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Kanji Tatsumi | 巽 完二 ([personal profile] truerevelation) wrote2016-01-30 07:16 pm

Synodiporia: Skill Information

✨ Liminal Skills

Portal Creation (Stationary and Remote): The ability to create a portal entering or exiting Liminal Space at any time somewhere other than your current location or last crossover point, not only at the beginning or end of a Jaunt. You may open no more than one portal every six hours and hold it open no longer than ten seconds, but the portal can be any size (within reason).
Hammerspace 1 & 2: The ability to bring up to one hundred pounds of objects into Liminal Space at a time and have them remain present when you’re not looking at them or carrying them (object permanence). This also permits you to instantaneously summon these objects into your hand whenever you wish.
Liminal Manipulation 1 & 2: The ability to add or subtract unreal items of up to fifty pounds while within liminal space, including nourishing food and water and complex machines or small electronic devices.
Room Creation 1, 2 & 3: The ability to shape and create one house’s worth of interior space within Liminal Space (5000 square feet). Mostly used to make personal homes, but considerably more versatile than that.
Intra-Liminal Skills: The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.
Liminal Power: Once per day, a Liminal skill has double the effect (choose one of duration, weight limit, size, or distance with every use), or may be used even if it is still during its "cooldown" cycle. This skill may be selected multiple times. [x1]
Liminal Permanence: Liminal objects &/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator.
Wardrobe Manipulation 1: The ability to near-instantaneously change costumes or outfits made of any mundane or Jaunt-appropriate material, whether or not you are in Liminal Space. Also works in Liminal Space, though any Jaunt-appropriate materials would no longer be accessible.
Wardrobe Manipulation 2: The ability to near-instantaneously change costumes or outfits of fellow Travelers, made of any mundane or Jaunt-appropriate material, whether or not you are in Liminal Space. Changes must be made individually - you cannot change a group simultaneously. Changes can only be made within visual range.
Liminal Energy: By breaking down the matter of Liminal Space, create enough energy to power or recharge any one battery-operated device, appliance which would use a standard wall socket, or comparable machine. Usable once per day.
Liminal Template: Create a ‘mold’ of an object which enables others, who may not understand its physical structure, to nonetheless duplicate it with Liminal Manipulation. You cannot create a template of an object you do not understand well enough to construct. The ‘mold’ is a translucent ectoplasmic framework the same size and shape as the object to be duplicated.
Liminal Healing: The ability to heal wounded Travelers (and repair objects?) through the use of Liminal ectoplasm.
Liminal Regeneration: Once per Jaunt, replace missing limbs (one limb at a time), heal chronic illnesses, and correct bodily ailments of all varieties. This skill cannot be used instantly, but takes many hours of focused attention. The more complex the ailment, the more prolonged the needed focus. At a player’s option, some problems may not be fully corrected because the necessary focus is too long or intensive to be practical, or because their character’s self-image has changed to accommodate the loss.
Liminal Bubble: how the butts did ochre beat him to this
Liminal Masque
Teleportation 1
Dimensional Senses


