《After the End: Serenity》Appendix 14 - Serenity's Status and Additional Information
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Current To-Do List
Building the dungeon into a home - Raz, Aki; input only
Rissa’s pregnant - what the heck do I do about that? Is there stuff I should do for a kid?
Decay creatures - Russ is handling, but needs my help?
Finding the Lost Quest from Althyr - how to save the dragons’ children?
Order’s Guild. Will they be a problem? Have time there
Look into the instructor-mages. Helga (Honoria) was pretty cool but the others were idiots. They ignored Josaiah because of what his Affinities were? He was a terrible healer but a quite competent battle mage, one of the best the students had at the end. Creative. What’s up with that? Or is it just more people like Entherys who don’t know what they’re doing? Is there a way to fix that?
Spend time with Rissa
Flying practice
New Affinity practice - Technology, SpaceTime, Liminal, Nihility
Figure out the limits of Essence magic. Are there any? How is it different from Arcane magic?
Practice shapeshifting - partial shifts? More importantly, shift in equipment! And hold things - Magic? While shifting!
Get help with the curse. Probably requires offplanet help. Unless the Unbound Fate Essence Seeds will help?
Planets near Earth mentioned so far:
Asihanya - Raz’s origin
T’cherna - Desinka delved with some people from there
Tzintkra - Planet of Death, Necropolis
Zon - Andarit’s origin
General
Name: Serenity
Species: Chimera
Base Form: Essence Dragon (Hatchling)
Core: Unique
Progression: 85%
Tier: 3
Features: 5/11
True
Crystal
Link
Death
Origin
Path: Origin’s Potential
Level: 73 (1000/2920)
Tier: 3, 73/73 Spent
Path History:
2: Magic Dhampir of the Origin
1: Unbound, Steadfast, Evoker
0: Death-Eater, Battle Adept
Core History:
3: Sovereign of Potential
2: Dhampir (Mana/Essence)
1: Child of Time
0: Essence Dragon
Mana: 8734/8734
Essence: 8734/8734
Stamina: 4060/4060
Might: 396
Agility: 396
Phys: 396
Understanding: 397
Will: 397
Mind: 397
Perception: 397
Ambit: 397
Essence
Pure (Innate)
Ev: 2,767,740 (Purified)
1367 Etherium
Titles
Aspect Pathfinder
DeathLord
First of A Kind
Ghost in the System
Incarnate
Lord
Named
Previous Supreme Existence
Tyche’s Curse
Worlds’ Friend
Magic
Affinities
Energy: 45%
Liquid: 6%
Liminal: 90%
Magitech: 37%
Mind: 32%
Nihility: 50%
Plasma: 56%
Solar: 25%
Solid: 17%
SpaceTime: 72%
Vapor: 16%
Concepts
Arcane: 80%
Energy: 52%
Essence: 25%
Life: 20%
Liminal: 37%
Magitech: 51%
Mind: 15%
Nihility: 35%
Plasma: 26%
SpaceTime: 51%
Topology: 5%
Aspects
Arcane (Mana): Initiated (Vital)
Essence: Growth (Vital)
SpaceTime: Nascent
Incarnate of Death
Resistances
Chemical: 137
Cold: 303
Curse: 265
Darkness: 177
Debasement: 13
Death: Immune
Heat: 533
Life: 417
Light: 298
Mind: 278
Pain: 641
Poison (Neurotoxin): 486
Pleasure: 32
Shock: 334
Sleep: 53
Space: 250
Time: 1000
Unknown
Heritages
Chimeric
Pure (Innate)
Essence Dragon (Primary)
Asura
Child of Time, Unbound
Dhampir, Essence/Mana
Draugr, Sage
Elemental, Essence
Elemental, Mana
Godling
Human, Earth
Lich, Paramount (Primary)
Vampire, Daywalker
Potential, Sovereign
Wraith, Nightmare
Other Known Heritages
Azata, Lightning
Curse Witch
Healing Light
Hexen
Heavens’ Fire
Jiang-Shi
Knight of Blood
Malevolent Spark
Mote of Decay
Mote of Stasis
Mummy
Remnant Wisp of Life
Revenant, Star
Sea Lion, Earth
Abilities
Monster Biology Eyeless Sight Colorless vision that does not require light; no visual effect Vital Sight Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire Blossoms’ Sleep Can induce sleep on self with a defined wakeup time Runic Shielding Tattoos Resists one attack of any sort. Does not require preactivation if the attack will kill or disable. Fully drains current MP to establish, drains SP to maintain, ends when hit. MP drained determines strength of blow that can be resisted, will fail if strength is exceeded but may reduce the power of the attack even if it fails. Effect is better with automatic activation Filter Details unknown; so far, Serenity has determined that it will output Essence when fed mana, but it does not seem to have a use at this time. Amplify Aura Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown. Increase Link Distance Details unknown; has a Power Reserve that appears to be required to allow it to function, but the method to fill the Power Reserve is unknown. Change Stone Type Details