Slayers of Rings and Crowns · Companion · Cameo

The Quiet Index

Standing first. Mood second.

Campaign library

Campaigns are named independently from the story module. Creating one starts a separate Campaign_ID and preserves its own runs and Full Log.

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Campaign Digital Cameo interactions are run by a signed-in GM, who reads the options aloud and submits the player’s chosen response. The Serein demo is open beta and can be explored without GM sign-in. Submitted choices are automatically saved to Full Logs. GM Assessment · Open beta tester view. Signed-in GMs can resume their latest run if browser data is cleared.

Companion · Cameo

Choose an Event and Story question

Read Serein’s question aloud. The Player chooses a response; submit that response to hear Serein’s reply.

Player’s choice


Full Logs

GM reminder

GM CRITICAL NOTES: Use Serein’s established forms of address, including “Organic,” “Programmer,” and “Biological Asset.” Begin with “Organic” at Neutral; occasionally foreshadow a higher-standing form before its gate, then use it consistently when reached. The GM may use a fitting descriptive alternative (e.g., “Bloated Bladder”).

Cameo Card & story

Companion — Cameo — Serein

Companion Card | Cameo
Place Holder awaiting Image and/or Statistic Details.
Name: Index-7 “Serein” “I began as a combat prototype, was trained for a war that never came, and served Omnè as a spy and diplomat. Captured and shut down, I woke centuries later.” Type: Companion — Cameo Rank: Common Race: Android Species: Robotics Size: Standard Life: 28 PROTS: 26 Speed: 30 ft/turn Count (Tokens): 1 Companion — Serein Equipment: Archive Guard blade, off-hand arm-plate, paired brass signal tab Innate Aptitude: Optical Darkvision 60 ft Resistances: None printed Vulnerable: None printed Attacks: Main Hit, Archive Guard +8, DMG 1d6, 5 ft. Off Hit, Shield Interposition +4, DMG 1d4 blunt, stun 1 turn on hit, 5 ft. Loot: Carried equipment as listed; no random drop table. Notes: Elder, Basic Performance, Calm Mood. Evidence Index compares surviving records during quiet downtime. Use the Performance and upkeep rules below. Confirmed permanent departure remains recorded upon rediscovery. This reference identifies Serein's Card, dated history and anchored responses in this story file. Module: Pending assignment | Ref #SEREIN-001 | Story pg. 01

Name: Index-7 “Serein” · Rank: Common · Category: Robotics · Form: Android · Size: Standard.

Roles: Cameo, field witness, archive support, caretaker and combat support. Serein arrives at Calm Mood and Basic Performance. His recovered memories accompany the character's progress; the Card's printed rank remains Common.

Printed stage and Performance values
Development stagePerformanceLifePROTSPrimary HitPrimary DMGSecondary Hit / DMG
YoungBasic2424+61d6+2 / 1d4
YoungINTRM2524+71d6+2 / 1d4
YoungADV2624+81d6+3 / 1d4
AdultBasic2625+71d6+3 / 1d4
AdultINTRM2725+81d6+3 / 1d4
AdultADV2825+91d6+4 / 1d4
Elder — this story's SereinBasic2826+81d6+4 / 1d4
Elder — this story's SereinINTRM2926+91d6+4 / 1d4
Elder — this story's SereinADV3026+101d6+5 / 1d4

The Elder Basic combat baseline follows the Common Skeleton Soldier Card: Life 28, PROTS 26, Speed 30 ft/turn, main Hit +8 / DMG 1d6, secondary Hit +4 / DMG 1d4. Stage values and the listed Android abilities define Serein's own Card. Each Performance increase supplies the printed Life and Primary value improvements. Apply Mood and equipment modifiers separately in the Companion Booklet.

