Syn Powers

Oct. 31st, 2017 08:41 pm
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((Skill Wishlist))


Arcana Mark

-SUN

-BE OF GOOD CHEER
Once a week, for one hour per Favor skill possessed, bolster the spirits of those around you.

-HOPEFUL OUTLOOK
Once a week, for one hour per Favor Skill possessed, the Traveler is immune to every effect which would impose negative emotion or morale.

Equivalency

-ARTISTIC MASTERY
Photography

Psychic Network Skills

-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 MUTE I
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.

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

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.

-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 ENTOURAGE
Permit one non-player being with whom you have some sort of skill-based attachment to access your liminal skills.

-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 MANIPULATION II
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. 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. 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 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). 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). When used in Liminal Space between jaunts, a portal will connect you to a created room.

-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. Requires Portal Creation (Stationary) and one other Liminal skill.

-ROOM CREATION III
The ability to shape and create one room’s worth of interior space within Liminal Space ((25000 square feet/~2300 square meters). Mostly used to make private bedrooms, but considerably more versatile than that. A created room without Liminal Permanence needs to be 'reset' by its creator with each change in Liminal Space (unless someone is inside), and is unavailable if the creator is infiltrating or out of ambit; however, all of its contents are still there the next time the room can be accessed. 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 50 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).

-SUMMON CREATURE
The ability to summon a single given creature or type of creature through a Liminal Portal. May be taken multiple times, but only one type of creature each time. Requires contact with such a creature.

-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

Night Falls on Yensid
-YENSID MAGIC
Low-level magic use native to this world. Includes smaller scale spells that anyone can use. Whistling while you work in order to make a task easier, that sort of thing.

-SPECIALTY
Telekenetics up to 10lbs, but able to do more complex things. Picking a lock, manipulating a mechanism, dishes cleaning themselves etc.

Ouroboros Retrograde
-ORACLE OF MACHINES
Supernatural visionary knowledge of an archetype. An Oracle is an expert on all lore connected to their archetype, whether its literal embodiment or its metaphorical resonance. They can sense its presence, absence, power, or direction. If they are shown or come in direct contact with something that matches their archetype, they can rapidly educate themselves on all relevant details about it, even if there is no source for that information. Finally, Oracles have visions about any events which involve their archetype, and may also have dreams or visions (but no other expertise) about any Bonded partners they have.

-FAMILIAR
An advice-dispensing animal companion that accompanies champions and oracles.

-DREAMBODY
Large robot version of himself with four arms and metal feathers for hair. Mechanical lonbbow carried magnetized to his back.

-DREAMCATCHER
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.

The Triad Creation Tourney
-PERPETUAL CREATIVITY MAGIC - PHOTOGRAPHY
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.

-PERFORMANCE CREATIVITY MAGIC - DANCE
Harness the power of your own creativity to cast magic. By creating transitive, performance artworks like music or theatre, you can create temporary magical effects that will last as long as the performance.

-NOSE FOR TROUBLE
You have the uncanny ability to find plot in the form of trouble. (For example, finding out that the school's security has been breached by finding a troll in the washroom.) OOCly, taking this skill means that once a week you can ask the mods for a hint towards the Jaunt plot--but the form of that hint will always come through your character getting in some form of trouble or another.

-ARTISTIC PROFICIANCY
Dance

Legacy Mode
-IDENTITY DISC
A disc usable as weapon or multitool, this ring of plastic and ceramic packed with circuitry also contains every memory and skill a person has, and permits every fact about their past or present condition to be called up for visual review, or in some cases (with mod approval), copied and transmitted to another disc.

-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.

Natural Resources

-Medical Cybernetics
The creation and implementation of cybernetic implants.

Market of the Vanities

-CELESTIAL PHYSIQUE
The physical trappings of celestial beings. Prompto's freckles glow in response to his emotions, the lights trail through gossamer wings. There's a glow behind his eyes and down his throat. Touching leaves trails of light on his skin and his whole body can glow if he's excited, or if he concentrates enough.

-DEMESNES
Sithen powers. He has the ability to create powerful and creative enchantments involving emotions.

-HELL GOAT
A baby goat named Ebenezer that can bleat smoke, and eventually fire.

Beastfolk: A Pastoral

-Beastform: Harpy

Emodriver Frame Phileon

-THE CATAPHRACT
A humanoid mecha primarily armed with a cutting plasma lance on the end of a long pole and a hand-held energy shield; the lance doubles as a ranged weapon. They are far stronger in melee combat than comparable human designs, able to cut mecha and tanks in half. Generally they're rewards - flown by individuals knighted by the Imperial Crown for service to the Empire.

-ALIEN BODY
A xenophobic species with five genders, purple skin, and emotionally responsive anemone hair.

-EMO MEDI
The ability to supercharge emotions, making tempers more volatile but drawing power from feelings. Taking this skill allows a character to generate a powerful emotion at will, but not to later dismiss it. While emotionally supercharged, all spellcasting, S. Tech, and any appropriate persuasive abilities are roughly twice as effective. (Someone who Emo Medis anger is twice as intimidating, someone who Emo Medis Attraction is twice as seductive - but the angry character can’t use non-angry persuasion, and the attracted character couldn’t really act angry…)
--HAMMERSPACE INTERFERENCE
The ability to use SOMEONE ELSE’S HAMMERSPACE, or sabotage their hammerspace.


Taught Skills

-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.

-MAGICIAN'S MAGIC: YEAR TWO
Breakbills-esque training