|THORNE'S SKILL LIST|
|[ S K I L L • E Q U I V A L E N C I E S ]|
A familiarity with a variety of magical creatures. Someone who has studied mythobiology can identify a wide range of fantastic creatures on sight, knows their strengths and weaknesses, and may have a better chance of befriending them.
The knowledge of narrative structure and tendencies needed to predict the typical paths and variations of stories, dreams, plots, and character types.
How to cut into dead bodies for fun and profit.
|[ P S Y C H I C • S K I L L S ]|
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).
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.
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.
Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you.
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.
Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others.
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.
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.
PSYCHIC PROTECTION II
The ability to block others from using Filter Intrusion or Investigator Mind Reading on you or any people you are in telepathic contact with, up to one person per two telepathic skills you possess. This also conveys some resistance to psychic intrusions originating off the network.
The ability to project your sensory impressions across the telepathic network
|[ L I M N A L • S K I L L S ]|
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.
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.
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 instantaneously summon these objects into your hand whenever you wish.
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.
LIMINAL MANIPULATION I
The ability to add or subtract unreal items of up to fifty pounds while within liminal space - furniture, small animals, non-nourishing food, etc. Cannot create items which rely on power or create complex moving parts.
LIMINAL MANIPULATION II
As Liminal Manipulation I, but grants the ability to create nourishing food and water and complex machines or small electronic devices.
Create a ‘mold’ of an object which enables others, who may not understand its physical structure, to nonetheless duplicate it with Liminal Manipulation. You cannot create a template of an object you do not understand well enough to construct. The ‘mold’ is a translucent ectoplasmic framework the same size and shape as the object to be duplicated.
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
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.
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.
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).
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. Thorne is currently able to summon Horses She Has Met.
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.
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.
|[ J A U N T • S K I L L S ]|
ARCHETYPAL ADVERSARY MAGIC (QUESTING COUNTRY)
Adversary magic is low-key and precise, often unseen. It can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. Comes with a fancy outfit (including the black and red version of this dress), shadowy wings, the ability to create blood butterflies, and status effects inspired by Dementation.
SPIRIT ANIMAL/FAMILIAR (QUESTING COUNTRY)
An advice-dispensing animal companion that accompanies champions and oracles. Adversaries who take this skill will still find that their companion occasionally becomes a duplicate of them and stirs up trouble. Thorne's is a pink rabbit with butterfly wings for ears, named Selene. Think Bum-Ju and friends from LoK, only more butterfly.
TRUE BOND (QUESTING COUNTRY)
Bonded can share physical health, mental resiliency, magical power, and supernatural insight. Thorne's bonds are with Joscelin, Neeshka, Sabetha, Raidou and Naoto.
LIGHTNING AGE TECH (LIGHTNING AGE)
Knowledge of one area of tech (steam-powered, clockwork, magnetic, pyrotechnic, alchemical) as well as 2-3 items of technology (not necessarily all that type). Thorne's area of knowledge is Alchemy and the tech she brought back includes magnetic tabi, a weirding phonograph, and a small handful of cryostones.
HECATITE FORM (ESCAPE FROM JUNKWORLD)
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.
SENSORY CONDITIONING (ESCAPE FROM JUNKWORLD)
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.
LIGHTCYCLE (DIGITAL FRONTIER)
Claudia made this for her. An LED-lit baton that expands into an LED-lit motorcycle capable of projecting a solid wake. Can also go into "stealth mode", whereby the solid light wall and the LEDs are turned off.
TIRESIAS SYNDROME (THE EXPO)
Contracted from Armin. Involuntary transformation in response to a specific stimulus, such as hugs, hot water, stress, or quacking sounds. Most commonly, Tiresias Syndrome changes the gender of the afflicted individual, but other transformations into a single specific form are not unheard of. Thorne now changes sex when she sneezes. Comes with a bonus S.Tech.
INTERFACE (DIGITAL FRONTIER)
Learned from Alcuin. The ability to physically link to a computer program, function, or algorithm, determining its abilities and function, and uploading or downloading data it has archived. Any intelligent system may resist this link. Can also link to another Traveler, but the data exchange will tire both the Interfacer and the Interfacee out considerably, and it will give summary information rather than a deep review, unless the Interface lasts much longer, tiring them out even more.
EVENT PLANNING (ROMAN HOLIDAY)
How to plan events...? But really, really well.
CANTRIPS I (CURSED KINGDOM)
Taught by Kanji. The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. Thorne's cantrips are listed here.
