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After the End: Serenity
Appendix 14 - Serenity's Status and Additional Information

Appendix 14 - Serenity's Status and Additional Information

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?

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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

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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.

Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings.

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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 (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.

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.

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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)]