Gil Ryanson (
breakaleginhalf) wrote2018-07-14 11:30 pm
[SYN] Skills
| ACQUIRED SKILLS |
| [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. Requires Portal Creation (Stationary) OR Object Portal, and two other Liminal skills. 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. Requires Portal Creation (Stationary) OR Object Portal. INTRA-LIMINAL SKILLS The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional. Requires Portal Creation (Stationary) OR Object Portal. 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. Requires Liminal Bridge I. LIMINAL ENDURANCE Hold one portal open indefinitely, as long as it remains within line of sight. Requires Portal Creation (Stationary) and Liminal Power. LIMINAL HEALING The ability to heal wounded Travelers through the use of Liminal ectoplasm. Requires Liminal Template. 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. Requires Liminal Manipulation I. 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. Requires Liminal Healing. 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 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. Requires Liminal Healing. LIMINAL SHIELD I The ability to reflexively create a small portal into Liminal Space that intercepts incoming projectiles or energy. This counts as a use of Portal Creation, and remains open for the same length of time. The shield has a diameter of six inches per Liminal Skill you possess. Requires Portal Creation (Stationary) OR Object Portal. 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. Requires Liminal Manipulation II and Wardrobe Manipulation II. 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 II The ability to shape and create one standard house’s worth of interior space within Liminal Space (2500 square feet/~230 square meters). Mostly used to make personal homes, 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 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). Requires Room Creation I. TELEPORTATION I The ability to open a personal-sized portal for a split-second and step through it to another point within fifty feet, once per teleportation skill possessed every six hours. Requires Portal Creation (Stationary) OR Object Portal. 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. Requires Wardrobe Manipulation I. |
| [Psychic Skills] |
FILTER INTRUSION The ability to access privately broadcast data on the psychic 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. 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. Requires Filter Intrusion and any two other psychic skills. 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. Requires Memory Sharing and Investigator Mind Reading. MEMORY SHARING The ability to share your memories with other Travelers, or view their memories. Requires Network Archive Retrieval and Sensory Livestreaming. NETWORK ARCHIVE RETRIEVAL The ability to search for and share old data on the psychic network. PSYCHIC CONTINGENCY The ability to pre-record a psychic message that will broadcast under certain circumstances, such as death, unconsciousness, infiltration, dungeon or walkabout travel, or nearly any other criteria that can be sensibly defined. Can be used in combination with other psychic skills, pending mod approval. Requires Network Archive Retrieval and Sensory Livestreaming. 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. Requires one other psychic skill. SENSORY LIVESTREAMING The ability to project your sensory impressions across the psychic network. OOCly: this allows you to make audiovisual posts. |
| [Hybrid Skills] |
PORTAL ARCHIVE If you have opened a portal in one location this Jaunt, you may always open a portal to that location as long as your cooldown permits, even if it is not the last location you portaled from. This skill can also enable you to determine who last opened a portal from a given location, when they did so, and who or what went through the portal. Requires Portal Creation (Stationary) and Network Archive Retrieval. |
| [Jaunt Skills] |
STELLAR TECHNOLOGY [Unlockatronic 540G] A hand-held device that can unlock any lock when held in close proximity. Obscenely likely to overheat when unlocking anything more complex than a padlock. JURY-RIGGING The ability to make improvised repairs with improvisatory parts. This sort of creative engineering is unreliable, but can be performed quickly and without proper equipment in a wide variety of situations. Examples include patching together frayed wiring with bubblegum, or replacing a burned-out fuse with a paperclip. CANTRIPS II As Cantrips I (The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks.), but grants access to all Cantrips (though these are still subject to mod approval). Requires Cantrips I. COLOR MAGIC I: INDIGO The magic of the Illuminated, as taught to more regular humans, hedge-wizards and apprentices. Each Traveler apprentice must choose only a single color of magic, and only a small handful of spells associated with it. A list of Color Magic resources is available here; contact the mods if you need more details about available colors and their associations. FOREST FOLK FORM The Forest Folk are all bipedal woodland creatures in vibrant shades of pastel. The adults rarely stand any taller than three feet. They can be bears, badgers, wolves, squirrels, chipmunks, ducks, lynxes, skunks, mice, frogs, toads, anything that might be found in a pastoral fairytale forest setting. Gil's is a lavender honey badger, covered in severe scarring, with his right hind leg extremely mangled from a bear trap, though this no longer aches. SONG OF THE FOREST (Plot Skill) You can instigate long, distracting musical numbers. Since musical numbers are a particularly rare branch of magic, it's generally seen as Weird and Startling. An excellent distraction. Some expanded info is available here. TRUE BOND 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. When you take this skill, you must indicate who you are Bonded with, and they must take this skill as well for it to take effect. (Shares with Chie and Haru, and also with Raidou) PILLAR RESISTANCE 95% resistance to all Questing Country magical effects. Anyone with this skill may not take Archetypal Magic or Spirit Animal. HUSKY FORM A dog is a man's best friend. Those who turn into huskies (closely related breeds such as malamutes are also acceptable) during the polar night have a very keen awareness of potential danger. They can sense dangerous situations and places, and alert others or guide them to a different direction before it's too late. Technically a Malamute. 