Star Wars Roleplay: Chaos

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The Amalgam

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"There is nothing more important than the Dark Side! Nothing! Except Uri. Maybe. Just a little."

Theme Song: "License To Kill", by Gladys Knight



NAME: The Amalgam

FACTION: None

RANK: Dark Side Witch

SPECIES: Shi'ido

AGE: 400

SEX: Female

HEIGHT: 5'8

WEIGHT: 220lbs

EYES: Purple

HAIR: Black

SKIN: Fair

FORCE SENSITIVE: Yes


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STRENGTHS

Very high Force Potential: The Amalgam's strong point is her use of multiple Force Powers and Witchcraft. In addition to this, she can hide her presence in the Force.

Extreme Agility: In Peak Condition, The Amalgam is a devastatingly fast duelist, adept at defending to the point of exhausting an enemy, then attacking ferociously with as much speed.

Very strong connection to the Dark Side: The Amalgam's use of the Darkness is very potent. Lightning blasts are stronger, mental attacks have more potent effects, and drain abilities are far harder to resist

Sharpshooter: The Amalgam is a talented shooter

Alchemist: The Amalgam knows a fair amount of Sith Alchemy, enough that she alters each new body she inhabits to the point they are almost on the verge of being Sith Spawn.

Master of Disguise: Due to being a Shi'ido, and one of advanced age, She is good at mimicking nearly anyone.

Expert Pilot: Give her a starfighter...or better yet, don't. She is also very good at piloting Light Frieghters, Personal Starships, and Yachts.

Double Agent: Through Alchemy, the Amalgam is capable of inducing both a false light side aura, as well as submerging her "base" personality, causing a false personality that usually tends to believe its a Light Sider. This is usually for a set period before "reverting" Only telepathic intrusion will reveal the truth at that point.


WEAKNESSES

Dark Taint: The Amalgam is so corrupted with the Dark Side that any area she in habits or touches for extended periods will eventually acquire a temporary, albeit significant, taint. This can make her easy to track so she never settles anywhere that has a heavy light sider presence. She prefers places writhing in corruption.

It burns: Any object with the presence of the light will violently burn her flesh and extended contact may cause her body to suffer increased degeneration, to the point she could be forced out of the body she is currently in.

Degeneration: Because the taint of the Amalgam's spirit is so powerful, She has to use Force Drain regularly to keep her body from breaking down, preferably once every four weeks. While in a "hibernating" state. The false persona is subconsciously compelled to drain someone and forget they did it when the body needs to stay active.

No peas with porridge: The Amalgam possesses a curious weakness in her essence transference: She can only inhabit Shi'ido bodies. Any attempt to possess another would cause the spirit to immediately be sent to Chaos. In addition, should the body degenerate to the point she actually has to leave it soon, she will have a shi'ido captured a month before it has to leave her current one, and properly alter the victim to her liking before inhabiting it with Sith Alchemy

Nothing Vader hasn't seen: A strong and fast enough duelist can destroy her lightsaber defense. For this reason, she tries to move around in combat as much as possible.

Nexus Vulnerable: Entering a nexus of light energy would severely weaken her Force connection. And since most of her power comes from the Dark Side, she would have most of her offensive options severely limited. Spending time in one for more than an hour would cause accelerated degeneration of her current body.

Very vulnerable to Force Light: Due to such a strong connection to the Darkness, bursts of Force Light can actually set her on fire, in addition to weakening her.

Little hand to hand skill: Without force powers, or ranged weapons or lightsabers, she has very little hand to hand skill.

UPDATE: As The Amalgam's memories of her previous cover identity come into focus, these memories have dramatically increased her hand to hand knowledge

Few Enhancement Powers: The Amalgam only seems to use Force Rage as an enhancement.

Burnout: Use of Force Rage for extended periods, in addition to the standard high fatigue, causes her current body to degenerate

Very little telekinetic ability: The Amalgam can float a datapad, choke, and push someone with telekinesis, but she has only very weak skill in each.

Entrapment: The technique that allows a false persona to take control while the real one hides can sometimes develop enough strength to remain far longer than intended. The Amalgam may lose the strength to emerge for a period of months or even years, so it is a technique used only when absolutely necessary. Also, while in a false Persona, she is unable to use the Dark Side, and could presumably be killed easily if discovered.

Nullification Resin weakness: She cannot cross any barrier lined with nullification resin, and the substance itself is actually extremely poisonous, threatening to kill her unless she drains victims repeatedly to offset poisoning effects.

Void vulnerable: The Amalgam would be severely weakened if going into a Force Dead area, to the point of nearly falling over.

APPEARANCE:
A stunning fair skinned woman with black hair and purple eyes, often clad in a segmented bodysuit. When one looks into her eyes, there is something missing.

