Dakki Sigal (
photonicfighter) wrote2022-09-01 11:36 pm
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Synodiporia Info
DAKKI'S SKILL LIST |
[ Liminal Skills ] |
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). 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). 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. ROOM CREATION I and II 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). HAMMERSPACE I and II 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. Hammerspace II upgrades this to one hundred pounds of objects into Liminal Space at a time, and also permits you to instantaneously summon these objects into your hand whenever you wish. LIMINAL MANIPULATION I and II 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 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. Liminal Manipulation II upgrades this to include 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. 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. LIMINAL ENERGY By breaking down the matter of Liminal Space, create enough energy to power or recharge any one battery-operated device, appliance which would use a standard wall socket, or comparable machine. Usable once per day. 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 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. |
[ Telepathic Skills ] |
NETWORK ARCHIVE RETRIEVAL The ability to search for and share old data on the telepathic network. OOCly: this allows you to link old posts or threads from ![]() SENSORY LIVESTREAMING The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts. FILTER INTRUSION 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). 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. MEMORY SHARING The ability to share your memories with other Travelers, or view their memories. Requires Network Archive Retrieval and Sensory Livestreaming. 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. 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. 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. 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. SENSORY EAVESDROPPING The ability to tap into another Traveler’s sensory impressions (with permission). TELEPATHIC POWER our 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. |
[ Jaunt Skills ] |
ARTISTIC PROFICIENCY: SINGING 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. This also includes performance arts, such as music or dance. ARTISTIC PROFICIENCY: COOKING See above! PERFORMANCE CREATIVITY MAGIC Harness the power of your own creativity to cast magic. By creating transitive, performance artworks like music or theatre, you can create temporary magical effects that will last as long as the performance. POGEMON PARTNER [Rappy] Keep your NPC Pogemon. Includes a Pogemon-Slammer Bond between you and your NPC buddy. Dakki's partner is Rappy, a two foot tall adorable yellow bird. POGMENTATION [Rappy to Mega-Rappy] Your Pogemon’s monster form temporarily grows stronger. Uses less energy as a PC if Pogemon-Slammer Bond has been taken with another character. Requires Pogemon Form or Pogemon Partner. Rappy's pogmented form looks like this and is about 8 feet tall. SLAMMER STACK Powered item that allows Slammers to fight effectively with their Pogemon. Serves as a Pog storage unit, comes with a variety of Ability, Status, and Item Pogs. Outside of this Jaunt, can be used to store and activate Pogs that could be used to deliver special effects (weapons, buffs, etc) to non-Pogemon targets. May not be used on the user; effects must be directed towards someone else. Effects are stronger if there is a bond between two characters (e.g. friends will be able to buff friends more effectively than throwing things at random acquaintances). Outside of the Jaunt, Pog effects can be used twice a day. Also has a nifty built-in digital watch, truly a timeless bonus. HUMAN FORM The ability to assume the form of a regular human. FOREST FOLK BREWERY Ability to take local leaves and berries to brew simple magical potions that give the drinker small skills for a few minutes. Sample abilities include bouncing the ability to jump several times one's height, enhanced strength, sharpened senses, etc. Abilities are mild, though useful. The potions can be drunk by anyone, though potions made for the Forest Folk might have different effects on humans or Stonefolk. These effects will be consistent between species. DREAMCATCHER 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. |
[ Arcana Skills ] |
JUSTICE'S FAVOR Marked by Justice. MARKED HARMONY When activated, maintain a constant psychic awareness of the direction, distance, liminal &/or location status of every Traveler Marked by the same Arcana. JUSTICE'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. Those within the aura are incapable of speaking falsehood, although lies of omission or manipulative wording of facts remain possible. The edges of this aura give off a faint blue-white shimmer on solid objects. ANALYTICS Once per jaunt, discern one empirical fact about a confusing situation. This fact may be mundane or otherwise unhelpful, but it will be objectively true. JUST CONSEQUENCE Once a week, invoke to make a single target Traveler either emboldened by their righteousness or guilty about their misdeeds for the duration of one thread or one closed post. It is possible for this skill to produce the opposite effect intended if the invoker has misjudged a situation. MARKED GESTALT When using a skill cooperatively with someone Marked by the same Arcana, pool your relevant skills to determine its range, size, and duration. (Example: If you possess four Liminal skills, another Traveler possesses six, and you wish to create a Liminal Bubble, Liminal Shield, or Portal Lockdown you are each counted as having ten skills when you work together.) Also works on any Jaunt skills with a stackable effect (for example, Assist). MARKED SYNRCHONIZATION When you and another character with the same Mark are collaborating on a task (disarming a bomb, hacking a computer system, fighting a dragon), you may automatically act simultaneously or in sequence with extreme precision to optimize the benefits of your teamwork. MOMENT OF CLARITY Once per month, slow your perception of time so that for one second per Favor Skill, you have one minute per Favor Skill to contemplate all your options and plan your reactions. (If you have three Favor skills, each second gives you three minutes for a total of nine minutes of accelerated thought). This pause does not allow faster physical motion, but it allows extremely efficient and precise motion due to seeing the world more slowly. For example, it would be possible to sidestep a gun aimed at you in the moment before it fired; but would not allow you to avoid a bullet successfully aimed at you. |
[ Other Notes ] |
Mark Dakki has been marked by Justice. Her mark is upon her upper back. There's futuristic silver writing in a strange font, spelling out 'JUSTICE'. It's underlined with a set of lines and angles that form a stylized sword. She makes no particular effort to hide it, but her armor or the clothes she favors tends to cover it up. |
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