highsteaks: (writing)
Chie Satonaka ([personal profile] highsteaks) wrote2019-07-14 01:20 am
Entry tags:

SKILLS ACQUIRED




CHIE'S SKILL LIST
[ S K I L L • E Q U I V A L E N C I E S ]

PERSONA
A mask for an individual to use to overcome hardship than manifests as a mythological figure with magical fighting powers to help you. Thanks to Chie's dungeon, she now summons mask-style, with the accompanying cool outfit and ability to use guns. Her new Persona is Tiamat.

[ P S Y C H I C • S K I L L S ]

MEMORY SHARING
The ability to share your memories with other Travelers, or view their memories.

NETWORK ARCHIVE RETRIEVAL
The ability to search for and share old data on the psychic network.

PSYCHIC BRIDGE II
Copied via Hybrid Mimesis. Once per week, patch another one person per three psychic skills through a divide in the psychic network. Duration is half of Psychic Bridge I.

PSYCHIC DELEGATE I
Once per week, grant one infiltrator access to the psychic network, for one minute per psychic skill you possess.

PSYCHIC ENTOURAGE
Permit one non-player being with whom you have some sort of skill-based attachment to access the psychic network as you do. Can be taken multiple times, each for a different being.

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.

[ L I M I N A L • S K I L L S ]

EXTRALIMINAL GRAVITY
The ability to apply the rules of gravity as it affects your person mimic the rules in Liminal Space - you may choose any nearby surface at any angle to represent "down", but may not change the strength of gravity or affect the gravity of any other person or object.

EXTRALIMINAL IMMUNITY
You no longer need to eat, drink, or breathe.

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.

INTRA-LIMINAL SKILLS
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.

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.

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 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).

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).

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.

WARDROBE MANIPULATION I
The ability to near-instantaneously change costumes or outfits made of any mundane or Jaunt-appropriate material, whether or not you are in Liminal Space. Also works in Liminal Space, though any Jaunt-appropriate materials would no longer be accessible.

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.

[ H Y B R I D • S K I L L S ]

HYBRID MIMESIS
Take any one skill you have seen another character use, without regard for any prerequisites or limitations. Chie used this to duplicate Psychic Bridge II. (See Psychic Skills.)

SKILL SUPREMACY: WARDROBE MANIPULATION II
Select one Liminal or Psychic Skill when you take Skill Supremacy. Once per Jaunt, when using that skill in opposition to another, you are automatically treated as superior in the skill contest. If two people invoke Supremacy on the same skill, it is a tie. Chie's supremacy is for Wardrobe Manipulation II.

[ C O M B O • S K I L L S ]

LINKED HAMMERSPACE
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. Chie's hammerspace is linked with Naoki and eventually will be with Kanji too.

PSYCHIC LINK
Allows for the use of the psychic network between linked characters, regardless of whether one or both of them are infiltrating. If a member of the link has Psychic Delegate II, an additional one person per three psychic skills possessed can be added to the link via a pooling effect. Chie's psychic link is with Naoki.

[ J A U N T • S K I L L S ]

ENFANT TERRIBLE (ROMAN HOLIDAY)
No matter the social situation, you automatically know the inappropriate thing to say to bring an awkward silence crashing down, or an uncomfortable truth popping out. Exclusive plot role skill.

ALCOHOL TOLERANCE (ROMAN HOLIDAY)
The ability to hold one's liquor past the point that others around you can.

LIGHTCYCLE (DIGITAL FRONTIER)
Claudia made this for her. 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.

PARKOUR (LIGHTSIDE/DARKSIDE)
The ability to freerun across obstacles and structures of all sorts.

CANTRIPS I (CURSED KINGDOM)
Taught by Kanji. The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. Chie's cantrips are listed here.

RED MAGIC (MISSING DRAGON)
Taught by Malik. 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 two or three spells associated with it. Chie's red magic spells are listed here.

NAUTICAL SKILLS (HAUNTED ISLE)
How to do various shipboard activities so that you do not sink your boat.

COMBAT SKILLS: FIREARMS (HAUNTED ISLE)
How to shoot gonne. Comes with a real black powder pirate pistol to bury in your shared hammerspace and never touch again.

POGEMON-SLAMMER BOND (POGEMON)
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. Chie's Pogemon partner is Yosuke.

ASSIST (DIGITAL FRONTIER)
Taught by Naoki. Once per week, boost any other Program skill in use by 120%, and any other previous Jaunt skill in use by 20%. Cannot use on yourself. Cannot use in conjunction with Constructive Enlightenment, Interrogation, or Sift, but can use in the same week as another Program Faction skill.

HEROIC AGE SCHOLARSHIP (OLYMPUS UPENDED)
So it turns out that listening to Claudia read stuff to her and drawing pictures of it actually helped Chie learn a lot of stuff about the Greek gods. Who'd have thought?

LESSER BLESSING (OLYMPUS UPENDED)
A single trick, magical power, aura, or capability granted by a patron deity who has Immortal Ichor & a Mantle skill. If granted during the Jaunt, any god or ambrosia-empowered immortal may bestow such a blessing, whether or not they keep the Mantle & Ichor post-jaunt. A Blessing must match the ideals and flavors of the immortal who grants it. Chie has Atlas' blessing of Strength.