🔮 Telepathic Skills

Sensory Livestreaming: The ability to project your sensory impressions across the telepathic network.
Network Archive Retrieval: The ability to search for and share old data on the telepathic network.
Filter Intrusion: The ability to access privately broadcast data on the telepathic network. Even if a message is filtered to a specific group of people, you may listen in (or actively participate).
Investigator Mind Reading: The ability to access the thoughts of other investigators, even without their permission. This includes the ability to use Memory Sharing, Sensory Eavesdropping, Image Projection, and Mind Palace Projection on others without their permission if you have those skills. If a Traveler is currently an Infiltrator, your abilities still do not work on them.
Memory Sharing: The ability to share your memories with other Travelers, or view their memories.
Infiltrator Knowledge: The ability to gain basic knowledge of a Jaunt world, of the sort any Infiltrator would have. You do not gain any secret or specialized knowledge, but do have perfect knowledge of the customs, culture, history, and similar information that an adult raised in that world would naturally possess.
Sensory Eavesdropping: The ability to tap into another Traveler’s sensory impressions (with permission).
Memory Immersion: Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others.
Image Projection 1: The ability to project one’s image across the network to another traveler. Travellers who wish to be ‘on screen’ in their audiovisual posts can use Image Projection to do so, and the skill can also be used to be ‘present’ for events another Traveler is present for without exposing yourself to danger, or simply to have a face-to-face conversation at a distance. Image Projections are opaque, but unshadowed and with different color saturation, making them immediately obvious as ‘unreal.’
Mind Palace 1: The ability to create a virtual environment and share it with other travelers. Allows for action logs in a psychic space on the psychic network where characters can privately confer, or just get away from it all.
Infiltrator Persona: The ability to create an Infiltrator Persona other Infiltrators will recognize and remember as belonging in their world, while retaining your own knowledge of who you really are. You are still counted as an Investigator for purposes of using the Psychic Network.
Psychic Protection 1: The ability to block others from using Filter Intrusion or Investigator Mind Reading on you. This may also convey some resistance to psychic intrusions originating off the network.
Telepathic Power: Your psychic skills are unusually effective, moreso than most others. In any contest of psychic wills where your abilities are pitted against another Traveler’s Psychic Skills. your psychic potence is greater than theirs unless they also possess this skill. Add twenty percent to any numeric limit your psychic skills possess, or reduce psychic skill cooldown by twenty percent. Telepathic Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. Your psychic voice may be particularly clear, penetrating, or persuasive, at your option. [x1]
Psychic Entourage: Permit one being with whom you have some sort of skill-based attachment to access the psychic network as you do. [Current: Piyo]
Memory Restoration: Once per Jaunt, convert an Infiltrator into an Investigator. This does not place the restored Traveler into a separate physical body; they are simply aware of their status as an Investigator, much like with Infiltrator Persona. Cannot use upon yourself.
Psychic Mute 1: Turn the psychic network “off” less thoroughly than Psychic Suppression, simply shutting off direct communication, but not making oneself undetectable or untargetable to psychic skills.
Psychic Detection 2
Infiltrator Mind Reading


🐴 Favour Skills

Chariot's Mark: A mysterious tattoo left by Chariot during their brief meeting in Nova Venezia.
Chariot’s Aura: Once a week, for ten minutes per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty foot per Favor Skill possessed. All Travelers within that aura are capable of multiplying their speed by (1+ invoker’s Favor Skills possessed). All within the Aura can hear their own heartbeats accelerate. [80ft, 4x speed]
Unstoppable Force: Once a week per Favor Skill possessed, the Traveler may break or penetrate one barrier or ignore one physical obstacle or impediment in order to move through, insert something into, extract something from, enter, or exit one space. Invoking Unstoppable Force & Immovable Object on the same target area destroys both Force and Object.
Kickstart: Once per Jaunt, produces progress in a stalled or stagnant situation. There is no guarantee the change introduced will be positive or desirable, only that it will affect the character invoking it. This skill requires mod consultation to use.


☯️ Hybrid Skills

Interstitial Movement: Move freely between created rooms and mind palaces you create as if they were both liminal or both psychic spaces. This does not affect the amount of food generated by created rooms, if the creator has Liminal Manipulation II. If the creator has Liminal Permanence, the created room is stable as normal, but the mind palace portion is only as permanent as they expect it to be.
Ectoplasmic Embodiment: Sick of infiltrating? Yoink!


