The Powers That Be ([personal profile] powersthatbe) wrote in [community profile] synodiporia_ooc2019-09-29 03:33 pm
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The Much Anticipated... *drumroll* FINAL SKILL ROLLOUT!!!

Buckle up, everyone: It’s time for Synodiporia’s final skill rollout, and as promised when we hit y’all up for ideas, there’s some properly Game-Breaky Bullshit in here. A tremendous thank you to everyone who lobbed suggestions at us - you will definitely see some familiar notions in here!

Liminal Skills

LIMINAL DENSITY: Adjust your personal mass relative to your environment to make it easier or more difficult for external forces (wind, another person, etc.) to move you. With Liminal Manipulation II, this can be used to affect other objects (get player permission before attempting it on another person). Requires Liminal Manipulation I and Intra-Liminal Skills.

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. Requires Object Portal and Liminal Energy.

LIMINAL COMPLEXITY: Allows simultaneous, non-continuous usage of Liminal skills. You could make completely separate liminal rooms with Room Creation, create multiple separate barriers with Liminal Barrier/shields with Liminal Shield, target one area with Liminal Slick and another with Liminal Static at precisely the same moment, and so on. The time and size limits of skills used this way do not change (although if you have more than one usage of a skill available, you may use it multiple times simultaneously), and you may use this skill as often as you can use the skills whose effects it alters. Requires Liminal Precision and Multiportal.

LIMINAL TRANSMUTATION: Physically change an object or quantity of objects into another object or quantity of objects. All objects altered with or created by a single use of transmutation must be homogenous. This skill is subject to the same weight limitations as Liminal Manipulation, and counts as a usage of Liminal Manipulation towards that limit. Requires Liminal Manipulation I and Wardrobe Manipulation I.

EXTRALIMINAL MANIPULATION: Allows for the use of Liminal Manipulation or Transmutation outside of Liminal Space, subject to the same weight limitations. Requires Liminal Template, Intra-Liminal Skills, and Liminal Transmutation.

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. Requires Room Creation I, Intra-Liminal Skills, and one Extraliminal 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. Requires Extraliminal Room Congruence I and Liminal Endurance.

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 consistent with the Jaunt world). Requires Extraliminal Room Congruence I and Liminal Hanger.

LIMINAL CORRIDOR: Once per month, for ten seconds per Liminal Skill possessed, create a 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. Requires Liminal Barrier & Multiportal.

Psychic Skills

INFILTRATOR REDUX: Once per jaunt, convert one Investigator into an Infiltrator who is under the effect of Infiltrator Persona. This bypasses having to Memory Restore the now-Infiltrator, and they retain full control of their faculties during the transition from Investigator to Infiltrator. Requires Memory Immersion and Memory Autorestore.

PSYCHIC HOLOGRAM I: Project your network presence into the physical world as a semi-opaque form of your choosing. If used in conjunction with Postmortem Possession or Dream Communication, the hologram may remain in the physical world indefinitely; otherwise, it is limited to once a week for one minute per psychic skill possessed. You may not control or use the senses of both your hologram and your physical body at the same time. You may use psychic skills through your hologram as if you were physically present. If used in conjunction with Psychic Bridge, this may be used across jaunt/walkabout divides. Requires Image Projection II.

PSYCHIC HOLOGRAM II: Allows your semi-opaque hologram projection to act independently of your physical form until dismissed. Unlike using Hologram I with Partition Mind, you remain aware of both your body and your hologram simultaneously Requires Psychic Hologram I and Partition Mind I.

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. Requires Psychic Snapshot.

PSYCHIC COMPLEXITY: Allows simultaneous, non-continuous usage of Psychic skills, as well as more complex use of single skills. With this skill you can make simultaneous mind palaces, trade off psychic hypercognition and hypocognition, and make multi-targeted psychic attacks (such as stuns or sensory deprivations). You can also use Psychic Masque to assume alternate forms of Travelers or forms of past Travelers, or use other psychic skills via image projection. The time and size limits of skills used this way do not change (although if you have more than one usage of a skill available, you may use it multiple times simultaneously), and you may use this skill as often as you can use the skills whose effects it alters. Requires Psychic Precision and Telepathic Power.

