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synodiporia_ooc2018-09-13 01:43 pm
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ESCAPE FROM JUNKWORLD: NATURAL RESOURCES WALKABOUT INFO
An outer space exploradora
September 19th–October 29th
It’s been two years since the Junkworld refugees finally reached the isolated smugglers’ moon known only by its alphanumerical designation of S16P3J4W11V18. These last two years, the mixed settlement of smugglers and Junkworlders have been taking advantage of the abundant nearby natural resources--and made a tidy profit at Portabellow Station--and now they’re finally ready to push out further and see what other resources this forest moon has to offer. And when a group of Travelers arrive just as the exploration expedition is about to set out, it’s assumed that they’re newcomers to the smugglers’ moon and welcomed to come along...
SKILLS
Gorgon Form: the ability to assume the form of a Gorgon. Racial Traits: prehensile tentacle hair, brightly colored skin, darkvision, vibration and electromagnetic field sensing, calcifying touch/breath; light sensitivity, poor long-range vision, antisocial tendencies. [U]
Hecatite Form: the ability to assume the form of a Hecatite. Racial Traits: mineral composition, easily overwhelmed by sound, metabolic control, crystal growing, bludgeoning vulnerability, high intellect, low stamina. [U]
Diabolin Form: 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. [U]
Synthetic Form: The ability to assume the form of a synthetic being, with the physical and cognitive capacities and vulnerabilities that implies. As a general rule, synthetics possess enhanced strength and durability, rapid thinking, and the ability to physically interface with some computer systems, hardware permitting. However, they also do not heal naturally, may appear or behave obviously artificial, and tend to be deferential towards organic life-forms. Specifics will vary, and that’s fine. [U]
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. [T]
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. Requires Jury-Rigging. [T]
Somatic Conditioning: the ability to duplicate the physical abilities of the Conditioned. This includes superb balance and reflexes, the ability to use one’s muscles to their fullest extent, conscious control of breathing, and even the ability to suppress or encourage the release of adrenaline within the body. [T]
Sensory Conditioning: 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. [T]
Conditioned Hypnosis: the ability to use eye contact, tone of voice, conscious manipulation of pheromones, and careful word choice to implant simple suggestions in others. Nonsensical or obviously harmful suggestions will not work, and thoroughly changing an opinion is unlikely, but it’s enough to hold or deflect attention, soothe or increase suspicion, startle and intimidate someone for a moment, or convince them to let a secret slip. Because it relies on knowledge of physical and psychological characteristics, it may not work on other species, non-neurotypical individuals, or those in an altered state of consciousness, unless the user has sufficient familiarity with the group or individual to know what cues to use instead. [T]
Stellar Education: space-age learning. Basic generalist knowledge about other planets and their species and politics, or about a specific specialty area, such as cybernetic or alien medicine, the history of other cultures, or any imaginable sort of space-aged collegiate-level education. This skill may be taken multiple times for multiple specialties, or for doctorate-level knowledge in a specialty. [T]
Stellar Weaponry: the ability to keep and use one or two pieces of advanced personal-scale weaponry. Specific examples of weapons are given under the technology toplevel, but details may be adapted by players. [S]
Stellar Technology: the ability to keep and use one or two pieces of advanced personal-scale technology from this jaunt. Specific examples of technology are given under the technology toplevel, but details may be adapted by players. [S]
Hover Vehicles: Including multi-person barges and single person scooters, these are invaluable for traveling where there are no roads. [S]
ALSO A HANDFUL OF MUNDANE SKILLS: Wilderness Survival, Trapfinding, Looting, and Mystery Salvage.
As with previous Phase Three Jaunts and Walkabouts, players can choose to Investigate while in the form of a space-faring alien species if they wish--although that form doesn’t come with knowledge of how to be a member of that species. (Unless, of course, the Investigator has Infiltrator Knowledge.)