Thorne (
thornsofmalkav) wrote2019-07-13 08:26 pm
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SKILLS ACQUIRED

THORNE'S SKILL LIST |
[ S K I L L • E Q U I V A L E N C I E S ] |
MYTHOBIOLOGY 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. GENRE SAVVY The knowledge of narrative structure and tendencies needed to predict the typical paths and variations of stories, dreams, plots, and character types. AUTOPSIES How to cut into dead bodies for fun and profit. FESTIVAL COSTUME MAKING The craft and construction of elaborate costumes like one might wear to a Renaissance festival. Tends more towards the theatrical look of things than any sort of historical accuracy. ARTISTIC PROFICIENCY: GENRE FICTION, TEXTILE WORK/SEWING/COSTUMING You possess technical proficiency in a particular art form. This skill can be used for any one art form. May be taken multiple times to gain proficiency over multiple art forms. Thorne's particular proficiencies are the writing of genre fiction and textile work, sewing, and costuming. |
[ P S Y C H I C • S K I L L S ] |
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. 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.’ 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. 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. INFILTRATOR MIND TRICK Once per week, deflect suspicion from one infiltrator, especially about one’s identity, origin, or ability to blend in. 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. INFILTRATOR TELEPATHY Allows the usage of any psychic power on an Infiltrator. INTRUSION NOTIFICATION 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. MEMORY IMMERSION Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others. 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. MEMORY SHARING The ability to share your memories with other Travelers, or view their memories. MIND PALACE I The ability to create a virtual environment and share it with other travelers. Allows for action logs in a psychic space on the psychic network where characters can privately confer, or just get away from it all. NETWORK ARCHIVE RETRIEVAL The ability to search for and share old data on the telepathic network. NETWORK BOOKMARKING Mark psychic broadcasts or conversations for later sharing or review. POSTMORTEM POSSESSION Upon Jauntside death or exorcism, allows you to immediately possess a nearby humanoid form such as a proxy, automaton, corpse, or non-Familiar Face NPC. Does not function when death occurs in Liminal Space. Permanent until dismissed, end of Jaunt, or new form is killed/destroyed. PSYCHIC BRIDGE I Once per week, for one minute per psychic skill you possess, broadcast psychically across the Jaunt/Walkabout Divide. 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. PSYCHIC CONTINGENCY The ability to pre-record a psychic message that will broadcast under certain circumstances, such as death, unconsciousness, infiltration, dungeon or walkabout travel, or nearly any other criteria that can be sensibly defined. Can be used in combination with other psychic skills, pending mod approval. PSYCHIC DELEGATE I Once per week, grant one infiltrator access to the psychic network, for one minute per psychic skill you possess. PSYCHIC DISCRETION Shows you a visible signal when someone within your line of sight uses a psychic skill that informs you what skill is being used. This skill also shows you the existence of private or filtered conversations, but does not let you access them. Acts as a pre-req for anything Filter Intrusion is a pre-req for. PSYCHIC DETECTION I Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator. PSYCHIC DOWNLOAD Instantaneously retrieve knowledge kept in ‘cloud storage’ on the psychic network. PSYCHIC ENTOURAGE Permit one non-player being with whom you have some sort of skill-based attachment to access the psychic network as you do. This includes the ability to use any psychic skills you possess, but for skills with a set cooldown period, they will burn through your cooldown. Can be taken multiple times, each for a different being. PSYCHIC HEALING I The ability to repair some degree of mental damage other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance PSYCHIC MASQUE Once a day, for one minute per psychic skill you possess, take on the appearance of any other Traveler. 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. PSYCHIC SYNESTHESIA Register one kind of sensory input as another sense (sight as smell, taste as hearing, etc.) for a duration of one minute/psychic skill. 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. PSYCHIC UPLOAD Move text or other knowledge into ‘cloud storage’ on the network, for later sharing or retrieval. SENSORY EAVESDROPPING The ability to tap into another Traveler’s sensory impressions (with permission). SENSORY LIVESTREAMING The ability to project your sensory impressions across the telepathic network 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. |
[ L I M I N A L • S K I L L S ] |
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. HAMMERSPACE I 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. HAMMERSPACE II 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. INTRA-LIMINAL SKILLS The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional. LIMINAL BRIDGE I Once per Jaunt, cross the Jaunt/Walkabout Boundary. 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. LIMINAL HEALING The ability to heal wounded Travelers through the use of Liminal ectoplasm 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. 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. LIMINAL PERMANENCE Liminal objects and/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator. Non-permanent created rooms do not lose their contents when their doors vanish; they simply cannot be accessed again until their creator is available to 'reset' the doorway, and Liminal Permanence bypasses this requirement. LIMINAL POWER Once per day, a Liminal skill has double the effect (choose one of duration, weight limit, size, or distance with every use), or may be used even if it is still during its "cooldown" cycle. When an ongoing effect is enhanced by Liminal Power, it can be automatically refreshed once a day, or after one day has passed, the Traveler can ‘downgrade’ the effect at any time in order to apply the multiplier to another skill, or another aspect of the same skill. Liminal Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. If a single skill is enhanced more than once with Liminal Power, its original effect is the one multiplied (so a Liminal Power x2 combo triples, not quadruples, the capacity of Hammerspace). 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. LIMINAL TEMPLATE 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). SUMMON CREATURE 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. |
