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 | 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.
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
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)
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.
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?
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 | 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.
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
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)
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.
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?