-Skills and Info- [[community profile] synodiporia]

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Naoya
Skills and Info
General Info
  • Arcana - Justice (Interdisciplinary Mark: Tower)
  • Mark - A clock on the back of his left shoulder, the hands pointing to 11.
  • Canon Abilities - Programming skills, speed, perfect memory, possibly hammerspace sleeves (not actually hammerspace), magic.
    • Shield All - nullify any damage once (does not block Pierce)
    • Megidolaon - heavy Almighty damage (up to 3 targets)
    • Mediarahan - full HP (up to 3 targets)
    • Anti-All - all damage taken -50% (except for Almighty-type damage or something equivalent)
    • Extra One - guaranteed extra turn
    • Attack All - normal attack hits all in a group
    • Full Might - guaranteed critical attack
Telepathic Network Skills
  • 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). To show the skill is in use, leave a blank comment titled ‘Filter Intrusion’ on the post or thread being eavesdropped on; these blank comments do NOT count toward monthly activity, but active participation in the conversation does.
  • Image Projection I - 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.’
  • Image Projection II - Rather than projecting your own image over the psychic network, project individual images from your memories. This enables the creation of a visible ‘gallery’ other Investigators can see, without immersing them in a full memory playback, or can be used decoratively or creatively (see a painting you like? hang your memory of it where people can see!).
  • 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.
  • Infiltrator Mind Reading - The ability to access the thoughts of infiltrators. This includes the ability to use Memory Sharing, Sensory Eavesdropping, Image Projection, and Mind Palace Projection on them, if you have those skills. If a Traveler is currently an Investigator, this ability does not work on them. Requires substantial focus and concentration.
  • 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. Consult a mod while using this skill.
  • Infiltrator Telepathy - Allows the usage of any psychic power on an Infiltrator.
  • Instant Memory Sharing - As Memory Sharing, but memories are shown at a rate of one memory day per real world second.
  • Intrusion Notification - Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you.
  • 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 Immersion - Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others.
  • Memory Sharing - The ability to share your memories with other Travelers, or view their memories.
  • 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.
  • Network Archive Retrieval - The ability to search for and share old data on the psychic network. OOCly: this allows you to link old posts or threads from [community profile] synopsychic in your current threads.
  • Psychic Bridge I - Once per week, for one minute per psychic skill you possess, broadcast psychically across the Jaunt/Walkabout Divide.
  • Psychic Bridge II - Once per week, patch another one person per three psychic skills through a divide in the psychic network. Duration is half of Psychic Bridge I.
  • Psychic Complexity - Allows simultaneous, non-continuous usage of Psychic skills, as well as more complex use of single skills. With this skill you can make simultaneous mind palaces, trade off psychic hypercognition and hypocognition, and make multi-targeted psychic attacks (such as stuns or sensory deprivations). You can also use Psychic Masque to assume alternate forms of Travelers or forms of past Travelers or use other psychic skills via image protection. The time and size limits of skills used this way do not change (although if you have more than one usage of a skill available, you may use it multiple times simultaneously), and you may use this skill as often as you can use the skills whose effects it alters.
  • Psychic Deduction - On close examination of an area, determine the cause-effect chain that caused the area to fall into its current state.
  • Psychic Detection I - Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator.
  • Psychic Detection II - Use Psychic Detection at a range of one mile/Psychic Skill.
  • Psychic Discretion - Shows you a visible signal when someone within your line of sight uses a psychic skill that informs you what skill is being used. This skill also shows you the existence of private or filtered conversations, but does not let you access them.
  • Psychic Entourage - Permit one non-player being with whom you have some sort of skill-based attachment to access the psychic network as you do. This includes the ability to use any psychic skills you possess, but for skills with a set cooldown period, they will burn through your cooldown. Can be taken multiple times, each for a different being. Taken for Alice.
  • Psychic Healing I - The ability to repair some degree of mental damage other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance.
  • Psychic Healing II - The ability to repair some almost all mental damage, illness, or incapacity other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance.
