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Kinji Takigawa ([personal profile] ninjayeehaw) wrote2016-09-11 09:53 pm
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[SYN ] Skill/Jaunt Tracking





SYNODIPORIA SKILLS
[Liminal Skills]
HAMMERSPACE I [Skill Equivalency]
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 ENTOURAGE
Permit one non-player being with whom you have some sort of skill-based attachment to access your liminal skills. Can be taken multiple times, each for a different being. Requires Intra-Liminal Skills, Liminal Power, and any skill which links you to another being.

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 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. Requires Hammerspace I OR Liminal Bubble I.

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.


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.

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).

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.

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. Requires Portal Creation (Remote) and Teleportation I.

TELEPORTATION II
As 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.] but you may travel within five hundred feet. Requires Teleportation I.

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 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.

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. Requires Memory Sharing and Investigator Mind Reading.

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 telepathic network. OOCly: this allows you to link old posts or threads from [community profile] synopsychic in your current threads.

PSYCHIC DETECTION I
Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator. Requires Sensory Eavesdropping.

SENSORY EAVESDROPPING
The ability to tap into another Traveler’s sensory impressions (with permission). Requires Sensory Livestreaming.

SENSORY LIVESTREAMING
The ability to project your sensory impressions across the telepathic 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. Requires three other psychic skills.
[Jaunt Skills]

MERMAID TOTEM TRANSFORMATION
[Unteachable]

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. Popular options include dolphins, sharks, octopi, and seahorses. Sea urchins are not recommended. The ability to breathe and speak underwater is included with this transformation.

SIREN SONG II
[Refuses to teach]

Magical but highly addictive abilities possessed by mermaid sirens, which are always triggered through a song. They include such effects as charming, calming emotions, granting the ability to breathe water (Litany of Breath), navigating, hiding one's tracks (Confusion of the Path), strengthening allies, weakening foes, making one agile or clumsy, making a target more able to focus (Clearing the Mind) or making focus difficult (Clouding the Mind), drowsiness, alertness, causing aversion in a target, enraging a target, and putting souls to rest (All Soul's Rest). Has access to all songs.

BODY AND SOUL
[Unteachable - Plot Skill]

When you use a supernatural ability which targets the body or physical health of a target, you may also instill them with fear. When you use a supernatural ability which targets the emotions or psyche of a target, you may also instill them with brief physical weakness.

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. In Koroshima, double the distance it can be used at, but reduce the material involved to one quarter. In Nakumatou, double the amount of material, but reduce range and speed to one quarter Nakamiyo values.

SUPERLATIVE STEALTH
[Equivalency]

The ability to use concealment, cover, tumbling, climbing, freezing, breath control, and psychological and anatomical understanding to hide and move silently even under slightly improbable circumstances.

POGEMON PARTNER
[Rodeo; Unteachable, for obvious reasons]

Keep your NPC Pogemon. Includes a Pogemon-Slammer Bond between you and your NPC buddy.

LESSER BLESSING: Message Radar
[Unteachable]

The ability "to find any that you seek, when you come bearing a message for them". This ability activates automatically when someone gives the possessor of this skill a message, physical or verbal, intended for a third party (excluding Arcana). The recipient must be in a location that the messenger can physically access; if the messenger has Liminal Bridge, recipients can be across the Jaunt/Walkabout divide. This does not tell the messenger the recipient's exact location, a la Psychic Detection; it's more like a compass pointing due recipient.

RIGHT STARGEM EARRING
[Unteachable - Plot Skill]

Wearing this earring allows you to create a full-body illusion using advanced hologram technology, completely obscuring what you look like. This illusion can be a different race, gender, or even species than you. It can also be up to half a foot taller than you, although it can’t be any shorter.

[Current options are: Takumi Tsutsui/Toha Yamaji (Jiraiya); Shun Shioya/Yousuke Shiina (HurricaneRed); Shin Nagahama/Akira (ToQ6); himself in his January Elven form (height: 6'5"); and David Tennant/Tenth Doctor, with a glorious mullet and a shining gold outfit by way of Prince.]

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.

