Essence ofAbraxis (Creeper World)
byItmauve
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AI summary
Makes you as tactically capable as all three Creeper World protagonists combined — Abraxis, Tcion and Seloi, none of whom ever restarted a campaign — amplified by an ESP that shows you the whole battlefield at once, revealing movement patterns and flanking actions, and by the ability to accelerate your thoughts to infinite speed so that time seems to pause while you queue up commands for instant execution. You and most of your creations are entropy- and creeper-proof, where 'creeper' also covers corruption and theft, protecting against Chaos, Bydo waves and capture attempts, with partial immunity working as a threshold that holds completely until breached — and your own weapons work on such things, your anti-creeper de-bydofying space and your nullifiers permakilling beings that normally escape physical death. Physically you do not age, heal perfectly, recover from any sickness and can spend billions of years in cryostasis; mentally your skills never degrade, you never truly suffer boredom, your willpower is indefatigable, and you serve as a primary hub of a packet network that transfers commands over unlimited range and energy or materials over short distances.
Generated précis — the sections below are the author's original text.
Description
This Essence tastes the opposite of blue and is thin and goes down fast. It comes in a strange container that transfers the Essence to you in packets instead of being drunk from..
Effects
32You are as tactically capable as all three protagonists from the Creeper World franchise combined. (Scarsgard Abraxis, Dagr Tcion, and Danu Seloi).
Keep in mind these three got through their campaigns with no restarts.
This mundane capability is amplified by a form of ESP that gives you an understanding of the entire battlefield at once, letting you see overall patterns in enemy movement, see flanking actions, know what all your units are doing at any time, and analyze enemy units.
You can also accelerate the speed of your thoughts to infinite, allowing you seemingly pause time. However, this is only your thoughts, not your body. You can prepare commands which will be immediately sent once you “unpause time,” though.
You are entropy- and creeper-proof. Most of your creations are moderately entropy- and creeper-proof.
Note that “creeper” can mean “corruption” or “theft” when it comes to you and your creations. These are protected against things like Chaos, Bydo waves, ACUs and engineers attempting to capture them, and other such nonsense.
Partial immunity gives a certain amount of resistance to creeper. Before that threshold is breached, creeper will have no affect on the creation. After that threshold is reached, the creation immediately destroys itself, preventing it from being compromised or studied. Exposure to creeper “wears off” when not exposed.
This also means that your weapons and other protections will work against them. Your anti-creeper can de-bydofy space, your nullifiers can permakill beings that normally escape physical death, your lathes can clean corruption from artifacts, and so on.
You are physically entropy-proof. You do not age, and you heal completely and perfectly. Even if you get sick, you make a full recovery. You can stay in cryostasis for billions of years and still function like you are in your prime. Your equipment and surroundings do not deteriorate, if you so choose.
Your mind is also immune to entropy. Your skills do not degrade, you do not truly suffer from boredom, you can continue a task over astronomical timescales, your willpower is equally as indefatigable, and your memory is designed to work as an immortal’s should. Your mind also passively recovers from any damage and quickly, effectively, and healthily processes any trauma you have.
You are now a primary hub for a packet network.
The packet network is an immaterial connection system that can transfer data, information, or bulk materials between nodes. Energy and materials can only be transferred a short distance, but commands can be sent on an interplanetary range with limited bandwidth.
You can connect with other compatible nodes directly, allowing you to give commands, energy, or materials to other nodes.
As a primary hub, you can “borrow” the power generation of any infrastructure you have a direct link to. This means that you can dispatch packets directly from yourself instead of from generators, and steal packets from storage nodes to dispatch directly.
As a hub, you contain storage for both energy and refined bulk materials. You also generate a small amount of power continuously.
You can process various bulk materials into other types, even if their makeup is non-baryonic in nature. Materials you can refine include anticreeper, arg, and liftic.
You also act as a Pylon, which allows you to form form long-range high-speed links with other Pylons, mine nearby resources, as well as construct buildings using (in most cases) nothing but your internal energy. This process is not easily assisted, but you can easily construct multiple buildings at the same time as long as you have the energy.
You have complete knowledge and blueprints of all technology used by Scarsgard Abraxis and his family.
The smallest part of your infrastructure is the Collector Tower. This tower is approximately the size of a large tree, and can link to other nodes on a packet network within two kilometers. Within a kilometer, it produces a “soylent field” that extracts energy from space based on the volume of the field containing dense mass. Under average circumstances, it produces about 50% more power than you do. It also has a nanolathe that works similarly to your own construction ability, letting it produce more buildings using nothing more than energy. It takes five seconds to produce, assuming you have the energy.
Pylons provide long-range, high-speed links on your packet network. Reactors provide additional power at higher density than soylent fields. Guppys/Porters can provide power and material packets across gaps that the packet network normally does not reach. Mines extract raw materials to be processed by yourself, in a command center, or in a factory. Terraformers are capable of destroying or creating terrain using pure energy. Platforms act as fixed points for other infrastructure or weapons in the void of space. Larger rifts can move weapons or vehicles between locations, while smaller ones simply act as a link for the packet network. Factories allow for processing of materials on a large scale.
In space, your infrastructure mainly consists of energy mines located at natural "mineshafts" to Rift Space and “ports” that extend their range, mounted on ships. These have the highest packet transfer range of any of your technology. You also have access to omnis, multipurpose utility platforms, for imbuing soylent fields into matter, destroying creeper structures, and other tasks.
Weapons are many, ranging from simple repurposed directed-energy mining cannons to intercontinental path-plotted artillery and polymorphic satellite weapons. Most weapons are available in both dedicated platforms and as ship-mounted modules. The smallest size of platform is capable of independent flight (though this will disable the weapon.)
This even includes rare weapons like the liftic-powered sweeper beams or Morris Devices.
Your shielding technology is capable of protecting from solid objects but has been optimized to block creeper.
You also can construct things such as command centers (large, armored, flight-capable buildings that act as primary hubs for packet networks,) forges (transmute aether into performance-boosting modules for your packet network and attached hardware,) ERN forges (produce ERNs,) and other large structures.
While the majority of your creations include a moderate level of creeper resistance, there are also blueprints you have that are completely immune to the creeper.
Your first perfect immunity blueprint is for warp totems, structures that once charged, can open gaps into rift space large enough for entire cities to travel through. More totems can, working together, open larger rifts.
You also have aether totems. When charged up, they generate aether, an exotic particle that can be used for construction or upgrade modules or for advanced gravity manipulation.
ERNs (Entangled Rift Nodes) can empower a single structure, weapon, or vehicle. This means that the subject will consume less energy, output more, and have a greater range. Alternately, they can be attached to a packet network to boost everything attached to it. ERNs can be redistributed as ordered, though you will have to wait for them to physically reach locations.
Shield totems produce shields that can easily block both creeper and solids, but enough creeper can bypass the shield and destroy what’s being protected.
You can alter any of your blueprints to make them perfectly corruption-proof, but doing so makes them much heavier (so they can’t fly) and requires orders of magnitude more materials, energy, and time to produce.
Optionally, when you drink this, you may teleported into the Creeper World universe at any point and time.
- Categories
- combatutilityitemssurvivalcrafting
- Traits
- portalsimmunityflighttechnologyimmortalityshapeshiftingsystem interface
- Keywords
- leadershipemotional controlteleportationweaponscreationdestructionvehiclesarmorbarrier creationgame mechanicsresistance