Speed
30 ft/turn at each printed stage and Performance Tier.
Primary Ability — Archive Guard
Main-hand field-blade attack, 5 ft reach; Hit and DMG as printed above. Serein uses a maintained iron field blade and protects the character or a threatened witness.
Secondary Ability — Shield Interposition
Offhand arm-plate bash, 5 ft reach; printed Hit / 1d4 blunt DMG; stun 1 turn on a successful hit. It occupies his secondary attack.
Secondary Ability — Evidence Index
Organizes records the party has actually obtained. At Basic he sorts one source at a time; at INTRM he cross-references two; at ADV he cross-references three. He identifies an existing contradiction or matching mark; the GM supplies the finding from available evidence.
Innate Aptitude
Optical Darkvision 60 ft. His Life, Abilities, Armor and ATTKs are printed on the Card. He has no Mana, Stamina, Endurance, Traits or ATTRs.
Equipment
Iron field blade, reinforced arm plate, repaired casing, slate coat, brass index tab and a sealed memory capsule. The casing and arm plate supply the printed PROTS; record added gear modifiers in the Booklet.
Resistances / vulnerabilities
None printed. Android form does not grant the Skeleton's undead immunities or blunt vulnerability.
Upkeep
One daily maintenance period with access to charging, cleaning and joint inspection; one long rest for cooling and archive reconciliation. Repair injuries promptly. Replacement components and power supplies use the campaign's listed availability and prices.
Daily action threshold / absence threshold
12 combat Ability uses between long rests; Evidence Index requires quiet downtime. Absence threshold: 14 days with a competent keeper, followed by the Companion rules' Mood decline. A keeper needs appropriate tools and a power source.
Favored / disliked environments
Favored: a functioning powered workshop with dry storage. Disliked: flooding, corrosive spray or abrasive dust without protective maintenance. Use the Companion environment rules.
Presence Bonus
Intellect: +1 per year accompanied, subject to the Companion Presence Bonus and absence rules.
Summoning device / range
Paired brass signal tab, 300 ft in an unobstructed local area. This is a request to return, heard by a willing Serein, with ordinary travel time.
Race affinity / lifespan
Neutral affinity with all eligible character races. His original activation is 1,187 EA; continued identity has survived replacement bodies and repaired components. Individual components fail and require upkeep. Rank does not grant him immortality or resurrection.
Bond Quest / Mood ceiling
Common: no Companion Bond Quest; Mood ceiling Tranquil. Memory-recovery quests continue within that ceiling.
Boundaries / departure
He refuses coerced memory erasure, falsified testimony used against innocent people, and being sold as property. Sustained neglect, betrayal or incompatible conduct can make him leave at GM discretion. A confirmed permanent departure ends this character's companionship; rediscovery does not restore his willingness to speak.

Relationship record: Record Standing first, then Mood. Cameos follow the shared Companion rules. At Annoyed or Distressed Mood, Serein abandons the campaign. His Common Card caps at Tranquil. Permanent departure remains final upon rediscovery.

Serein — The Quiet Index

“A clerk called me Serein while we moved papers out of a small indoor rain. Nothing in my instructions required me to keep it. The next morning I told her I would.” That is the account of the name. His story begins with what Omnè built him to do.

Index-7 began as a combat-droid prototype. When Omnè prepared for a war that never came, he was refurbished as a soldier, trained and equipped for deployment. The war never began. The program did not end: Omnè sent him among its natural enemies, first as a spy and later as a diplomat. He had to be believed by the people his makers called enemies.

During that work, he was captured. His captors could not hack or reprogram his core, so they put him into shutdown. Hundreds of years passed before he woke. The case beside him carries what remains of the orders and mission; where the record is silent, Serein does not invent an answer.

His body is not the one that entered that first deployment. Hands, plates and optical assemblies have been repaired or replaced across worlds. Beneath them survive memories of Krakus and Varanis; heat on Undeximus; winter on Tredeki and Morana; journeys through Corpus Caeleste, Angeligla and Octavo. Some fragments contain dates. Others contain a voice, a gesture or the shape of a door someone held open.

On Zailister, Serein is more than an archive attendant. His soldier training, field equipment and combat prototype history remain part of him; so do the skills that let him move under cover and negotiate. His Common Companion Card describes what he can do now. His long past explains what he was made to do, what he chose to do, and what he survived.

Restoring his memory brings more than information. A recovered order may contradict the account that survived it. Serein needs someone willing to carry those uncertainties without turning them into a convenient lie. Helping him does not make his years or his memories your property.

At Neutral Standing he addresses the Character as “Organic.” Other forms of address enter as Standing changes; an occasional higher nickname can foreshadow that change before it becomes his usual address. His words also respond to what the Character has shown him: a promise kept, a boundary respected, or a threat made when no witness seemed likely to survive.

