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Merge FTLS traits into the Index.
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Flying_Triremes_and_Laser_Swords/Flying_Triremes_and_Laser_Swords_03_FTLS_Paths.md

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### Spirit Traits
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1. **Phase.** Spend 1 life to become a ghost for 1 round. While a phase ghost, you may move freely through mundane matter (walls, creatures, objects). Passing through significant barriers (fortifications, sanctified ground, active machinery) requires a d20 + Thought test vs. Area Level + 10; failure repels or delays you. Named, sanctified, enchanted, or noospheric effects still affect you normally. Expert: While phased, your attacks ignore Armor modifiers to the target's physical Defense. Master: When a physical attack or hazard would affect you, you may spend 1 life to Phase immediately. The triggering effect passes through you (unless it is named, sanctified, enchanted, warded, or noospheric). You remain phased until the end of your next turn.
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1. **Phase.** Spend 1 life to become a ghost for one round. While a phase ghost, you may move freely through mundane matter (walls, creatures, objects). Passing through significant barriers (fortifications, sanctified ground, active machinery) requires a d20 + Thought test vs. Area Level + 10; failure repels or delays you. Named, sanctified, enchanted, or noospheric effects still affect you normally. Expert: While phased, your attacks ignore Armor modifiers to the target's physical Defense. Master: When a physical attack or hazard would affect you, you may spend 1 life to Phase immediately. The triggering effect passes through you (unless it is named, sanctified, enchanted, warded, or noospheric). You remain phased until the end of your next turn.
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2. **Subconscious Decay.** When you are unconscious or asleep, your physical form rapidly decays. It reconstitutes when you wake. Gain +1 aura. Expert: +2 aura. Master: While you are unconsciousness, your mind slips loose and drifts the local noösphere. Once per watch you may attempt a d20 + Thought test vs Area Level + 10 to do one of the following: Learn one useful fact about nearby minds/signals/wards (a clue, a rumor, a location tag); Plant a short “dream-message” (a phrase, symbol, or sensation) that a spirit-sensitive/wardwright can pick up later; Snap awake if your resting place is disturbed, crossed, or ward-tested. Also, +3 aura.
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Magitecnica/Magitecnica_02_Codex_2_The_Flesh_Source_Protocols_1-52.md

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**T:** one creature **D:** 10 rounds
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> Your touch instructs an organism to start swiftly repairing itself. The target regenerates 1 life point per round. As the regeneration proceeds, wounds knit, broken bones set, and missing bits regrow. Injured areas remain tender and fragile for a week.
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> _(rounds)_ **Life** **Repair** 3 Open wounds knit, bleeding stops. 7 Broken bones set. Medical roll to set them _well_ .
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> 10 Fingertips, earlobes, nose tips grow back.
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> _(rounds)_ | **Life Repair**
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> --- | ---
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> 3 | Open wounds knit, bleeding stops.
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> 7 | Broken bones set. Medical roll to set them _well_ .
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> 10 | Fingertips, earlobes, nose tips grow back.
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> _Overcharge:_ Regenerate for 10 more rounds.
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> _(rounds)_ **Life** **Repair** 13 Torn ligaments regrow, joints function again. 17 Partially destroyed organs self-repair. 20 Fingers, ears, noses, tongues, toes, eyes grow back.
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> _(rounds)_ | **Life Repair**
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> --- | ---
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> 13 | Torn ligaments regrow, joints function again.
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> 17 | Partially destroyed organs self-repair.
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> 20 | Fingers, ears, noses, tongues, toes, eyes grow back.
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> _Note:_ this power does not cure illnesses or conditions.
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> [@sdm_magitecnica_codex_2, _p._ _21_]

Our_Golden_Age/Our_Golden_Age_02_Summons_Unexpected_8-39.md

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- **Adjust any roll**, whether a d4, d20, or d100. This does not have to be your roll. The adjusted roll counts as a natural roll. This is not an action.
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- **Regain life** equal to the roll. This is always an action.
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> The Daemon holds the Hero dice for all their heroes. They may hold a maximum of their PCs' highest "Hero dice" attribute.
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> [@OGA, _p._ _22_]
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<!-- Our Golden Age, Page 023 -->

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