unknown Dhampir’s Default When a Dhampir is casually examined, he or she appears to be a normal member of the living population. Down to the River When you physically envelop a being with a soul, you may choose to send their soul to the River of Souls. The soulless body will remain if applicable. Success rate depends on Ambit. When you do this, you will gain some of their knowledge but not personality. Decreased chance of success in any form other than Sovereign of Potential. Link Core While touching an Essence Core, you can attempt to create a Sovereign Link. Enhanced by Ambit. Multiform You may assume the shape of any Form you know. All Forms reflect yourself and all Forms are reflected in some manner in your Chimera Form. Detailed control of Forms increases with familiarity. Any Forms above the minimum require a continual maintenance cost of both Mana and Essence. Minimum number of Forms: 2. Maximum number of Forms: 4. Forms may be repeated. Forms passively return to their normal condition. Current known forms: Chimera, Hatchling Essence Dragon, Sovereign of Potential (Kernel), Human(?), Crystal Hilt, Armor, Sterath(?) Rift of Potential You can manifest a small rift between your location and the Origin Point. Path Abilities Loot Core Teleports a monster core from touched monster body to the user. Usable on any dead monster with a core. Costs mana Resilience of the Dead Slightly increased resistance to certain status alterations Eat Death Absorb Death energy found within the Death Eater’s aura. Absorption based on Affinity. Intensity of absorption can be varied but the ability cannot be completely disabled. Absorbed Death energy may be used as if it were Death mana. Dissipates with time. Ability damaged Basic Analyze Analyze a being for basic information. The being may be animal, Pathed, or monster. Other beings may be analyzed if they have any appropriate features. Items may not be analyzed Intermediate Unarmed Combat (Claw Variant) Losing your weapons is not a disaster when you have weapons attached to your hands. Your expertise with claws is nearly nonexistent, but your general training with unarmed combat is transferable Infused strike Infuse your body or weapons with energy to deal additional damage. Replaces Deathstrike. May use any Affinity held. Power of infusion scales with Affinity used. Costs Stamina Far Strike Discharge the magic infused in your weapon to strike a single opponent at a distance. Stamina cost increases with distance Adept Aspect Form Instead of infusing an Affinity into your weapon, infuse your Aspect into yourself. Limited time, consumes both stamina and mana, induces unconsciousness when the Form lapses Basic Sense Raw Magic Detect background, non-attuned energy. This sense is always active Linked Sight You may share your vision and vision-based abilities with your Seer or anyone whom you share a similar Link with. They may also share their vision and vision-based abilities with you. Consumes Stamina per vision or vision-based ability shared in either direction. Vision ability costs are paid by the user instead of the originator of the ability, if applicable Moment of Prescience Know a moment ahead of time when something will kill or disable you or someone you wish to protect. Activation is automatic. Cannot be activated more than once a minute. Consumes stamina in inverse proportion to the threat Time’s Eye Your eyes see the motions of Time as it stretches and changes. The hidden is easier to see and the false easier to see through. Consumes Stamina Unbound Time does not quite have the same hold on you as it does on others, and Fate does not rule you. You can slip between the lines of the future and past or even blur them if you have the desire and the strength. That which will be has no power over you, and you can break the strands of Destiny for others if you dare. This ability is always active and has always applied to you Basic Identify Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments Scale Hardening Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain Wait for an Opening Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike Second Wind Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource Stand Tall Whether you are the last wall between your loved ones and your enemies or you simply love to fight, your ability to take a beating is exceptional. Blood loss, bruises, injuries, and even