Anomalous Properties

Here you will find information about several of Fenner's anomalous properties that are found/soon-to-be found in the book.

## Absolute Solver

This is a system not owned by me. Take to the Murder Drones Wiki for the information.

**Fenner nicknames it "Helper"**

## Mortimirium

Mortimirium is a extremely dangerous and a really enigmatic system that is found within several humanoids. Very rarely found in Worker/Disassembly Drones. Although it's rare to find it in humans, it's properties are extremely hazardous if not used properly.

The mortimirium usually finds itself mostly in people who have severe anger issues, as it's main property is rage and control. When a host is angered or enraged, the mortimirium takes affect and will start to drip from the host's hand to their entire body depending on the anger level.

The Mortimirium Overseers have a scale.

Format: [Number]: [Ranking] - [Location]

**1:** Extremely Mild - Finger Tips

**2:** Semi-Mild - Fingers

**3:** Mild - Hand

**4:** Semi-Moderate - Forearm

**5:** Moderate - Arm

**6:** Semi-Dangerous - Chest

**7:** Dangerous - Stomach

**8:** Lethal - Legs

**9:** Extremely Dangerous - Feet

**10:** No Control - Whole Body, Mind

If a host's anger levels are at Level 10, the mortimirium has full control over their actions. Mortimirium mostly goes for whoever triggered the anger levels to be that high. And once the mortimirium has reached Level 10, there is no stopping it. The Mortimirium system will generate shields and other forms of protection against attacks or any form of harm to protect the host.

When the level reaches that high, the mortimirium will also start to mutate, generating limbs made of the substance to aid in combat with the rest of the system.

### **Appearance**

Mortimirium has the appearance of a black-like substance, much like oil or ink, except the substance has highly acidic responses to a variety of materials. Including human flesh.

## Time Dilation

Fenner's time dilation is not like time dilation you see in most movies or shows. His time dilation has a variety of properties.

**Rewind** - Fenner can rewind time to any point.

**Fast Forward** - Fenner can speed up time to predict any future approaches.

**Freeze** - Fenner can freeze time on the spot to plan his actions. And he can choose who can be unfrozen with him while time remains frozen.

**Slow** - Fenner can slow down time to see actions more vividly and properly dodge. **Mostly occurs when Fenner is about to be attacked.**

The Time Dilation is a work of Science-Fiction and acts as a way of Time Travel. But instead of a time machine, Fenner has it in the palm of his hand. Therefore, Fenner can rewind time to undo any mistakes, fast forward time to predict future actions, freeze time to plan actions, or slow down time to properly examine actions.

## Radio-Warp

Fenner's handheld transceiver can contact many radio channels, if not all the channels. Including channels from different time periods (for example, 1939).

While contacting a radio from the 1900s is cool, it will have some issues. Not like radios we have today. If Fenner was to contact a radio during World War 2, his messages would come in static-y, and vice versa.

However, if Fenner was to contact a radio channel from the 2030s+, the messages would be more clear and coherent.

Most of the channels Fenner contacts are

24.3 - Standard German Military Air Force Radio COMMs

24.4 - Standard German Military Ground Force Radio COMMs

86.4 - JCJenson Radio COMM's (**Non-Canonical**)

46.3 - United States Raident Force Radio COMMs

46.4 to 54.2 - Any USRF Squadron on the channel(s)

21.1 - Fenner and JCJenson Insider Channel

24.5 - German Military Ground Forces Combative COMMs

24.6 - German Military Air Force Pilot COMMs

## The Forcefield

The forcefield is the major thing that keeps Fenner alive. If Fenner didn't have it, he would be dead in Page 3. The Forcefield's protection origins are unknown, possibly a 5th Dimensional Being. It is not yet known, and will probably never be known how it happens.

No other person has seen or heard of the forcefield besides Uzi, Fenner himself, N, V, and Thad.

While one of the downsides are it doesn't ***fully*** protect Fenner, it mostly protects him from major injuries such as a gunshot wound or a killshot. Unlike mortimirium, which at Level 10 will protect him from **any** form of harm. Even a drop.

### **Appearance**

The Forcefield has an appearance of a blue-ish outline of whatever is being struck. So if a bullet was to try and hit Fenner in the head, it'd do an outline of his head and whatever is on it.

## The Bat

Not much info is known yet as it's still a W.I.P until the chapter comes out. But the main things that *will* be shown here are the main things.

