Sildar Hallwinter | Barry "Barold" Bluejeans (
grimjeaper) wrote2018-03-09 11:31 pm
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[SYN] Skills
PERMISSIONS |
[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 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 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. 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. [Skill Equivalency] |
[Psychic Skills] |
INSTANT MEMORY SHARING As Memory Sharing, but memories are shown at a rate of one memory day per real world second. Requires Memory Sharing. 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. OOCly: this allows you to link old posts or threads from [community profile] synopsychic in your current threads. NETWORK BOOKMARKING Mark psychic broadcasts or conversations for later sharing or review. Requires Network Archive Retrieval. POST-MORTEM POSSESSION Upon Jauntside death or exorcism, allows you to immediately possess a nearby humanoid form such as a proxy, automaton, corpse, or non-Familiar Face NPC. Does not function when death occurs in Liminal Space. Permanent until dismissed, end of Jaunt, or new form is killed/destroyed. PSYCHIC DOWNLOAD Instantaneously retrieve knowledge kept in ‘cloud storage’ on the psychic network. Requires Network Bookmarking. SENSORY DEPRIVATION Cut off one of your senses - visual, audio, scent, tactile, taste, heat or cold, pain, etc. With Investigator Mind Reading, this may be used on other Travelers (one at a time, must be initiated within your line of sight). With Filter Intrusion, it may be used on an unwilling character (but not, of course, unwilling players). When used on yourself, this skill may be turned on and off at will. When used on someone else, this skill lasts up to one minute per psychic skill in stressful circumstances, and up to ten minutes per psychic skill in relaxed circumstances. Sensory Deprivation may be used on other Travelers once a week, and you cannot use it on yourself after using it on someone else until the cooldown has passed. Requires Sensory Livestreaming. SENSORY LIVESTREAMING The ability to project your sensory impressions across the psychic network. OOCly: this allows you to make audiovisual posts. |
[Jaunt Skills] |
ASTRONAVIGATION AND PILOTING The ability to pilot and navigate advanced spaceships. No advanced spaceship is included with this skill. [Skill Equivalency] CELESTIAL PHYSIQUE: ANGEL The ability to display and hide angelic, demonic, or sithen features once a day. Angels typically possess wings and/or a halo; some sithen possess wings and/or animalistic or generally otherworldly ears; and demons typically possess wings, horns and/or a tail. Their qualities vary - some are simply what they appear to be, but some Angels manipulate light with their Halos, some demons have red-hot horns, some Sithen hear their names spoken anywhere in Purgatory, and so on. As the Angel of Punishment, Barry has two pairs of dragonfly-like wings, a writhing crown of thorns, and carapace-like panels along his entire back. CLOCKPUNK TINKERING The ability to repair and design small pieces of clockwork technology. [Skill Equivalency] CONTROL PANEL The ability to call up a screen that displays the current status of a 128-foot hex and all beings and effects active within it. Can also message any other control panel within 3 miles when in range of a signal tower, or 128 feet elsewhere. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along. (Barry's Control Panel contains faction code for all currently available factions, all faction skills, Gil's entire Identity Disc and multiple custom factions: Might of the Terrible Brute; Ogre's Rending Grasp; Interface Interference.) DECLARIFICATION Once per week, rephrase a Program's Purpose or use a Utility for something besides its related function. This cannot completely alter a Purpose or Utility, but it could, for example, make a Defender only able to defend, not attack; use an Identity Disc as a key outside the digital world; or make a Program whose Purpose is to fortify structures fortify vehicles or construct armor for Programs instead. It's the power to take things which are nearly synonymous and make them slightly more or slightly less synonymous. Outside of the jaunt, either the teacher or the learner must have Interface to pass on this skill. ELDRITCH KNOWLEDGE To possess eldritch knowledge is to be corrupted by it, and therefore vulnerable to it. A character with eldritch knowledge knows eldritch creatures, locations, beings, items, and magics in intimate detail - which makes it easy to use them, but almost impossible to protect oneself from them. A character possessing eldritch knowledge suffers some form of progressive psychic trauma every time they invoke the skill, but can summon otherworldly creatures, pronounce curses, start hauntings, manipulate the matter of the spirit world, and cross dimensional boundaries - all at terrible cost. Psychic Healing will cleanse the effects of short-term or occasional eldritch knowledge use, but can only slow the decline of someone who uses such knowledge with any regularity. This skill has serious potential consequences and implications, and should not