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[oSaC] Eryl | Curtail's Familiar

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Description

:iconofstarsandclans:

Auma: 11




Name: Eyrl

Master: Curltail

Gender: Male

Status: DEAD ;n; (started in middle of August in Babylon 2nd floor event)




 

Tiers



Tier 1: Your familiar cannot speak, must stay very close to you, and has minimal intelligence, but it can perform simple tasks.

Tier 2: Your familiar can now join you in battle but must remain within shouting distance



 

Perk

 

Mind Barrier:
It is a passive ability on the master of the familiar who has it. It creates a mind barrier around the master's mind, so the mind of the master would let psychic abilities affect it, such as mind reading and illusions. However the mind barrier's strength matters of how many tiers it's master has in his/her tier psychic tier chart and how much auma his/her has. The mind barrier automatically blocks a certain percentage of passive skills and active skills on the first tier (not all abilities start on the first tier). When the master gets two tiers of that certain ability, the strength of blocking that first ability becomes stronger. When the master gets four abilities, the familiar can block the second tier of that ability and so on. It keeps on going until the master gets ten tiers on that certain ability and the familiar can block the fifth tier, the last tier of that ability that the barrier can shield from.

However, the barrier can be broken through be the amount of auma points the opposing creature has. If the opposing half of individual's auma is greater than the familiars (including decimals), then the barrier can be broken through for five minutes but with some effort. If the half of the individual's auma doubles the familiars, then the barrier is easier to break through and the barrier won't go back until thirty minutes later. When the barrier is broken, all abilities that were originally blocked can now affect the master until the barrier mends itself again. Also the familiar can sense when it's mind barrier is broken. The barrier is still active even is the familiar and master are still asleep and the same rules apply when breaking the barrier. Depending the relationship with the master between the interloper, the familiar will ignore the interloper's action or attack the individual. When the familiar has died or is not summoned, the mind barrier is gone until the familiar is summoned again. Whoever tries to use their psychic ability on the familiar's master and is blocked, then their ability goes into the familiar's mind instead and the user is aware of the existence of the barrier and when he/she goes inside the familiar's mind.

Whenever someone goes into the Eryl's mind (Curltail and other cats), all they fee and see a blank void. However, thoughts come out as fuzzy pictures and/or colors and small phrases and/or words. His emotions are also simple, such as sadness, anger, and happiness. Also Eryl has no natural defenses against psychic abilities, so he is very susceptible to abilities that has to penetrate his mind.

The mind barrier is only effective on the master so the familiar's mind is vulnerable even with the ability active. The familiar has the ability to take down and raise the barrier; therefore, the master can tell his/her familiar to take down the barrier, and the familiar can freely take down the barrier when it feels is necessary. The barrier is one way so the master can still use his/her psychic abilities, which is suppose to be blocked by the barrier if the user is an outside force, even if the barrier is still up. When there are abilities that can hold up to multiple cats, the chance of having the master affected is the same as lower abilities that have the same features (such as the white room ability in illusions). These are the abilities that are currently blocked by the barrier:

Telepathy
Tier 1: You can feel the general presence of minds around you and determine what kind of creature they are

>25% of the time the user with this ability can sense the familiar's master's mind. If the user with this ability has half the auma that is greater the familiars, then the user can sense the master's mind with a chance of 50%. If the user with this ability has half the auma that doubles the familiars, then the user can sense the master's mind with a chance of 75%.


Tier 2: You can get a general sense of whether an individual is hostile or not

>25% of the time the user with this ability can sense the familiar's master's mind if he/she is hostile or not. If the user with this ability has half the auma that is greater the familiars, then the user can sense the master's mind with a chance of 50%. If the user with this ability has half the auma that doubles the familiars, then the user can sense the master's mind with a chance of 75%.
>>This tier is separate from the first tier. Once the opposed creature senses the master's mind, it has a another chance if the master is hostile or not.
Telempathy
Tier 1: You find it very easy to read facial expressions, picking up on tiny tells to determine the mood or emotion of any living creature you face

>50% of the time the user with this ability can read the familiar's master's facial expressions. If the user with this ability has half the auma that is greater the familiars, then the user can read the master's facial expressions with a chance of 75%. If the user with this ability has half the auma that doubles the familiars, then the user can read the master's facial expressions like any other cat.
Healing
Tier 1: Your voice is innately soothing, allowing you to calm another from panic, pain, or grief if you choose

>25% of the time the user with this ability can have this ability be effective the familiar's master. If the user with this ability has half the auma that is greater the familiars, then the user has a chance of 50% of this ability working. If the user with this ability has half the auma that doubles the familiars, then the user with this ability can have this ability be effective on the master with a chance of 75%.
*Command
Tier 1: You are very persuasive, able to sway others to your cause, for better or worse.  You are easily trusted and others are generally willing to listen to you

