Powers/Abilities Etc.:
The first thing to consider is that all Amonites have personal strengths and weaknesses, most commonly given to an Amonite by its creator. The four areas (Speed, Senses, Strength, and Endurance) are directly related to one another. While most Amonites are 'average' in any one area, particularly potent bloodlines may have widely various strengths and weaknesses in these areas.
Next is to recall that not all of the Amonite abilities and powers are related to the Force. Please take this into consideration, seeing as patently 'Amonite' abilities require little to no preparation while Force abilities require as many as or more than a Force User. The very nature of an Amonite means the creature is always in tune with its surroundings, and may have methods of enhancing its perceptions or even altering the perceptions of others using means other than the Force.
Considering the potential for abuse, please reach a senior Amonite player or the Force GM/Regent for advice on possible choices. Please remember that even an Amonite must be balanced in strengths/weaknesses.
The following is the Amonite leveling system, with all abilities and powers acceptable in combat with another character. Abilities considered outlandish may be acceptable in solo or friendly roleplay, while illegal in combat.
Preps: An Amonite power takes no preps unless it
looks like it should or preps are mentioned (shape-shifting, for example) while
a Force Power takes the number of preps that that power's level is regardless of
if it's aggressive, passive, or neutral (IE: Strike Fear takes 2 prep at level
2) until the Amonite character is two levels above that power's level, when the
power comes after one prep (Strike Fear takes 1 prep at level 4). An aggressive
power takes one prep three or more levels above that power's level for that
powers weakest form (Strike takes 1 prep at level 5 or higher) while a
non-aggressive power is instantaneous (The Harrowing takes 0 preps at level 4 or
higher).
Level 0:
The creation of an Amonite requires the near complete consumption of one's blood by one of the Sith Spawn. Once drained to the brink of death, the Amonite opens a blood vessel and urges the nearly dead mortal to drink its blood. The exchange of blood between mortal and Amonite can take place any number of times, with each successive taking of Amonite into the mortal body strengthening the resulting newly born Amonite. Once the body clears itself of wastes through a series of painful muscle contractions, the body 'dies' and is reborn.
The newly created Amonite is a maddened creature of uncontrollable bloodlust and
violence, being unable to rationalize and think. Only by being around Amonites
of higher levels are they able to leave this spiral of insanity and become
sentient once more. They generally have approximately twice the strength and
speed of their base race, though this is by no means always true. Depending on
the strength of will the Amonite had before its rebirth, this period can last
any period of time. Those with very weak wills are almost always permanently
cursed with this complete insanity, remaining a monster till it is killed or
enslaved by an Amonite Elder as a sort of guard dog.
Level 1:
Awakening from the primitive state of insanity that all Amonites are born into, the Amonite learns that the food once required to keep the mortal body alive is no longer necessary or even desired. A strong blood thirst is the single curse of an Amonite at this level, though most do not consider it so. Upon embracing a mortal and consuming their blood, an Amonite knows abounding joy and ecstasy unlike anything known in their mortal existence. Some consider it like making love while under the influence of every pleasurable drug known in the galaxy, except a thousand times better. Most Amonites remain in a endless cycle of surviving just to feed and feel the effects.
The young Amonite also begins to learn how to control
its body, finding that oxygen isn't required to survive, though most continue to
breath in order to maintain a semblance of mortality. They also learn to deaden
their peripheral nervous system, so that pain can be ignored. It takes but a
moment of concentration to stop the lungs or numb the nerves, but both can be
extremely handy during conflicts versus opponents.
The first Force ability that an Amonite usually learns is called 'The Harrowing'
which offers a sixth sense towards standard Force Users. Generally taking a few
moments of concentration, it stops unmasked Force Users from surprising the
Amonite, even if that Force User isn't currently drawing upon the Force.
Force Power: The Harrowing (Variable- Defensive; Disturbance- Passive; Concentration- Instantaneous; Range- n/a)
The Amonite also begins to hear a chatter inside his
head of multiple voices. Upon concentrating on some voices and ignoring others,
the Amonite learns that others of its kind have a sort of hive-mind that allows
them to converse to one another from across great distances with far more
accuracy that standard telepathy. Although the ability to actually speak through
the hive-mind is absent, the Amonite can be given orders or advice through this
link. Though the hive-mind has little or nothing to do with the Force, mortal
blood offers a way of strengthening the 'feed' and hear the voices much more
clearly. The mind link can be 'turned' on and off with just a moment of thought,
though younger Amonites must concentrate harder to do so.