DIABOLIN FORM (SHOPPING TRIP)
The ability to assume the form of a Diabolin. Racial Traits: do not sleep or dream, enhanced strength and fortitude, radiation and poison resistance, horns, tough grey or black skin, close-range psionics, volatile mental state.

SENSORY CONDITIONING (SHOPPING TRIP)
The ability to duplicate the sensory abilities of the Conditioned. This includes shutting off pain, sight, or hearing when they’re inconvenient, or detecting the approach of someone unseen by changes in air pressure; the ability to detect all but the most superb liars through body language, tone, and eye contact; and the kinesthetic knowledge of whether or not one is physically capable of jumping a gap, or exactly how much force is needed to kick down a door without injury.

DESERT LIVING (DRAGON HATCHERY)
The knowledge and skills to survive in an extreme desert. Includes knowledge of how to conserve and recycle water, how to dress, and other ways to manage the abrupt temperature changes and extremes.

BONDED DRAGON (DRAGON HATCHERY)
Come back from walkabout with a dragonet and the accompanying telempathic bond. Chie's is an infant green Hummer, with yellow and red speckles. Chie's since named her Firia.

STONEFOLK FORM (NIGHT FALLS ON YENSID)
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.

ADVERSARY MAGIC (OUROBOROS RETROGRADE)
Roughly half a dozen low-key, precise, often unseen effects which can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. Like Champions, Adversaries should select an archetype (Flames, Justice, Blades; imagination is encouraged), and the half-dozen spells should on stealth, manipulation, and escape. Chie's Archetype is Scales. Comes with an awesome-looking dragonscale yukata and a handful of powers.

TRUE BOND (OUROBOROS RETROGRADE)
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. Chie's bondmates are Haru and Gil.

ARTISTIC PROFICIENCY: DANCE (TRIAD CREATION TOURNEY)
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. Chie's proficiency is in dance!

PERFORMANCE CREATIVITY MAGIC (TRIAD CREATION TOURNEY)
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. Chie uses her dancing for this.

INTERROGATE (LEGACY MODE)
Once per week, ask one humanoid subject one question and compel an honest answer. The subject must speak, and must not make any untrue statement, but may lie by omission or implication, or speculate on the unknown, if the question is insufficiently specific. Cannot use in conjunction with Assist, Constructive Enlightenment, or Sift, 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.

LIGHTBLADE (LEGACY MODE)
An LED-bladed sword weapon for close combat that is also used as a utility for demolishing systems or cutting through the outer layer of physical structures or most firewalls. Chie's is an naginata.

TALKING ANIMAL FORM (BROCKENGARD)
Retain your animal form as an alternate form after the Jaunt. You’re a normal-sized animal, with the ability to talk the common Animal language (which the Translation Effect covers) and paws that have evolved to more easily use tools. Chie's animal form is a stoat.

ATTACK ON UNGULATES (BROCKENGARD)
Deploying and using the local equivalent of maneuver gear, which is used by carnivores to take down sub-sapient ungulates.

KAIGETAI (SLIVERS & SHARDS)
In your years in the Wastes, you’ve come across and befriended a number of animals, but the only one that has stayed with you is a burncat you call Kaigetai. She is psychic but not sentient; around the size and build of a cheetah, the color of a sable Burmese cat, and can kythe, pin, and burn psi. She does not have the intelligence necessary to Tell or Teke, and does not understand speech. This is an exclusive plot role skill.

DISRUPT CONCENTRATION (SLIVERS & SHARDS)
When someone within thirty feet of you uses a psychic power or Vale Art, you and Kaigetai can coordinate action to disrupt them before they can focus long enough to make the skill work. This is an exclusive plot role skill.

KATADOR VALE ARTS (SLIVERS & SHARDS)
The psychic skills of Fallen Wrath. A kything, enraged katador is immune to pain, fatigue and reaving, and may burn psi while kything. In place of a teke-shield, a katador may automatically staunch their own wounds with telekinesis. This does not prevent damaged muscles or organs from failing, but it does stop blood loss. Katadors deliberately cultivate a short fuse - there’s no such thing as a katador who keeps their cool under pressure or in the face of a slight or insult.

[ L E A R N E D • S K I L L S ]

1920S DANCING (MALIK)
The ability to perform various popular dance styles from the 1920s, including the Charleston.

[ A R C A N A • S K I L L S]

SUN'S FAVOR
Received during Arcana Dodgeball, this is possibly going to be Important someday. Comes with a sweet tattoo of a sunflower!

MARKED GESTALT (SUN)
When using a skill cooperatively with someone Marked by the same Arcana, pool your relevant skills to determine its range, size, and duration. (Example: If you possess four Liminal skills, another Traveler possesses six, and you wish to create a Liminal Bubble, Liminal Shield, or Portal Lockdown you are each counted as having ten skills when you work together.) Also works on any Jaunt skills with a stackable effect (for example, Assist).

SUN'S AURA
Once a month, for one minute per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Those within the aura feel unshakably energized, renewed, and confident. All within the aura can feel the sunlight on their skin, regardless of local environment.

LIGHT OF HONESTY
Once per week, for one minute per Favor Skill, when you tell the truth, you will be believed, no matter how outlandish the truth is. This skill may not be used in combination with manipulative statements or lies of omission, but does not force you to reveal answers you do not wish to (a statement can be as simple as ‘trust me,’ as long as you are behaving in a fashion deserving of trust).


table code by [community profile] optimisty