BIOGRAPHY:
The Amalgam is a victim of her own success. Once apprenticed to a particularly brutal and vile Dark Witch, the creature that would become the Amalgam labored for years to break her servitude to her master, studying in secret the art of knowledge tearing from her masters books when the witch wasn't looking. One day, in a fit of treachery, the Shi'ido attacked and overwhelmed the witch, using the vicious ability to rip out every last scrap of information in the Witch's head, reducing her master to a mindless husk that was easily dispatched.

But, too late did the apprentice learn that this was exactly what the witch had wanted all along. The Shi'ido's master had become such because she had violently torn the knowledge out of her own masters head, as had that master done with theirs, a cycle which had continued dozens of times, accumulating knowledge, power, and madness with each completion of the cycle, increasing the corruption of each successor, as well as their power, exponentially. The result was a body of knowledge, framed by an amalgam of evil individuals thoughts that produced, as it had in all cycles prior, a personality of near total devotion to the Dark Side, which quickly asserted its dominance and overwhelmed the weak apprentice's willpower to the point that her master might as well not have died at all, and she quickly and easily assumed the role of her instructor, as well as most of her beliefs and mannerisms. The Amalgam would also find her potential in the Dark Side massively increased as well.

For two centuries afterward, the Amalgam would corrupt or kill Jedi, serving only the Dark Side, and placing total faith in it. Her skill at alchemy grew so great she was even able to create temporarily a false persona of a light-sider as well as project a false light side aura, while the real persona, and the terrible nature of her abilities, went into an extended state of hibernation. It is believed however, that her persona technique backfired greatly, leading her to become trapped for over two decades while the false personality ran the show. Having only recently regained the strength to fully emerge, the Amalgam has set her sights on enacting a mysterious vendetta towards an ex-Jedi Shadow, as well as re-devoting herself to the Dark Side, and bringing about a personal transformation after contact with an unholy spirit's wisdom that will propel her to greater power over others...and corrupting or killing every Light-Sider she comes across in the process...

PERSONALITY

Nasty would be a mild way of putting it. The Amalgam believes fervantly that the Dark Side is the only path, and believes any who use the light are weak or deluded. Curiously, this is not just simple fanaticism but sincere belief that society (and Force Adepts) are better off once it has embraced or been dominated by the Darkness. She is not rude for the sake of being rude, as she enjoys manipulating others immensely and finds a spoonful of honey beats a mouthful of vinegar, but there is no sense of justice or mercy within her heart, and she is just as treacherous as any real Dark Sider. She can however, be reasoned with, provided cooperation is more beneficial to her aims at the moment. She enjoys toying with those weaker than herself and schemes from the shadows to destroy stronger opponents. Because her interpretation of the Dark Side involves spreading torment for its own sake, she will never be far from a potential victim. Derision of her abilities is a good way to get electrocuted. Praise will win only a private suspicion except from those she is obsessed with. Only obedience and being next to her greatest students is truly gratifying to her, beyond the torment of others, and primarily, the spread of the Dark Side wherever she walks. She also enjoys teaching any Force Adept who asks for knowledge, as it serves the will of the Dark Side. She in many ways, thinks of her self as an evangelist of the darkness and sincerely believes she is helping them when she gives them knowledge, though as with many dark siders, she is cautious in what she instructs.

But things become very strange when [member="Maple Harte"] or Laertia Io Laertia Io comes into the picture. The Amalgam is violently obsessed with her, and attacks and schemes against her for reasons even she is not fully certain. She knows a good deal about Maple and Laertia's past in fact, down to the schizophrenia afflicting Maple and the Brain Damage affecting Laertia. And yet, for all the extreme importance she places on the Bounty Hunter, the Amalgam bears a deep, lingering longing towards Laertia also The Amalgam can fake many emotions, with her 'love' for her two students the only thing that suggests she might not be a completely unfeeling abomination and her only real joys come in service of the darkness, and tormenting/aiding Maple/Laertia whenever possible.

SHIP:
Corrupted Flesh (Vintage Recreation X-70B Phantom Yacht)

(http://starwarsrp.net/topic/137631-the-corrupted-flesh-x-70b-phantom-class-yacht/)

This recreation X-70B Phantom Class Yacht has served as The Amalgam's personal transport craft for over two centuries, lavishly paying up the nose at times to replace its parts with perfect copies of previous versions. If there can be said to be anything The Amalgam truly holds valuable, anything that is outside of her devotion to The Dark Side and her own long term ambitions. Its this vessel. Messing with it is a good way to earn her ire.