  • Psychic Protection I - 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.
  • Psychic Protection II - The ability to block others from using Filter Intrusion or Investigator Mind Reading on you or any people you are in psychic contact with, up to one person per two psychic skills you possess. This also conveys some resistance to psychic intrusions originating off the network.
  • Psychic Snapshot - Memorize a perfect sensory impression of an area. With Psychic Regression, you can take a Snapshot retroactively (up to ten minutes ago).
  • Psychic Spear - Once per week for 10 minutes per psychic skill you possess, take the memory of an injury, illness, or condition and inflict it on another Traveler. With Infiltrator Telepathy this works on Infiltrators, with Psychic Entourage, you may use this skill on NON-TRAVELERS. Targets with Psychic Protection I, II, or Telepathic Power halve the duration of this effect per such skill possessed. The memory you use does not have to be your own, but you do have to have viewed/experienced it.
  • Psychic Stun - Once per day, project psychic trauma into someone else’s head, leaving them incapacitated for five seconds per Psychic Skill. With Infiltrator Mind Reading, this can affect Infiltrators.
  • Sensory Eavesdropping - The ability to tap into another Traveler’s sensory impressions (with permission).
  • Sensory Livestreaming - The ability to project your sensory impressions across the psychic network. OOCly: this allows you to make audiovisual posts.
  • 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.
Liminal Space Skills
  • Dimensional Senses - The ability to sense the existence and operation of portals and determine the size and shape of the space on the other side of them.
  • Hammerspace I - The ability to bring up to twenty-five 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 open a small portal and retrieve those objects from liminal space whenever you wish. Objects stored in Hammerspace do not experience the passage of time, and so do not go bad or change while in storage.
  • Hammerspace II - 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.
  • Intra-Liminal Skills - The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.
  • Liminal Bubble I - Once every day, for a duration of twelve hours, make a small area of Liminal Space (five-foot diameter per Liminal Skill possessed) which does not have any undesired intrusive or disturbing features (fire, loud noises, status effects, liminal creatures).
  • Liminal Bridge I - Once per Jaunt, cross the Jaunt/Walkabout Boundary.
  • Liminal Bridge II - Once per jaunt, bring one person per four Liminal skills with you across a jaunt/walkabout divide. Like Summon Traveler II, there is no guarantee that the person brought along will not become an Infiltrator at your destination, and Infiltrators at your starting point cannot be brought across the divide.
  • Liminal Healing - The ability to heal wounded Travelers through the use of Liminal ectoplasm.
  • Liminal Manipulation I - The ability to add or subtract unreal items of up to fifty pounds per day while within liminal space - furniture, small animals, non-nourishing food, etc. Cannot create items which rely on power or create complex moving parts. This includes the ability to alter or repair the things you’ve made without recreating them from scratch, and to ‘firm up’ objects found in Liminal Space so they can be kept once the Liminal Space changes.
  • Liminal Manipulation II - As Liminal Manipulation I, but grants the ability to create nourishing food and water, complex machines or small electronic devices, or precisely duplicate items such as specific books the creator has read.
  • Liminal Masque - Make cosmetic alterations to your form, once per day for ten minutes per Liminal Skill possessed. Not precise enough to disguise oneself as a specific individual, but can create the generic appearance of another species without any of the mechanical advantages created by a Form skill.
  • 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. When an ongoing effect is enhanced by Liminal Power, it can be automatically refreshed once a day, or after one day has passed, the Traveler can ‘downgrade’ the effect at any time in order to apply the multiplier to another skill, or another aspect of the same skill. Liminal Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. If a single skill is enhanced more than once with Liminal Power, its original effect is the one multiplied (so a Liminal Power x2 combo triples, not quadruples, the capacity of Hammerspace).
  • 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.
  • Object Portal - The ability to teleport one unattended object weighing five pounds or less a distance of no more than twenty-five feet. Usable once every six hours.