Level 2:
The blood has started to work on the tissues of the
Amonite form, converting them into something completely different. The tissues
of the eyes, nose, ears, and skin have changed, giving the Amonite abilities to
enhance or deaden them. Unlike the ability that Force Users can use to
enhance/deaden their senses, Amonite rely on actual physical mechanisms to
explain their abilities. Capable of instantaneous restructuring of even the most
minute cells of their sensory organs, they can become near perfect observers of
their surroundings.
The blood also works with slightly more efficiency. With but a mouthful of
vitae, an Amonite can instantly heal minor wounds (small cuts, bruises,
micro-bone fractures) and return to its normal state.
The Force has strengthened in the Amonite as more and more blood is consumed
over the days and nights of its existence. As the minute midichlorians collect
and concentrate in the tissues and blood of the Amonite, they learn to channel
their own hatred and anger through it into the mind of a receptive individual.
This ability, called 'Strike Fear' can cause most mortals to fall victim to
insecurity and indecision while fighting a dread to flee. While a strong-willed
individual can focus themselves to stop their fears from overtaking their
judgment, the opposite can be true for an Amonite using this power: Powerful
paranoid schizophrenia actually strengthens and focuses the power, making the
ability even stronger.
Force Power: Strike Fear
(Variable- Offensive; Disturbance- Active; Concentration- Partial Concentration;
Range- Line of Sight)
The hive-mind has been observed by the Amonite by this time. By learning from
others and training the mind, it is now possible to actively communicate through
the link and offer suggestions, orders, or other information through it.
Level 3:
Focusing the hatred and rage boiling inside its mind, the Amonite can create a ball of boiling red energy. Thrown at an opponent, the 'Bolt of Hatred' can injure even while filling the opponents mind with hate. While considerably weak at this point, with practice and skill, the Amonite can excel and use it to turn a foe into an unwitting pawn. The schizophrenia of older Amonites can become a focal point for this ability, much like 'Strike Fear' mentioned earlier.
Force Power: Bolt of
Hatred (Variable- Offensive; Disturbance- Active; Concentration- Partial
Concentration; Range- Line of Sight)
The tissues of the eyes have become unnaturally efficient, allowing the Amonite
to alter and change them in ways that give them the option to see in other
visible ranges. The eyes produce specific pigmentation during these periods of
alteration. When reaching for the ultraviolet spectrum, the whites of the eyes
turn indigo while the iris becomes jet black. When reaching for the infrared
spectrum, the whites of the eye become jet black while the iris and pupils
become glowing red. The effects of such are physical, and as such alterations in
the spectrums of light available (turning on a light, wearing a special suit)
can affect the vision of the Amonite.
Being an imperfect creature, the Amonite must change its mindset to become
stronger and more purely monstrous. Through the use of the Force as well as
minor Sith magics, the Amonite meditates and constructs a weapon of Sith
crystalline. It is only by the hallucinations caused by blood-deprivation and
chanting does the actual brain structure become more and more inhuman. While the
affects on the brain include increased memory and intelligence, the first touch
of schizophrenia also begin during this stage, though this often depends on the
lineage of the Amonite.
Level 4:
Awakened with a new outlook on existence, the Amonite finds that its bones, muscles, and skin have become pliable to mental commands. With just concentration, the Amonite can physically alter its look. While partial shape-shifting is possible, only the most skilled are able to do so. The change can take as long or as short a time as the change requires, depending on size and shape. Though minor transformations (from real form to another similar form) can take place without use of the Force, major shifting must rely on it to add considerable mass and any complex changes to the senses (from real form to rancor, for example). The Amonite may come to rely on a specific creature or species as their 'second form' and become capable of shifting to that other form in mere moments. This 'second form' may have an influence on the period of complete insanity the Amonite Elder Luke Skywalker calls the 'Transformation of Insanity.'