[ H Y B R I D • S K I L L S ] |
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. ECTOPLASMIC EMBODIMENT Once per Jaunt, pull a Memory Restored Traveler or a Traveler using Infiltrator Persona from out of their Infiltration’s body and place them into an ectoplasmic Jaunt body of your own creation. Once in this body of your creation, they can no longer draw upon their former Infiltration’s memories. This ectoplasmic body only lasts until the end of the Jaunt. 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). 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. HYBRID MASQUE Once a day, for ten minutes per Hybrid skill possessed, customize your appearance as frequently as you like. This allows you to mimic any species or individual, but does not permit you to significantly alter your size, or gain the special qualities that species possesses. This is not an infallible disguise; if you have not correctly observed details of a creature’s appearance, your likeness may be inaccurate. INTERSTITIAL MOVEMENT Move freely between created rooms and mind palaces you create as if they were both liminal or both psychic spaces. This does not affect the amount of food generated by created rooms, if the creator has Liminal Manipulation II. If the creator has Liminal Permanence, the created room is stable as normal, but the mind palace portion is only as permanent as they expect it to be. 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. LIMINAL THEMATICS Once a month, deposit ideas into Liminal Space to help shape its theme. These ideas can be as simple or as complex as you need them to be, although more complex ideas will require more effort to deposit. Once you have finished depositing your ideas, the change in liminal space happens all at once and affects the entirety of Liminal Space if no Arcana is consciously shaping it or an area with a radius of 10 ft/hybrid skill possessed if one or more Arcana is consciously shaping liminal space (OOCly, during a Jaunt vs during the Intro or Return Mingles). It will last until the next liminal change or until someone else uses Liminal Thematics. When used, one random detail from the previous liminal space will persist into the newly shaped one. Additionally, if the Traveler using Liminal Thematics during a Jaunt has both Psychic and Liminal Bridge, a single detail from their newly shaped liminal space can leak into the walkabout if there is one. MANIFEST DREAM Once per month, call forth a dreamscape within Liminal Space, making your subconscious accessible to others. This skill can potentially be used to manipulate another character’s dreamscape, with player permission, or a more generalized dreamscape within Liminal Space. MEMORIAL BRIDGE Once per jaunt, you may go to a past Jaunt world. The bridge lasts until the next time the Arcana change Travelers’ location from Liminal to Jaunt space or vice versa, or until a Traveler bridges everyone back to their starting point. The maximum number of Travelers that can join a bridge to a past jaunt setting is the same as the user’s Liminal Bridge II capacity. These bridges create a separate Liminal Space during a jaunt, but not while all of the Travelers would otherwise be in Liminal Space proper. 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. 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. QUANTUM DOWNLOAD Once a week, download an item placed on the network via Quantum Manipulation, without requiring the use of that skill yourself. 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. |
[ C O M B O • S K I L L S ] |
LINKED HAMMERSPACE You and one or more characters with this skill may share access to the same hammerspace. The shared hammerspace is equal in size to the largest hammerspace possessed, plus twenty-five pounds per person in the link. Thorne's hammerspace is linked with Alcuin's. LINKED MANIPULATION When using Liminal Manipulation, Wardrobe Manipulation, or Liminal Bubble in concert with another Traveler who has taken this Skill, you may collaborate to create a single effect equal to the largest/most powerful effect one of you can produce, plus twenty-five percent per person in the link. ROOMLINK As Linked Manipulation, but for Room Creation. |
[ J A U N T • S K I L L S ] |
ARCHETYPAL CHAMPION MAGIC (QUESTING COUNTRY) Roughly half a dozen powerful, flashy, splashy effects which can use to attack enemies, deflect attacks, or which aid outside of combat. Champion magic is always accompanied by some visual or audio effect. The majority of these effects must tie into a Champion’s archetype (Flames, Justice, Blades; imagination is encouraged). Champion magic is powerful, but often sloppy and obvious, not likely to allow for gentle or indirect handling of a situation unless very carefully employed. Comes with a fancy dress, wings made of light, flight (sort of), and various other powers. 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. (Thorne ended up with Alluring Gaze, not that she ever realized she had it.) 