🚀 Jaunt Skills

Light Cycle: An LED-lit baton that expands into an LED-lit motorcycle capable of projecting a solid wake. Can also go into "stealth mode", whereby the solid light wall and the LEDs are turned off.
Constructive Enlightenment: Once per week, gain one artistic, scientific, or architectural skill, granting you savant-level ability in that field. For as long as you choose to exercise that skill, you may not eat, drink, sleep, or communicate directly or clearly with others. Cannot use in conjunction with Assist, Interrogation, or Sift, but can use in the same week as another Program Faction skill.
Assist: Once per week, boost any other Program skill in use by 120%, and any other previous Jaunt skill in use by 20%. Cannot use on yourself. Cannot use in conjunction with Constructive Enlightenment, Interrogation, or Sift, but can use in the same week as another Program Faction skill.
Interface: The ability to physically link to a computer program, function, or algorithm, determining its abilities and function, and uploading or downloading data it has archived. Any intelligent system may resist this link. Can also link to another Traveler, but the data exchange will tire both the Interfacer and the Interfacee out considerably, and it will give summary information rather than a deep review, unless the Interface lasts much longer, tiring them out even more.
Cantrips 2: The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. Grants access to all Cantrips.
Colour Magic (Green 2): The magic of the Illuminated, as taught to more regular humans, hedge-wizards and apprentices.
Mythobiology: A familiarity with a variety of magical creatures. Someone who has studied mythobiology can identify a wide range of fantastic creatures on sight, knows their strengths and weaknesses, and may have a better chance of befriending them.
Hecatite Form: The ability to assume the form of an alien Hecatite. Racial Traits: mineral composition, easily overwhelmed by sound, metabolic control, crystal growing, bludgeoning vulnerability, high intellect, low stamina.
Archetypal Champion Magic: Champions know roughly half a dozen powerful, flashy, splashy effects that they can use to attack enemies, deflect attacks, or which aid them outside of combat. Champion magic is always accompanied by some visual or audio effect. The majority of these effects must tie into a Champion’s archetype. Champion magic is powerful, but often sloppy and obvious, not likely to allow for gentle or indirect handling of a situation unless very carefully employed. Role shifted to Adversary during Ouroboros Retrograde
Adversary Magic: Roughly half a dozen low-key, precise, often unseen effects which can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. Like Champions, Adversaries should select an archetype (Flames, Justice, Blades; imagination is encouraged), and the half-dozen spells should on stealth, manipulation, and escape.
Dreamcatching: breaking down inert Liminal substance to become usable energy, powering devices or refilling mana. Outside of Liminal Spaces, this may be done to less effect by siphoning the dreams of sleeping individuals.
True Bond: A mystic connection between individuals. Bonded can share physical health (healing one another’s wounds), mental resiliency (breaking, resisting, or transferring enchantments and status effects), magical power (mana pool), and supernatural insight (visionary or magical senses of any kind). Their familiars and spirit animals (if they take this skill) may combine into a larger creature called a volksgeist, often used as a mount or battle companion. [Current bond: Naoto]
Lightning Age Technology / Innovation (Clockwork): Knowledge of how to repair, construct, and even design "steampunk" technology of one type, as well as retaining 2-3 items of technology from the Jaunt.
Stellar Education (Astronomy): Space-age learning about a specific specialty area at the level of a space-aged collegiate-level education.
Pattern Recognition (unique plot skill): To pull signals out of noise, your cybernetics can focus on any given system, emission, pattern, or signal to decode it and analyze the patterns in it for semantic meaning. A system or signal of average complexity takes a week, but others may take shorter or longer timespans. [Cybernetics: mathematical calculators, signal interceptors and decrypters, finely-tuned electromagnetic sensors (you can literally experience transmissions, electronic data, and radiation of all kinds as sensory input).]
Ninja Weaponry (Nakamiyo style): Use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat.
Elementalism (Wood): The ability to summon, direct, or control one element in amounts up to 200 pounds, speeds up to 75 mph, and distances up to 100 feet, but always originating beside the user if summoned (and dissipating when concentration is broken). As exhausting as a heavy workout. Usually used in Nakamiyo to augment unarmed strikes, immobilize foes, or levitate weaponry.
