He Who Crosses Death (Star Warrior Quadrilogy Book 3)
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Shapist:
Reveal Surveillance. Allows the Essenceworker to search for hidden surveillance, tracking devices, or traps. At high levels, can be cast over a larger radius, and can penetrate the human body to search for trackers. Stamina drain: medium.
Warmancer, hand-to-hand:
Paralyze enemy. Momentarily paralyze an opponent at close range. Stamina drain: medium.
Warmancer, ranged:
Forked Lightning. Sends multiple streams of energy at a group of foes. Range, damage, and number of foes targeted increases at higher levels. Energy shields offer no defense. Stamina drain: high.
Essenceworks available to White Siphoning, Level 6.
Shapist:
Deactivate. Use to deactivate individual weapons, traps, and surveillance devices. At higher levels, can be used to safely destroy a tracker hidden inside a human body, and to disable robots. Stamina drain: varies depending on the size of the object to be deactivated. For something like a tracker embedded in a human body, the drain is tiny. For a full-sized robot, medium.
Warmancer, hand-to-hand:
Invisibility. Become invisible to enemies for short periods of time. At higher levels, that period increases. Note: you become visible during attacks. Stamina drain: medium.
Essenceworks available to White Siphoning, Level 7.
Distorter:
Create Beacon. Mark an object with a beacon. Once marked, the Essenceworker can open a tunnel to the immediate vicinity of that object. Only one object can be marked with a beacon by the Essenceworker at any given time. Stamina drain: extremely high.
Healer:
Mass wound healing. Heals wounds on multiple subjects. The higher the level, the more subjects healed, and the greater the healing effect. Physical contact with subjects is not required, but a healing bonus is applied to any subjects the Essenceworker physically touches. Stamina drain: extremely high.
Shapist:
Mass Deactivate. Use to deactivate multiple weapons and traps in a given area of effect. At higher levels, AOE increases, and the Essenceworker can selectively omit items to deactivate, allowing the weapons of one’s companions to remain unaffected. Stamina drain: extremely high.
Essence Imbuement. Imbue an object with the Essence, so that it grants the bearer extra abilities while equipped. More powerful imbuements are available at higher levels in this Branchwork. Stamina drain: extremely high (one-time cost during creation).
Warmancer, hand-to-hand:
Shove. Forces an enemy group away from the Essenceworker, regardless of whether they have energy shields. Area of effect, and actual shove distance increase with level. Stun upgrade available at level three—shoved enemies are stunned. Fire upgrade available at level six—shoved enemies are lit on fire. Hidden upgrade available at level ten. Stamina drain: medium to high.
Warmancer, ranged:
Mass Telekinesis. Remotely manipulate several objects. Stamina drain: high to very high, depending on range, size, and number of objects to be manipulated.
Dark Essenceworks
List of Dark Essenceworks passed down to Tane from Tiberius Tribulantes
These works can be created well ahead of their intended use. Once created, a Dark Essencework can be held indefinitely for little stamina cost, and released at leisure. You may only hold in reserve as many works as your current overall Dark Essence Siphoning level.
Higher levels in each Essencework listed below reduce the individual creation time.
Essenceworks available to Dark Siphoning, Level 1.
Imprint Location: Sigma 231, Vantaar system. Universal Polar Coordinates: -12.92568738, 179.67468954.
Builder:
Night Vision. Allows the wielder to see in the dark. At higher levels, the ability lasts longer and you can see farther. Current range and duration: 20 meters, 10 minutes. Stamina drain: low. Creation time: 15 seconds.
Amaranth:
Melt Metal. With this ability, you can selectively melt away metal objects within the work’s area of effect, including weapons, while preserving the metal items of your companions. At higher levels, the area of effect increases, as does the size of the objects that can be melted. Works through energy shields. Current AOE: 3 meters. Stamina drain: medium. Creation time: 60 seconds.
Fingers of Ruin. Sends dark fingers of unreality at a single opponent; black veins grow outward from the impact site, veins that crack open to wound the target. At higher levels, the damage increases. Pierces energy shields. Stamina drain: medium. Creation time: 60 seconds.
Essenceworks available to Dark Siphoning, Level 2.
Imprint Location: Septes IV, Tanori System. Universal Polar Coordinates: 45.24621455, -134.57892352.
Builder:
Convert kraal. Can be used to convert a kraal into the dark energy store known as the Dirac that kraals and dwellers feed upon. While the resulting Dirac is not particularly edible for a human being, it can be useful as a diversionary tactic when pursued by a herd of kraals, causing the aliens to break off the pursuit to feed if they are hungry enough. Or the resultant Dirac can simply be collected for resale back in the Umanitar—humanity’s universe. At higher levels, multiple kraals can be converted. Stamina drain: medium. Creation time: two minutes.
Blur body. Hide your form from any facial recognition and thermal detection algorithms in cameras and sensors by applying a special cloud of darkness around your body. Also successfully subverts LIDAR and echolocation. At higher levels, it can be applied to multiple targets at once. Useful when traveling at night. Stamina drain: medium to high, depending on number of targets. Creation time: four minutes per target.
Essenceworks available to Dark Siphoning, Level 3.