Crawling Flesh (Courier-Class Yacht)

Diplomat's Flesh (NH-SCV-1 Space Yacht)
(http://starwarsrp.net/topic/130382-nh-scv-1-space-yacht/)

Stiff Membrane (NH-VH Heavy Starfighter)
(http://starwarsrp.net/topic/131086-nh-vh-heavy-fighter/)

Orbital Membrane (NH-VT Planetary Interceptor)
(http://starwarsrp.net/topic/128768-nh-vt-planetary-interceptor/#entry1777673)

Gunner's Membrane (NH-VX Starfighter)
(http://starwarsrp.net/topic/128406-nh-vx-star-fighter/)

Skin Graft (Sith-Imperial Tie Starfighter)
(http://starwarsrp.net/topic/116974-sith-imperial-tie-starfighter/)

Skin Transplant (Sith-Imperial Tie Interceptor)
(http://starwarsrp.net/topic/117319-sith-imperial-tie-interceptor/)


KILLS:
Post the names of the PC characters (characters role-played by real people) that your character has killed. If possible, include a link to the thread in which your character killed him/her.

BOUNTIES COLLECTED:
Post the names of any bounties you have delivered and the amount of money you gained for it. If possible, include a link to the thread in which it happened.

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ROLE-PLAYS:

The Horror at Kar Shian (Ongoing) https://www.starwarsrp.net/threads/the-horror-at-kar-shian.114671/post-1714538

Fun! And Kinrath. (Unofficial First Appearance) (http://starwarsrp.net/topic/125521-fun-and-kinrath-ask-to-join/)

Freedom for Felacat (Official Debut) (http://starwarsrp.net/topic/132698-freedom-for-felacat-cis-dominion-of-felacat-x-46/)

The less you know, the better (Establish Sith alignment) https://www.starwarsrp.net/threads/...-tse-dominion-of-zygerria.113602/post-1703725

Un-Common Battle Cry (First major operation for the Sith, first encounter with Kay Larr)

Jungle Fever (Debut of Howard The Pirate)https://www.starwarsrp.net/threads/jungle-fever-tse-dominion-of-florn.115271/post-1720737

Jewel of the Tion (Establishment of The Amalgam's familiarity with all the Marksmen)

Sawa Ike vs. The Amalgam (First Encounter with Sawa Ike and Laertia Io)

Wonder of The Galaxy (Continued operations for the Sith)

The Eye of Madness (First Encounter with inner self)

Before The Pin Drops (Wrestling with ramifications of her feelings for Uri Udinia)

Haunted Hot Springs (Ongoing) (Second encounter with Sawa, first encounter with Nine, second battle with Maple)

Graveyard Shift (Ongoing) (Second Encounter with Kay Arenais, third battle with Maple Harte, start of Strangled Empire arc

Purgatory (Kay captured)

Purgatory-Kay

Empress Kay

Hunt for spies

The Bloody Shade (Second encounter with Laertia Io and Moya Virtu, first direct encounter with Matsu Ike and Tanaski Yumi)

Her Eternal Fortress (Ongoing)(Third Encounter with Laertia and Moya)

Witch's Bestie (Ongoing) (Fourth encounter with Laertia and Moya, end of Strangled Empire arc)

Ballgames and Bloodsuckers (Ongoing)

Heretic Station (Planet Castagne's capital is destroyed by Amalgam's machinations, resulting in thousands of dead)

To Great Relief (Resuming Operations in Sith Space after secret treachery with Kay and operation on Castagne)

Trials by Fire (Testing Strength of The Dark Side)
 
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Hit Points

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Force

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Force Defense

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Magic

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Magic Defense

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WEAPONS AND EQUIPMENT (WIP)

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Resistance Epidermis: (Signature Armor)

http://starwarsrp.net/topic/137623-resistance-epidermis/

A ultra lightweight body armor of jung-ju tree fibers, encorporating a stealth field, a sound dampening device, and a multishield generator, and a mandalorian melee shield It does not interfere with her use of the Force, but the battery power for each is only about five minutes, before they need to shut down for half an hour to recharge, and she can only have one system on at a time, not all at once, and once the battery is drained, all systems are shut down due to running on the same power source. She thus prefers their use only in an emergency. Because of her deep level of corruption, the body suit has developed a constant dark side taint, which only ceases when she uses Force Camoflage, only to return as she stops.



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Tainted Epidermis

http://starwarsrp.net/topic/139096-tainted-epidermis/

A light combat suit even more corrupted due to long deep hours of meditation in it, The Amalgam is slightly better at concentration of the force, due to her deep connection to it.

Surge Epidermis

http://starwarsrp.net/topic/139095-surge-epidermis/

Skin Shears (Signature Weapon)

The Amalgam's personal, double bladed lightsaber. Both blades are purple adegan crystals. It can be split into two different blades, and are so tainted the Amalgam must conceal them in her body while on the move and using Force Stealth.

Skin Piercer

A personal, black saber cane with a round pommel of transparisteel, showcasing the synthetic crystal powering the blade, emitting a long black blade with a violet aura. Used only for special occasions...