Light Sensitivity (Darkside): Grants excellent night vision. Each sensitivity leaves you vulnerable to the opposite light condition. Outside of the jaunt, this skill may be turned on and off at will.
Parkour: The ability to freerun across obstacles and structures of all sorts. (As taught by the Assassins.)
Mermaid Totem Transformation: The ability to transform into an aquatic humanoid with the lower half of a single sea creature of your choice, and the ability to speak to sea creatures of that species. (In Kanji's case, a mimic octopus.) The ability to breathe and speak underwater is included with this transformation.
Audiocaudal Syndrome: A strain of the X-Pressure virus which transforms the user voluntarily once every 48 hours into an animal/human hybrid, possibly with animal instincts, senses, and temperaments. Only one animal form may be chosen. (For Kanji, it's rabbit traits.) Includes one S. Tech skill of choice for free. [Current S.Tech: Background Music]
Pogemon Partner: Keep your NPC Pogemon. Includes a Pogemon-Slammer Bond (Allows the two in the bond to have a general idea of how each other are really feeling. Can range from being vaguely aware of the other's emotional state to physically feeling pain if the other gets hit. Also allows the two in the bond to pool their strength; they will be stronger together than if they were alone.) between you and your NPC buddy.
Slammer Stack: Powered item that allows Slammers to fight effectively with their Pogemon. Serves as a Pog storage unit, comes with a variety of Ability, Status, and Item Pogs. Outside of this Jaunt, can be used to store and activate Pogs that could be used to deliver special effects (weapons, buffs, etc) to non-Pogemon targets. May not be used on the user; effects must be directed towards someone else. Effects are stronger if there is a bond between two characters (e.g. friends will be able to buff friends more effectively than throwing things at random acquaintances). Outside of the Jaunt, Pog effects can be used twice a day. Also has a nifty built-in digital watch, truly a timeless bonus.
Musical Proficiency/Musical Mastery (Vocal): Grants the ability to play one kind of musical instrument/Grants mastery over your chosen musical instrument. (Or in this case, sing like someone trained/experienced.)
Bonded Dragon: Come back from walkabout with a dragonet and the accompanying telempathic bond. [Form for Piyo: Hummer Dragon]
All Terrain Hoverbike: floats and goes vroom A single-person vehicle that hovers about 2 feet from the ground at all times. The hover-motors are designed in such a way that it can cover uneven ground and even climb near vertical slopes for short distances.
Stonefolk Form: Stonefolk are reptilian humanoids that average out at about seven feet tall. They have four fingers and four toes, and these fingers and toes are often tipped in wicked claws. They have fine feathers in lieu of actual hair, and their skin tones tend to be maroons, deep blues, and dark greens. Many of them have wings, but these wings are incapable of supporting true flight. They only allow for gliding. Some have tails, but not all do. They are sensitive to light and prefer to be out and about at night, but can be active during the day when necessary.
Just Another Ordinary Citizen (plot skill): Allows the user to fully change form into that of another world's dominant species, complete with all strengths and weaknesses, for a limited amount of time each day (3 hrs during day or 6 hrs during night) - for a human on a human world, it would allow the user to change their appearance into just another random nondescript human. Taking further form skills in future Jaunts will allow for an increased duration of use, with an extra half-hour/hour per new form skill.
Merge: A dreamer can, in essence, interface with a portion of the landscape, learning the history and magic of an area.
Dream Body: Literally, the body a Traveler feels they need to have for their role, whether it be a Champion, Pillar, Oracle, or Adversary. This allows an age, gender, and/or species swap to one idealized form. (For Kanji, this takes a Hecatite hybrid form.)
Perpetual Creativity Magic: Harness the power of your own creativity to cast magic. By creating physical artworks like paintings or sculpture, you can create magical effects that will last for as long as the artwork exists.
Artistic Proficiency [Textile work]: You possess technical proficiency in a particular art form. [Skill Equivalence]
Artistic Mastery [Knitting]: You possess technical mastery in a particular art form. [Skill Equivalence]
Control Panel
ID Disc


🔑 Other

Junkyard Combat: A grounding in firearms usage and urban combat techniques and tactics as used in the pre-Atma Junkyard. And bonus rocket launcher.
Persona user: Wild Card: From his homeworld, the ability to summon various facets of his inner self as guardians in the form of mythical beings.