Imprint Location: Septes IV, Tanori System. Universal Polar Coordinates: 172.87389256, 39.54689674.
Builder:
ID masking. Creates a magnetic resonance compatible with dweller chip readers, simulating the dweller equivalent of Public Profiles. Useful when used in conjunction with Blur Body to fool dweller AIs. Stamina drain: low for short durations. Creation time: three minutes per target.
Amaranth:
Dark Hand. Use the Essence to manipulate, crush, etc. Similar to White Essence Telekinesis ability. Stamina drain: medium. Creation time: two minutes.
Essenceworks available to Dark Siphoning, Level 4.
Imprint Location: Chanis 12, Serepte System. Universal Polar Coordinates: 145.21424655, 38.92357852.
Builder:
Distortion tunnel. Create a distortion tunnel to jump from one point to another. At higher levels, the range and size of the tunnel increase. Jump points must be within line of sight. Cannot be used as a weapon or breach tool: distortion tunnels will not open over solids such as bulkheads or human beings. Note: knowledge of this skill is not needed to operate a starship jump chamber, as the operator merely Siphons while the AI aboard the starship handles the actual creation. As such, Starship Jump Chamber is not considered a Dark Essence Skill. Stamina drain: high. Creation time: five minutes.
Amaranth:
Deflect. Creates a field that deflects incoming works of pure Essence, including Fingers of Ruin. Also deflects standard laser beams and plasma bolts, and at higher levels explosions and shrapnel. The length of time the field remains in place depends on the level. At higher levels, the diameter of the field can also be expanded to include others nearby. Note: will only partially deflect higher-level works, reducing their intensity. Stamina drain: medium. Creation time: two minutes.
Essenceworks available to Dark Siphoning, Level 5.
Imprint Location: Chanis 12, Serepte System. Universal Polar Coordinates: 89.42215546, -5.57892357.
Builder:
Distortion tunnel to beacon. Open a distortion tunnel to an object previously marked with a beacon. The range you can be away from the beacon increases at higher levels, or if Siphoning more Essence via Darcanium. Only one object can be marked with a beacon at any given time. Stamina drain: medium to extremely high, depending on range to b
eacon. Creation time: ten minutes.
Amaranth:
Sow Confusion. A concentrated mind blast that allows you to confuse a foe, causing it to attack its comrades (it will continue assaulting you if no other opponents are nearby). At higher levels, you can confuse more than one opponent. Lasts thirty seconds at level one. Won’t work on stronger-willed targets, such as other Essenceworkers. Stamina drain: medium to high, depending on number of kraals controlled and their level (a large stamina hit is taken during creation, and a smaller one when the Essencework is released). Creation time: twenty minutes.
Disrupt. Prevent an enemy from creating an Essencework for a short period of time. Must be next to the enemy at low levels. At higher levels, the range increases, as does the time period. Stamina drain: medium to high, depending on range. Creation time: two minutes.
Essenceworks available to Dark Siphoning, Level 6.
Imprint Location: Chanis 12, Serepte System. Universal Polar Coordinates: -167.14524655, 21.97852352.
Amaranth:
Control Kraal. Allows you to control a kraal. At higher levels, you can control more powerful kraals, or many weaker kraals. Lasts until the kraal dies, or you release it from your control. Note: while it is more reliable than Sow Confusion, it can only be used in the Umbra, where kraals exist. Stamina drain: high to extremely high, depending on number of kraals controlled and their level (a large stamina hit is taken during creation, and a smaller one when the Essencework is released). Creation time: twenty minutes.
Protective Environment. Surround yourself with a protective environment. Allows you to exist in the void, or incompatible atmospheres, without a spacesuit or pressurized battle armor. Initially lasts for two hours, though at higher levels the duration is longer. Stamina drain: medium (a small stamina hit is continually taken thereafter for the duration the environment is active). Creation time: twenty minutes.
Essenceworks available to Dark Siphoning, Level 7.
Imprint Location: Metieus Prime, Anulis System. Universal Polar Coordinates: 63.46451452, 123.85239725.
Builder:
Create Beacon. Mark an object with a beacon. Once marked, the Essenceworker can open a tunnel to the immediate vicinity of that object. Only one object can be marked with a beacon at any given time. Stamina drain: extremely high. Creation time: one hour.
Amaranth:
Renewal. A way to reinvigorate one’s body. Requires drawing the Dark Essence through a large piece of Darcanium. Cannot be used within an Essence Link. Stamina drain: high. Creation time: 5 minutes, though the age-reversing effects become apparent within the first thirty seconds.
Dark and White Essenceworks
List of known Dark and White Mixing Essenceworks passed down to Tane from Tiberius Tribulantes
Available only to those rare human individuals who can Siphon both the White and Dark Essence. Such as you, Bender of Worlds.
Because of the time required to create a work of the Dark, the combined works are delayed for however long it takes to create the Dark portion. The White Essence must be added in while the Dark work forms. Because White Essence cannot be held in reserve, when the combined work is completed, it must be released immediately.
Higher levels in each work listed below reduce the creation time.