Skin Razors

http://starwarsrp.net/topic/137389-skin-razors/

Third Degree Burn

A heavy blaster rifle, accurized and with a scope mounted on it. Uses light weight polymer for the weapons frame reduces overall burden of transport. Carries four shots, ten second cool down between each firing.

The End Of Days
(http://starwarsrp.net/topic/136288-the-end-of-days/)

Second Degree Burn

A Correlian Sniping Laser with thermal imaging scopes, can only pierce light armor, but is highly accurate and carries up to fifteen shots, firing at semi-automatic

First Degree Burn. (Signature weapon)

A high capacity laser pistol that fires rapidly but can only pierce light armor, but is highly accurate.

Personal Starfighters

FAE TIE

Tukata Interceptor

Skills

Force
About Force Powers:
The Amalgam possesses a natural and very strong connection to the Darkness and the Dark Side forms the core of her abilities. Since its so strong she can call on them quite often, but on core Force Powers require a bit of a wait period, which can be significant if she is unskilled enough in said ability

Ranks:
Hopefull:The Adept has very weak applications of the Force, can't truly focus it, and would bring disgust and ridicule from any true dark master. Weakness is unacceptable. The Adept can only apply the power unsteadily and must wait about six minutes before trying again.

Apprentice: The Adept shows more potential and can call on the power more easily and has only a three minute wait time.

Master: The Adept is highly skilled in the force ability in question, and for most core powers acquired, it requires only a thirty second wait time. Other Master see the Adept as a potential rival.

Lord: Fifteen second wait time for most core abilities raised to this level.

Force Powers.

About Dark Powers: Dark Side Powers can only be increased in rank through actions in story. Given her strong connection to the Darkness, she can call on Dark Powers very often.

Ranks:

Rank 1 power use has forty second wait time before it can be used again if resisted or if concentration is broken

Rank 2: Wait time reduced to thirty seconds before ready to use again.

Rank 3: Wait time reduced to ten seconds

Rank 4: Wait time reduced to Five seconds

Force Choke.
A dark power that lets the adept constrict the throat of her enemies, this dark ability bypasses her normal weakness at telekinesis.

Current Rank: 4

Rank One: Can only choke one person, and never hard enough to cause permanent damage. Due to already strong connection to the Darkness, choking can be very difficult to break for an average adept, however, choke can be maintained only ten seconds.

Rank 2: Can choke two people at once. Choke strength increased, causing those with weak stamina a chance of blacking out. Dark potency is strong enough that though a Master could still resist the choke, they would find it taxing to do so.

Rank 3: Can choke up to three people with great effort. Potency of ability so strong that a master would find the choke difficult to break, even with full concentration. Choke Strength greatly increased. Weak characters and NPC's will be in strong danger of having their neck broken

Rank 4: Can choke up to four people for thirty seconds.

Dark Sustainance

Used to survive otherwise fatal wounds until Drain victim can be found to repair damage. Can only remain active for a short while and no other powers except drain can be used. As character advances, wait time between uses decreases, and more types of wounds can be survived.

Current Rank: 4

Rank 1: Survive fatal chest injuries and blood loss. Wait time between uses is ten minutes. Time active is fifteen minutes.

Rank 2: Survive fatal brain injuries. Wait time between uses is five minutes. Time active is twenty minutes.

Rank 3: Survive complete loss of skin and most vital organs, being reduced to a skeleton. Wait time between use is two minutes. Time active is twenty five minutes.

Rank 4: Wait time between uses is one minute. Time active is thirty minutes.


Force Slow
This Power targets the mind of the opponent, weakening their reflexes for a short time. Useful for groups of weak minded enemies.

Current Rank: 4

Rank 1: Induce sluggishness through telepathic assault on weak minded characters and NPC's for twenty seconds if they are unsuccessful in fighting it off.

Rank 2: Induce sluggishness in up to three weak minded characters and npc's for thirty seconds. Chance of affecting weak Force Adepts who are not trained to resist this attack.

Rank 3: Induce Sluggishness in up to eight weak minded characters and NPC's with great effort for twenty seconds if not successfully resisted Chance of affecting adepts with average mental defenses increases.

Rank 4: Very good chance of inducing sluggishness in average to strong minded Force Adepts.

Force Poison
This power induces a deadly poison in the target, disrupting their focus and physically reducing their strength, causing great pain throughout the body if unsuccessfully resisted. The victim has a relatively short time span to get an antidote administered before death occurs. Often used as a form of torture by the Amalgam. Can only affect one person at a time.

Current Rank: 4

Rank 1: Induce poison in weak characters and NPC's , causing great pain and twenty-five percent reduction in strength if unsuccessfully counteracted. Death will occur in twenty four hours unless Force healing is applied or an antidote administered to the blood poison

Rank 2: Poisoning can now affect average strength characters and Force Adepts if unsuccessfully resisted, length of time before death occurs shortened by six hours, typically. Physical strength can be reduced by as much as fifty percent.