The blood offers more and more to the Amonite, with just
a few mouthfuls capable of healing broken bones and potentially lethal wounds.
Observers can see tendrils of tissue snake across wounds to painfully heal
wounds to perfection while bones pop and shift beneath the skin as they likewise
heal in moments.
While the hive-mind offers ways for Amonite Elders to force their will upon
their weaken brethren, it is almost completely useless to mortals. Only through
the Force can an Amonite bear its monstrous will upon others, forcing them to do
or forget things that are beneficial to the Amonite. While considerably weak
upon the initial training, practice of 'Mind Control' and the effects of blood
on the mind can make an Amonite Elder a powerful telepath, forcing his will upon
even Force Users. Alternatively, an Amonite can impose his will upon other Sith
Spawn using his Inner Beast, which is the mindless entity that lies within all
Sith Spawn. Amonites, having the strongest Inner Beast, naturally are the top of
the Sith spawn food chain.
Force Powers: Mind Control (Variable- Offensive; Disturbance- Active; Concentration- Partial Concentration; Range- Line of Sight)
Control Spawn (Variable-Offensive; Disturbance-Active;
Concentration-Partial Concentration; Range-1 kilometer radius)
Level 5:
The Force gives its manipulators the ability to change it into visible forms of energy such as Force Lightning or Bolt of Hatred. With its flesh slowly becoming perfected and whiter by the night, an Amonite can focus the Force and produce a visible and usable surge of plasmatic energy that protrudes in any number of forms. Depending on the shape, this energy can offensive or defensive and influence the amount of energy and concentration that the Amonite needs to maintain that shape. For example, a shield of pure energy would require much more energy and concentration than a simple blade. The plasmatic energy is much the same composition as that of a lightsaber, can be treated as such. Because its focused through flesh and the Force, the various forms of this 'Manipulation of Energy' are a brilliant pale white.
Force Power:
Manipulation of Energy (Variable- Neutral; Disturbance- Active; Concentration-
Instantaneous or Partial Concentration; Range- Self)
Level 6:
The ability to move oneself from one place to another is considered the realm of Sith Magic or the Aing-Tii Monks, but by some unknown method, the most powerful Amonites have learned to channel the Force to do so. Unlike the Aing-Tii method of redistributing matter from one location to another, the Amonite bends time and space around its body and the bodies of those it has bodily contact with. The body or bodies actually fade from existence as air or vacuum alike shifts and bends. While the energy required to 'Corporally Translocate' is massive and requires the utmost focus of the Amonite's mind, the actual teleportation takes a fraction of a second.
Force Ability: Corporal
Translocation (Variable- n/a; Disturbance- Active; Concentration- Complete
Concentration; Range- Self or Touch)
The effects of blood on the Amonite body can be even more notable during the
higher levels of the Amonite. With the blood held in a single mortal, the
Amonite can heal huge gaping wounds or regenerate organs. Several consecutive
nights of feeding will heal horrible injuries (massive burns, amputations, etc.)
Level 7:
The Force has expanded drastically, allowing the Amonite to see another being
through its mind and reach out with the Force to bend and warp the time and
space around that being to translocate it much like 'Corporal Translocation.'
Though very similar, this 'Remote Translocation' requires nearly double the
amount of energy that was previously required. The most absolute concentration
is needed, as well as a decent understanding of the being's location and
situation. The effects are identical to 'Corporal Translocation', with the being
fading in and out of existence rapidly.
Level 8:
The highest that all but the Amonite Master can attain, Amonite Elders are almost all in a state of suspended animation by the time they reach this level of 'perfection.' The schizophrenia that grew as the years passed has become a cacophony, nearly making it impossible for one's own thoughts to come through. Only the supremely strong-willed can hope to become so powerful before succumbing to absolute insanity, suicide, or death at the hands of other Amonites or the few Amonite hunters that exist. They have skin the color of marble and almost as hard as stone even as their senses have become capable of taking in the voices, smells, and sights of entire worlds. The telepathic hum of mortal and the hive-mind of Amonite-kind are capable of taking in so much more than any mortal Force User can hope to without concentration and pure talent.
The humanity of an Amonite Elder can be as eroded as
their will dictates, with monsters and humanists both capable of existing in
such a state.
