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Essence of TheFateless One

byZagreusHades

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AI summary

A Kingdoms of Amalur Essence making you the Fateless One, unchained from destiny and able to unlock and switch between potential destinies that grant benefits while active. Racial options include Almain, with impressive bravery, a strong sense of honour and a gift for imposing structure and order; Varani, with a strong enduring body, mastery of sailing and commerce and near-complete knowledge of wild places; Dokkalfar, with magnetic charisma, seductive grace and heightened skill at intelligence and diplomacy; and Ljosalfar, with a regal bearing, deep respect for nature and the magic to shape it, and a firm grasp of justice. You may master skills including alchemy for harvesting reagents and brewing potions and blacksmithing for repairing and forging arms, and specialise in combat: Might trains you in longswords, war hammers and greatswords with natural resistance to physical damage and destinies such as Brawler and Fighter, while Finesse trains you in daggers, faeblades and longbows with a focus on stealth, precision strikes, poisons and traps, yielding destinies such as Rogue, built around fighting at range, striking from behind and exploiting surprise.

Generated précis — the sections below are the author's original text.

Effects

15
  • Fateless One: You are unchained from fate, having no fixed destiny, but rather being able to unlock and utilize potential destinies that will provide you with benefits while you have them active (you can switch them out as you wish). As you are unbound by destiny you possess a number of abilities, including; the capacity to change fate, a natural invisibility from fate as well as going undetected by those with the ability to perceive fate/destiny, the power to choose your own destiny, indomitable power, the ability to free the world from the bindings of fate and predestined paths, the power of fate shifting (summon forth and manipulate the strands of fate to create powerful weapons and unravel the fates of those you attacks and are connected to your opponent), and the ability to access a Reckoning Mode (gain greater strength, manipulate the strings of fate, unravel the fate of enemies, deal greater damage, resistance to damage, and the power to kill the unkillable and prevent rebirth).

  • Almain: You may be and/or possess the traits of a member of the Almain race, including; impressive bravery, a strong sense of honor, knowledge of order, the ability to create structure and order in all things, knowledge of rituals and battle.

  • Varani: You may be and/or possess the traits of a member of the Varani race, including; a strong and enduring body, mastery of sailing and commerce, and a near complete knowledge of wild places.

  • Dokkalfar: You may be and/or possess the traits of a member of the Dokkalfar race, including; a magnetic charisma, a natural seductive grace, heightened knowledge and skill of intelligence/diplomacy/and manipulation, a talent for moving in the shadows and going unnoticed, and access to shadow magic.

  • Ljosalfar: You may be and/or possess the traits of a member of the Ljosalfar race, including; a regal bearing, a knowledge and respect for nature and the magic to shape it, a firm knowledge of justice, and access to powerful ice magic as well as resistance to the cold.

  • Skills: You may gain the knowledge and skill to master any of these skills, including; alchemy (the harvesting of reagents from the land and the creation of powerful potions), blacksmithing (repair arms and armor, forge new equipment, and extract components from equipment that no longer in use), sage crafting (craft gems from shards, place gems into equipment or combine them to increase their quality), persuasion (talk your way into or out of situations, convince others to do things as you want them done), stealth (go unnoticed by others, and lower chances of being detected), detection of hidden things (find hidden things such as; treasure, traps, enemies, and secret doors/passages), dispelling (dispel wards without harm to you or detection), lockpicking, and mercantile (art of selling things for more and purchasing for less).

  • Might: You may have trained in the use and mastered various melee weapons including; longswords, war hammers, and greatswords.

  • You have focused your combat strength for defensive and offensive uses, providing you with a natural resistance to physical damage.

  • You have gained a number of destinies as a result of your might training, including; Brawler (Formidable melee fighter, withstand combat punishment, efficiently block or take hits in combat), Fighter (Efficient in battle, accustomed to the battlefield, capable of absorbing damage and dealing greater damage), Soldier (Experienced in close quarter fighting styles, unleash brutal attacks and strikes that stun your opponents), Warrior (Heightened resistance in battle, inflict equal damage to the damage you've taken, walk into the middle of a battle to turn the tides), Conqueror (Imposing figure that strikes fear when on the battlefield, greater strength allowing you to launch a strike that will stagger your opponent, and skill in battle that makes you a difficult for to overcome in combat with an equally talented skill in defense), and Warlord (Equally respected and feared on the battlefield, the primal embodiment of conflict, endurance any and all attacks, lay waste to all who oppose you).

  • Finess: You may have trained in the use and mastered various precision weapons including; daggers, faeblades, and longbow.

  • You have focused your combat strength for stealth, precision strikes, alchemy (poisons), and traps.

  • You have gained a number of destinies as a result of your finesse training, including; Rogue (Fight from a distance, strike from behind, utilize underhanded strategies, utilize the element of surprise, poison your weapons, sneak and dodge about the area), Scout (Refined tactics, quiet your presence, stylish and graceful in combat, ambush predator, backstab and range strikes), Hunter (Stalk your prey, travels unheard and unnoticed, knowledge of anatomical points and pinpoint precision with your weapons), Ranger (Deadly reputation, swift strikes, secret presence, undetected bringer of death), Assassin (Polished execution, precise targeting, nimble movements, efficient dodging, deadly potions, silent movement, effortless grace and style), and Night blade (Artist of deadly arts, skill confused for magic, unheard and unseen, targets falling silently without signs of injury or traceable means of death, impossibly fast, a deadly untouchable force moving seamlessly about like living mystery).