Rank 3: Now has a chance of affecting strong characters , NPC's, and Adepts if unsuccessfully resisted. Physical strength reduced by sixty percent in some cases, but in any event, victim is gravely weakened.

Rank 4: Time before death occurs reduced to just three hours.

Force Lightning
Allows the character to generate electricity from her hands. Due to her strong connection to the Darkness, even the base levels are more potent than average, and possess both excellent range and accuracy.

Current Rank: 4

Rank 1: Generate an series of purple electric bolts, that have double the range of average casters, as well as being focused tightly forward.

Rank 2: Chance to short out average lightsabers due to intensity. Adept can now focus hard enough to create heavy singular lightning bolts at twice the effort, and halving the range.

Rank 3: Chance to short out synthetically powered lightsabers due to intensity increase. Heavy Lightning Bolt range doubles.

Rank 4 Thirty extra bolts added to lightning blasts

Force Storm
When outside, can conjure superheavy lightning bolts to strike the earth from above, traveling in a straight line forward. Can potentially cause severe injury or death to anything caught in the bombardment. Drawbacks are the strain and focus required, limiting it to only a few uses or one, as well as the fact it can only travel in a straight line, making it more useful for crowds or large, stationary targets. Becomes easier to use in dark-aligned areas.

Current Rank: 4

Conjures lightning bolt bombardment for five seconds, traveling forward fifteen meters

Rank 2: Range increases to thirty meters

Rank 3: Bombardment travel path speed increases

Rank 4: Range increases to fifty meters and bombardment travel path speed triples

Lightning Shield
Conjures currents of protective electricity around the body, enabling it to better resist energy damage, and temporarily providing near immunity to electricity at the highest levels, as well as random arcs of very weak electricity erupting from the body, potentially hitting nearby attackers and causing small injuries. Can also be used in hand to hand combat. Drawbacks are the focus required to maintain and the fact no other force powers can be used while doing so.

Current Rank: 4

Rank 1: Conjures weak electrical currents around the body, enabling character to better resist energy damage, such as pistols, droid shock arms and glancing blows from lightsabers.

Rank 2: Electrical currents become stronger, enabling resistance to rifle bolts. Can now resist standard blasts of Force Lightning for a brief time.

Rank 3: Can now resist heavy blaster bolts, and two direct blows from lightsabers

Rank 4: Can now resist heavy Force Lightning blasts.

Force Rage
The Adepts main (and so far only enhancement power besides jump) enhancement ability, Force Rage induces a controlled combat psychosis fueled by the Dark Side. Her strength, speed, agility and pain tolerance dramatically increase. But this power has an additional Downside for the adept in addition to the severe fatigue that normally follows it wearing off, it causes body degeneration to occur at a faster rate, with the rate of degeneration increasing with each tier achieved. Often used against an exceptionally powerful threat that poses an extreme danger to her, such as squads of heavily armed soldiers, or lightsaber duelists focused on speed and power. Use of this power can be extremely risky for the Amalgam. Each use accelerates the rate at which her body will degenerate, albeit more slowly or quickly depending which tier is used. The highest tiers pose the largest risk, for if she cannot reach a prepared body should her current one die, than her spirit shall be sent into chaos, where escape would be nearly impossible without assistance.

Current Rank: 4

Rank 1: Strength, Speed, Agility are doubled for three minutes. Pain nerves are shut off. If Adept uses only this tier, They can with, great risk, channel the power over ten times if desperate. Bodily degeneration accelerates by five percent with each use.

Rank 2: Strength, speed, and agility tripled for four minutes. Bodily degeneration accelerates by eight percent, limiting uses to up to eight times.

Rank 3: Strength, speed, and agility quadrupled for five minutes. Bodily degeneration accelerates by ten percent, limiting tier to six uses before Force drain must be utilized to stave off necrosis.

Rank 4. Time increased by six minutes. Bodily degeneration accelerates by twelve percent, limiting tier to four uses.

Force Horror
Conjures up a targets darkest fears, making them as vivid as if being experienced first hand. A specialty of The Amalgam's. Its weaknesses are the amount of concentration it takes, as well as the fact the duration of effect seems locked at only twenty seconds. Concentration can be easily broken if victim is clever or fast enough, or strong willed enough.

Current Rank: 4

Rank 1:Can conjure horrors in a weak minded target, making them see their worst fears come true, possibly reducing them to catatonia if attack unsuccessfully resisted.

Rank 2: Has a chance of affecting whole groups of weak minded characters and npcs, in addition to average-to-strong Force Adepts, inflicting, intense, horrifying damage on their psyche. Strong mental shielding is a must against this potent attack.

