comebewe: PB: Alex Price (Default)
Matthew Swift | The Blue Electric Angels ([personal profile] comebewe) wrote2016-10-15 07:28 am
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Synodiporia - Skills Learned

M A T T H E W ' S   S K I L L S
[ L I M N A L • S K I L L S ]

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.

EXTRALIMINAL TAP
Access the liminal energy you have access to to power systems or devices outside Liminal Space. Effectively, you can now plug devices into one or more outlet-portals to power them remotely.

EXTRALIMINAL TRANSCIENCE
Disappear a single unattended object within your line of sight of up to twenty-five pounds. Like nonpermanent objects in Liminal Space, this object is lost forever.

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.

HAMMERSPACE III
The ability to bring up to four 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 BAROMETER
Adjust atmospheric pressure upward or downward in a diameter equal to Liminal Bubble for one minute per liminal skill. If done outdoors, this can create localised but uncontrolled weather phenomena.

LIMINAL BRIDGE I
[MAY NOT TEACH]
Once per Jaunt, cross the Jaunt/Walkabout Boundary.

LIMINAL BRIDGE II
[MAY NOT TEACH]
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 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 BUBBLE II
Creates a bubble one-half the size and duration of Liminal Bubble I, but which moves along with its creator.

LIMINAL CONTINGENCY
Within your created room, pre-arrange a response by the room to a specified stimulus occurring within. Can be used in combination with other liminal skills.

LIMINAL DELEGATE I
[MAY NOT TEACH]
Once per week, grant one infiltrator access to Liminal Space for one minute per liminal skill you possess.

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

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 FILTER
The ability to choose what kinds of matter may pass through your portals. For example, if you have to open a portal underwater, you would be able to prevent the water from getting all over Liminal Space.

LIMINAL GENERATOR
In any created room, create functional electrical wiring and active electrical power systems which can power or charge any devices in that space, up to 2kW/hour per level of Room Creation you possess (an average American home uses roughly 1.5kW/h on average). Without this skill, lights and appliances in Created Rooms are powered, but are powered by being part of the room - i.e., a lamp that is unplugged in a created room cannot be replaced with a different appliance, as it is powered by the creator’s understanding of how the room ought to be, not by measurable electric current.

LIMINAL INTERFERENCE
[MAY NOT TEACH]
Once per day, disrupt another Traveler’s usage of one Liminal Skill.

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.

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 PERMANENCE
Liminal objects and/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator. Non-permanent created rooms do not lose their contents when their doors vanish; they simply cannot be accessed again until their creator is available to 'reset' the doorway, and Liminal Permanence bypasses this requirement.

LIMINAL POWER x 4
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 SEVERENCE
[UNLIKELY TO TEACH]
Once per week, shut down another Traveler’s access to Liminal Skills for one hour/Liminal skill. If used outside Liminal Space, this prevents a Traveler from entering Liminal Space until the duration is up. Affected Travelers with Liminal Manipulation I & II and Liminal Power divide the duration they are affected in half.

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.

LIMINAL SHIELD II
As Liminal Shield I, but allows you to keep the shield portal open as long as you need it to be.

LIMINAL SHOCK
[UNLIKELY TO TEACH]
Once per day, produce a contact-based electrical shock less than or equal to two milli-amps per Liminal Skill. A ten milli-amp shock is extremely painful; between ten and twenty causes paralysis from contact, seventy-five causes unconsciousness and temporary cessation of breathing, and between one hundred and two hundred is fatal (a Traveler with every Liminal skill on every tree could only produce a shock this severe by using Liminal Power to double the effect of the skill).

LIMINAL THERMOSTAT
Adjust ambient temperature upward or downward in a radius equal to Liminal Bubble for one minute per Liminal Skill.

MULTIPORTAL
The ability to open two portals from Liminal Space into separate Jaunt locations simultaneously, as remote portal, but once every six hours and for up to thirty seconds at a time. These portals may be opened at a distance equal to your maximum teleportation range.

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 (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.

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 LOCKDOWN
[UNLIKELY TO TEACH]
Once per day, create an area (inside or outside of Liminal Space) of five feet per Liminal Skill possessed in which portals cannot be opened and teleportation does not function. This lasts for twelve hours. When used on an area the user created with Room Creation, this can apply to the entire Room regardless of size limitations.

REMOTE LIMINAL MANIPULATION
The ability to change or create matter from Liminal material from a distance. This counts toward your regular Liminal Manipulation weight limit, and has a range limit equal to Object Portal.