  • Portal Creation (Stationary) - The ability to create a portal entering or exiting Liminal Space at any time, not only at the beginning or end of a Jaunt. If you are not in Liminal Space, the portal must be within ten feet of you. If you are within Liminal Space, it must open onto your last crossover point into Liminal Space; i.e., if you portalled out of the bus stop, you must portal back into the bus stop, rather than into the restaurant a block away. 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). When used in Liminal Space between jaunts, a portal will connect you to a created room.
  • Room Creation I - The ability to shape and create one room's worth of interior space within Liminal Space (250 square feet/~23 square meters). Mostly used to make private bedrooms, but considerably more versatile than that. Can create sensible furnishings and decorations beyond the weight limit of Liminal Manipulation, but these objects must be "firmed up" with Liminal Manipulation before they are taken out of the room. With Liminal Manipulation II, up to 25 lbs. of food and water can be created within the room as well (this limit is considered separately from food created directly through Liminal Manipulation).
  • Wardrobe Manipulation I - 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 II - 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. Also works in Liminal Space, though any Jaunt-appropriate materials would no longer be accessible.
Jaunt Skills
  • Bonded Dragon - Come back from walkabout with a dragonet and the accompanying telempathic bond. Naoya's dragon is an adult Cheetah named Alice. She's dark green on the top and greenish-white on the belly. Her previous bond was killed in a crash that injured her.
  • 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. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along.
  • Control Panel - The ability to call up a screen that displays the current status of a 128-foot hex and all beings and effects active within it. Can also message any other control panel within 3 miles when in range of a signal tower, or 128 feet elsewhere. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along.
  • 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. Up to one Room Creation 1's worth of material can be created for one 24-hour period with a "full" dreamcatcher.
  • Elementalism (Sand) - 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.
  • 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.
  • Lightcycle - 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.
  • Pogemon-Slammer Bond - Partner bond between one character who retained Pogemon Form and the character who was their Slammer. 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. Taken with Q'uila.
  • S.Tech - Pie & Flowers & Popcorn - Produce bouquets, cream pies, popcorn, and other props as situationally appropriate.
  • Summoning Circles - The knowledge of how to construct the summoning circles that contact genii and, outside the Jaunt, the ability to adapt those circles to contact other supernatural creatures in other worlds as well. Normal stipulations re: the strength of the ritual vs the strength of the genii/other supernatural creature apply.
Hybrid Skills
  • Extra-Liminal Detection - Sense non-liminal locations that can be accessed from your current location. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to map out paths from Liminal Space to as-yet-unvisited worlds (aka future jaunt settings, or former Travelers’ worlds no one present for the trip has been to).
  • Intra-Liminal Detection - Sense other liminal locations (dungeons/dreamscapes, Questing Country, etc.), even if they aren’t currently connected to Liminal Space. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to access these spaces.
  • Liminal Thematics - Once a month, deposit ideas into Liminal Space to help shape its theme. These ideas can be as simple or as complex as you need them to be, although more complex ideas will require more effort to deposit. Once you have finished depositing your ideas, the change in liminal space happens all at once and affects the entirety of Liminal Space if no Arcana is consciously shaping it or an area with a radius of 10 ft/hybrid skill possessed if one or more Arcana is consciously shaping liminal space (OOCly, during a Jaunt vs during the Intro or Return Mingles). It will last until the next liminal change or until someone else uses Liminal Thematics. When used, one random detail from the previous liminal space will persist into the newly shaped one. Additionally, if the Traveler using Liminal Thematics during a Jaunt has both Psychic and Liminal Bridge, a single detail from their newly shaped liminal space can leak into the walkabout if there is one. If you intend to use this skill during a Jaunt, please inform the mod team and get their okay before doing so.
  • Memorial Bridge I - Once per jaunt, you may go to a past Jaunt world. The bridge lasts until the next time the Arcana change Travelers’ location from Liminal to Jaunt space or vice versa, or until a Traveler bridges everyone back to their starting point. The maximum number of Travelers that can join a bridge to a past jaunt setting is the same as the user’s Liminal Bridge II capacity. These bridges create a separate Liminal Space during a jaunt, but not while all of the Travelers would otherwise be in Liminal Space proper.