Rank 3: Capable of affecting very strong mental shields, and capable of affecting crowds of strong willed NPC's.

Rank 4: Only the strongest of wills will resist this attack well.

Tear Knowledge
Uses to mercilessly rip information out of a targets head, possibly leaving them traumatized indefinitely if intrusion is successful. Due to her devotion to the Darkness, her application of it is far more potent, and focused far more easily, capable of affecting strong minded characters and NPC's even at early tiers. Weaknesses include the need for the target to be restrained, and in very close proximity. Concentration is easily broken and due to the focus required, she could easily be ambushed in this state.

Current Rank: 4

Rank 1: Capable of affecting a strong minded character if unsuccessfully resisted. Effect can be maintained for only two minutes.

Rank 2: Adept now has a chance of breaking through the mental shield of even a very strong Force adept.

Rank 3: Can pierce mental defenses with greater speed and strength.

Rank 4: Has a chance of piercing the defenses of two very strong force adepts at the same time, battering away at both minds with great strength, but also great effort.

Deadly Sight
This power causes the Adept's stare to cause significant burns on a target. Useful for temporarily overwhelming a target with pain. Weaknesses are the concentration required and the fact the adept mustvremain still to focus it properly. Forcing her to blink will break its effects.

Current Rank: 4

Rank 1: Cast Deadly Sight power at double the normal range to inflict second degree burns if stare is maintained for more than fifteen seconds. Produces intense, localized pain.

Rank 2: Intensity of burns increases.

Rank 3: Precision staring at very small, specific parts of the body now possible. Focusing the heat to cook beneath the layers of tissue.

Rank 4: Range triples.

Corruption
A unique ability (and some would say consequence) of her devotion to the Dark Side, The Amalgam's corrupt spirit is so potent that Lightsiders might be inherently nauseated just by her very presence, not to mention focusing the corrupt energies of her spirit. With enough focus, the corruption she exudes can disrupt a light-sider's ability to call on the light, though this takes immense effort on the Adept's part, and it can only be used on one person at a time. Its more passive abilities include being able to create a mild dark side nexus wherever she inhabits that is nuetral for more than two weeks. Disadvantages come is that her very presence taints the area, and any object she picks up will bear very strong traces of that taint. Passive effects include influencing the weak minded towards darker emotions and those receptive to her message much more corrupitble, possibly carrying strong traces of her presence the more loyal they are to her.

Current Rank: 4

Rank 1: The sheer level of corruption she exudes can dampen an average light sider's ability to call on the light, and possibly induce intense nausea. Can corrupt light aligned objects at a distance but only through hours of meditation.

Rank 2: Her corruption can now disrupt the light aligned powers of strong Jedi, inducing intense nausea if unsuccessfully resisted. Corruption process quicker requiring only an hour for an average quality alkahest product.

Rank 3: Can disrupt the abilities of very strong light siders. Can corrupt light-aligned objects in only a half hour if average quality and induce aggression in small animals just by being in the area.

Rank 4: Can Corrupt light aligned objects high quality in minutes.

Life Drain
Possibly her most dangerous, difficult to resist attack, Life Drain is among the most foul powers of the Dark, allowing her to rapidly heal wounds by leeching off the life essence of others in close proximity. Even Lower tiers are very dangerous, and the drain effect is very difficult to resist. Its main weakness is the intense focus required, and the fact it only works on one person at a time.

Current Rank: 4

Rank 1: Tears a little life from a strong character or NPC unless effect is successfully resisted, healing fractures and minor lascerations.

Rank 2: Tears a moderate amount of life from NPC's and very strong minded non-Force Users, as well as becoming capable of affecting average strength Force Adepts. Heals severe burns and lascerations.

Rank 3: Capable of affecting strong force users and non force users. Broken bones heal now if attack is successful, and a large amount of essence will be ripped from target in minutes.

Rank 4: Capable of draining very strong target to the point of target's disintegration.

Force Push/Pull (**--A-------M-----------L)
Allows a basic telekinetic attack. Higher ranks increase range and accuracy, at the cost of reducing the radius of the push effect. Pull effect weak no matter how high skill is raised. Push incapable of inflicting permanent damage.

Hopefull: Range double that of average push range. Incapable of inflicting harm, but will shove back target violently.

Apprentice: Range triples. Radius of push size of a dinner plate.

Master: Range quardruples. Accuracy at distance doubles. Radius reduced to size of fist.

Lord: Radius quintiuples. Radius reduced to that of a pointing finger, but accuracy increases to the point small switches and buttons can be hit reliably

Force Jump (****A********M***********L)
Enables character to jump vast horizontal and vertical distances

Hopefull: Horizontal and vertical jump distance doubled.

Apprentice: Distance triple in both categories.

