Difference between revisions of "Steel Inquisitor"

→‎Creation: Fixed the number of possible extra spikes after all powers are granted (originally listed as 15, but it's actually 14 if you count the linchpin) and clarified a few points here and there.
(Expanding on spikes.)
(→‎Creation: Fixed the number of possible extra spikes after all powers are granted (originally listed as 15, but it's actually 14 if you count the linchpin) and clarified a few points here and there.)
According to [[Aradan Yomen]], one of the ways in which the number 16 made itself known in their time was that the [[Lord Ruler]] had originally made 16 Steel Inquisitors.{{book ref|mb3|70}} The number 16 in relation to the Inquisitors showed up once again, as [[Ruin]] created or otherwise used 16 Inquisitors to further his goals during the time after the [[Collapse]] (as there were 13 during the final battle, while [[Elend]] and [[Vin]] had already dispatched 3 previously).{{book ref|mb3|55}}{{book ref|mb3|73}}
 
To create an Inquisitor, metal spikes are inserted at various points in the subject's body by hammering the metal spike through the heart of a [[Misting]] or [[Feruchemist]] into the new Inquisitor; this reduces the loss of power through the Hemalurgic process, due to the spike spending a minimal amount of time outside of a body. These spikes, now Hemalurgically charged, tear into and forcibly splice information from the victim to the subject's [[Spiritweb]]. This process moves vital organs, allowing the spikes to be inserted practically anywhere without fatally wounding the subject.{{book ref|mb3|41}} The process is not painless for either person involved, as both violent changes to the Spiritweb and having metal spikes driven into one's body causes pain. The [[steel]] spikes inserted into eye sockets allow the Inquisitor to navigate via the blue Allomantic lines from the traces of metals in everything. The spikes create a chain in an Inquisitor's body, and there is a central spike or 'linchpin spike' that acts as a connector to the lower and upper spikes. If this spike is removed, the Inquisitor dies. A linchpin is needed to avoid deadly side effects if four or more spikes are used on an Inquisitor.{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}
 
CreatingInquisitors anare Inquisitortypically bestowsgranted many Allomantic and some Feruchemical abilities to(detailed the[[Steel subject,Inquisitor#Powers|below]]). These abilities are granted on top of the Inquisitor's own natural Allomantic powers (if any), meaningand any abilities the subject had prior to the transformation are augmented by the spikes. As such, Mistborn and Seekers were the preferred subjects, as their increased Seeking ability would allow them to pierce [[coppercloud|copperclouds]]s.{{book ref|mb3|37}}{{book ref|mb3|45}}
 
There are forty-seven known total bindpoints that can be used for an Inquisitor. Eleven are physical, twelve are mental, twelve are temporal, and twelve are spiritual.{{file ref|Hemalurgy table.jpg|Hemalurgy Table}} There are no differences in bindpoints between males and females.{{wob ref|5533}} IfTo agrant Steelevery Inquisitorpossible wouldAllomantic wantand every baseFeruchemical power, forit bothwould Allomancy and Feruchemy,take thirty two spikes would(one befor each power) plus a neededlinchpin, leaving room for fifteenfourteen extra spikes.
 
Regular humans who were turned into Inquisitors could fully remember who they were and what life had been like before their transformation.{{book ref|mb3|40}}
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