  • Sorcery: You may have trained in the use and mastered various arcane weapons including; staffs, chakrams, and scepters.

  • You have focused your sorcery strength allowing you to perform a number of magical phenomena such as; fire, lightning, ice, healing, summoning and force shields.

  • You have gained a number of destinies as a result of your sorcery training, including; Acolyte (Call forth raw magic, bend elemental forces), Initiate (Increase spell potency and efficiency, efficient use of arcane power), Seer (Attunement to mystic energies, passively draw mana from environment to replenish your supply, develop new spells, teleport short distances, adept skills in spell casting), Sage (Empower and enhance spell effects, infuse teleportation with ice magic), Sorcerer (Elite magic users, offensive and defensive magical know how, great reserves of mana and improved use, greater teleportation), and Archmage (Unrivaled and unmatched spell caster, easily control The elements with a thought, potent arcane connection, call forth echoes of fallen enemies to aid you in combat, teleport vast distances at incredible speeds).

Destinies

  • Finess/Might: Duelist (Quickly dispatch opponent from a distance and up close, lethal strikes, overwhelming and varied strikes), Warden (Greater damage with your ranged and melee strikes, strike critical points on your opponents), Avenger (A force of terror on the battlefield, release relentless barrage of attacks, circumvent armor), Slayer (End lives from range and melee, ambush for guaranteed death), and Blademaster (One with your weapons, end a life in seconds, ens the lives of any who oppose you in battle).

  • Finess/Sorcery: Disciple (Deadly skill, maintain safe distance, infuse elemental energy into weapons), Arcanist (Teleport short distances at will, shadow magic, strike vitals), Warlock (Teleport greater distances and create poison clouds, regenerate lost mana), Spellcloak (Mysterious and evasive as shadows, unleash havoc through poison and shadow magic), and Shadowcaster (Graceful and eldritch violence, deal deep and swift wounds from a distance).

  • Might/Sorcery: Guardian (Convert melee damage taken into magical energy, resistance to harmful spells), Battlemaster (Amplify strikes with magic, teleport, convert damage from attacks physical and magical into energy), Crusader (Mastery of war and magic, teleport greater distance, enhance offense and defenses with mana), Paragon (Intimidating might and sorcery, draw greater energy from damage, natural mana armor provides resistance), and Champion (Destructive force of vengeance, a pure conduit of martial energy, refocus attacks, turn fallen enemies into projectiles).

  • Might/Finess/Sorcery: Seeker (Proficiency in all weapons and forms of combat, comfortable act as a mage/warrior/and rogue), Wayfarer (Comfortable on the front line and fighting alone, adaptive combat specialty, identify resources, exploration of wilderness and civilization), Adventurer (Experienced in all forms of combat and exploration, accustomed to the shadows, travel through hardship withe ease), Prodigy (Rugged lifestyle, use all and any weapons/forms of magic/types of armor, naturally resistant to all attacks/damage), Polymath (Prepared for any battle or situation), and Universalist (Expert in all forms of combat, mastery of all weapons, legendary prowess in finesse/might/and sorcery, few specialist could match you and none can match you in all things).

  • Fateweaver: You may be and/or possess the abilities of a fateweaver, allowing you to read the intricate weave of fate. You can divine the future for yourself and others uncovering who they are, what they've done, and where they will be, including seeing their death.

  • Well of Souls: You may gain a pocket dimension containing your very own well of souls, a magic device that extracts the soul of the recently deceased before recreating their body, then restoring the soul back into the body. This process is an act of defiance against fate and has the 'side effect' of removing the effected individual from the weave of fate, though you can toggle this with their presence simply being removed into a new point.

  • Extended Weave: You may gain access to individuals, powers, species, items, properties, locations, realms, etc. from any spin-off, crossover, alternate universe, Kingdom of Amalur setting including; mundane, appmon, past, future, fanfics, crossovers, alternate history/options, etc. Optionally, this can include anything from canon not mentioned in the Essence.

  • Weave Cutter/Spinner: Your connection to this setting has expanded beyond measure connecting you to all versions of it and turning you into a living embodiment/god of all Kingdom of Amalur worlds and settings granting you access to every; aspect, skill, item, species/race, planets, magic, spells, knowledge, etc. ever to exist in this setting (Fanfics, Canon, AU, etc) while also granting you complete control over anything from any settings of this place. You can also grant things from this setting to others and take it back at anytime you desire. You can also freely travel to any variation of the setting and times in the setting while also hiding you nature. If taken with "Extended Weave", this will include those worlds and settings.

  • Optionally, you may choose to receive any of the following people as your companions. You can pick as many as you want. The relationship between you and them is whatever you want it to be, and you can choose exactly how romantically and sexually experienced they are. This can be different for each of the characters but they will all be irrevocably loyal to you.

  • Anyone from any Kingdom of Amalur setting, including fanfic/Au/crossover/etc.

  • If taken with "Extended Weave", you may take anyone from those settings, including fanfic/Au/crossover/etc.

  • Optionally, you may at any time choose to take a trip into any world of Kingdom of Amalur, or a variation of it. This can be any alternate universe, like a fanfic or one made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new. If taken with "Extended Weave", you can choose for those settings to be the main focus to import into.

Categories
combatmagicsupernaturalutilityitems
Traits
stealthskill masteryteleportationsummoningcharismacraftingresurrection
Keywords
leadershipcompanionsenhanced sensesillusionsintelligencepocket dimensionregenerationspace manipulationsuperhuman agilitydamagecombat skillprobability manipulation
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