broken bones will not stop you. You can fight at the full effectiveness your body is capable of despite your injuries Essence Sight You can already sense Essence with your Aura. Sight adds precision and distance to your detection capability. This may be enabled or disabled at will. A visual effect may be present Physical Storage You can store spells inside your own body to be evoked later. Stored spells may be evoked only by you and may be triggered at any time. All variable effects must be determined prior to casting. Stored spells will degrade with time and use of mana or essence in the area the spell is stored. Spell Conversion You can convert the power of any spell you can Evoke into a ranged mana or essence strike. The power of the strike depends on the stored spell power. Store Spell You may temporarily store spells in items to be evoked later. The item must be strong enough to hold the spell, and synergy with the spell will slow spell degradation. Stored spells will degrade with time and nearby mana or essence use. Storage of spells can damage items used. Designate Evocation Conditions You may designate conditions on when a stored spell can be evoked. You can bypass any conditions you set, but you cannot bypass conditions set by other Evokers. This allows you to set conditions that will allow non-Evokers to Evoke stored spells, but spells Evoked by the untrained will be significantly degraded during the evocation. Entwined Magic You can mix Mana and Essence magic freely, to achieve effects not possible with Mana or Essence alone. Passive. Gaze of the Origin When you choose, you can infuse your gaze with the power of your connection to the Origin. Effects vary. Power depends on Ambit. Aura of Magic When you choose, you can reveal your Mana and Essence pools with your aura. Passively increases the maximum size and regeneration of your Mana and Essence. Increases the regeneration of others’ mana and essence at a slight cost to your regeneration rate. Easily sensed. Power depends on size and regeneration rate of mana and essence pools. Mold Magic You can alter magic that has been given a steady form. Passive. Potential of the Rift Your Rift to the Origin will allow you to move items or creatures to the Origin and retrieve them later. Items or creatures stored in the Origin will be exposed to it. You may travel to the Origin using the Rift. Rift Control You may control the Potential that leaks from your Rift to the Origin as long as it is within your aura, including increasing or decreasing the amount that leaks. Call on the Origin The Origin is just that: the beginning of all things. Bring something temporarily into the real world, limited only by your imagination and power. Variable Cost.3 Origin’s Potential Locked Abilities: Level 75 - Revivify - Potential can become warped in many ways. Restore something to its original Potential. Quality of repair affected by the level of understanding of what the repair requires, the amount of damage being repaired, the time since the damage occurred, and the Time Affinity, Concept, and Aspect of the user. Level 100 - Realize Potential - Use Potential drawn through the Rift to temporarily gain something from your Heritage. Variable Cost.
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Serenity’s Titles
Previous Supreme Existence
You were the Supreme Existence in a previous incarnation, and can remember some of what came before. Your status also grants you the Ghost in the System title. This title is hidden from all but you.
First of A Kind
You are the first True Chimera and the first Essence Dragon. Your Paths shall shape the future of those who follow in your footsteps.
Named
Your Name is known and respected or feared. No other can bear this Name.
Ghost in the System
You bypass certain restrictions. This title is hidden unless you share it with another.
Aspect Pathfinder
As the first person to discover a new Aspect, Concept, and Affinity, you set the path for those who follow you on the road of Essence Magic. Creating new methods and applying methods from other magical schools is easier.
Incarnate
More than an Aspect, you are an Incarnate. Your Concept sets what the meaning of the Affinity you Incarnate does and does not mean. Your Incarnate will always be a part of you, and you will always be a part of it.
As an Incarnate, you are not capable of combining or otherwise altering this Affinity.