Master: Distance quadrupled. Character can now pinball off surfaces, but only by straining their Force Connection.

Lord: Distance quintupled in both categories.

Force Sense. (A******M------L)
Enables character to sense approaching danger.

Hopefull: Character can sense hazy, indistinct danger in a twenty meter radius above and below, front and back, and to the side.

Apprentice: Can now distinguish specific life forms in a fifty meter radius.

Master: Can seperate threats and life forms based on magnitude of danger radiating from them in the Force in a seventy five meter radius.

Lord: horizontal range increases to one hundred meters.

Telepathy
Used to communicate through the mind with another. Depending on type of connection she has with whom she is speaking to, it could be nearly limitless, but normally, she is limited to a broadcast range of two hundred meters

Force Persuade (****A*******M-----------L)
Used to influence strong minded NPC's, getting them to obey her and do things they normally would not, though extreme commands may be resisted.

Hopefull: Can influence an npc with a mind of average or lower strength.

Apprentice: Possibly influence strong willed NPC's to due things they normally would not.

Master: Extreme commands have a higher chance of working.

Lord: NPC Force Adepts are now possible to effect.

Force Stealth (****A*******M***********L)
This Force Power allows her cloak herself in a field of invisibility generated by the Force

Hopefull: Can maintain stealth for twelve minutes. Combat and sprinting disrupt the field: Mundane actions don't.

Apprentice: Time one can stay cloaked increases to eighteen minutes. Sprinting no longer disrupts field.

Master: Stealth Field now hides thermal signature. Time increased by forty minutes.

Lord: Combat and sprinting no longer disrupt the field.

Queytek Meditation (****A*******M***********L)
Allows the Amalgam to conceal her presence in the Force, reducing it to almost nothing. The Amalgam is capable of hiding for very long periods using this ability just on the lower tiers, but the strain of which increases her need to drain someone.

Hopefull: Can conceal presence for a half hour

Apprentice: Can Conceal presence for one hour

Master: Can conceal presence for two hours.

Lord: Can conceal presence for three hours


Witchcraft

Due to her pact with an unholy spirit, The Amalgam was taught spells from the creature's personal tome, and the spirits alliance to the darkness has caused her to place unwavering faith in its power. This has granted her use of unique and deadly spells that are as natural to call on for her as the regular Dark Side, however, unlike the magic skills of my other characters, The Amalgam's are at a fixed tier, as her magic is inherently aligned to the aegis of an unholy entity. This Creature is known as the Brain Demon. She need only wait a minute between each spell cast for her focus to build.

Spells

Summon Unholy Spirit
Summons a ghostly construct for thirty seconds, a snarling, emaciated creature that looks like a purple Togrutan female with no face. It moves at high speed and the slashes from its fingernails are always strong enough to cut through durasteel, but alchemized objects can resist it, and four to five blaster shots can disperse it

Spell Intonation: "The Demon of the Brain licks the bloody flesh."

Spell of Psyonic Flame

Another dark spell unique to the Amalgam, this is a gift from the Unholy Spirit that taught her her witchcraft. It allows her to conjure a deep, purple psychic fire that does not burn flesh but instead burns the victim with a severe depression that slowly mounts the longer they are exposed, The flame can linger, sapping their morale, but even weak characters and NPC's can fight this effect.

Current Rank: 4.

Rank 1: Shoots out a stream of purple fire from the mouth that can "torch" an area in psychic flame up to a distance of fifteen feet ahead of her.

Rank 2. Range increases to twenty meters. Psychic flames last longer on surfaces and people. Adept gains ability to mildly steer flames.

Rank 3: Range increases to forty meters. Flames can now last for minutes on surfaces and people

Rank 4: Range increases to sixty meters.



Spell of Fire Grenade
Conjures a ball of fire that when it impacts, splashes magical fires everywhere in tiny flames

Spell Intonation: "The Inferno tastes my foe's gamey flesh."

Spell of Lightning Trap.
Conjures a localized two meter radius of arcing lightning, that hugs the floor. Potentially lethal if stepped on, so often best to place in entrances

Spell Intonation: "The might of hate sits and waits."

Spell of Horror's Touch
Upon recitation of the spell on an objectvin the Witch's hand, the object produces a force-horror like a effect for fifteen seconds if anyone else touches it, though it can be resisted by a strong enough will.

Spell Intonation: "The Darkness will consume all hope"

Spell of Darkness
Upon reciting this spell, all light in a eight meter vicinity is dimmed to almost nothing.

Spell intonation: "The Dark must consume all weakness."



