Essence ofSquealer Enhanced
byWintercat
- Views
- 0 views
- Favorites
- 0 favorites
AI summary
Gives you Squealer's powers from Worm: an innate ability to drive or operate any vehicle and to work any crew position aboard a larger one, plus a thorough understanding of any vehicle's inner workings from frame to fitted components, allowing you to bolt tinker-tech guns onto tanks or convert the back of a van into something else entirely, with 'vehicle' spanning ships, submarines, helicopters, aircraft and more esoteric craft. You can effortlessly diagnose and repair almost any damage short of total destruction, summon vehicles from a mental garage by thought or a gesture such as a snap of the fingers, and travel to and from a growing island-and-ocean hideout containing garages, housing, hospitals, workshops, research labs and bars, where every vehicle is automatically topped up with fuel, power, oil and hydraulics and every weapon cleaned with its ammunition restocked. You also gain a small, intensely loyal gang of gearheads and drivers eager to race, build and modify and always ready to help, and the island's hospitals can repair anything from broken bones to total organ failure, including someone only mostly dead or dead less than three days when brought in.
Generated précis — the sections below are the author's original text.
Description
By consuming this Essence, you gain powers similar to that of Squealer, from Worm web-serial.
Effects
12Like Squealer, you will gain an innate ability to drive or operate any vehicles, as well as a thorough understanding of how to operate any crew-position in a larger vehicle. This applies both to vehicles found/claimed elsewhere, as well as vehicles produced through tinkering efforts.
You will gain an impressive understanding of the inner workings of any vehicle you encounter or want to produce, from the basic frame to the various parts to be bolted in and wired to serve a purpose in the vehicle. You can achieve a lot more with a lot less if necessary, but sacrificing quality for a rugged rough vehicle will result in some waste in other capabilities, while a vehicle built from quality ingredients can outperform others of similar sorts in all manner of categories quite easily.
If it could be considered a part of a vehicle, it can be easily included into anything remotely similar. Bolting a tinker-tech gun to a tank or a car is just an add-on, turning the back of a large van into a working tinker-tech field-hospital opens up new options, and setting up a cloaking field hiding from both radar and visual detection, as well as scrambling any other tracking methods, all become an option. These upgrades do insist on the vehicle itself having already been enhanced in tinker-tech fashion however, so no bolting an emergency ambulance together without first tinkering with the car itself.
While mainly focused on vehicles used on the roads in the Worm web-serial, the category of Vehicles includes all manner of options from ships and submarines to helicopters, airplanes, and more esoteric options. While it might be difficult to make a jet-pack, which would count more as a personal equipment than a vehicle option, including a short-term one as a bail-out package for a gyro-copter also equipped with a stealth-field generator to silently get closer to a target and rush in the last bit with the jet-pack might be an option, though the further it strays from the vehicle, the more likely it is to fail. Emergency escape methods like bolting on an escape pod on a star-ship are alright, but should be expected to be temporary options meant to survive the loss of a vehicle, rather than lasting tinker-tech vehicles on their own.
Your power allows you to almost effortlessly diagnose and repair any normal vehicles from practically any damage short of completely destroyed vehicle where a rebuild of the entire vehicle would be simpler than a repair job. This will also make tinkering to alter or create a new vehicle a whole lot easier. Any and all tinkering done in a properly equipped garage will happen a lot faster when falling under a tinker fugue. Original Squealer may have mixed drugs to her tinker-sessions, but you can voluntarily enter a tinker-fugue to accelerate the creation of any planned tinker-vehicle a great deal, following the original plans until such a time that need to take a break or you wanted to stop, if such a time was set in advance.
You gain an ability to summon a vehicle from a mental garage, whether just mentally choosing a vehicle you want to appear nearby or linking it to a gesture like snapping of fingers, as long as you have a previously prepared vehicle ready somewhere, you can cause it to disappear where it was an reappear close to you in order to get in and get going in a hurry when necessary. This works best with vehicles parked safely inside a closed garage and unobserved. Vehicles already in use by someone else cannot be summoned this way. These vehicles all need to be at least slightly tinker-modified to qualify, and must be set up ahead of time to make use of. This mental summon can hold up to a selection of 6 vehicles at one time to begin with, but can be expanded upon with a bit of practice.
You gain the ability to travel to and from a small hideout, an ever-growing ocean and islands setting with suitable garage space, residential living areas, hospitals, workshops, research labs, bars, hotels, and what else you might need. These islands may also include cargo docks with a good sized bounty of new supplies shipped in from somewhere across the sea weekly, just waiting to be taken apart and used as raw materials for whatever construction projects of new vehicles might be due.
Any vehicles on the island will find themselves fully topped up with fuel, power, oil, hydraulics, pressure, and what else may be required. Weapons too will be cleaned up and ammunition stockpiles replenished, over time. Damaged vehicles brought back in will need to be fixed, but basic maintenance is taken care of simply by stopping a vehicle in the appropriate garage for a time. (Dry-Dock, Hangar, Garage Building.)
You also gain a small gang of gear-heads and drivers, eager to race and ride, build and modify, and always willing to lend a hand. They are helpful and intensely loyal, and any donated test-vehicles given for their use will further enhance any such loyalties, where as neglectful treatment may cause their eagerness and loyalty to suffer, but never break entirely, unless truly abusive behavior is brought upon them. They will be perfectly happy to help unload goods, and produce basic parts for whatever projects called for, but hope to take in at least a portion of such shipments for their own tinkering and racing efforts.
The island hospitals can always fix any issues, from broken bones and total organ failure to someone being only 'mostly dead', or only dead for less than 3 days, if brought in. Any of the gang members killed for whatever reason will by default appear in the hospital to be revived, unless you blacklist one of them for one reason or another. They also seem to be able to rejuvenate folks that have seemingly grown a tad too old to enjoy the speed like they used to, allowing full-on rejuvenation, like a fountain of youth.
You may increase gang members count by recruiting, or allowing the guys and gals to start up their own families, a method that will result in new gang members showing up fully grown and ready to join the scene in months rather than years.
You and your gang members are completely immune to having your powers stolen, suppressed, or manipulated by someone else.
- Categories
- itemstechnologycombatutilitycrafting
- Traits
- summoningcompanionsimmunityresurrectionstealth
- Keywords
- leadershipvehiclescreationdamageweapons