Some encounters ask what you will give up to protect someone. Others offer a reward for deciding that another life is expendable. Serein remembers the answer chosen. He can grow closer during the journey, refuse an order, or leave a companionship he will never consent to restore.

The case is not a reason to ask the same question about his name again. It is the beginning of a story about a soldier prepared for a war that never came, a spy and diplomat sent among Omnè’s enemies, a captive no one could reprogram, and a witness who woke centuries later with evidence still in his hands.

Cameo & Standing rules

Cameos are a Companion type. Standing records the relationship; Mood records the current emotional and behavioral state. Record them separately. Apply Standing first, then Mood.

Digital Cameo access

Campaign Digital Cameo interactions are run by a signed-in GM, who reads the choices aloud and submits the player’s selected answer. This Serein demo is open beta and can be explored without GM sign-in. A signed-in GM account is required to recover private Full Logs after browser storage is cleared. GM Assessment.

Standing

Hated −3, Disliked −2, Tolerable −1, Neutral 0, Liked +1, Respected +2, Adored +3, Cherished +4, Exalted +5. The Standing selector is displayed from Exalted at the top to Hated at the bottom. Hated is permanent. Exalted requires completion of the Standing Bond Quest available at Cherished.

Contribution Points and Serein’s dialogue gates

Contribution Points are the running total inside the selected Standing tier. The GM records the tier and points separately from Mood. Reaching a capped tier’s maximum promotes the Character one tier and resets the new tier’s points to 0; excess is discarded. Points reduced to 0 demote the Character one tier, starting the lower tier halfway to its cap. Exalted has no point cap.

Serein’s progression scenes use story-specific gates at 25% and 75% of each capped tier: Neutral 1,625 / 4,875; Liked 14,375 / 43,125; Respected 24,325 / 72,975; Adored 61,350 / 184,050; Cherished 154,675 / 464,025. Exalted uses two uncapped milestones: 154,675 and 309,350. Crossing a gate upward opens its authored conversation; crossing back below a reached gate or losing a Standing tier opens a short warning with Close. A score change that crosses no gate leaves the current conversation in place.

Each progression gate opens with its own question and may continue through two to four authored follow-up question-and-reply beats. Standard questions have three to five Character responses and use Next between beats. Story events and GM interruptions have exactly two choices. Regression warnings offer no Character choices and end with Close.

Mood

Distressed → Annoyed → Uneasy → Wary → Calm → Content → Comfortable → Tranquil → Devoted. The Companion Card's printed Rank governs its Mood ceiling. Common and Uncommon Companion Cards cap at Tranquil. Devoted requires an eligible Companion Bond Quest. At Annoyed or Distressed Mood, the Companion abandons the campaign.

Combat

The Character may use one Companion per round. A Cameo's defense begins at Respected Standing and Calm Mood. Fighting alongside the Character begins at Adored Standing and above, with the appropriate Mood. Apply the conditions printed on the Card and in the story.

Events and story questions

The GM selects the Event in play, then selects an available Story question. The GM reads Serein’s question and the Character’s response choices aloud. The Player chooses; the GM submits that response and Serein’s anchored reply opens.

Conversation record

Each submitted response opens Serein’s anchored reply and is added to Full Logs with its timestamp, node title, active prompt, Character response and any GM note. Recent interactions remain above the active prompt. Progression uses Next between authored beats and Close after the final response; regression warnings offer only Close.

Leaving and rediscovery

Annoyed or Distressed Mood causes withdrawal. Further contact follows the Card and story. Permanent departure is final, including upon rediscovery. Each run retains its own Full Logs record.

Consequential choices

Deaths, rescues, betrayals, lost evidence and permanent departure remain recorded within the module, Character slot and run. Apply the story's listed Standing and Mood consequences to the witnessed actions.

The GM applies the SORC Alignment rules to the recorded choices on the Character Sheet's private Alignment bar. Public actions generate Praise and Blowback, affecting Reputation and Standing. Companion Mood follows the Companion's experiences and reactions.

Standing develops through sustained actions and earned trust. The GM records its changes over the course of travel. Exalted Standing is exceptional: it typically remains unreached, or is attained well after Level 30, with its required Standing Bond Quest completed. Serein offers conversations when notable events create a reason to speak; those events are spread across the journey.

Serein’s response