EIDETIC MEMORY (LIGHTNING AGE)
Taught by Alcuin. The mental discipline of perfect recall.
ROSE MAGIC I (CURSED KINGDOM)
Taught by Armin. The magic of the Illuminated, as taught to more regular humans, hedge-wizards and apprentices. Each Traveler apprentice must choose only a single color of magic, and only two or three spells associated with it. Thorne's rose spells are listed here.
THE TRUTH IS OUT THERE (LIGHTSIDE/DARKSIDE)
You can assemble a semi-coherent conspiracy theory out of any information you are given, no matter how disparate. Exclusive plot skill.
MERMAID TOTEM TRANSFORMATION (HAUNTED ISLE)
The ability to transform into an aquatic humanoid with the lower half of a single sea creature of your choice, and the ability to speak to sea creatures of that species. Popular options include dolphins, sharks, octopi, and seahorses. Sea urchins are not recommended. The ability to breathe and speak underwater is included with this transformation. Thorne's totem is the California Sea Lion.
SIREN SONG I (HAUNTED ISLE)
Magical but highly addictive abilities possessed by mermaid sirens, which are always triggered through a song. They include such effects as charming, calming emotions, granting the ability to breathe water (Litany of Breath), navigating, hiding one's tracks (Confusion of the Path), strengthening allies, weakening foes, making one agile or clumsy, making a target more able to focus (Clearing the Mind) or making focus difficult (Clouding the Mind), drowsiness, alertness, causing aversion in a target, enraging a target, and putting souls to rest (All Soul's Rest). Thorne knows a single song: the Litany of Breath.
POGEMON-SLAMMER BOND (POGEMON)
Partner bond between one character who retained Pogemon Form and the character who was their Slammer. Allows the two in the bond to have a general idea of how each other are really feeling. Can range from being vaguely aware of the other's emotional state to physically feeling pain if the other gets hit. Also allows the two in the bond to pool their strength; they will be stronger together than if they were alone. Thorne's Pogemon partner is Alcuin.
RED-GOLD GRAPES (OLYMPUS UPENDED)
You have the keeping of a grapevine of ambrosial grapes, and twice every week (during the Jaunt) or month (after the Jaunt), you may use it to grant Immortal Ichor to one mortal, or re-empower a weakened immortal. You yourself never lack for food or drink. Exclusive plot role skill, shared with Shinji.
IMMORTAL ICHOR (OLYMPUS UPENDED)
Silvery marbling in the blood, granting limited immortality - healing wounds from nonmagical sources within minutes, excepting cases of dismemberment, and being immune to age and nonmagical poison or disease.
TITANIC MANTLE (OLYMPUS UPENDED)
Specify an idea or ideal represented by one of the Titans or older deities. You retains limited power over that skill, element, role, or notion. In Thorne's case, that would be the Moon.
|[ L E A R N E D • S K I L L S ]|
BASIC QUASI-CASSILINE KNIFE/DAGGER FIGHTING (JOSCELIN)
How to fight in the style of a celibate D'Angeline warrior monk, albeit one with not all that much training.
The basics of how to horse. Riding and caring for your horse.
HUMAN FORM (DREAMSCAPE/"DUNGEON")
Courtesy of a Golconda-type vision quest that pulled various Traveler buddies of Thorne's in with her for the tail end of a very long vigil, Thorne now has the ability to shift from vampire to human.
SEER OF HEART (FRUITY RUMPUS ASSHOLE DUNGEON/"SBURB")
So there was that time where Thorne wound up in Homestuck dungeon and gained a classpect. Seers are a passive understanding class in Sburb. The Heart aspects deals with souls and also emotions. Basically, she can do this thing now where she can see where people are and also sense their emotions if she concentrates.
PERSONA (SHINJI'S DUNGEON)
A mask for an individual to use to overcome hardship than manifests as a mythological figure with magical fighting powers to help you. Thorne's is Mayahuel. Her abilities are listed here.
|[ A R C A N A • S K I L L S]|
HIGH PRIESTESS' FAVOUR
Received after Questing Country, this is possibly going to be Important someday. Comes with a sweet tattoo of stylized horned moon crown!
Once a month, for ten minutes 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 cannot be positively identified by others as long as the aura persists and they remain within twenty feet of its invoker. Shadows, echoes, and the scent of rain on dust obscure all identifying characteristics.
Once per month, perceive one secret one target is concealing. If the target you name is concealing multiple secrets of comparable importance, you have no control over which is revealed to you.
table code by optimisty