Syn Skills

Mar. 19th, 2016 01:40 pm
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(Skills)
Equivalencies

-IMAGE PROJECTION II
Rather than projecting your own image over the telepathic 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.

-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.

Arcana
-THE HIGH PRIESTESS

-CONJECTURE
Once per jaunt, discern one possible truth about a confusing situation. This possibility may or may not actually exist, but with the facts at hand, it could.

-INSIGHT
Once per month, perceive one secret one target is concealing. If the target you name is concealing multiple secrets of comparable importance, you have no control over which is revealed to you.

-KNOW THYSELF
Once per jaunt, examine yourself for any external influences or status effects. This may not help you shake off those influences or effects, but you will discover them, and knowing, as they say, is half the battle.

-PRIESTESS'S AURA
Once a month, for ten minutes per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Travelers within that Aura at the moment it is invoked cannot be positively identified by others as long as the aura persists and they remain within twenty feet of its invoker. Shadows, echoes, and the scent of rain on dust obscure all identifying characteristics.

Dungeon
-MAGE OF TIME
Mages understand their aspect, even as they suffer from it, and use the knowledge they have gained to act. Time is all about time, endings, accepting death, and inevitability. So the Mage of Time would discover knowledge about the future and the past in visions, have a perfect sense of exactly when any given thing will happen, and use their knowledge and powers to ensure that it happens, even if this fate would kill them all.

A god-tiered Mage of Time would be a temporal scout and general predictor of the future. They would be able to transport their consciousness or physical body through time to check up on any events they needed to, making them skilled tacticians and scouts. They would also probably be able to learn from doomed timelines, making sure their team stayed on the right path. They would take a much less active role and merely tell the team about what they should do, also acting more like a Seer. In short, the Mage of Time has the potential to a brilliant information gatherer.


Liminal 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 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 open a small portal and retrieve those objects from liminal space 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 BRIDGE I
Once per Jaunt, cross the Jaunt/Walkabout Boundary.

-LIMINAL ENDURANCE
Hold one portal open indefinitely, as long as it remains within line of sight.

-LIMINAL ENTERAGE
His spirit companion is now able to use Liminal Manipulation.

-LIMINAL HEALING
The ability to heal wounded Travelers through the use of Liminal ectoplasm.

-LIMINAL MANIPULATION II
The ability to add or subtract unreal items of up to fifty pounds while within liminal space- grants the ability to create nourishing food and water and complex machines or small electronic devices.

-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. Requires any three other Liminal Skills.

-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.

-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).

-PORTAL CREATION (REMOTE)
The ability to create a portal into or out of Liminal Space once every six hours and hold it open for ten seconds somewhere other than your current location or last crossover point.

-SUMMON CREATURE
LOHAC Crocodile

-SUMMON TRAVELER I
You may immediately summon a Traveler to you to or from Liminal Space; or from elsewhere in the Jaunt up to a maximum distance of your Teleport range. This skill has the same cooldown rate as teleportation skills.

-SUMMON TRAVELER II
Once per Jaunt, call another Traveler from across the Jaunt/Walkabout boundary. Does not work on infiltrators, but may turn a summoned Traveler into an infiltrator at their destination.

-TELEPORTATION III
The ability to open a personal-sized portal for a split-second and step through it to another point within 5000 feet.

-WARDROBE MANIPULATION II
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. THis includes other Travelers.

Psychic Skills
-SENSORY LIVESTREAMING
The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts.

-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.


Taught Skills

-ELEMENTALISM - FIRE
The ability to summon, direct, or control one element - fire, wind, water, metal, or wood - 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). In the case of fire, limited to two cubic meters and 500 degrees Fahrenheit. As exhausting as a heavy workout. Usually used in Nakamiyo to augment unarmed strikes, immobilize foes, or levitate weaponry.

-ARCHERY
Bowkind bitches

Jaunt Skills

Doki Doki
-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. (Bird legs and tail)

-RUMMAGE
The ability to search hammerspace or another storage device to produce improbable piles of mostly-useless detritus, sometimes with a Lucky Discovery.

-HAMMERSPACE INTERFERENCE
The ability to use SOMEONE ELSE’S HAMMERSPACE, or sabotage their hammerspace.

-ALLURING GAZE:
Convey your emotion with nothing but your eyes.

-TIME STOP:
That magical moment when time stops around you as your eyes meet with your intended/S.O./secret crush/love at first sight - and while you two might be able to converse normally, you'll be frozen in place as the world fades around you.

Jack of Spades
-GAMBLING AND GAMES OF CHANCE
-GAMBLING(Cheating)

Villains & Vigilantes
-EMPOWERED ABILITY
Can rewind/speed up time a few minutes. Can age/de-age self and objects but its energy intensive.

Lightside/Darkside
-CLOCKPUNK TINKERING-
The ability to repair and design small pieces of clockwork technology.

Haunted Isle
-MERFORM
Flying Fish

Pogemon
-POGEMON FORM
Monster form, what it says on the tin. Can also temporarily be turned into a little hockey puck pog thing if you lose a fight badly enough in this form or if you've taken Pogemon Slammer Bond and the Slammer decides to be a dick.

-POGEMON/SLAMMER BOND | Jolie
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. Both parties must take the skill in order for it to count.

Greece

-EROS/CUPID BOW
Magical bow that can fire bolts of love or dislike, as well as regular arrows.

Showtime

-A GODDAMNED GREEN UGLY STATION WAGON
Good for roadtrips

Ouroboros Retrograde

-SPIRIT COMPANION
A tiny white mouse in a shawl named Briz who's acting like his mom.