blinktomissit: (and now i am so that worked out well)
Taako ([personal profile] blinktomissit) wrote2006-03-25 06:45 pm
Entry tags:

Skill Wants


Skills Wanted:
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. Requires Portal Creation (Stationary) OR Object Portal, and two other Liminal skills.

EXTRALIMINAL PHASE
Once per week, pass through one inch/liminal skill of solid matter as though it were air. Requires Liminal Manipulation II, Liminal Static, and Liminal Slick.

EXTRALIMINAL TRANSIENCE
Disappear a single unattended object within your line of sight of up to twenty-five pounds. Like nonpermanent objects in Liminal Space, this object is lost forever. Requires Liminal Manipulation II and Intra-Liminal Skills.

INTRA-LIMINAL SKILLS
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional. Requires Portal Creation (Stationary) OR Object Portal.

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. Requires Liminal Bubble I and Liminal Tether OR Liminal Template.

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. Requires Liminal Bridge I.

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 II
Creates a bubble one-half the size and duration of Liminal Bubble I, but which moves along with its creator. Requires Liminal Bubble I.

LIMINAL BUOYANCY
Adjust your personal flotation capacity relative to your current needs - walk on water, sink below the surface of liquids that would otherwise support your weight, etc. Requires Liminal Manipulation I and Intra-Liminal Skills.

LIMINAL DELEGATE I
Once per week, grant one infiltrator access to Liminal Space for one minute per liminal skill you possess. Requires Liminal Bridge II and Liminal Power.

LIMINAL DELEGATE II
Once per week, grant one Infiltrator access to all liminal skills they possess as an Investigator for one minute per liminal skill THEY possess. Requires Liminal Delegate I and Liminal Interference.

LIMINAL ENDURANCE
Hold one portal open indefinitely, as long as it remains within line of sight. Requires Portal Creation (Stationary) and Liminal Power.

LIMINAL FILTER
The ability to choose what kinds of matter may pass through your portals. For example, if you have to open a portal underwater, you would be able to prevent the water from getting all over Liminal Space. Requires Object Portal, Portal Creation (Stationary) and Liminal Shield I.

LIMINAL HOOK
Create a Liminal Tether that anchors on a stationary object rather than another person. Requires Liminal Tether and Liminal Power.

LIMINAL INTERFERENCE
Once per day, disrupt another Traveler’s usage of one Liminal Skill. Requires Portal Lockdown and Liminal Power.

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. Requires Liminal Manipulation I.

LIMINAL SEVERANCE
Once per week, shut down another Traveler’s access to Liminal Skills for up to one hour/Liminal skill. If used outside Liminal Space, this prevents a Traveler from entering Liminal Space until the duration is up. Affected Travelers with Liminal Manipulation I & II and Liminal Power divide the duration they are affected in half. Severance can be cancelled before the full duration, but cannot be divided up into multiple uses per week. Requires Liminal Interference.

LIMINAL SHIELD I
The ability to reflexively create a small portal into Liminal Space that intercepts incoming projectiles or energy. This counts as a use of Portal Creation, and remains open for the same length of time. The shield has a diameter of six inches per Liminal Skill you possess. Requires Portal Creation (Stationary) OR Object Portal.

LIMINAL SHIELD II
As Liminal Shield I, but allows you to keep the shield portal open as long as you need it to be. Requires Liminal Shield I and Liminal Endurance.

LIMINAL STATIC
Once per week, raise local friction levels in a ten foot/liminal skill radius for one minute. This can be used to make someone else’s passage more dangerous, or to provide extra traction to your own (for example, on an icy surface). Requires Liminal Manipulation I.

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. Requires Portal Creation (Remote) and Teleportation I.

OBJECT PORTAL
The ability to teleport one unattended object weighing five pounds or less a distance of no more than twenty-five feet. Usable once every six hours.

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. Requires Portal Creation (Stationary) and one other Liminal skill.

PORTAL LOCKDOWN
Once per day, create an area (inside or outside of Liminal Space) of five feet per Liminal Skill possessed in which portals cannot be opened and teleportation does not function. This lasts for twelve hours. When used on an area the user created with Room Creation, this can apply to the entire Room regardless of size limitations. Requires Liminal Bubble I, Portal Creation (Stationary), and one other Liminal Skill.

REMOTE LIMINAL MANIPULATION
The ability to change or create matter from Liminal material from a distance. This counts toward your regular Liminal Manipulation weight limit, and has a range limit equal to Object Portal. Requires Object Portal and Liminal Manipulation I.

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. A created room without Liminal Permanence needs to be 'reset' by its creator with each change in Liminal Space (unless someone is inside), and is unavailable if the creator is infiltrating or out of ambit; however, all of its contents are still there the next time the room can be accessed. 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). Requires Liminal Manipulation I.

