question concerning anything within the demesne of that knowledge, he will have current information as of his last visit to any major city, given at least three days to check known places to pick up gossip and news.
Anything else someone wants to ask? Maybe someone wants to give a shot at outline a type of spell they would like to see?
|