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Kinnie-Ger Tail: This bio-wizard implant requires the tail of a kinnie-ger, a race of sub-humanoid cats who prey upon humanoids. It has it's own special abilities, which are as follows:

  1. If the character is blinded, the tail can be used as a feeler to help.
  2. The character can sense the arrival of a storm within a 100 mile radius at 40% +4% per level of experience.
  3. The tail may be used as a divining rod to find water at 40% +4% per level of experience.
  4. The tail may sense the presence of a kelpie or water/air elemental within a 200 foot radius.

Keep in mind that characters with this implant are not likely to be taken too well by kinnie-ger as a whole.

Cost: 8 million credits.