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. Can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code. 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. LIGHT SENSITIVITY: DARKSIDE Lightside light sensitivity allows baseline humans to tolerate light levels that might otherwise blind them, while Darkside light sensitivity grants excellent night vision. You may only keep one or the other, and each sensitivity leaves you vulnerable to the opposite light condition. Outside of the jaunt, this skill may be turned on and off at will. (Out-of-jaunt, the food additives that produced this effect would need to be recreated.) FAE'S CURSE These punishments are specifically tailored in response to an offense. Curses are nontransferable. When alone at night, passively, massively attracts the attention of otherworldly beings/non-mundane creatures. (Given by Feste/Phillip) IMMORTAL ICHOR Silvery marbling in the blood, granting limited immortality - healing wounds from nonmagical sources within minutes, excepting cases of dismemberment, and being immune to age and nonmagical poison or disease. PURGATORY FAMILIAR A small familiar from the Marketplace in Purgatory. Limited telepathy enables it to pick a form for itself from its target's subconscious. MAGICAL CONTRACT LAW The knowledge of how to draw up contracts with genii. Outside of jaunt, can be used to enter in bargains with the supernatural in other worlds. 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. FULL-TIME METHOD ACTING The knowledge and ability to take on a role over a long term, and not break character no matter what. This skill will be teachable and available for skill equivalency post-jaunt, but during the jaunt, knowledge and mastery will be controlled and a jealously guarded secret of a specific group as privileged knowledge. RAGE AGAINST THE MACHINE The ability to, through the use of passionate speech, spread your righteous indignation at an injustice to others. However, guiding things once that blaze has been ignited will be difficult at best. NINJA WEAPONRY: Koroshima In Koroshima, use of shuriken, throwing daggers, darts, smoke bombs, caltrops, chains and chain weapons, tripwires, garrotes, and grappling hooks in combat. In Nakamiyo, use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat. (Gil specialises in chains and meteor hammers.) |
| [Favour Skills] |
MAGICIAN'S FAVOUR Magician's Mark; a theatre mask slightly covering a monstrous hyena-like muzzle. On his human Mask it's just a tattoo. On his actual furry body, it looks the exact same, but for the fact it's made of thin, raised keloid scars via scarification. BRAINSTORM Once per Jaunt, produces a new idea about a confusing situation. This skill requires mod consultation to use. 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. PATH TO PROFIT Once per jaunt, define an idea or project you wish to focus on and gain a mental outline of the steps it would take to complete said project. |
| [Mundane Skills] |
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table code by
art credit.

MAGICKS EXPLAINED
CHANGELING SHIT
Mental:
Physical:
Strength: ● ● ● ● ○ [Exceptional; able to lift 400lb]
Dexterity: ● ○ ○ ○ ○ [Poor; not particularly agile and modest hand-eye co-ordination]
Stamina: ● ● ● ○ ○ [Good; able to hold breath for two minutes]
Social:
Manipulation: ● ○ ○ ○ ○ [Poor; actively non-charismatic]
Composure: ● ○ ○ ○ ○ [Poor; crumples immediately under pressure, esp. when combined with Ogre Curse]
Seeming: Ogre
Kith: Gristlegrinder
Wyrd: 4 [5 Contracts active at a time, 13 Glamour points total, 4 per turn]
Clarity: 6
Court: Autumn
Glamour
The Extended Version
Contracts
Stone:
Might of the Terrible Brute (●)
Ogre's Rending Grasp (●●)
Fleeting Autumn:
Witches' Intuition (●)
Tale of the Baba Yaga (●●)
Merits:
Mantle (Autumn Court) (●)
Directional Sense (●)
Iron Stomach (●●)
Fleet of Foot (●●)
run quickly when he chooses to.
Strong Back (●)
Terrible Teeth
COLOUR MAGIC
Level: I
Cantrips
Spell List
ARCHETYPAL MAGIC
Role:
AdversaryPillarArchetype: Theatre
Generation: Rise of the Adversaries
Spell List
Give Thy Thoughts Tongue: Cause someone to start monologuing uncontrollably for several minutes, to the exclusion of all other major activity. The victim may or may not notice.
Green Eyed Monster: Mark a target. Their eyes turn green and their attention is now drawn towards their nearest company, inspiring intense jealousy of either their company, something they have, or something they're doing. There is no controlling who the target's jealousy is turned to.
Elephant In The Room: Can hide from someone who has a clear line of sight on them.
To Be Or Not To Be: Negate one spell that would cause severe or fatal damage. Alternately, boost one spell to cause severe or fatal damage.
Be Thy Sheath: Align to a target's heart. A dagger made of silvery mist crosses a straight distance of up to 5 metres (15ft) and buries completely in the target's heart, causing excrutiating pain that knocks the target into a coma. This causes them to appear dead under all but the closest examination. The coma lasts for a number of hours, but leaves the target entirely unharmed upon waking. PERSONA
Arcana: Strength
Moveset:
Attack Master (Automatic Tarukaja at start of fight)
Giant Slice (Medium Physical damage)
Garula (Medium Wind damage)
Terror Claw (Light Physical damage, can inflict Fear)
Sharp Student (Lowers odds of Critical Hit)
Resist Fear
Swift Strike (Light multistrike Physical damage)
Phantom Thief Outfit: Visuals; Mask
The outfit turns out to be black on black, with some bold splashes. A turtleneck goes up almost to his chin, and while it's technically sleeveless he's also wearing thick bandages that wrap from his elbows to his palms in a boxer's wrap - ideal for punching shit.
A thick red shock of fur trims the hem of a haori (which sits solely on his right shoulder) that tucks into a sash streaked with indigo tracings, which hold up billowing black pants that tuck into bandage wraps, which start halfway down his shins to finish at his ankles. On his feet are geta - which, somewhat shockingly, work with his hooves, as well as look perfectly normal on his Mask.
Code Name: Ogre
ETC BULLSHIT
Gi's room tends to be a studio apartment overlooking inner city Melbourne. Frequently the double bed is replaced by a same-sized beanbag in an erratic variety of colours and prints.
Reference images here, here and here.