Sith Alchemy

Governs the character's abilities in Sith Alchemy

Essence Transfer (Shi'ido only)
The Amalgam cruely transfers her mind to a live an conscious subject, slowly ripping their new body's previous spirit out before casting it into chaos, taking over the body in the process. Requires proper rituals to set up

Sith Spawn Creation (Humanoids)
Allows the creation of basic humanoid creatures and servants solely through the dark side and proper materials and rituals. Her skill is limited to semi-feral creations, and lacks to ability to create smarter creatures

Alchemized Flesh.
The Specific set of rituals and Procedures The Amalgam undertakes to prepare a new body for seizure. Un alchemized Shi'ido bodies can only hold her spirit for a short time, and the alchemized ones must be reinforced with Life Drain to prevent decay

False Light Side Aura.
Her techniques for her producing a false light side aura which can fool all but the most intrusive telepath are invariably tied to her ability to generate a completely false persona that believes it to be a light sider. One cannot be active without the other

False Persona
Using the very limits of stealth related alchemy, she is able to go into hibernation for long periods of time in her own subconscious while a False persona that believes itself to be a lightsider runs the show. Most personalities start from a basic template, and often never last beyond her next emergence, with few exceptions. Those few exceptions that emerge however, pose extreme danger to her, as they sometimes become strong enough to suppress the true persona for far longer than usual, up to weeks or months, the longest lasting case went on for two decades, and the Amalgam found herself thrown for a loop when freed. Because of such serious drawbacks, she will only use that technique if necessary.



Sharp Shooter



Blaster Rifles (Sniping) (****A-------M-----------L)

Heavy Blaster Rifles. (****A-------M-----------L)

Blaster Rifles (Assault) (****A*********M***********L)

Repeaters (***A*********M***********L)

Blaster Pistols (****A*******M***********L)

Slugthrowers (Sniping) (****A*********M***********L)

Slugthrowers (Shotguns) (****A---------M-----------L)

Slugthrowers (Heavy Weapons) (****A---------M-----------L)

Slugthrowers (Assault) (****A*********M-----------L)

Slugthrowers (Pistols) (****A*********M-----------L)



Lightsabers

Standard (****A*******M-----------L)

Double bladed. (*A*******M--------L)

Double-Bladed. (Ringed) (A*--M-----------L)

Sabercanes. (****A*******M-----------L)

Shi-Cho (**--A-------M-----------L)

Soresu (****A-------M-----------L)

Niman. (****A*******M***********L)

Fast Style (****A*********M***********L)

Medium Style (A*----M-----------L)

Melee

Combat Knives (****A*********M***********L)

Swords (Single blade) (A***--M-----------L)

Swords (Double Bladed) (****A*********M-----------L)

Hand To Hand

K'tara (****A---------M-----------L)

Hijkata (A-----M-----------L)

Atrisian Judo (****A*********M-----------L)

Crane (****A*********M***********L)

Snake (****A*********M-----------L)

Tiger (A**---M-----------L)

Broken Gate (****A*********M-----------L)

Piloting

Light Frieghters 8/10

Yachts 9/10

Personal Starships 6/10

Starfighters 10/10


Miscellaneous


Ritual: Channel Lucretia


The Assembly

df159647a7f689e9ef2d5095a399653a.jpg


Force Sense

Force Rage

Force Crush

Kinetite

Life Drain

Ricochet Lightning

Lightning Barrier

Electrokinesis

Jar'Kai

Shotos

Form 4

K'Thiri

Stava

Daggers

Pilot Yacht

Pilot Airspeeders

Pistols

Ritual: Create Rakghouls

Ritual: Create Copy

The Congregation

7def5fb495f7d4b067fc7a88aa8931bd.jpg


Force Sense

Death Field (Enhanced)

Tear Knowledge (Enhanced)

Force Insanity (Enhanced)

Force Lightning (Enhanced)

Force Pull

Double Bladed Spinning Lightsabers

Double Bladed Lightsabers

Form 007 (Grandmaster)

Form Six (Grandmaster)

Form Four (Grandmaster)

Pilot Yachts

Pilot Speeders

Snake

Dragon


The Consensus

8ec746b14382648be798c0386572fb48.jpg


Force Sense

Force Frenzy

Dark Strength

Ball Lightning

Choke Field

Memory Walk

Life Drain (Touch Only)

Vibro Resistance

Energy Resistance

Longswords

Whip Swords

Light Whips

Single Bladed Lightsabers

Form One

Form 007

Form 5


Darth Phyre

9c15b66b7e8fd0182641e5dd0cf3c866.png


Note: Thinks Is the one really in control (Amalgam's edit)

Force Sense

Force Rage (Enhanced)

Life Drain (Enhanced)

Tear Knowledge (Enhanced)

Force Lightning (Enhanced)

Pyrokinesis (Grand Master)

Sith Alchemy (Grandmaster)

Ritual: Infest Other

Special: Can Use All Fighting Skills of The Amalgam

Special: Can Use All Magical and Force Skills of The Amalgam
 
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