There cannot be more than one Incarnate for an Affinity at a time, as no two people will ever have identical Conceptions of an Affinity.
Lord
You are recognized as the ruler of a Settlement. This comes with certain rights as long as you are within the Settlement or interacting with people who are identified as belonging to the Settlement. This Title will be removed if you are no longer the Lord of a Settlement.
DeathLord
You have a high enough combined Death Affinity, Concept, and Aspect to qualify to rule a Necropolis.
Tyche’s Mark
You have been marked by Lady Luck. Interesting things will happen around you. They may be good or bad.
This Curse removes your Luck and Luck % attributes and suppresses all Luck attributes that would affect you (directly or indirectly). Instead, Luck is in flux around you and unlikely events are more likely to occur when you are nearby.
Worlds’ Friend
Multiple worlds have declared you an ally. Others who are strongly tied to those worlds may sense a kinship with you. This may affect the reaction of other worlds or their servants.
Serenity’s Gear List
Shield
Bow of Energy Arrows (has normal arrows as well)
Comfortable Bedroll
Storage Bag (pocket of backpack) (Has bought extras)
Cloak of Minor Disguise
Void Elemental Armor
Claw Stone
Quick Belt (4 slots) - currently holds the shield, knives and throwing ax; Serenity fills it out with healing potions as needed
Boots of Far Step (damaged)
Serenity’s Throwing Ax
Mercenary Guild tag
Dreamstone in a box (the one Rakyn was supposed to deliver to the Conclave of Stars)
Small golem statuette (“Lessi”) - activation phrase unknown
Knives of Duplication
Backup Armor (does not have space for wings)
Attuned Keys: Teleportation Beacon at Serenity Settlement, Earth
Favor of Tranquil Conviction
I, Tranquil Conviction, assert that the Peace of the Grave, Serenity, has earned his Name.
Favor of Death
Commonly sought after but rarely granted, Death Himself believes he owes you a favor. This Favor will not be honored if called on by another.
Favor of Luck x3
You have amused the source of Luck. As long as you continue to be interesting, you will earn her Favor.
Favor of Coyote
A trickster with a fondness for Humanity, wherever it is found, Coyote has granted you a Favor that will allow you to speak with him.
Favor of Ptah
Thought, Word, Existence: Creation is Ptah’s passion, and you have crafted yourself as others craft the world around them. Ptah grants no gifts that you cannot make yourself, but those who can see shall know that he favors you.
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Favor of the Earth-Mother
A home is more than a place.
Favor of Tek x7
You don’t write, you don’t call... Seriously, Serenity, I put my number in your phone for a reason. Use it.
Open Quests:
Tutorial Instruction
Restore the Lost
Path Quest Stage 4: Tutorial Trouble
[Tutorial Instruction]
[Serenity must participate as an instructor in Phase One (training phase) of a tutorial at least once per Real-Time Day on average. Student participation is permitted when it does not conflict with instruction]
[Student participation into later portions of each tutorial attended as an instructor is permitted]
[Required Tutorials Completed. Additional Tutorials are Optional]
[Mentor Quest: Restore the Lost]
[Goal: Find out a way for dragons to have lower-Tier eggs and hatchlings to allow their minds and bodies to grow together and prevent them from becoming Lost]
[Optional Goal: Find a way to restore those who have been Lost from their spirit form, physical form, or both]
[Optional Goal: Learn about other species with this issue. Generalize the solution]
[Reward: Unknown]
[Failure Consequences: None]
[Message begins: I don’t really expect you to be able to do anything about the Lost any time soon, but you have the best chance I’ve seen in millenia. If you can’t, maybe a descendant of yours will be able to. Message ends.]
[Path Quest Stage 4: Tutorial Trouble]
[Tutorial Trouble: There is a problem in the Tutorial. Students are being directed to incorrect locations at the end of the first Phase. Assist the Voice’s investigations, find the responsible parties, and arrange for appropriate punishment]
[Optional Goal: Put measures in place that will prevent the same scheme from working in the future]
[Optional Goal: Recover the lost Earthlings and return them to Earth (if desired)]
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