Synodiporia Skill List
Friday, February 19th, 2016 11:07 am(future skill tree)
Skill Equivalencies
-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.
-KIT-BASHING
The ability to create new devices out of improvised and unlikely parts. While jury-rigging will only repair existing systems, kit-bashing would allow, for example, the creation of a plasma pistol from a length of pipe, a portable battery recharger, a glass marble, and a lightswitch. While it would have short range, poor aim, and burn out after a few shots, it would work.
Arcana
- THE EMPRESS
-THE ROYAL TREATMENT
Upon entering a Jaunt, possess clothing and accoutrements befitting the upper class, and a supply of local currency sufficient to explore how the other half lives for the duration of your stay.
-ALLURE THE SENSES
Once a week, for one hour/Favor Skill, appear interesting or attractive to the target of your choice. This skill does not guarantee any particular response, only draws attention and assists in creating a positive impression.
Liminal Skills
-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 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.
-LIMINAL MANIPULATION II
The ability to add or subtract unreal items of up to fifty pounds while within liminal space - furniture, small animals. II grants the ability to create nourishing food and water and complex machines or small electronic devices.
-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 open a small portal and retrieve those objects from liminal space whenever you wish.
-ROOM CREATION II
The ability to shape and create one room’s worth of interior space within Liminal Space (2500 square feet/~230 square meters). Mostly used to make private bedrooms, but considerably more versatile than that.
-SUMMON CREATURE: Robot
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. Requires contact with such a creature.
-TELEPORTATION I
The ability to open a personal-sized portal for a split-second and step through it to another point within 50 feet.
Telepathic 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).
-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 RESTORATION
Once per Jaunt, convert an Infiltrator into an Investigator. Cannot use upon yourself.
-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 telepathic network. OOCly: this allows you to link old posts or threads from synopsychic in your current threads.
-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.
-SENSORY LIVESTREAMING
The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts.
Jaunt Skills
Escape from Junkworld
-STELLAR WEAPONRY
The ability to keep and use one or two pieces of advanced personal-scale weaponry. x2 blaster pistols
Code of Dishonor
-ELEMENTALISM: Metal
Metal manipulation 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). As exhausting as a heavy workout.
-UNARMED COMBAT
Mantis Style Kung Fu.
Haunted Isle
-MERFORM
Lobster
THE LOHENGRIN GEIST PROJECT
-Warwolves ULFSARKR | WARWOLF
The Ulfsarkr, or war-wolves, are berserkers. Capable of lifting 2000 kg, or pushing/pulling 5000 kg, their wolf-form is that of a direwolf, or a massive hound or mastiff. In combat, Ulfsarkr are immune to pain and fear. They immediately regenerate any wounds caused by unsilvered weapons. Their instincts about people, weather, and behavior are as sharp as a wolf’s. However, during the full moon, they are in a constant state of boiling rage. They can only turn others when raging - in battle or during the full moon, this is far more likely to lead to death than to conversion. Their howl inspires panic, fury, or confusion. Their emblem is a grey wolf on a red field.
Skill Equivalencies
-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.
-KIT-BASHING
The ability to create new devices out of improvised and unlikely parts. While jury-rigging will only repair existing systems, kit-bashing would allow, for example, the creation of a plasma pistol from a length of pipe, a portable battery recharger, a glass marble, and a lightswitch. While it would have short range, poor aim, and burn out after a few shots, it would work.
Arcana
- THE EMPRESS
-THE ROYAL TREATMENT
Upon entering a Jaunt, possess clothing and accoutrements befitting the upper class, and a supply of local currency sufficient to explore how the other half lives for the duration of your stay.
-ALLURE THE SENSES
Once a week, for one hour/Favor Skill, appear interesting or attractive to the target of your choice. This skill does not guarantee any particular response, only draws attention and assists in creating a positive impression.
Liminal Skills
-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 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.
-LIMINAL MANIPULATION II
The ability to add or subtract unreal items of up to fifty pounds while within liminal space - furniture, small animals. II grants the ability to create nourishing food and water and complex machines or small electronic devices.
-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 open a small portal and retrieve those objects from liminal space whenever you wish.
-ROOM CREATION II
The ability to shape and create one room’s worth of interior space within Liminal Space (2500 square feet/~230 square meters). Mostly used to make private bedrooms, but considerably more versatile than that.
-SUMMON CREATURE: Robot
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. Requires contact with such a creature.
-TELEPORTATION I
The ability to open a personal-sized portal for a split-second and step through it to another point within 50 feet.
Telepathic 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).
-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 RESTORATION
Once per Jaunt, convert an Infiltrator into an Investigator. Cannot use upon yourself.
-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 telepathic network. OOCly: this allows you to link old posts or threads from synopsychic in your current threads.
-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.
-SENSORY LIVESTREAMING
The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts.
Jaunt Skills
Escape from Junkworld
-STELLAR WEAPONRY
The ability to keep and use one or two pieces of advanced personal-scale weaponry. x2 blaster pistols
Code of Dishonor
-ELEMENTALISM: Metal
Metal manipulation 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). As exhausting as a heavy workout.
-UNARMED COMBAT
Mantis Style Kung Fu.
Haunted Isle
-MERFORM
Lobster
THE LOHENGRIN GEIST PROJECT
-Warwolves ULFSARKR | WARWOLF
The Ulfsarkr, or war-wolves, are berserkers. Capable of lifting 2000 kg, or pushing/pulling 5000 kg, their wolf-form is that of a direwolf, or a massive hound or mastiff. In combat, Ulfsarkr are immune to pain and fear. They immediately regenerate any wounds caused by unsilvered weapons. Their instincts about people, weather, and behavior are as sharp as a wolf’s. However, during the full moon, they are in a constant state of boiling rage. They can only turn others when raging - in battle or during the full moon, this is far more likely to lead to death than to conversion. Their howl inspires panic, fury, or confusion. Their emblem is a grey wolf on a red field.