| Skills and Info |
| General Info |
- Arcana - Moon
- Mark - A circle that looks like a tattoo made out of raven feathers on his left shoulder - which incidentally is the shoulder Bob perches on the most.
- Canon Abilities - Character Sheet, Knacks and Purviews
- Frozen Panoply - The Scion summons cold air around his hands and conjures objects made of ice.
- Armor of Ymir (Wits + Athletics): Frost spreads across the Scion’s body and crystallizes into plates of armor equal to riot gear (see Scion: Hero, p. 204). The armor holds together by magic, but Athletics is needed to fashion the armor so its joints match those of its wearer. Armor of Ymir does not stack with other armor.
- Ice Sculpture (Wits + Craft): A catchall for shaping moderately complex structures out of ice—anything from a functional ladder to a fanciful statue.
- Instant Igloo (Wits + Survival): The Scion shapes ice into a small shelter. Doing so costs one Legend point per person who can fit inside the igloo.
- Skadi’s Bow (Wits + Marksmanship): The Scion creates a massive bow of knobby ice with 20 glittering icicles as arrows.
- Uller’s Spear (Wits + Melee): A tremendous jagged and pointed icicle forms in the Scion’s hands, which he can wield as a club, spear, sword or javelin. All forms share the maquahuitl’s property of inflicting lethal or bashing damage without using the “flat of the blade” rule.
Weapons deal damage through ordinary crushing, cutting or piercing, and Frost Immunity does not protect against this damage. The Scion can, however, channel Hrimthurssar’s Touch through the melee weapons to add dice of damage that is not blocked by Frost Immunity. Since the ice coalesces out of ichor and Legend, Scions can conjure it anywhere and it does not melt unless the Scion decides to banish it whence it came (as a reflexive action). Icy articles last a scene in any case. When the scene ends or the Scion dismisses his creation, it dissipates in a sprinkle of snow. A Scion can extend Frozen Panoply’s duration by spending an additional point of Legend for each additional scene without the need to reroll. Items dissipate instantly if stolen or broken by enemies.
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| Telepathic Network 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.
- Image Projection I - The ability to project one’s image across the network to another traveler. Travellers who wish to be ‘on screen’ in their audiovisual posts can use Image Projection to do so, and the skill can also be used to be ‘present’ for events another Traveler is present for without exposing yourself to danger, or simply to have a face-to-face conversation at a distance. Image Projections are opaque, but unshadowed and with different color saturation, making them immediately obvious as ‘unreal.’
- Intrusion Notification - Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you.
- 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.
- Memory Sharing - The ability to share your memories with other Travelers, or view their memories.
- Mind Palace I - The ability to create a virtual environment and share it with other travelers. Allows for action logs in a psychic space on the psychic network where characters can privately confer, or just get away from it all.
- 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
synopsychic in your current threads.
- Psychic Bridge I - Once per week, for one minute per psychic skill you possess, broadcast psychically across the Jaunt/Walkabout Divide.
- Psychic Bridge II - 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 Detection I - Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator.
- Psychic Discretion - Shows you a visible signal when someone within your line of sight uses a psychic skill that informs you what skill is being used. This skill also shows you the existence of private or filtered conversations, but does not let you access them. Acts as a pre-req for anything Filter Intrusion is a pre-req for.
- 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. Taken for Bob.
- Psychic Healing I - The ability to repair some degree of mental damage other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance.
- Psychic Healing II - The ability to repair some almost all mental damage, illness, or incapacity other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance.
- Psychic Hypercognition - Consciously access your subconscious or unconscious sensoria and input for a duration of one minute/psychic skill.
- Psychic Hypocognition - Shut off emotional responses for a duration of one minute/psychic skill. With Filter Intrusion (and player permission), this may be used on another character.
- Psychic Intuition - Draws your attention to the people, places or things a target (infiltrator or investigator) is paying attention to, without actively reading their mind. Acts as a pre-req for anything Investigator Mind Reading is a pre-req for.
- 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 Precision - Split cooldown, duration, and area of effect on Psychic skills into smaller increments, allowing for split-second activation and deactivation, pinpointed target areas of effect, and near-simultaneous use of multiple Psychic skills. Usable for one second per Psychic skill you possess per Jaunt. The skills you activate with Psychic Precision may be used in increments of less than a second, but Psychic Precision itself cannot be activated for less than one second at a time.
- 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 psychic contact with, up to one person per two psychic skills you possess. This also conveys some resistance to psychic intrusions originating off the network.