The Bat is similar to the metal bat you see in **The Strongest Battlegrounds.**

The Bat is based off of **The Brutal Demon**/**Metal Bat**.

While some of the attacks are the same, a few of them are slightly altered.

And instead of **Pumped Up** as the ultimate form name, it's instead called **Bloodstorm**.

#### **Grand Slam**

The Grand Slam is somewhat the same, except Fenner jumps once, which doesn't have much distance, but jumps again which springs him higher and further, slamming the bat down into the ground which causes the crater.

#### **Foul Ball**

Foul Ball is also kind of the same. Except, when Fenner lands the attack, he slams the victim's face into the ground before hitting them away.

##### **The Kill Variant**

Fenner slams the victim's face into the ground before hitting the bat up into their throat, sending them up as he juggles them in the sky by hitting them mid-air, and when they have enough height, Fenner springs himself up and slams them into the ground while they're still flying up.

### **Ultimate Transformation**

During the transformation to his ultimate phase, he will grow weak for a second, before suddenly remembering "**Kapitän Klaus-Müller Schmidt**" during the fight in Frankfurt on Page 10.

When Fenner remembers the loss of the Captain, he will suddenly stand back up, punch himself in the face once and spark the bat against the ground a bit. And once he remembers that he wasn't as strict as he should've been during the American raid, he suddenly gets a Bloodlust of pure hatred and rage (Mortimirium Anger Level **10**). The mortimirium in his system will start dripping down his body, slowly dissolving the ground around him as he has now gone on a full on rampage of vengeance and hatred.

#### **Strength Difference**

Strength Difference mostly follows the same way as in-game.

##### **The Kill Variant**

Fenner will hit the victim up, juggle them in the air a bit before sending the kill slam to their gut that sends them flying.

#### **Brutal Beatdown**

The Brutal Beatdown remains the same, with a few slight changes with the warm-up.

Instead of kicking the back with his foot, he will throw it up and catch it, kicking himself off the ground and slamming around. On the second phase of the attack, he will start kicking up debris and creating small craters from the impacts. On the final phase of the attack, he will throw anybody caught in the brutal beatdown up into the sky, spring him self up and freeze time, slamming the bat across the victim(s) faces before unfreezing time again. And which, the bat hits will slam the victim(s) into the ground, creating craters.

#### **Death Blow**

The warm-up for the Death Blow is the same. It's the counter attacks that are different. Fenner will propel the attacker back, slamming the bat into their kneecaps and to the chin, sending their head up. And while they're stunned, Fenner will get behind the attacker and slam the bat across the back of their head, hitting them to the ground, as they look up, dazed and confused, Fenner will already be slamming the bat down onto their skull. Once the bat makes contact, it will send their skull crashing into the ground, making a large crater with debris flying around.

#### **Background Song**

There is no current background song for the ultimate form, but a few choices are...

**No Time For Caution (Edit)**

**Click**

**There Is Hope**

**In The Cage**

**Now They Are Coming**

**xStep**

**Frontlines**

**Power Trip**

**TO KILL A GOD - Battle Ready**

**The Final Flash of Existence Orchestral**

**Tactical**

**Day One Dark (2:35)**

**Samantha's Desire**

### **Reckoning**

Fenner has a second phase to his **Bloodstorm** ultimate transformation.

Fenner's transformation into the next phase is similar to **The Blade Master/Atomic Samurai.**

Fenner will tighten his grip on the bat as he will begin to channel his anger into the bat, which will then start to drip with **65%** Mortimirium, **15%** Rage, and **20%** Psychopathology, and once he fully transforms, a huge explosion will occur, knocking back anything and destroying anything on him. It's at this point he would have lost control, the Mortimirium keeping his control in order to kill whoever brought him to this stage in Rage.

He will also have heightened agility and combat skills.

#### Blackout (**Sunset**)

Fenner will charge towards targets, slamming the bat around, and he will throw the victim(s) into the air and spring up. Once he reaches the height of the victim(s), he will start spring himself higher, slamming the bat down, the air resistance starting to go against the bat and causing it to start burning up, and upon reaching the ground, Fenner will slam the bat into the ground, causing a Mortimirium filled dome-like explosion to occur, which will start to dissolve anything inside it. After the explosion is finished, one final fiery explosion will sound, knocking anything in the range away.

