Name: Fel Ovid
Backstory: Was created by Tal from a Voidcat and a hapless intern.
Immediately came up with ideas for knives that cut anything with voidiness, and making the perfect defense. And a serviceable offense too.
Theme:
http://homestuck.bandcamp.com/track/beta-versionBattle theme:
http://homestuck.bandcamp.com/track/dance-of-thornsRace: Void Feline/Terran Human Amalgam
Strength 7 (x 1.5 = 11)
Dexterity: 15 (x 2 = 30)
Intelligence:10
Constitution: 8 (x 1.5 = 12)
Health: 13
Perception: 14 (x 1.5 = 21)
Will: 10
Vigor: 10 (x 1.5 = 15 for physical tasks)
Instability: 0
(Cannot be modified directly on chargen. Significant inputs of directed energy, positive events, anchoring events, and significant personal breakthroughs will add a negative buffer to Instability. Negative buffers do not provide stat bonuses of any sort. However they do stave off Instability from problematic events.)
Skills:
XP: 0/39
Arcanism>Biomancy>Reshaping(ala Transformation): 7(2x7:14)
Arcanism>Rift>Void: 10(2x10:20)
Occultism>Rift>Void: 1 (2x1:2)
Telescoping Baton (and/or Staff, presumably?)>3 (1x3:3)
Perks/Eldritch Unlocks:
*>Rift>Void (10) [Paths of The Null]: Existence is shallow. Frail. A thin veil over a much Greater Lack. You know this. You also know that the Lack holds a great many secrets. You can freely walk the Void, interact with the Nulls, and explore the Ruins that slipped through the cracks. Be wary. As far larger creatures lurk in the Abyss.
Items:
==Equipped Gear==
Custom Exosuit:
- Dexterity Booster
- Heavy Wards
- Void-focused wards
- Durability enchantments
- Returning enchantment
Returning Soulflayer Baton/Focus
Returning Soulflayer Laser Rifle/Focus
Returning Voidrift Baton/Focus
====
Anything that is free.
(Pistol, SMG, Knife (or two or three), uhh, free stuff.)
Any free scopes.
1x telescoping baton, unenchanted.
1x telescoping baton, enchanted as follows:
- Voidsaber mode: A rift to the Void projects above one or both ends of the baton.
- Void Projection:Draws either a plane or sphere of (Rift to the) Void at a target distance from an end of the baton. Leaves a trail that either stays open till reset or closes over time.
- Void Safety:Acclimates friendlies holding it to the Void enough to survive in it. Can itself survive in the Void infinitely.
- Returning:Can be called to Fel from any point through the Void.
2x Lesser Voidbatons:
- Void Projection:Projects a ball of (Rift to the) Void on the ends of the baton.
- Returning:Can be called to Fel from any point through the Void.
==Other Non-Equipment Notables==
Alexander sigil, on chest.
Lucifer's sigil, on left posterior.
Rook's sigil, on back.
Tal's sigil, on amulet.
Sigil on Kress
Sigil on Rook
Racial Traits:
-That Which Shouldn’t Be, Yet Is: Amalgams by definition Should Not Be, yet they are. Those attuned to the arcane will often find them absolutely fascinating. Those attuned to the Divine might find them to quite literally be walking heresy against all that is Right. The mundanes will find them varying levels of adorable to uncanny to terrifying depending on how close the physical appearance is to one side of its Being. In the case of a Feline/Terran Human Amalgam, the closer to Feline it is physically, the more one would relate it to a cat instinctively. The closer to Human they are, the more they’ll be perceived as Human. Void Felines in particular tend to feel slightly Off. They’re an unholy mix of Void and Existence. This is something even mundanes can sense to an extent.
-Unstable Potential: As an Amalgam, or any sapient or nonsapient arcane creation, you’re a mix of two or more Beings, aka the minds, souls, and bodies of those beings. Unless the creator Magi or Magos is especially skilled, has practiced repeatedly, or has lots of energy to throw around, there is a high risk of your Being being completely unstable upon creation. The first Amalgam created by a Magi often has somewhere in the 4-6’s Instability. Additional Instability is most often triggered by elevated negative emotional states, severe pain, extreme fatigue, and a lack of faith in the Self or one’s place in Existence. Instability can cause quite severe debuffs the longer it lasts, with all stats taking a -1 loss and increasing for each level of Instability above 0. If three stats hit Zero due to Instability, your Being comes apart. Violently. Not only your body, but also your Soul. There is no coming back from that. Not even a necromancer could do it. Poorly created Amalgams and arcane creations are at risk of naturally increasing Instability over time on top of naturally having a High Instability. The corpse of a Stable Amalgam will remain intact upon death. It will not come apart at the seams. The soul will solidify and either move on to an appropriate afterlife or get shoved into a new body by arcane means if applicable. Void Feline Amalgams are at even more risk for Instability compared to normal Amalgams. The mix of Existence and Void is volatile.
-What is this? Can you eat?: As an Amalgam with a nonsapient and a sapient isn’t the most...Intact mentally, there is a chance that it may have difficulties learning complex tasks relating to technology. Hard and Average skills relating to technology are raised by one xp cost.
-Literally Magic: As an Amalgam, magic makes up a significant portion of your being. You will find the magic schools that made up your creation to be astoundingly easy to learn. You were literally made by it after all. Removes 2xp from the cost for each level in the applicable arcanism or occultism skills, making them Average skills (costing 2xp per level). However, other magic skills will be just as hard to learn as they are for everyone else. In the case of Void Feline/Terran Human Amalgams, the applicable discount magic schools include Necromancy, Biomancy, Arcanic, Rift, Voidic, and Ritualism. Ask during chargen what these schools include. Certain Amalgam species may be applicable for additional or different discount schools.
-Regression: As an Amalgam, you can choose to Regress to one of your composite forms for a period of time at the cost of +1 Instability per turn Regressed. In the case of Feline/Terran Human amalgams, this will either drastically raise your Dex by +5 or drastically raise your Will by +5 depending on if you go Cat or Human.
Translations (personal use, not in any way authoritative):
-Unstable Potential: Amalgams have an Instability stat. For each point in this stat they suffer a -1 debuff to ALL stats. If 3 stats reach 0 in this way, they die and cannot be resurrected. They can gain negative points as a buffer against this through anything that helps them maintain a self-image. Void Feline Amalgams are at even more risk for Instability compared to normal Amalgams. The mix of Existence and Void is volatile.
-What is this? Can you eat?: Average and Hard skills relating to technology cost an additional experience point (as if they were Hard or Very Hard respectively).
-Literally Magic: Certain magic schools cost only 2 XP instead of 4 XP: Necromancy, Biomancy, Arcanic, Rift, Voidic, and Ritualism.
-Regression: You can choose to regress to one of your composite forms for a period of time at the cost of +1 Instability per turn regressed. In the case of Feline/Terran Human amalgams, this will either drastically raise your Dex by +5 if Cat or drastically raise your Will by +5 if Human.