PSYCHIC SCRYING: Once per Jaunt, for one minute per psychic skill, a Traveler can view a familiar but imprecisely defined time and place in any world they have seen previously, including their homeworld or worlds glimpsed in others’ memories, dreams, or dungeons. Prior to endgame, this skill does not permit the usage of any skills through the scrying link. After endgame, Psychic Bridge allows usage of psychic skills through the scry link. Requires Psychic Topography, Telepathic Power, and one other psychic skill of Tier 6 or higher.

DREAM COMMUNICATION II: Once per week for one minute per psychic skill, communicate with another Traveler via the network while they are unconscious, sleeping, dead, infiltrated, or otherwise unavailable. Requires Dream Communication I and Psychic Bridge I.

MEMORY SUBSTITUTION: Once per jaunt, replace one Traveler’s presence inside an infiltrated being with another. If the person using Substitution has Memory Restoration, this skill can be used to simultaneously de-infiltrate one Traveler and infiltrate another into the same overlay; if not, the skill swaps two infiltrated Travelers across their respective overlays. Requires Memory Immersion and Telepathic Power OR Consciousness Swap.

PSYCHIC SPEAR: Once per week for 10 minutes per psychic skill you possess, take the memory of an injury, illness, or condition and inflict it on another Traveler. With Infiltrator Telepathy this works on Infiltrators; with Psychic Entourage, you may use this skill on NON-TRAVELERS. Targets with Psychic Protection I, II, or Telepathic Power halve the duration of this effect per each skill possessed. The memory you use does not have to be your own, but you do have to have viewed/experienced it. Requires Psychic Stun and Memory Sharing.

Combo Skills

LIMINAL TETHER II: Energize your tether, thus enabling it to be used as a weapon. Has the same time and usage limitations as Liminal Shock. Requires Liminal Tether I and Liminal Shock.

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. Requires Psychic Delegate I.

LINKED SUPREMACY: Select one Liminal, Psychic, or Combo skill that you and one other character with this skill possess. Once per jaunt, when using that skill in opposition to another, the two of you are automatically treated as superior in the skill contest. If both of you have Power Upgrade, this may be applied to a skill that neither of you possess, but that you have the prerequisites for. Can be blocked by two people with Skill Supremacy. Requires Power Boost.

SKILL SWAP: Once a week, trade something other than a Liminal, Psychic, or Plot Role skill with your partner for one hour per Combo skill possessed. (Combo skills that you already share with your partner only count once; for example, if you share Linked Hammerspace, that will only count as one skill toward the total, not two.) Requires Power Trade and at least one skill linked to another player. To trade Favor skills, you must also have Interdisciplinary Mark (for any Arcana, not specifically your skill partner’s); if only one of you has Interdisciplinary Mark, the person without it cannot borrow Favor skills.

Hybrid Skills

QUANTUM MANIPULATION: Once a week, upload an item in your possession so that it has a tangible network presence, and exists in a physical and network state simultaneously. If the item is damaged in one state, that damage is reflected in the other state, in real time. If this is a Jauntside item, and said item is not downloaded in Liminal Space before the end of the Jaunt or brought into Liminal Space, the uploaded template vanishes. Requires Psychic Upload and Liminal Template.

QUANTUM DOWNLOAD: Once a week, download an item placed on the network via Quantum Manipulation, without requiring the use of that skill yourself. Requires Psychic Download and Liminal Manipulation II.

PERMANENT LIMINALITY: Forges a connection to Liminal Space that may be temporarily blocked, but never permanently severed. A character who possesses this skill cannot be forced into a dungeon space or through a portal against their will. Requires Liminal Permanence and Psychic Upload.

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. Requires Liminal Healing and Psychic Healing I.

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. Requires Liminal Regeneration and Psychic Healing II.

DIRECTED MEMORY IMMERSION: If used as a jaunt starts, have come control over who you infiltrate as, choosing which qualities in yourself should resonate most strongly with your overlay. If used during a jaunt, choose a specific NPC who is not currently an overlay and infiltrate as them. Requires Contrarcana Parry and Memory Immersion.