  • Memorial Bridge II - When bridging to a previously-visited jaunt setting, determine the point of your arrival relative to the original jaunt (before, during or after). POST-ENDGAME, this may also be used to visit Travelers’ home worlds, provided at least one person on the trip has been to the targeted destination.
  • Skill Supremacy - Select one Liminal or Psychic Skill when you take Skill Supremacy. Once per Jaunt, when using that skill in opposition to another, you are automatically treated as superior in the skill contest. If two people invoke Supremacy on the same skill, it is a tie.
Combo Skills
Favor Skills
  • Analytics - Once per jaunt, discern one empirical fact about a confusing situation. This fact may be mundane or otherwise unhelpful, but it will be objectively true.
  • Entropy - Once per month, cause plans to go awry when routine breaks down. Complex machines backfire and fail to work, electronic files are lost, bowstrings snap, food goes bad, buildings suffer water damage - the forces of decay intervene. Do not expect this skill to conveniently only break down localized objects, plans, or events you are opposed to - anything nearby is liable to not run smoothly.
  • Interdisciplinary Mark (Tower) - Name one Arcana whose archetype you share but whom you are not marked by. You may take that Arcana’s Favor Skills in addition to your own Arcana’s. This skill may be taken multiple times, but you must be able to justify why the archetype suits your character.
  • Justice's Aura - Once a week, for one minute per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Those within the aura are incapable of speaking falsehood, although lies of omission or manipulative wording of facts remain possible. The edges of this aura give off a faint blue-white shimmer on solid objects.
  • Marked Patronage - Once per month, for 1 minute per Favor skill possessed, forge a deeper connection with your Arcana’s ambient essence (but not their conscious mind). For the duration, your Arcana is considered a valid target for any usage of your Favor skills. Usage of Marked Harmony on an Arcana will render a Traveler comatose for at least one day after this skill expires. Usage of Marked Gestalt on an Arcana is fatal after 1 minute unless extensive and creative protective measures are taken, and may cause lasting psychic trauma or other damage.
  • Opportunity for Renewal - Once per jaunt, after losing a conflict, discern a new path forward. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.
  • Profit From Disaster - When on the losing side of a conflict or suffering pain or loss in the middle of a crisis situation, gain Liminal & Telepathic Power as long as you are losing/suffering. This skill may be invoked as often and for as long as its conditions are met, but frequent use requires increasingly severe suffering and loss.
  • Risk Assessment - Once per jaunt, identify the biggest risk possible with a chance of benefiting your plans. Taking said risk can still backfire. Consult a mod before using this skill.
  • Spike the Punch - Once per jaunt, introduce a chaotic new element into a situation. This chaos does not need to be destructive as such, but like with Entropy, there is no guarantee the chaos will produce results that are entirely or even mostly in your favor.
  • Verification - Once a week, for one minute per Favor skill possessed, make a single truth known as absolute fact to people in a radius of ten feet per Favor skill possessed.
Form Changes
  • 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. Naoya gains grey cat ears and a cat tail.
  • Beastfolk Form (Naga) - A large, four-armed naga man with dark green scales on the back and ligher green scales on his front.
  • Celestial Physique (Demon) - The physical trappings of Purson, the demon. This form looks somewhat similar to Naoya's usual one, but with clawed fingers, a long whiplike tail, and wings.
  • Fae Form - Toggleable Glamour included, as this form tends to look very obviously not human. Touching electronic devices glitches the character out and kills the device. One can't cross borders like open running water, train tracks, etc. One can't lie outright, but one can twist words. Naoya's Fae Form is Slate, a human-shaped mass of paper that is hollow inside, with black pits for eyes and wings made of words in different languages, swirling fast enough that they can't be read.

table code by [community profile] optimisty.
Art credit is unknown.

Plans

  • Ectoplasmic Recovery I
  • Psychic Interference
  • Psychic Download -> Psychic Upload
  • Psychic Deduction
  • Psychic Encryption

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