Note: the Essencework lists for levels two through six are currently locked, and will be revealed once the associated dark artifacts are accessed.
Essenceworks available to Dark and White Mixing, Level 1.
Imprint Location: Kharikhan V, Abakan System. Universal Polar Coordinates: -109.67251482, -3.72439967.
Repel Nanotech. While active, prevents nanotech from attaching to your cerebral cortex and motor control centers, so that if an enemy such as a dweller or human injects controlling nanotech, a control chip will never form. At level one, this “repel” effect remains active a full minute after creation. The work will also remove any existing control chips formed by nanotech that have been previously injected. The removal is selective, leaving other helpful chips in place. Stamina drain: medium. Creation time: two minutes. Note: this work can also be used on another subject, however physical contact is required between the Essenceworker and the recipient.
Infuse Oxygen. Infuses a ten cubic-meter volume with oxygen. The rectangular volume can be centered around you, or positioned so that the volume begins up to one meter anywhere around you. At higher levels, a bigger volume can be created, and it can be moved farther away. Stamina drain: low. Creation time: thirty seconds.
Essenceworks available to Dark and White Mixing, Level 2.
Imprint Location: Neomalgam, Tavoc System. Universal Polar Coordinates: 16.78935482, -23.87839274.
Contents hidden until unlocked.
Essenceworks available to Dark and White Mixing, Level 3.
Imprint Location: Neomalgam, Tavoc System. Universal Polar Coordinates: -74.68626482, 101.04554967.
Contents hidden until unlocked.
Essenceworks available to Dark and White Mixing, Level 4.
Imprint Location: Neomalgam, Tavoc System. Universal Polar Coordinates: 3.30911788, 91.35927256.
Contents hidden until unlocked.
Essenceworks available to Dark and White Mixing, Level 5.
Imprint Location: Epsilon Kaitos, Xochiquetzal System. Universal Polar Coordinates: 45.57212165,-132.13560145.
Contents hidden until unlocked.
Essenceworks available to Dark and White Mixing, Level 6.
Imprint Location: Delta Kaitos, Xochiquetzal System. Universal Polar Coordinates: 12.14620124, 169.52910729.
Contents hidden until unlocked.
Essenceworks available to Dark and White Mixing, Level 7.
Imprint Location: Roma II, New Capri System. Universal Polar Coordinates: -63.52310177, -54.36516174.
Inter-dimensional Distortion Tunnel. The ability to travel back and forth between Umanitar—humanity’s universe—and the Umbra. You and a nearby circle of friends are brought back to the same place in Umanitar as you exist in the Umbra, and vice versa. Stamina requirements: extremely high. Creation time: 10 minutes.
Essence Reservoir Creation. The ability to create an Essence reservoir and apply an Essencework of your choice to it, either White, Dark, or a combination of both. Accessible upon touch to anyone with the skill to siphon both White and Dark (i.e.: essentially only you). Stamina requirements: extremely high. Creation time: 1 hour, plus the time necessary to form the Essencework to trigger.
Emerald Essenceworks
Emerald Siphoning Essenceworks
These works are created from the electrical Essence drawn from the universe known as Khaeota. Each work of this Synthate, or “Emerald” Essence, evokes a massive cost on stamina, and as such, it is recommended that only one particular Emerald work be used in a given Siphoning interval. When you have rested fully, then you may create another work.
Also note that the aforementioned stamina drain is apparent only upon the closing of the Essence veil. As such, while it might be tempting to create more works, since you will feel fine, there is a good chance you will destroy yourself.
Higher levels in each Essencework listed below increase the potency of the particular work, but at greater stamina cost.
Emerald Siphoning Level 1 Essenceworks.
Revive. Bring back the dead. Can be used once per entity, as the spiritual bonds become stretched too thin after the first raising. If a resurrected entity falls again at some later point, their death will be permanent.
This work also opens gateways to multiple higher dimensions, attracting beings that feed on the life forces of the living. These beings, sometimes commensurate in power to the fallen but usually much stronger, will tag along for the ride and attempt to feed on the life force of the reviving entity before his or her energy can be fully bound to the body. You will have to fend them off using all means available to you. Lose, and the death of the one you are trying to revive becomes permanent.
Note that a larger than normal sou
rce of the Emerald Essence must be employed. This means you cannot use something like a bone staff—instead, you will likely require a fully intact skeleton.
However as you increase this work’s level, you can revive your allies with smaller pieces of bone. However, you must also deal with more powerful life force feeders.
Summon Grazer. Summons the grazer associated with the bone or skeleton you are Siphoning the Emerald Essence from. This will be the same grazer who in life had that bone or skeleton physically inside of it.
The grazer will assume its original shape as pure energy. The being cannot be harmed by plasma bolts, laser beams, or blunt force weapons. Only the Essence, or creatures of similar energy, can deal any sort of damage.
At higher levels, the grazer will stay with you for longer periods of time. At level one, the grazer will only remain in your universe for five minutes.
Emerald Siphoning Level 2 Essenceworks.
Illusion. With this ability, you can make an object as large as an entire starship appear to be something else entirely. You can also change your appearance, and that of your friends. The effect lasts for one hour. Higher levels increase the duration.