ELDRITCH DEFENSE
To possess eldritch knowledge is to be corrupted by it. Someone with the Eldritch Defense skill knows just the snippets necessary to protect themselves and identify horrors at work, without knowing enough to doom them to insanity and the attention of alien intelligences. This skill is for those who combat the Eldritch, and can be used to identify beings or items of an unnatural nature, know common weaknesses or signs of such beings, and know basic wards or protections to defend against them. They can also identify eldritch magic or summoning rituals and have some basic knowledge of how to disrupt such events. Eldritch Defense may be taught by someone with Eldritch Knowledge as well as by those with Eldritch Defense.

PROPHETIC NIGHTMARES
The ability to see horribly negative futures in your dreams, no more than once per month. This ability should be activated by pinging a mod on the Questing Sense page, and will always be traumatic when activated, but may give hints to what possible awful failure states a current situation could end in.

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.

ARCHETYPAL CHAMPION MAGIC
[Archetype: Rock and Roll. Mostly buffing spells]

Roughly half a dozen powerful, flashy, splashy effects which can use to attack enemies, deflect attacks, or which aid 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 (Flames, Justice, Blades; imagination is encouraged). 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.

PRE-GAME SPEECH
[Unteachable - Plot Skill]

Allows you to deliver a dramatic and rousing speech to inspire people to perform at their very best. They will actually see a noticeable improvement in their performance. Works best before competitions.

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.


[Combo Skills]
COMBINED CONTINGENCY
Select another Traveler. Upon activation of a pre-established condition (such as unconsciousness, death, infiltration, or any other sensibly definable criteria), the selected Traveler is summoned to the immediate vicinity of the person using this skill. If the user has Summon Traveler II, this skill can activate across the Jaunt-Walkabout divide. Requires Linked Senses and Summon Traveler I.

COMBINED ENTOURAGE
Taking this skill allows you to share in the magical or otherwise supernatural bonds (such as True Bond, Pogemon-Slammer Bond, or a Dragon Bond) possessed by one other Traveler. You can take this skill multiple times for multiple other Travelers. Requires Linked Senses and for the character you are taking it for to have at least one bond skill.

CONSCIOUSNESS SWAP
Allows you and another Traveler with this skill to swap minds, putting your consciousnesses in each other’s bodies. As with Consciousness Transfer, you may use any skills or abilities you possess which are not inherent to your body. Lasts 1 hour/psychic skill, using the Traveler with the most psychic skills. Requires Consciousness Transfer to use on someone who doesn’t have it, or Linked Senses.

CONSCIOUSNESS TRANSFER
You may operate another willing Traveler’s body, possessing or puppeteering their physical form. While in their body, you may use any skills or abilities you possess which are not inherent to your body (e.g., someone who knows karate could use karate, but someone with super strength could not use super strength). Unlike other combo skills, they do not need to possess this skill themselves. They remain aware of their body and can terminate the link at any time. Requires Investigator Mind Reading from Player One (the puppeteer) and Sensory Livestreaming from Player Two (the puppetee).

LINKED HAMMERSPACE
[Yakumo; Can teach, won't want to share his hammerspace with you]

You and one or more characters with this skill may share access to the same hammerspace. The shared hammerspace is equal in size to the largest hammerspace possessed, plus twenty-five pounds per person in the link. Requires Hammerspace I.

LINKED SENSES
Two or more characters with this skill may simultaneously share all sensory input they each have, giving them unusually great situational awareness. Anything one person in the link senses, all can sense and react to immediately. Requires Sensory Eavesdropping.

POWER TRADE
Once per week, you and one other character with this skill may trade one skill for a duration of one hour. You must both have all prerequisites for any skill so traded in order to use it. Requires one liminal and one psychic skill.
[Favour Skills]

FOOL'S FAVOUR
Fool's Mark is located on Kinji's left upper arm. Three large scar-like tattoos run most of the length of his upper arm; the lines are surrounded by oily purple smoke that trails outwards from the scars, down to his elbow and up to his shoulder.

RISK ASSESSMET
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.

[Mundane Skills]

  • Nintality [Unteachable]
  • Ninja Acrobatics [Equivalency]
  • Survivalism [Equivalency]
  • Musical Profiency: Guitar [Equivalency]
  • Pogemon Form: Poodle
  • Pogemon Form: Spirit Companion
  • Artistic Proficiency: Photography
  • Secret Passage Finding


table code by [community profile] optimisty