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. Thorne has Selene's Mantle, although instead of her powers over the physical moon, she's instead retained her abilities to awake intuition, spark visions, and pierce illusions. LUCID DREAMING/SPIRIT TRAVEL (UNQUIET DEAD) The ability to maintain consciousness while dreaming, communicate deliberately and intelligibly, travel through dreams, and sort possible real and unreal elements apart from one another. This ability does not provide access to the Psychic Network like Dream Communication, but can be used to reach another Traveler’s dreams for one-on-one contact (although that may be limited if the other Traveler is not a lucid dreamer). Spirits with Lucid Dreaming gain the ability to fly and to pass through solid matter. DREAMCATCHING (QUESTING COUNTRY) Taught by Alcuin. Breaking down inert Liminal substance to become usable energy, powering devices or refilling mana. Outside of Liminal Spaces, this may be done to less effect by siphoning the dreams of sleeping individuals. Up to one Room Creation 1's worth of material can be created for one 24-hour period with a "full" dreamcatcher. Thorne's dreamcatcher is the moonstone-and-butterfly pendant that Alcuin made her for a lover's token. S. TECH MASTERY (DOKI DOKI NO GAKUEN) Taught by Alcuin. The disciplined ability to use S. Tech in its many forms. Includes up to four S. Tech skills of choice for free; Thorne's include Personal Soundtrack, Shoujo Flowers, and Storyteller Prompts. Outside of the Jaunt, this skill has a prerequisite of one of the X-Pressure Syndromes. PERPETUAL CREATIVITY MAGIC (TRIAD CREATION TOURNEY) Harness the power of your own creativity to cast magic. By creating physical artworks like paintings or sculpture, you can create magical effects that will last for as long as the artwork exists. Thorne uses her writing and costuming work for this. CONTROL PANEL (LEGACY MODE) The ability to call up a screen that displays the current status of a 128-foot hex and all beings and effects active within it. Can also message any other control panel within 3 miles when in range of a signal tower, or 128 feet elsewhere. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along. CLONE (LEGACY MODE) Once per week (after Jaunt, once per Jaunt), create one humanoid form from a template or original. Interface, Identity Disc, or other comparable skills from other Jaunts may then be used to transmigrate life and consciousness into this body. This is an exclusive plot role skill. GANYMEDE SYNDROME (DOKI DOKI NO GAKUEN) Caught from Alcuin. A strain of the X-Pressure virus which transforms the user voluntarily once every 48 hours into a teenager, specifically between 14 and 18 years of age. Includes one S. Tech skill of choice for free. MARTIAN FRONTIER COMMUNICATIONS DEVICE (RED DIRT) A CB-radio-like communicator allowing for voice communication across long distances. Comes with a Lucky Number function that randomly connects you to another character’s communicator. MERGE (OUROBOROS RETROGRADE) Taught by Matthew. A dreamer can, in essence, interface with a portion of the landscape, learning the history and magic of an area. When used on Transformed Lands, a merged dreamer takes on wild elemental power to reshape the environment, but also gains a distant and alien mindset and priorities that are unclear. A dreamer whose Merge with Transformed Land is prolonged too long periodically transforms into a new kind of dreamer altogether - a Harbinger, whose Companion fuses with a dreamcatcher and becomes a small, speechless star that illuminates patterns. ORB OF THE PRINCE OF PEREGRINES (MARKET OF THE VANITIES) Given to her by Matt. This Demesnes grants you a big space near the middle of the Market to erect a tent; permission to draw water from the Styx at need, a seat and a vote on the Market Council, and the ability to conjure one magical weapon or tool which embodies this authority. Losing physical possession of the tool, when conjured, forfeits the authority of the Princedom to the one who has the tool. The Princedom does not give you de jure authority over all beings of your type or kindred within the Market, but many behave as though it gives you de facto authority. However, since no Peregrines own land nearby and few have any Graces or Dignities, the mere fact of the Princedom makes it far more valuable to Peregrines than the other Princedoms are to their holders or kindreds. The power of the orb is to view any being whose name is breathed on it for as long as it takes for the breath to evaporate from the glass, and may be invoked once a week, or after the Jaunt, once per Jaunt. BASIC TEXTILES (BEASTFOLK: A PASTORAL) Includes knowledge of how to gather raw materials, spin threads, and then weave/knit them into cloth. Includes basic knowledge of plant-based dyes and dying techniques. |
[ 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. HORSEWOMANSHIP (ALCUIN) 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. ANTI-FIRE NECKLACE (ARMIN'S GIFT) A thick necklace with a medium stone set en cabochon, with a color that shifts between grey-black and deep, deep red. When worn, it will surpress any fires within 5–15 feet, depending on the circumstances. NECROMANCY (BARRY BLUEJEANS) Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. MALLEABLE VISAGE (JACKIE) Vicissitude (•): A vampire with this power may alter bodily parameters: height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope. Can only be used while Thorne is in vampiric form. |
[ 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! PRIESTESS' AURA 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. INSIGHT 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. INTERDISCIPLINARY MARK (FORTUNE) Name one Arcana whose archetype you share but whom you are not marked by. You may take that Arcana’s Favor Skills in addition to your own Arcana’s. Thorne is getting some of Fortune's skills, mostly because they're somehow friends now? FORTUNE’S AURA Once a month, for one minute per Favor skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor skill possessed. Those within the aura are able to spot opportunities that would be advantageous to them, and reach the right place at the right time almost by coincidence. The edges of this aura seem to be sparkling gold. |
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