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After the End: Serenity
Appendix 11 - Serenity's Status and Additional Information

Appendix 11 - Serenity's Status and Additional Information

General

Name: Serenity

Species: Chimera

Subspecies: Sovereign of Potential (Kernel), Essence Dragon (Hatchling)

Core: Unique

Progression: 93%

Tier: 2

Features: 5/11

True

Crystal

Link

Death

Origin

Path: Magic Dhampir of the Origin

Level: 73 (1100/1460)

Tier: 2, 0/73 Spent

Path History:

1: Unbound, Steadfast, Evoker

0: Death-Eater, Battle Adept

Condition: Healthy

Healing Available: Full

Mana: 3000/5000

Essence: 3000/5000

Stamina: 2600/2600

Might: 250

Agility: 250

Phys: 250

Understanding: 250

Will: 250

Mind: 250

Perception: 250

Ambit: 250

Essence

Pure (Innate)

Ev: 446,651 (Purified)

Titles

Previous Supreme Existence

First of A Kind

Named

Ghost in the System

Aspect Pathfinder

Incarnate

Lord

DeathLord

Tyche’s Curse

Worlds’ Friend

Coin

1376 Etherium

Magic

Essence Techniques

Chimeric Alteration

Claim Mana

Devour Mana

Essence Drawing

Purify

Affinities

Energy: 40%

Liquid: 6%

Mind: 32%

Plasma: 42%

Solid: 17%

SpaceTime: 71%

Magitech: 37%

Vapor: 14%

Liminal: 90%

Nihility: 50%

Concepts

Arcane: 80%

Energy: 52%

Essence: 25%

Life: 20%

Mind: 15%

Plasma: 26%

SpaceTime: 42%

Liminal: 37%

Nihility: 35%

Magitech: 51%

Topology: 5%

Aspects

Arcane (Mana): Initiated (Vital)

Essence: Growth (Vital)

SpaceTime: Nascent

Incarnate

Death

Physical

Resistances

Chemical: 137+10

Cold: 303+10

Curse: 265

Darkness: 177+10

Death: Immune

Heat: 532+10

Life: 417+10

Light: 298+10

Mind: 278

Pain: 641

Poison (Neurotoxin): 486

Pleasure: 32

Shock: 334+10

Sleep: 53

Space: 250

Time: 1000

Unknown

Chimeric Heritage

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 (Subrace)

Wraith, Nightmare

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

Inherited from Final Reaper

Vital Sight (previously called Life-Sight)

Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire

Inherited from Final Reaper

Blossoms’ Sleep

Can induce sleep on self with a defined wakeup time

Dream Blossom Dust

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

The author's tale has been misappropriated; report any instances of this story on Amazon.

Self-created ability (Not actually tattoos, his skin/scales grows “naturally” in the correct pattern and color to create the effect)

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.

Linked Crystal Seed (True Core)

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.

Linked Crystal Seed (True Core)

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.

Linked Crystal Seed (True Core)

Change Stone Type

Details unknown

Linked Crystal Seed (True Core)

Raw Mana Control (Horns)

When in a ley line or other high concentration of raw mana, choose where it flows in the body.

Self-created ability

Dhampir’s Default

When a Dhampir is casually examined, he or she appears to be a normal member of the living population.

Dhampir

Amorphous Restoration

Why should a cut matter when a body has no fixed form?

Turns energy into whatever the body needs, wherever it needs it. Can convert physical mass to energy; increased purity or organization or interest improves the conversion.

Voidling (Curiosity)

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

Death-Eater

Resilience of the Dead

Slightly increased resistance to certain status alterations

Death-Eater

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

Death-Eater

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

Battle Adept

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

Battle Adept

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

Battle Adept

Far Strike

Discharge the magic infused in your weapon to strike a single opponent at a distance. Stamina cost increases with distance

Battle Adept

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

Battle Adept

Basic Sense Raw Magic

Detect background, non-attuned energy. This sense is always active

Child of Time

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

Child of Time

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

Child of Time

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

(Note: the Stamina cost is low enough that it can be maintained for hours at a time, though that will significantly reduce Serenity’s available Stamina for other uses)

Child of Time

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

Child of Time

Basic Identify

Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments

Steadfast

Scale Hardening

Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain

Steadfast

Wait for an Opening

Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike

Steadfast

Second Wind

Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource

Steadfast

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

Steadfast

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

Evoker

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.

Evoker

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.

Evoker

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.

Evoker

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.

Evoker

Take Shape

Take Shape - You may assume the shape of any Form you know. Your personality and goals remain your own. Number of forms that can be known is affected by Ambit. Accuracy of learned forms will decrease with time; rate depends on Ambit.

Current known forms: Chimera, Hatchling Essence Dragon, Sovereign of Potential (Kernel), Human(?), Crystal Hilt, Sterath(?)

Sovereign of Potential

Merge

You may merge with another being. The merge may be contested. Success rate in a contested merge is affected by Ambit. Requires Sovereign of Potential form.

Sovereign of Potential

Entwined Magic

You can mix Mana and Essence magic freely, to achieve effects not possible with Mana or Essence alone. Passive.

Magic Dhampir of the Origin

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.

Magic Dhampir of the Origin

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.

Magic Dhampir of the Origin

Magic Dhampir of the Origin Locked Abilities:

Level 75 - Armor Another - In your Sovereign of Potential form, you may envelop someone or something. Instead of choosing to Merge with them, you may choose to Protect them, giving them a layer of armor formed from your physical self. This may also leave a permanent Mark (consent required).

Level 100 - Mold Magic - You can alter magic that has been given a steady form. Passive.

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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.

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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

Serenity’s Throwing Ax

Dreamstone in a box (the one Rakyn was supposed to deliver to the Conclave of Stars)

Dry-Erase Marker with Mana-Compatible Ink

Small golem statuette (“Lessi”) - activation phrase unknown

Knives of Duplication

Backup Armor (does not have space for wings)

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Open Quests:

Tutorial Instruction

Restore the Lost

Path Quest Stage 3

Global Quest: Invaders

[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]

[Serenity may participate in additional tutorials as an instructor]

[Tutorials Completed as Instructor: 53/180]

[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 3]

[Goal: Repel the invasions threatening your friends and family. Aid from others is permitted]

[Reward: Varies depending on number of invasions expelled and contribution]

[Optional Goal: Repel all invasions threatening Earth. Aid from others is permitted]

[Optional Reward: Choose the location for Earth’s World Core Interface Crystal]

[Penalty for Failure: None]

[Penalty for Abandoning Quest: Discontinuation of Path Quest, Change in Path]

[Global Quest: Permanently deal with all Invasion Portals and remove the threat of the invaders]

[Quest Status: 34/512]

Affected Cities:

London (Active, Humans)

NYC (Resolved, Hegemon Worms)

Washington, DC (Resolved, Sterath)

Denver (Unknown, blue centaurs)

Arlington, Texas (portal is in Dallas/Ft Worth, bats notable) (Traa)

Tianjin, China (Resolved)

Serenity Settlement (Under Investigation, Rockfin)

Note: by population, the US should have ~21 invasion portals. It will probably be fewer since the US has a lower than average population density.

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Current To-Do List

Building the dungeon into a home - Raz, Aki; input only

Tutorial Instruction (Quest)

Other invaders - need a plan. Two Quests.

Promote the Tutorial / popularity - is this still necessary? Janice has some interviews arranged.

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?

Dad has people mapping out the invasions they can find. Check with him about that?

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

Figure out how to make money to keep this thing going - can it pay for itself or do we need to do something else (e.g. Rissa and the stock market)

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!

Examine Phoebe for the curse. Who else has it?