- Psychic Snapshot - Memorize a perfect sensory impression of an area. With Psychic Regression, you can take a Snapshot retroactively (up to ten minutes ago).
- 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.
- 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 psychic 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.
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| Liminal Space 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.
- Extraliminal Immunity - You no longer need to eat, drink, or breathe.
- Extraliminal Room Congruence I - If you use Room Creation to precisely mimic a room which exists in the current Jaunt world, you may use Liminal Skills in the Jaunt room without the usual extraliminal restrictions, and bring people and objects into the Liminal Room (but not any other adjoining Liminal Spaces) without the need to create Portals or use delegate skills. Liminally created objects in the Jaunt room dissolve into ectoplasm if carried out into the Jaunt, unless other skills would prevent that from happening. This skill operates on the same cooldown and space limitations as your Room Creation skill.
- Extraliminal Room Congruence II - As Extraliminal Room Congruence I, but you may connect an existing liminal room to any Jaunt room of the same approximate dimensions. Anyone who enters the room from the Jaunt side will perceive it as physically identical to the Jaunt room, except that all within it are subject to liminal rules of gravity and physics. Anyone who enters the room from the Liminal side can firm up liminal objects within the room and carry them into the Jaunt without them dissolving.
- Extraliminal Room Manifestation - Manifest a room you created through Room Creation in any sufficiently large open space in the Jaunt world. The exterior of the room must be materially congruent with the available physical and structural limitations of the Jaunt world and technology. The interior of the room functions as Extraliminal Room Congruence, except that anyone entering it perceives the room as it appears in Liminal Space (the interior of the room does not need to be materially or structurally congruent with the Jaunt world).
- 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 Barrier - Once per week, create an ectoplasmic wall with an area of 25 square feet/Liminal Skill that lasts one minute/Liminal Skill. This barrier can be either a flat wall or a spherical confinement area, but must be continuous and uninterrupted when created. This barrier is impenetrable to physical effects and damage, and can be created either within or outside Liminal Space.
- 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 - Once per Jaunt, cross the Jaunt/Walkabout Boundary.
- 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.
- 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 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 Corridor - Once per month, for ten seconds per Liminal Skill possessed, create an ectoplasmic Liminal passageway between two Jaunt locations, no matter how distant, that can be accessed by any being. The interior of the corridor has a radius no greater than ten square feet, and an interior length of twenty-five feet per Liminal Skill. Characters within the corridor when it closes are ejected from the nearest Portal one second later at whatever angular velocity a one-second ejection implies. With Extraliminal Room Congruence, this corridor blends in with Jaunt surroundings.
- Liminal Delegate I - 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 Entourage - Permit one non-player being with whom you have some sort of skill-based attachment to access your liminal skills. Taken for Bob.
- Liminal Hanger - Stick something to a specific point in space so it can float without other support. Outside of Liminal Space, this effect dissipates after ten minutes.
- Liminal Healing - The ability to heal wounded Travelers through the use of Liminal ectoplasm.
- 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 - 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 Precision - Split cooldown, duration, and area of effect on Liminal skills into smaller increments, allowing for split-second activation and deactivation, pinpointed target areas of effect, and near-simultaneous use of multiple Liminal skills. Usable for one second per Liminal skill you possess per Jaunt. The skills you activate with Liminal Precision may be used in increments of less than a second, but Liminal Precision itself cannot be activated for less than one second at a time.
- 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.
- 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.
- Liminal Thermostat - Adjust ambient temperature upward or downward in a diameter 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.
- 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).
- 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).
- 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.
- 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.
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| Jaunt Skills |
- Archetypal Champion Magic - Light - 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.
- Cheer Up! - Everyone in a ten foot radius suddenly feels much more happy and confident for five minutes. Enemies are not immune to this.
- Shining Charge of Light - Surround yourself in a cloak of light, doubling damage both taken and given for five minutes.
- Sparkle Sphere - Create three bright balls of light that last no more than four hours. With a clap, they can explode to about the level of flash grenades.
- Sunrise Comfort - Heal a small amount of damage and remove status effects. Can be used on allies.
- Sunset Brand - Shield a space from weak enemies for a period of twelve hours.
- Superliminal Motion - Quadruple movement speed for two minutes.