HYBRID MIMESIS: Take any one skill you have seen another character use, without regard for any prerequisites or limitations. Plot Role skills may only be duplicated with player permission; otherwise, there are no restrictions on the type of skill you may duplicate. You may only take a skill with Hybrid Mimesis ONCE. Requires one Psychic skill and one Liminal skill.

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. Requires Memorial Bridge I.

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. Requires Psychic Discretion and Intra-Liminal Skills.

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). Requires Intra-Liminal Detection and Portal Creation (Remote).

SAFETY MODE: Once a jaunt, for one hour per hybrid skill you possess, you may send both Liminal Space and the Psychic Network into Safety Mode. While Safety Mode is engaged, Liminal Space is reduced to a blank white field, and all continuous Liminal skills (Room Creation, Summon Creature, etc.) are canceled; the network is likewise reduced to text capability. Characters with Liminal Manipulation II and Liminal Power can assert their will onto Liminal Space to re-summon companions or otherwise carry on as normal, and characters with Sensory Livestreaming and Psychic Protection I can likewise make audiovisual broadcasts as normal; however, doing so may subject characters to Liminal or Psychic Severance (as appropriate) for several hours afterward. POST-ENDGAME, with Liminal Power and Telepathic Power, this may be used to keep Liminal Space and the network in Safety Mode for longer periods, up to the length of an entire jaunt. Requires Psychic Severance and Liminal Severance.

ECTOPLASMIC CLONE: Create a copy of a Traveler’s own body and then transfer that Traveler’s consciousness into the new body in order to remotely control it. The body currently unoccupied is essentially an empty shell; if vacated out in open liminal space, it will be absorbed into the fabric of liminal space until occupied once more. Travelers with Masque skills can use them to alter the body during its creation. Travelers with Partition Mind II can remain aware in their original body while piloting the created body. Requires Ectoplasmic Embodiment and EITHER Postmortem Possession OR Consciousness Transfer.

ISLAND BINDING: Remove a spherical chunk of matter from the jaunt setting and import it and its local physics to Liminal Space. The chunk of matter removed from the jaunt setting has a maximum radius of 5 feet per Hybrid skill possessed. It is treated as a permanent item and not a Liminal item with respect to Liminal abilities. This skill restores Liminal Space from a total shutdown event or Safety Mode Requires Liminal Thematics, Liminal Permanence, and Object Portal.

Favor Skill

MARKED PATRONAGE: Once per month, for 1 minute per Favor skill possessed, forge a deeper connection with your Arcana’s ambient essence (but not their conscious mind). For the duration, your Arcana is considered a valid target for any usage of your Favor skills. Usage of Marked Harmony on an Arcana will render a Traveler comatose for at least one day after this skill expires. Usage of Marked Gestalt on an Arcana is fatal after 1 minute unless extensive and creative protective measures are taken, and may cause lasting psychic trauma or other damage, Requires one General Mark skill and one Archetype or Arcana Mark Skill.

Fun With Skill Combinations

To our surprise, a number of suggestions were for things that from our modly perspective the skills as written already allow you to do if you use those skills in combination with each other. Instead of turning these suggestions into new skills that will eat up slots, we’re instead going to use this rollout to qualify how you can do these things with the skills you have already.

PSYCHIC OR LIMINAL DELEGATE: The gold standard for skill expansion. Any skill that would only affect Investigators can be used to affect Infiltrators when used in tandem with a delegate skill. This includes Summon Traveler II and Substitution Bridge. Note: there’s still no guarantee that Infiltrators Summoned across the Jaunt/Walkabout divide will Investigate on the other side.

MEMORY RESTORATION/AUTORESTORE: The exact mechanics of how a de-infiltrated Traveler and their overlay interact with each other have been left deliberately vague to allow for as much or as little shared consciousness as players deem appropriate. Being de-infiltrated does still permit your character to use their overlay’s unique skills - but you’ll have to take them as AC skills to use them after the fact.

PSYCHIC SKILLS AND THE ARCANA: As things stand, it is possible to use Psychic and Liminal skills on the Arcana - the Arcana just come with Skill Supremacy: Everything, which makes combative use more complex. What Travelers cannot do is establish direct psychic contact with the Arcana, whose minds are simply Too Big for Travelers’ brains to safely interface with directly.

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