be selected lightly. If you are unsure if your character would have access to this skill, please consult a moderator. [Skill Equivalency] ELSEWHERE CROW This is not a pet, but a too-intelligent, sometimes-vengeful crow companion who does things out of love or not at all. It is able to lead you home if a path is possible, no matter how far you have wandered. Goes by Fleetly. GET IT FOR YOU WHOLESALE You possess, in storage, enough of each and every Sin to immediately move a character who’s a hair away from getting into Heaven into thorough damnation and ruin. A character who is granted this weight of Sin is immediately consumed with the compulsive need to behave according to that Sin. This does not wear off. A character who is granted that weight of Sin is assumed to be able to use it for its related magical powers at need, permanently. This store does not refresh, and you cannot use ir personally - it is, in effect, seven teaching proofs to give seven Peregrines or Immortali a permanent source of magic and permanent alteration in their behavior. You should only sell it to souls who you believe deserve damnation by their character, but have yet to earn it with their actions. When you have sold all seven sins, you no longer possess this skill. Currently possesses pride, greed, lust, 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. Can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code. 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. 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. [Skill Equivalency] MUSICAL MASTERY [Piano] Grants mastery over your chosen musical instrument. Requires Musical Proficiency. [Skill Equivalency] PERFORMANCE CREATIVITY MAGIC 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. 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. (Barry's form is that of an origami insect made from denim fabric) POGEMON-SLAMMER BOND 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. To be taken out-of-Jaunt, one person in the bond must have kept Pogemon Form. Bonded to Anafiel Delaunay. POLTERGEIST TELEKINESIS While in spirit form, affect physical changes in the living world. This is limited to slowly moving items of 1.25 grams per Spirit Skill (Spiritual Revival, Lifesense, Poltergeist Telekinesis, Lucid Dreaming, any necromancy skill or skill beginning with the word Eldritch). However, in moments of rage, terror, or despair, the speed limitation is lifted and the weight limitation increases by a factor of 100. In moments of mental instability such as feelings of godlike superiority, extreme sadism, or eldritch madness, the speed limitation is lifted and the weight limitation increases by a factor of 100. In moments of extreme emotion and mental instability, precision is impossible, but items may be moved at blinding speeds and at 10,000 times the normal weight limit (12.5 kg/skill). Requires Spiritual Revival. [Skill Equivalency] REDIRECT ENERGY The ability to take unformed energy, usually electricity, and act as a channel for it, changing its path or removing it from one place or function and placing it in another. Energy may not be stored for personal use without instantaneous near-fatal damage. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along. SCORPION STING Any being struck by your barbed scourge, which resembles the tail of a scorpion and is wielded like a whip, will bear the pain and irritation of the wound - eternally. The same Grace allows you to alleviate their suffering, if you choose to do so. It has been a very long time since you felt merciful enough to do so. SIFT Once per week, find patterns in randomized data using advanced pattern-recognition algorithms. Outside of the Grid, this could help locate an invisible opponent by the noise they make, decode an encrypted message, find a needle in a haystack, etc. Cannot use in conjunction with Assist, Constructive Enlightenment, or Interrogate, but can use in the same week as another Program Faction skill. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along. |
[Favour Skills] |
HIGH PRIESTESS'S FAVOUR Priestess' Mark; a coloured tattoo of pomegranates and leaves, shaped somewhat like the Crown of Isis. Upon contact, the touched area fades for a second or two, revealing a linework skull with black raven wings. HIGH 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. |
[Mundane Skills] |
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OTHER SKILL NOTES
CREATED SKILLS
Function created based on data from Gil's Identity Disc. Immediate drain of up to 10% of the user's total energy: after which, user's base strength is increased exponentially until the allocated energy is completely used up.
Ogre's Rending Grasp
Function created based on data from Gil's Identity Disc. Immediate 25% drain of the user's total energy: after which
Interface Interference
Function created from Grid-based programming code by Barry Bluejeans. Prevents any and all attempted Interfaces, forcible or otherwise, by creating a contained error loop that prevents the would-be Interfacer from gaining any data from their target and gives them a nasty headache besides. Must be consciously deactivated in order to allow an Interface.