Archetypal Harbinger Magic - Blazing Light - Any other Archetype who has Merged with transformed lands for too long may periodically become a Harbinger - a glowing winged figure similar to their archetypal transformed self - and gain access to Harbinger magic, sweeping and elemental powers that can reshape entire dreamscapes, recognize and duplicate patterns, but cannot target individuals, nor distinguish friend from foe, and the being using it can only create changes which satisfy their own, alien aesthetic needs and desired patterns. Harbinger transformations are most likely when a character is surprised or disoriented, and last for irregular periods of time - sometimes seconds, and sometimes days.
Basic Metalworking - Mostly tin, copper, and bronze, but with very recent experiments with iron. Skill includes locating ores in the mountains, harvesting/mining, and firing/shaping them in furnace. Also knowledge of how to mix tin and copper into bronze.
Blind Maneuvering - The ability to navigate spaces even when you cannot rely on sight to do so. In general this does not appear as natural as sighted movement.
Cantrips - Access to the entire Cantrip list.
Color Magic: Blue - 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.
- Animate Water - A cube of water up to 5" on a side within 30" of you may be indicated and turned into a small water elemental. It can't move more than 30" from its source, but attacks as you direct.
- Cloudkill - This spell creates a fog bank whose vapors are extremely poisonous. Simple, non-magical creatures caught in it die within seconds, and humans or magical creatures struggle to resist it as long as they are inside the fog. It causes withering, sapping vitality and energy quickly. The fog rolls away from you slowly, and because they are heavier than air, they sink to the lowest level of the land, even pouring down holes. It cannot penetrate liquids or be cast underwater.
- Creeping Cold - Reaching out your hand and making a crushing motion, you turn one creature’s sweat to ice, creating blisters as the ice forms on and inside the skin. The subject takes more and more damage over time.
- Expeditious Retreat - Doubles your basic speed on land for a short time.
- Gust of Wind - This spell creates a severe blast of air (about 50 mph) that generates from you, affecting all creatures in its path. Flying creatures may be blown off course or downed, tiny or small creatures may be knocked down or bowled over. Human-sized creatures are held in place for a moment or two. It’s harder to see and difficult to aim ranged attacks in the wind, and it automatically extinguishes small unprotected flames. It is a normal wind, so any consequences of having a large gust just at that location will also occur, such as fanning a fire, or creating a puff of dust, etc.
- Ice Storm - Great magical hailstones pound down upon casting this spell, dealing cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area have extreme difficulty seeing and the entire area is difficult to traverse. At the end of the duration, the snow and hail disappear, leaving no after-effects (other than the damage dealt).
- Obscuring Mist - A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature more than 5 feet away cannot be seen. Wind will disperse the mist over time.
- Snowball Swarm - As you cast the spell, those around you sense an unnatural chill. This vanishes as you release a burst of magic snowballs from a point you select within 100" feet of you. The swarm attacks creatures and objects within a 10" radius burst.
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.
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.
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.
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.
Line and Lash - You are a superlative combatant with whip, rope, chain, or net - whether those intended as weapons or scavenged from your surroundings. You are especially skilled at entangling opponents and dragging then into or out of the water - whatever most damages their mobility - or attacks which cause garroting, clotheslining, or strangulation. You do not lose this ability when berserking due to Stricken status, and it applies both in and out of the water.
Lighning Age Tech: Magnetics - An armored vest (given to him by Armin) that deflects bullets.
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. Requires Dreamcatching.
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.
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.
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.
Siren Song I - 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). Contact a mod for approval of a new song.
Siren Song II - As Siren Song I, but grants access to all siren songs. Contact a mod for approval of a new song.
Spirit Animal/Familiar - An advice-dispensing animal companion that accompanies champions (spirit animals) and oracles (familiars). Adversaries who take this skill will find that their companion occasionally becomes a duplicate of them, a doppelganger, and stirs up trouble. This is what Bob counts as.
Summoning - The ability to channel ancestral spirits, usually to access their wisdom, martial skills, or athletic abilities. May be used outside of the jaunt to call upon the mundane skills of idled, dropped, or presently deceased Travelers.
True Bond (with Deedee Yeowoo/ lightnovelexperiences) - Bonded can share physical health (healing one another’s wounds), mental resilience (breaking, resisting, or transferring enchantments and status effects), magical power (mana pool), & supernatural insight (visionary or magical senses of any kind). Their familiars & 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 to have any lasting effect after the jaunt.
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| Hybrid Skills |
- Ectoplasmic Recovery I - Heal someone on both a physical and mental level simultaneously, at a greatly accelerated rate compared to the use of either healing skill on its own. Usable once per day, and is capable of mending damage within minutes. Consult the mods on how effective this power will be in any specific instance.