>50% of the time the user with this ability can be effective on the familiar's master. If the user with this ability has half the auma that is greater the familiars, then the user has a chance of 75% of this ability working. If the user with this ability has half the auma that doubles the familiars, then the user with this ability can work on the master like any other cat.
Illusions
Tier 1: You can give short, mostly harmless feelings to other creatures, giving them the sensation that they are being watched or that someone is thinking about them

>50% of the time the user with this ability can have this ability be effective on the familiar's master. If the user with this ability has half the auma that is greater the familiars, then the user has a chance of 75% of this ability working. If the user with this ability has half the auma that doubles the familiars, then the user with this ability can have this ability be effective on the master like any other cat.
**Dreamwalking
Tier 4: You can enter the dreams of other sleeping individuals and have a bit of control over what happens

>The user of this ability when trying to walk into the familiar's master's dreams will see the familiar and the barrier behind it. The user has to use much mental effort to break the barrier but only for five minutes. If the user has half the auma that is greater than the familiars, breaking the barrier will require less effort and the barrier will break for thirty minutes. If the user has half the auma that is double than the familiars, the user with this ability is able to go into the master's dreams like any other cat.
* The barrier's strength to block tier 1 of command is greater when the master has invested tier 2 in command. The barrier will be able to block tier 4 of command when the master has invested tier 6 in command. The barrier will be able to block tier 5 of command when the master has invested tier 8 of command. The barrier will be able to block tier 6 of command when the master has invested tier 10 in command.

** The barrier's strength to block tier 4 of dreamwalking is greater when the master has invested tier 6 in dreamwalking. The barrier will be able to block tier 5 of dreamwalking when the master has invested tier 8 in dreamwalking. The barrier will be able to block tier 6 of dreamwalking when the master has invested tier 10 in dreamwalking.




Appearance

 

Eryl has short sand-colored fur with black fur at his toes and the tips of his large rabbit ears. The clump of fur at the end of his long flexible tail is black with two black stripes near the tip of his tail. Eryl has four copper eyes that two f them at the front are bigger than the ones that are at the sides of his head. Eryl has a horn jutting out of his forehead that is pretty sharp and is almost harder than teeth. Eryl's teeth and claws are also sharp and long. He has leathery skin that shown its natural color on it underbelly where there is no fur and with clumps of his skin that pop out on his back with no fur on them. The leathery skin is thicker and harder to break than regular skin. Eryl's cat body is relatively light and has a small frame, but he is slightly faster than some cats so it makes up with the less amount of strength he has compared to other creatures.

Eyrl is also very quiet, surprisingly. Despite his playful nature and always running around, barley any noise comes from him. However, he does purr when feeling happy and growl when feeling threatened or upset.




Personality




Bullet; Green Optimistic / Innocent Bullet; Green 
Everything that the little guy meets is a friend in his eyes until they show aggression toward him and his master. He will take leaps of faith and believe in things that seem impossible. Eryl is barely seen without a happy expression on his face.
Bullet; Green Obedient Bullet; Green 
Anywhere Curltail goes, he will go. He follows Curltail until she tells him otherwise. Eryl will also obey every command that Curltail gives him, however the command must not be too complicated since Eryl is not that intelligent. On the other hand, Curltail can bypass that obstacle with telepathy.
Bullet; Yellow  Playful/ Curious Bullet; Yellow 
Eryl loves to play whenever he gets a chance. Whether it involves jumping on other cat's tails or drawing in the sand, he will do anything he keep himself from being bored even though it may get him in a lot of trouble. Basically if anything moves and it seems harmless, he will play with it.
Bullet; Red Aggressive Bullet; Red 
When Curltail is in danger or in a little mock fight, Eryl will go all out. He has a natural instinct that shows any type of aggression toward him and his master to go straight for the throat or injure as much as possible. Even though the fight may be impossible to win, Eryl will keep on fighting till he falls.




Relationship

 

Curltail has never really acted like a real kit when growing since she was forced to mature faster than a regular kit. This is why Eryl acts stupid sometimes and kit-like to represents Curltail's desire to actually like a kit, not like an adult all the time. Also Eryl represents Curltail's inner optimism, recklessness, and outgoingness with his large ears, large front eyes, and always jumping into things without a second thought, or no thought at all.  Curltail always hated her father and the ears that she got from him so Eryl's large ears emphasize her desire to have regular ears. Furthermore, she never liked being stood out from her tail and sometimes she wishes she has a normal tail like other cats, making Eryl have a long flexible tail. Also, Curltail always saw herself as weak and vulnerable, wanting someone to protect her. Eryl represents this with his perk and his weapons (dangerous claws, horn, and dangerous fangs) and defense (tough leathery skin) He is also very protective of Curltail when she is (or sometimes he thinks she is) threatened and/or in danger.
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Comments4
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wet-bread's avatar
She looks so cute! :D

Dem ears <3