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). Requires Room Creation I.

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). Requires Room Creation II.

SUMMON TRAVELER I
You may immediately summon a Traveler to you to or from Liminal Space; or from elsewhere in the Jaunt up to a maximum distance of your Teleport range. This skill has the same cooldown rate as teleportation skills. Requires Portal Creation (Remote) and Teleportation I.

SUMMON TRAVELER II
Once per Jaunt, call another Traveler from across the Jaunt/Walkabout boundary. Does not work on infiltrators, but may turn a summoned Traveler into an infiltrator at their destination. Requires Liminal Bridge and Summon Traveler I.

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. Requires Portal Creation (Stationary) OR Object Portal.

TELEPORTATION II
As Teleportation I, but you may travel within five hundred feet. Requires Teleportation I.

TELEPORTATION III
As Teleportation II, but you may travel within five thousand feet. Requires Teleportation II.

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. Requires Hammerspace I.

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. Requires Wardrobe Manipulation I.

DREAM COMMUNICATION
Access the Psychic Network while unconscious, asleep, or dead. This skill does not work if your death occurred in Liminal Space. While accessing the Psychic Network, your mind does not benefit from rest. Requires Mind Palace I.

FILTER INTRUSION
The ability to access privately broadcast data on the psychic 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.’ Requires Sensory Eavesdropping.

IMAGE PROJECTION II
Rather than projecting your own image over the psychic network, project individual images from your memories. This enables the creation of a visible ‘gallery’ other Investigators can see, without immersing them in a full memory playback, or can be used decoratively or creatively (see a painting you like? hang your memory of it where people can see!). Requires Image Projection I.

INFILTRATOR KNOWLEDGE
The ability to gain basic knowledge of a Jaunt world, of the sort any Infiltrator would have. You do not gain any secret or specialized knowledge, but do have perfect knowledge of the customs, culture, history, and similar information that an adult raised in that world would naturally possess. Requires Memory Sharing and Investigator Mind Reading.

INFILTRATOR MIND READING
The ability to access the thoughts of infiltrators. This includes the ability to use Memory Sharing, Sensory Eavesdropping, Image Projection, and Mind Palace Projection on them, if you have those skills. If a Traveler is currently an Investigator, this ability does not work on them. Requires substantial focus and concentration, and Investigator Mind Reading.

INFILTRATOR MIND TRICK
Once per week, deflect suspicion from one infiltrator, especially about one’s identity, origin, or ability to blend in. Requires Infiltrator Telepathy.

INFILTRATOR PERSONA
The ability to create an Infiltrator Persona other Infiltrators will recognize and remember as belonging in their world, while retaining your own knowledge of who you really are. You are still counted as an Investigator for purposes of using the Psychic Network. Consult a mod while using this skill. Requires Memory Immersion and Infiltrator Knowledge.

INFILTRATOR TELEPATHY
Allows the usage of any psychic power on an Infiltrator. Requires Infiltrator Mind-Reading. Requires Infiltrator Mind Reading.

INSTANT MEMORY SHARING
As Memory Sharing, but memories are shown at a rate of one memory day per real world second. Requires Memory Sharing.

INTRUSION NOTIFICATION
Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you. Requires one other psychic skill.

INTRUSION TRACE
Allows you to identify the person attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you, and reflect the intrusion back at its source. Requires Intrusion Notification and Psychic Detection I.

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. Requires Filter Intrusion and any two other psychic skills.

MEMORY IMMERSION
Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others. Requires Memory Sharing and Investigator Mind Reading.

MEMORY RESTORATION
Once per Jaunt, convert an Infiltrator into an Investigator. This does not place the restored Traveler into a separate physical body; they are simply aware of their status as an Investigator, much like with Infiltrator Persona. Cannot use upon yourself. Requires Memory Sharing and Investigator Mind Reading.

MEMORY SHARING
The ability to share your memories with other Travelers, or view their memories. Requires Network Archive Retrieval and Sensory Livestreaming.

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 [community profile] synopsychic in your current threads.

NETWORK BOOKMARKING
Mark psychic broadcasts or conversations for later sharing or review. Requires Network Archive Retrieval.

PSYCHIC BRIDGE I
Once per week, for one minute per psychic skill you possess, broadcast psychically across the Jaunt/Walkabout Divide. Requires Psychic Detection I and Filter Intrusion.

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. Requires Psychic Bridge I.

PSYCHIC DEDUCTION
On close examination of an area, determine the cause-effect chain that caused the area to fall into its current state. Requires Psychic Snapshot.

