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Because of their Hemalurgic origins, all Steel Inquisitors are able to hear the voice of [[Ruin]].
 
Although created from [[Human]]s, they are physiologically and mentally distinct. They can, however, mate with humans.
 
Steel Inquisitors are identifiable on sight because they have a series of large, metallic spikes protruding from various points on their bodies, most notably the eyes. They also usually have a large number of tattoos, usually signifying rank.
Steel Inquisitors are very powerful opponents. Because of the healing supplied by their gold spike, most injuries fatal to the average person are trivial, usually not even phasing the inquisitor.
 
This is not to say that they are invincible. Removing spikes from the inquisitor can effectively kill it, most notably the lynchpin spike located on their lower back. Beheading is also an effective method for killing a steel inquisitor.
 
== Powers ==
Depending on which Hemalurgic spikes the Inquisitor has, their abilities can vary immensely. Not all Inquisitors had an atium spike, nor could all of them tap health. During the time of Kelsier, however, most had those spikes.
 
*Iron/Steel Savant: Inquisitors lack eyes, so they see via the blue lines from burning iron or steel. They burn this constantly, thus becoming a [[savant]].
*Healing: The gold spike offers extremely effective, almost immediate healing.
*Strength and Speed: The inquisitor's pewter spike offers dramatically increased Strength and Speed.
Shards, Editors, Keepers, Synod
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