##### The Kill Variant

Fenner will kick the victim(s) up, springing of them to get higher altitude and start to drop down with his feet-first. Upon impact, he will jump up again and slam the bat down into the ground, completely obliterating the victim(s).

#### Impact Inferno (**Sun blitz**)

Fenner will jump forward, using the speed to move at an alarming rate, and anybody caught in the rush will be brought with him. Upon reaching the end of his road, he will kick the victim(s) up into the air, spring himself up and slam them back into the ground, sending after-swings of the bat down aswell.

### Flicker

Fenner will angle the bat to a position where he can easily control someone's attack. Upon being attacked, he will kick their weapon/fist away and somewhat disappear. When the attacker regains their senses, they will see that Fenner has disappeared. And then Fenner will reappear behind the attacker and start swinging the bat to the attacker's back, sending them flying and also breaking several bones such as the ribs and the spinal cord.

### Slamming Supernova (**Finisher**)

Fenner will charge a victim at a high speed, and once the victim gets caught in the run, Fenner will start going back and forth repeatedly slamming the bat against the victim, slowly going up into the air. And once they reach a high enough altitude, Fenner will slam the bat into the victim, sending them to the ground with a small crater, and Fenner will then channel all his anger into the bat, causing it to start burning as he will begin to slam the bat down. The air resistance will start to burn the bat further, and upon getting impact, the bat will cause a Semi-Nuclear blast that can destroy nearly anything in its radius.

### Background Song

There is no confirmed choice, but a few picks from YouTube/Spotify were....

**At Doom's Gate**

**Track 05**

**The Knife Dance**

**Gin Rummy**

**Inhuman**

**Chaos Insurgency**

**Nuclear Threat**

**Adrenaline**

**Vordt of the Boreal Valley**

**Deadwood**

### **Supersonic Flashpoint**

Supersonic Flashpoint is an upcoming phase for Fenner. Not many details as of now, but most will be made when the chapter for the phase releases.

For now, let's focus on some of the abilities.

**`There isn't any real reference, but if there are any references, I'll put them in.`**

#### Sonic Reflex

Fenner receives heightened reflexes, being able to dodge several oncoming attacks. Combined with the extreme speed, it's almost like he's a flicker when it comes to avoiding attacks.

#### Fragment Fury

Fenner will raise his foot or bat, slamming into the ground with enough force to create a tsunami of debris. Whoever is caught in the debris will get caught in the wave, being sent up into the air.

Upon being sent up, Fenner will kick off the ground onto some debris before springing off and towards the people affected by the tsunami.

Fenner will then go to each debris with incredible speed, causing the people affected to have no idea where he is or who he might be.

When he thinks the people are confused enough, he will abruptly appear behind the people, raising his foot or bat before sending it crashing onto the peoples heads, in which the people will go straight to the land with immense speed.

### Passives (**All Phases**)

**Pain? (All)** - Fenner will have no sense of pain.

**Bring it on! (Reckoning)** - Fenner has no control, resulting in the mortimirium taking his mind's place and deciding his actions.

**Fast as a Camera Flash** **(Reckoning)** - Fenner's speed and agility is greatly increased, being as **fast as a camera flash**.

**No Effect (Bloodstorm & Reckoning)** - Fenner will not budge from any attack. Or even flinch.

**Speed O' Fenner (Supersonic Flashpoint)** - Fenner is able to move **100x** the speed of light, breaking the laws of physics and reality itself.

## Sixth Sense

Fenner gained an ability to be able to sense a variety of things. Nearby entities, and future danger. While the sense can give him trust issues, he can sense future-betrayal and nearby entities.

**Hostiles** - Fenner will get an unnerving feeling of people he cannot see when someone is hiding. Whether that be in the dark or out of sight.

**Items** - Fenner will have a pulse in his mind telling him something of importance to him is nearby.

## Astral Projection Syndrome

Fenner is able to imagine the world using the sub-conscious mind, much like echo-location.

Sounds around him will pulse depending on the threat level.

**Blue** - Whatever made the sound was something like an item.

Green - Entities with this pulsing while Fenner is using the ability are considered friendly.

Purple - Entities that come up with this are most likely wildlife/animals.

Red - Entities that come up as red pulses are most likely hostile.

White - If something pulses white, it is not humane or anything mankind has seen. (He pulses white)

While focusing, his hearing will be enhanced and have a longer range.