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).

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).

ROOM CREATION III
The ability to shape and create one large house’s worth of interior space within Liminal Space (5000 square feet/~460 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 75 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 PIGEON 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.

SUMMON TRAVELER I
[MAY NOT TEACH]
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
[MAY NOT TEACH]
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 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.

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

TELEPORTATION III
As Teleportation II, but you may travel within five thousand feet.

[ P S Y C H I C • S K I L L S ]

INTRUSION NOTIFICATION
Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you.

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.

PSYCHIC ENCRYPTION
Render spoken conversations or written communications indecipherable to Infiltrators. Your messages are still perfectly comprehensible to fellow Investigators.

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.

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 telepathic contact with, up to one person per two telepathic skills you possess. This also conveys some resistance to psychic intrusions originating off the network.

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 telepathic network. OOCly: this allows you to make audiovisual posts.


[ H Y B R I D • S K I L L S ]


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.

[ J A U N T • S K I L L S ]


ARTISTIC PROFICIENCY (SPRAY PAINT ART)
You possess technical proficiency in a particular art form. This skill can be used for any one art form. May be taken multiple times to gain proficiency over multiple art forms.

ELDRITCH DEFENCE
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. This is the skill we advise for most characters who wish to know more about the unnatural.

ELEMENTALISM (FIRE)
[MAY NOT TEACH]
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.

EMPOWERED ABILITY (LIFE SENSING)
[UNTEACHABLE]
Matthew's Empowered ability is Life Sensing, which does what it says on the tin and lets him detect life. This is both as a general 'these things are around me are alive' sense, and as something which lets him track specific individuals. In order to do this, he needs to either know the person well or have access to an object that's spent a lot of time with them that he can get their life-signs off of. The better he knows someone, the further the distance he can sense them at. With objects the more time it's spent in contact with someone the better, but the most they'd have is a middling range.

INTERFACE
[MAY NOT TEACH]
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 Interface out considerably, and it will give summary information rather than a deep review, unless the Interface lasts much longer, tiring them out even more.

MERGE
A dreamer can, in essence, interface with a portion of the landscape, learning the history and magic of an area. When used on Transformed Lands, a merged dreamer takes on wild elemental power to reshape the environment, but also gains a distant and alien mindset and priorities that are unclear. A dreamer whose Merge with Transformed Land is prolonged too long periodically transforms into a new kind of dreamer altogether - a Harbinger, whose Companion fuses with a dreamcatcher and becomes a small, speechless star that illuminates patterns.

NO DISTICTION
[UNTEACHABLE - PLOT SKILL]
Gather information from the recently deceased immediately, or the generations dead via ritual.

OLYMPIAN RELIC (ARKE'S WINGS)
[UNTEACHABLE]
Blue iridescent wings that belonged to Arke, the Titan Messenger God. Will allow for flying at an average of 200mph post-Jaunt.

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.

QUESTING SENSE
[MAY NOT TEACH]
The ability to tell when and where you are needed. Because "needed" is a very subjective term, and because this ability requires considerable mental clarity and focus to operate, Travelers may find themselves in a variety of strange situations if they try to use this skill to solve problems during an Investigation. However, no more than once every week a player whose character has this skill may ask a mod where it would currently lead them, and receive an answer which may or may not be ICly vague and frustrating, but will hopefully lead to an interesting new thread.

SUMMONING
[WILL NOT TEACH]
The ability to channel ancestral spirits, usually to access their wisdom, martial skills, or athletic abilities. May be used after the jaunt to call upon the mundane skills of idled, dropped, or presently deceased Travelers. Only taught in Nakumatou.

SYSTEMS CRASH
[UNTEACHABLE - PLOT SKILL]
Once per week (during the Jaunt, once per week whether you wish to or not), cause one electronic or informational system up to one city block in size, power, or complexity to hard reset, ceasing function for a minimum of one minute. During that time your own consciousness, memory, and sense of self will be erratic. This crash continues for you and the crashed system until another character snaps you out of it by whatever creative means are available to them. Outside of this Jaunt, ‘informational system’ is a deliberately vaguely defined term.


[ F A V O U R • S K I L L S ]

DEATH'S FAVOUR
Death's Mark is a flock of ravens forming one larger raven, located on Matthew's left palm where it's hidden by the fingerless gloves he always wears. The Mark may also appear black or blue, depending on the angle.

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.



table code by [community profile] optimisty