Level 9:
The Amonite Master, once Amon Miguel himself, is capable of shifting its mind to any Amonite alive, to control or order that Amonite with such will to make disobedience impossible. Carrying the essence of the Amonites within it, it is almost completely alien in its mindset. Whether a lover or mortals or a portrayer of evil, the Master exists for its reasons and its reasons alone.
The physical form has been perfected, and the
schizophrenia has been pushed away with its godly will. The Master almost lives
in a nirvana, whether that be good or evil is purely up to it.
Weaknesses
The imperfection of the Amonite form can be just as evident as any other, but
they can also be much more dangerous; to Amonite and mortals alike.
Feeding
The call of blood is unstoppable in young Amonites. As the years and centuries
pass, the lure of blood is less painful though usually not less desired. The
ecstacy of drawing living blood can weaken the knees of even the eldest Amonite,
millennia after its rebirth. The uses of blood are twofold: 1) To strengthen or
heal the body and mind to unlock skills, abilities and powers. 2) To fuel the
few Force abilities of the Amonites.
Sunlight
Though not deadly to them, sunlight poses as a nearly unbearable distraction to Amonites. Though they cannot sunburn, the rays of the sun are known to produce extreme nausea and weakness. Long periods of sunlight have been known to drive Amonites into radical attempts to get away from the brilliant rays. Amonites typically are weakened physically to the point of being generally slightly stronger and faster than their mortal form while Force abilities require much more concentration that generally required.
Schizophrenia
The flawed information that the Sith Lord Rogi Suron used to turn Amon Miguel
proved to be damaging to the minds of the Amonites. During the meditations that
allow an Amonite to move past the earliest stages of existence, the mind is
irreparably damaged and opened up to the tauntings of the souls of mortals or
other Amonites an Amonite has killed. These voices can offer useless or useful
knowledge, depending on the abilities of the Amonite to control them.
Transformation of Insanity
During periods of incredible and violent insanity, Amonites have been known to physically change while their conscious mind becomes repressed to let out the inner monster. For those Amonites with a favored animal form, this shifting usually becomes a wholly monstrous version of this animal. Fangs triple in size, muscle mass increases, as well as other changes to make the monster nearly impervious to physical damage.
Few Amonites are able to keep their intelligence during
this period of time, though those that do are especially deadly. All such
monsters are unable to tell friend from foe and will almost always destroy
anything living in its immediate view.
Sith Tablets
Three tablets were created that denoted the very means of destroying or
enslaving even the most powerful Amonite. Lost long ago, only a powerful Sith
Magician has a chance of understanding and employing the instructions listed on
these tablets. It is because of Suron and other Sith that the Amonites have a
hatred and distrust of the Sith that is transmitted through the very blood that
transforms mortal into spawn.
Eye Color:
The flashes of color that pass through the eyes of an Amonite are often an indicator of the mental state of it. The following are the colors that come to an Amonite:Normal: Relatively sane and 'there'. The Amonite is fully aware of its surroundings and environment.
Bright Yellow: The Amonite is at the breaking point to letting complete and total insanity overwhelm it (Transformation of Insanity).
Red: Enraged, the Amonite is capable of ripping durasteel to shreds with its bare hands.
Silver: The preternatural intelligence and memory of the Amonite is at work, calling upon knowledge from its own life or the those of other Amonites, living or dead.
Faint Yellow: The feral nature of the Amonite comes forth, hungering for blood. One of the most unstable periods of an Amonite's mental state is when a faint yellow glows from its eyes. The brighter yellow an Amonite's eyes glow, the less the sane portion of its mind has control of body and instincts.
Jet Black: Despair, complete and total. The Amonite is in the thralls of depression and cares nothing for itself. The very most dangerous Amonites oftentimes fall into long periods of despair, entering mindless sadness and killing anything and everything in its sight in an attempt to stop those negative emotions.
White: The Amonite is near death, its body fighting to remain functional and alive. Amonites typically enter a death-like sleep during such periods, though their eyes generally remain open to keep the vaguest sense of situational awareness.
It's possible for a combination of eye colors, meaning more than one emotion or mood coming forth (Reddish-silver for barely contained contemplation during a bout of rage).