- Ectoplasmic Recovery II - Once per jaunt, instantly heal physical and mental damage simultaneously. Consult the mods on how effective this power will be in any specific instance.
- Extraliminal Detection - Sense non-liminal locations that can be accessed from your current location. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to map out paths from Liminal Space to as-yet-unvisited worlds (aka future jaunt settings, or former Travelers’ worlds no one present for the trip has been to).
- Interstitial Movement - Move freely between created rooms and mind palaces you create as if they were both liminal or both psychic spaces. This does not affect the amount of food generated by created rooms, if the creator has Liminal Manipulation II. If the creator has Liminal Permanence, the created room is stable as normal, but the mind palace portion is only as permanent as they expect it to be.
- Intra-Liminal Detection - Sense other liminal locations (dungeons/dreamscapes, Questing Country, etc.), even if they aren’t currently connected to Liminal Space. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to access these spaces.
- Memorial Bridge I - Once per jaunt, you may go to a past Jaunt world. The bridge lasts until the next time the Arcana change Travelers’ location from Liminal to Jaunt space or vice versa, or until a Traveler bridges everyone back to their starting point. The maximum number of Travelers that can join a bridge to a past jaunt setting is the same as the user’s Liminal Bridge II capacity. These bridges create a separate Liminal Space during a jaunt, but not while all of the Travelers would otherwise be in Liminal Space proper.
- Memorial Bridge II - When bridging to a previously-visited jaunt setting, determine the point of your arrival relative to the original jaunt (before, during or after). POST-ENDGAME, this may also be used to visit Travelers’ home worlds, provided at least one person on the trip has been to the targeted destination.
- 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.
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| Combo Skills |
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| Favor Skills |
- Brainstorm - Once per Jaunt, produces a new idea about a confusing situation. This skill requires mod consultation to use.
- Crazy Enough to Work - Once per jaunt, gain extra persuasion in making a radical new approach to a problem seem worth trying.
- Interdisciplinary Mark (Magician) - Name one Arcana whose archetype you share but whom you are not marked by. You may take that Arcana’s Favor Skills in addition to your own Arcana’s. This skill may be taken multiple times, but you must be able to justify why the archetype suits your character.
- 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.
- Magician's Aura - Once a week, for one minute 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 act more quickly and precisely as long as the aura persists and they remain within twenty feet of its invoker. For example, a Traveler within the aura would always act first in standoff situations, would never shout interruptions a moment too late to change anything, et cetera. Those within the aura always appear bright-eyed, regardless of local lighting conditions.
- Marked Concert - When Marked Harmony is activated, you are aware of everything seen, heard, or sensed by every Traveler who shares your Mark. As with Sensory Eavesdropping, this requires permission. If you possess either Infiltrator Mind Reading or Marked Resonance, this applies to Infiltrators who share your Mark.
- Marked Gestalt - 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).
- Marked Harmony - When activated, maintain a constant psychic awareness of the direction, distance, liminal and/or location status of every Traveler Marked by the same Arcana.
- Marked Synchronization - When you and another character with the same Mark are collaborating on a task (disarming a bomb, hacking a computer system, fighting a dragon), you may automatically act simultaneously or in sequence with extreme precision to optimize the benefits of your teamwork.
- 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.
- Rekindled Sentiment - Once per jaunt, remind one infiltrator of an existing emotional connection with an investigator. This will not resume a relationship exactly where it left off, but can make a recalcitrant infiltrator more likely to cooperate with an investigator they’re close to as themselves.
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| Form Changes |
- Changeling Form - A Fairest Shadowsoul. Casper appears as if he's entirely in shadow, with only slight differences in black and dark grey highlighting his features and bright blue eyes. This does not come with any Changeling abilities, only the appearance.
- Dream Body - Casper takes the form of a somewhat older and taller version of himself, clad in a black robe with a dark lining.
- Forest Folk Form - A bipedal golden retriever, except in pastel blue. Somehow, he can still use objects with his paws.
- Husky Form - A dog is a man's best friend. Those who turn into huskies 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. Casper turns into an older husky with a scar on his back leg.
- Mermaid Icon Transformation - The ability to transform into an aquatic humanoid with the lower half of a single sea creature and the ability to speak to sea creatures of that species. The ability to breathe and speak underwater is included with this transformation. Casper's is an orca.
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