The Powers That Be (
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synodiporia_ooc2017-10-10 09:20 pm
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Trick or treat, skills are neat!
We come bearing new skills! Incorporating player ideas and discussion from last SoTG, we’ve devised some psychic & liminal skills that fill some gaps on the trees. We also have the official description of Psychic Computer, a player-discovered Combo Skill (and we encourage players to continue doing weird experiments and explorations which may produce new skills), an edit to Liminal Barrier (our bad, we missed giving it a cooldown), and the new Archetype Skills we started working on this summer.
These skills will be on the official skill pages later tonight. Later this month or early November, in our next State of the Game, we’ll discuss our December/Holiday event & plans for future skill rollouts, but we wanted to give folks who have already maxed out their favored skill tree a chance to explore more options before October AC.
Psychic Skills
Psychic Masque: Once a day, for one minute per psychic skill you possess, take on the appearance of any other Traveler. Requires Image Projection I and Infiltrator Mind Trick.
Psychic Retort: When another mind attempts to penetrate your psychic defenses, they are automatically targeted by Psychic Stun. The attempt fails automatically as well. If you have Intrusion Trace, you are still informed as usual of the attempt. Requires Psychic Stun and Psychic Contingency.
Psychic Detection III: When using psychic detection, receive awareness of every Traveler within your detection radius rather than making individual inquiries. Requires Psychic Detection II.
Psychic Entourage: Permit one 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. Requires Memory Sharing, Telepathic Power, and any skill which links you to another being.
Liminal Skills
Liminal Barrier (updated*): 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. Requires Liminal Bubble I and Liminal Tether OR Liminal Template.
Liminal Masque: Make cosmetic alterations to your form, once per day for ten minutes per Liminal Skill possessed. Not precise enough to disguise oneself as a specific individual, but can create the generic appearance of another species without any of the mechanical advantages created by a Form skill. Requires Liminal Healing.
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. Requires Liminal Healing.
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. Requires Room Creation I and Liminal Endurance.
Liminal Architecture: Use Liminal Barrier to create more complex ectoplasmic structures, even outside Liminal Space. These structures must fall within the same surface area constraints as Liminal Barrier, but may consist of multiple planes or domes, as long as they all remain in contact with one another. This grants one additional use per week of Liminal Barrier. Requires Liminal Barrier and Intra-Liminal Skills.
Combo Skills
Psychic Computer: Psychic Computer can be used to link minds for instantaneous data sharing and incredibly quick thought and problem-solving. All but one person in the link must have Psychic Computer. Two people linked think twice as fast; three people think three times as fast, four people think five times as fast, five people 8x, six people 13x, seven people 21x, and so forth, following the Fibbonacci Sequence. Examples of tasks which can be sped up in this fashion include reading a book, solving a puzzle, coding a computer program, memorizing a code or cipher, learning mundane history or science, or any similar mental-only task requiring perception, comprehension, or extended thought. Everyone in the link must focus on the same task, and everyone in the link receives the knowledge learned in this fashion. Requires Instant Memory Sharing.
Archetype Skills
Opportunity for Renewal (Hanged Man-Tower): Once per jaunt, after losing a conflict, discern a new path forward. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.
Paving the Way (Chariot-Judgement): Once per jaunt, after winning a conflict, identify the best way to maintain the new path you have just forged. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.
Last Temptation (Devil-Moon): Once a week, for one minute per Favor skill possessed, instill doubt, anxieties, and second-guessing in people. There is no guarantee, however, that the second-guessing will only be instilled in those opposing you; doubts could be planted in the minds of your allies - or even yourself - just as easily.
Risk Assessment (Fool-Tower): Once per jaunt, identify the biggest risk possible with a chance of benefiting your plans. Taking said risk can still backfire. Consult a mod before using this skill.
Eyes on the Road (Emperor-Chariot): Once a week, keep people in a radius of ten feet per favor skill possessed focused on the task at hand for one hour per favor skill possessed.
Be Of Good Cheer (Empress-Sun): Once a week, for one hour per favor skill possessed, bolster the spirits of those around you.
Shiny Things (Empress-Devil): Once a week, for one hour per favor skill possessed, make something or some way of going about things appear more appealing to a target.
Analytics (Emperor-Justice): Once per jaunt, discern one empirical fact about a confusing situation. This fact may be mundane or otherwise unhelpful, but it will be objectively true.
Conjecture (Fool-Priestess): Once per jaunt, discern one possible truth about a confusing situation. This possibility may or may not actually exist, but with the facts at hand, it could.
Resilience (Strength-Hanged Man): Once a week, for one minute per Favor skill possessed, make a stressful situation easier to endure.
Common Cause (Lovers-Strength): Once a week, for one hour per Favor skill possessed, call upon a common connection with someone else to help earn their trust/aid.
Crazy Enough to Work (Magician-Death): Once per jaunt, gain extra persuasion in making a radical new approach to a problem seem worth trying.
Verification (Justice-Sun): Once a week, for one minute per favor skill possessed, make a single truth known as absolute fact to people in a radius of ten feet per Favor skill possessed.
Path To Profit (Magician-Hermit): 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.
Know Thyself (Priestess-Hermit): Once per jaunt, examine yourself for any external influences or status effects. This may not help you shake off those influences or effects, but you will discover them, and knowing, as they say, is half the battle.