PSYCHIC ECHO
Once per week, say what a target expects to hear. This is considerably more beneficial if the target is not already suspicious of you, and can backfire if they are. Requires Psychic Mirror.

PSYCHIC INTERFERENCE
Once per week, edit another Traveler’s Psychic broadcast using your own psychic skills to add or subtract information or imagery. With Filter Intrusion, you can use this skill on an unwilling target. Psychic Protection I blocks this skill from being used on an unwilling target. Requires Telepathic Power and Image Projection II.

PSYCHIC INVISIBILITY
Once per week, make yourself appear inconspicuous to Infiltrators for a duration of one minute/psychic skill. Requires Psychic Echo.

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 MIRROR
Once per week, take on the gestural & other nonverbal components of someone else’s motion, communication, posture, & bearing for a duration of one minute/psychic skill. Requires Sensory Eavesdropping.

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. Requires one other psychic skill.

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. Requires Psychic Protection I.

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 SEVERANCE
Once per week, disconnect another Traveler from the Psychic Network for up to one hour/Psychic skill. An affected Traveler who possesses Psychic Protection I, Psychic Protection II, and Telepathic Power halves the duration of this effect for each of these skills they possess. Severance can be cancelled before the full duration, but cannot be divided up into multiple uses per week. Requires Psychic Suppression, Telepathic Power and Investigator Mind Reading.

PSYCHIC SNAPSHOT
Memorize a perfect sensory impression of an area. With Psychic Regression, you can take a Snapshot retroactively (up to ten minutes ago). Requires Sensory Livestreaming and Network Archive Retrieval.

PSYCHIC STUN
Once per day, project psychic trauma into someone else’s head, leaving them incapacitated for five seconds per Psychic Skill. With Infiltrator Mind Reading, this can affect Infiltrators. Requires Psychic Healing II, Telepathic Power and Investigator Mind Reading.

PSYCHIC TOPOGRAPHY
Allows you to designate one portion of Liminal Space and see or hear all that takes place there. This may be either the general Liminal Space or your own created space, but may not be in someone else’s created space. Subject to Intrusion Notification, and does not detect Traveler passersby with Psychic Protection, Mute or Suppression activated. Requires Dream Communication and Psychic Detection I.

SENSORY EAVESDROPPING
The ability to tap into another Traveler’s sensory impressions (with permission). Requires Sensory Livestreaming.

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. Requires three other psychic skills.

CONTRARCANA PARRY
Once per Jaunt, for one instant, resist an exercise of power by one Arcana. If invoked at the exact moment a Jaunt starts, guarantees Investigation rather than Infiltration. Requires Psychic Protection I and Liminal Bubble I.

FAVOR SUPPRESSION
Temporarily shuts off someone’s ability to make use of Favor skills for up to 1 hour per Favor skill you possess. Requires Psychic Severance and Liminal Severance.

SKILL SUPREMACY
Select one Liminal or Psychic Skill when you take Skill Supremacy. Once per Jaunt, when using that skill in opposition to another, you are automatically treated as superior in the skill contest. If two people invoke Supremacy on the same skill, it is a tie. Requires Liminal Power and Telepathic Power.

Brainstorm (Magician & Fool)
Once per Jaunt, produces a new idea about a confusing situation. This skill requires mod consultation to use.

Crazy Enough to Work (Magician & Death)
Once per jaunt, gain extra persuasion in making a radical new approach to a problem seem worth trying.

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.





Skills Learned:

Marked by Magician. Taako's Mark is a small bust of Garyl, the rainbow-mulleted Binicorn, in a magician's hat. His Mark disappears and reappears randomly on his body, and Garyl's mane changes colour according to three variables: the ambient temperature of the room, Taako's mood, and Taako's comfort level. Taako will never figure all three of these things out.

LIMINAL BRIDGE I (Powercap for Blink)
Once per Jaunt, cross the Jaunt/Walkabout Boundary. Requires Portal Creation (Stationary), Dimensional Senses and Intra-Liminal Skills.

SUMMON CREATURE (Equivalence)
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, Liminal Manipulation II, and Portal Creation (Remote).

HAMMERSPACE I (Powercap for Leomund's Secret Chest)
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. Requires Portal Creation (Stationary) OR Object Portal.

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). When used in Liminal Space between jaunts, a portal will connect you to a created room.

Kickstart (Magician & Chariot)
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.

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 or repair 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. Requires Hammerspace I OR Liminal Bubble I.

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.

LIMINAL SLICK
Once per week, lower local friction levels in a ten foot/liminal skill radius for one minute. This can be used to make someone else’s passage more dangerous, or to ease up your own (for example, when trying to push a heavy object). Requires Liminal Manipulation I.