Anafiel Delaunay de Montreve (
youandyoualone) wrote2017-07-15 09:54 pm
Entry tags:
SKILLS ACQUIRED
| DELAUNAY'S SKILL LIST |
| [ S K I L L • E Q U I V A L E N C I E S ] |
COLD READING The ability to jump to rapid, accurate conclusions about newly met people after only moments of observation. Obviously, speak to the player of the character being read before using this skill. EIDETIC MEMORY The mental discipline of perfect recall. MASTERY OF DISGUISE The ability to effectively use clothing, basic cosmetics, local knowledge, and altering your voice to assume one or many alternate identities, avoid detection, produce false identification, and generally not be seen as yourself. SUPERLATIVE STEALTH The ability to use concealment, cover, tumbling, climbing, freezing, breath control, and psychological and anatomical understanding to hide and move silently even under slightly improbable circumstances. BLIND MANEUVERING The ability to navigate spaces even when you cannot rely on sight to do so. In general this does not appear as natural as sighted movement. ARTISTIC MASTERY: POETRY You possess technical mastery in a particular art form. This skill can be used for any one art form. May be taken multiple times to gain mastery over multiple art forms. Anafiel's particular mastery is that of poetry. |
| [ 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. 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. 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.’ 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 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. 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. 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. LINKED MIND PALACE Create one large virtual environment in concert with one or more other Travelers with this skill. If at least one Traveler in the link has Mind Palace II, the shared space follows those rules regarding participants’ awareness of the outside world. MEMORY AUTORESTORE Once per jaunt, in response to a predetermined situation or stimulus, an infiltrating character regains their memories and control of themselves. This does not eat into your Memory Restoration cooldown, so you could still separately de-infiltrate another character after using this skill. 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. MIND PALACE II As Mind Palace I, except that Travelers within the Palace may remain fully aware of the world around them rather than only sensing what is in the Palace. NETWORK ARCHIVE RETRIEVAL The ability to search for and share old data on the psychic network. 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 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 DETECTION I Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator. 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 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 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. 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. 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. 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. OOCly: this allows you to make audiovisual posts. |
| [ 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. Objects stored in Hammerspace do not experience the passage of time, and so do not go bad or change while in storage. 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 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 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. 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. 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). 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). 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. |
| [ H Y B R I D • S K I L L S ] |
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. 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. 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. 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. If you intend to use this skill during a Jaunt, please inform the mod team and get their okay before doing so. 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. |
| [ 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. Delaunay's Hammerspace is linked to 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 ] |
PROPHETIC NIGHTMARES (UNQUIET DEAD) The ability to see horribly negative futures in your dreams, no more than once per month. This ability should be activated by pinging a mod on the Questing Sense page, and will always be traumatic when activated, but may give hints to what possible awful failure states a current situation could end in. 21ST CENTURY FIREARMS (UNQUIET DEAD) How to care for and shoot the firearms of the twentieth century. Comes with one pistol issued by the MI6. THINK OF You can endure any single fatal, disabling, or debilitating attack and have a moment afterward for one brief response or strike before you succumb. Exclusive plot role skill. (Has been renamed because Delaunay is not British, damn it.) SPIRIT ANIMAL/FAMILIAR (OUROBOROS RETROGRADE) An advice-dispensing animal companion that accompanies champions (spirit animals) and oracles (familiars). Adversaries who take this skill will find that their companion occasionally becomes a duplicate of them, a doppelganger, and stirs up trouble. Delaunay's familiar is a silver vixen named Fidelité. DREAMCATCHING (OUROBOROS RETROGRADE) 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. TRUE BOND (OUROBOROS RETROGRADE) Bonded can share physical health (healing one another’s wounds), mental resiliency (breaking, resisting, or transferring enchantments and status effects), magical power (mana pool), and supernatural insight (visionary or magical senses of any kind). Their familiars and spirit animals (if they take this skill) may combine into a larger creature called a volksgeist, often used as a mount or battle companion. Delaunay's bondmate is currently Naoki. DREAM BODY (OUROBOROS RETROGRADE) Literally, the body a Traveler feels they need to have for their role, whether it be a Champion, Pillar, Oracle, or Adversary. This allows an age, gender, and/or species swap to one idealized form. Delaunay's is his own body at the age he was when both Rolande and Edmée were still both alive. ORACULAR KNOWLEDGE (OUROBOROS RETROGRADE) Supernatural visionary knowledge of an archetype (Flames, Justice, Blades; imagination is encouraged). An Oracle is an expert on all lore connected to their archetype, whether its literal embodiment or its metaphorical resonance. They can sense its presence, absence, power, or direction. If they are shown or come in direct contact with something that matches their archetype, they can rapidly educate themselves on all relevant details about it, even if there is no source for that information. Finally, Oracles have visions about any events which involve their archetype, and may also have dreams or visions (but no other expertise) about any Bonded partners they have. Delaunay's archetype is Oaths. TIRESIAS SYNDROME (THE EXPO) Contracted from Alcuin. A strain of the X-Pressure virus which initiates 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. Delaunay now changes sex when he sneezes. Comes with a free S.Tech! Delaunay's is Shoujo Flowers. 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. POGEMON-SLAMMER BOND (POGEMON: THE BEGINNING) 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. Both parties must take the skill in order for it to count. Delaunay's Pogemon partner was Barry Bluejeans. LOCUS GENIUS (MARKET OF THE VANITIES) This Grace permits you to know where any object obtainable in the world where you are present may be found. This information may be vague or incomplete, and does not guarantee you the ability to steal or pay for such an object. Usable once per week in-Jaunt, and once per Jaunt afterwards. Exclusive plot role skill. ANABASIS (MARKET OF THE VANITIES) This Demesnes allows you to transform into a ten-meter long golden snake, grants you land rights to a cave between Purgatory and Italy, and gives you the power, while in snake form, to swim through soil and rock as if they were water. Usable at will in Jaunt, and once per month outside the Jaunt. Exclusive plot role skill. CREATIVE LEAPS (BEASTFOLK) The ability to take seemingly disparate things and figure out how to put them together to create a harmonious whole. Usually done with visual elements, but can be done with facts/logic, and stories too. Exclusive plot role skill. |
| [ L E A R N E D • S K I L L S ] |
INTERFACE INTERFERENCE (BARRY BLUEJEANS) A function programmed by Barry and implanted within Anafiel that will forcibly eject anyone that tries to create an Interface connection. It can be turned on and off at will. PERSONA (DUNGEON) A mask for an individual to use to overcome hardship than manifests as a mythological figure with magical fighting powers to help you. Delaunay's Persona is Sefer Raziel. |
| [ A R C A N A • S K I L L S] |
DEVIL'S FAVOR Received after he returned from his post-Fourth Wall handwaved dungeon, this is possibly going to be important someday! Comes with a sweet tattoo! Anafiel's is a cross between his students' marques, with the tree and stream layout of Alcuin's and the spikey black lines of Phedre's. It is located on his back. He's not fond of the implications of that. DEVIL’S AURA Once a week, for ten minutes per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Those within the aura have their vices and material desires increased, making them more vulnerable to temptation than usual. Those within the aura always feel faintly warm and flushed, regardless of the temperature in the environment around them. |
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A grimoire lost beneath the waves. The Master of the Straits uses pages from the Lost Book of Raziel to control the seas and skies. Manifests as a long scroll with Habiru letters written on it. A navigational Persona. High Priestess Arcana.
ANALYSIS
Confirm affinities/weaknesses of your target.
TO BE ADDED