Jump #453: F.E.A.R. >The Hermit: A wise man who will offer knowing guidance. Personal experience and thoughtful temperance. >Age: 26 >Location: Almaverse Wait. What? >Identity: Drop-In >Drawbacks: (+600) Otherworld Ohhhh. Well, crap. >Like A Ninja (Free, Drop-In) Cue the Mission Impossible theme. Well, no, because nobody fucking sneaks in that. Oh well. Someone get me a cardboard box to shuffle around in! >Just The Wind (1400, Drop-In) This seems handy. Developing stealth-based technology can be very useful. >Null And Void (1100, Drop-In) What's that? Paired with Synchronicity Event, I've basically gained full immunity to the local psionics? Don't mind if I do. >Shipping the Product (700, Drop-In) I wish I'd kept track of perks that let me amplify how much I can build with limited resources, since this gives nearly double the efficiency I already had. I'm pretty sure at this point I could probably build a house out of a twig... >It Just Works (500) Sure, the details may vary, but anything I make will definitely be made in such a way that form will not impede function. >Synchronicity Event (0) Boost to existing psi powers, imparting powers onto others... oh yes, I have PLANS for this one. You know, when I made this build a couple of days ago, I had a plan for everything. Since I'm stuck in Alma's psyche for a while, I figured why not do like I did with Alice, and fix her brain from the inside? Then I remembered she was dead, so I suppose we're going to have to define "fix" a little differently. Mine is the drill that will both pierce the heavens AND lobotomize the poor dead girl. ... actually, no, I'm just going to resurrect her and lock down her powers, give her a do-over. Same with the superpowered kids, because this whole plot is pants-on-head retarded from my perspective and there's no benefit from letting it all go on. Just as soon as I get out of her subconscious.