Rekindled Sentiment (Lovers-Moon): 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.
New Leaf (Death-Judgement): Once a jaunt, abandon one prejudice, attitude or pattern; this functions effectively as an epiphany which spurs new character development.

These skills will be on the official skill pages later tonight. Later this month or early November, in our next State of the Game, we’ll discuss our December/Holiday event & plans for future skill rollouts, but we wanted to give folks who have already maxed out their favored skill tree a chance to explore more options before October AC.
Psychic Skills
Psychic Masque: Once a day, for one minute per psychic skill you possess, take on the appearance of any other Traveler. Requires Image Projection I and Infiltrator Mind Trick.
Psychic Retort: When another mind attempts to penetrate your psychic defenses, they are automatically targeted by Psychic Stun. The attempt fails automatically as well. If you have Intrusion Trace, you are still informed as usual of the attempt. Requires Psychic Stun and Psychic Contingency.
Psychic Detection III: When using psychic detection, receive awareness of every Traveler within your detection radius rather than making individual inquiries. Requires Psychic Detection II.
Psychic Entourage: Permit one 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. Requires Memory Sharing, Telepathic Power, and any skill which links you to another being.
Liminal Skills
Liminal Barrier (updated*): 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. Requires Liminal Bubble I and Liminal Tether OR Liminal Template.
Liminal Masque: Make cosmetic alterations to your form, once per day for ten minutes per Liminal Skill possessed. Not precise enough to disguise oneself as a specific individual, but can create the generic appearance of another species without any of the mechanical advantages created by a Form skill. Requires Liminal Healing.
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. Requires Liminal Healing.
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. Requires Room Creation I and Liminal Endurance.
Liminal Architecture: Use Liminal Barrier to create more complex ectoplasmic structures, even outside Liminal Space. These structures must fall within the same surface area constraints as Liminal Barrier, but may consist of multiple planes or domes, as long as they all remain in contact with one another. This grants one additional use per week of Liminal Barrier. Requires Liminal Barrier and Intra-Liminal Skills.
Combo Skills
Psychic Computer: Psychic Computer can be used to link minds for instantaneous data sharing and incredibly quick thought and problem-solving. All but one person in the link must have Psychic Computer. Two people linked think twice as fast; three people think three times as fast, four people think five times as fast, five people 8x, six people 13x, seven people 21x, and so forth, following the Fibbonacci Sequence. Examples of tasks which can be sped up in this fashion include reading a book, solving a puzzle, coding a computer program, memorizing a code or cipher, learning mundane history or science, or any similar mental-only task requiring perception, comprehension, or extended thought. Everyone in the link must focus on the same task, and everyone in the link receives the knowledge learned in this fashion. Requires Instant Memory Sharing.
Archetype Skills
Opportunity for Renewal (Hanged Man-Tower): Once per jaunt, after losing a conflict, discern a new path forward. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.
Paving the Way (Chariot-Judgement): Once per jaunt, after winning a conflict, identify the best way to maintain the new path you have just forged. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.
Last Temptation (Devil-Moon): Once a week, for one minute per Favor skill possessed, instill doubt, anxieties, and second-guessing in people. There is no guarantee, however, that the second-guessing will only be instilled in those opposing you; doubts could be planted in the minds of your allies - or even yourself - just as easily.
Risk Assessment (Fool-Tower): Once per jaunt, identify the biggest risk possible with a chance of benefiting your plans. Taking said risk can still backfire. Consult a mod before using this skill.
Eyes on the Road (Emperor-Chariot): Once a week, keep people in a radius of ten feet per favor skill possessed focused on the task at hand for one hour per favor skill possessed.
Be Of Good Cheer (Empress-Sun): Once a week, for one hour per favor skill possessed, bolster the spirits of those around you.
Shiny Things (Empress-Devil): Once a week, for one hour per favor skill possessed, make something or some way of going about things appear more appealing to a target.
Analytics (Emperor-Justice): Once per jaunt, discern one empirical fact about a confusing situation. This fact may be mundane or otherwise unhelpful, but it will be objectively true.
Conjecture (Fool-Priestess): Once per jaunt, discern one possible truth about a confusing situation. This possibility may or may not actually exist, but with the facts at hand, it could.
Resilience (Strength-Hanged Man): Once a week, for one minute per Favor skill possessed, make a stressful situation easier to endure.
Common Cause (Lovers-Strength): Once a week, for one hour per Favor skill possessed, call upon a common connection with someone else to help earn their trust/aid.
Crazy Enough to Work (Magician-Death): Once per jaunt, gain extra persuasion in making a radical new approach to a problem seem worth trying.
Verification (Justice-Sun): Once a week, for one minute per favor skill possessed, make a single truth known as absolute fact to people in a radius of ten feet per Favor skill possessed.
Path To Profit (Magician-Hermit): 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.
Know Thyself (Priestess-Hermit): Once per jaunt, examine yourself for any external influences or status effects. This may not help you shake off those influences or effects, but you will discover them, and knowing, as they say, is half the battle.
Rekindled Sentiment (Lovers-Moon): 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.
New Leaf (Death-Judgement): Once a jaunt, abandon one prejudice, attitude or pattern; this functions effectively as an epiphany which spurs new character development.
