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葛葉ライドウ (Kuzunoha Raidou XIV) ([personal profile] capital_asset) wrote2019-06-21 06:33 am

[synodiporia] Canon and Acquired Skills




SKILL LIST: RAIDOU
[ CANON SKILLS ]

SWORDFIGHTING: KATANA
For values of "katana" that somehow also include spears and axes, if King Abaddon's gameplay mechanics are to be taken at face value.

GUNFIGHTING/MARKSMANSHIP: REVOLVER

DEVIL SUMMONER
Can see, interact with, and make pacts with demons whom he can then summon using the magnetite in his body. Not teachable, as it requires a demon, a pact, a containment tube, and magnetite.

PRIVATE DETECTIVE (APPRENTICE)
...but does most of the actual work.

TRANSFORMATION (DEMON-ASSISTED)
Can transform into a perfect physical duplicate of another entity, provided he has something of that entity, e.g. a strand of hair or a few drops of blood. The likeness is good enough to fool even mystical barriers set up by the impersonated individual. Transformation requires the assistance of a Skill-order demon but is not limited to human forms. Not teachable, as it requires a Skill demon.

IMPERSONATION
In the service of the above. Requires him to study the individual being impersonated first.

COMPARATIVE RELIGION AND MYTHOLOGY STUDIES
Wide-ranging knowledge of various religious and/or mythological figures from a large number of pantheons. Has met a not inconsiderable number of them personally.


[ LIMINAL SKILLS ]

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.

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 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.

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).

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. 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).

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).

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).

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.


[ PSYCHIC SKILLS ]

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

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).

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.

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 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.

NETWORK ARCHIVE RETRIEVAL
The ability to search for and share old data on the telepathic 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 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 DETECTION I
Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator.

PSYCHIC HYPOCOGNITION
Shut off emotional responses for a duration of one minute/psychic skill. With Filter Intrusion (and player permission), this may be used on another character.

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 UPLOAD
Move text or other knowledge into ‘cloud storage’ on the network, for later sharing or retrieval. Learned via the Shading skill from the Slivers and Shards Jaunt.

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.


[ HYBRID SKILLS ]

HYBRID MIMESIS: DEMONIC PLANT CONTROL
Take any one skill you have seen another character use, without regard for any prerequisites or limitations. Plot Role skills may only be duplicated with player permission; otherwise, there are no restrictions on the type of skill you may duplicate. You may only take a skill with Hybrid Mimesis ONCE. Raidou's mimesis skill is Demonic-level plant control (see: "Other Skills").

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.

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.



[ COMBO SKILLS ]

N/A



[ FAVOR SKILLS ]

INTERDISCIPLINARY MARK: PRIESTESS
INTERDISCIPLINARY MARK: MAGICIAN
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. This skill may be taken multiple times, but you must be able to justify why the archetype suits your character.

MOON'S FAVOR
Received during the Solstice Masquerade Jaunt. Raidou's Mark runs the length of his spine and consists of the phases of the moon interspersed with inkwash foxes interacting with each phase (playing with the full moon, sleeping on the waning crescent, etc.).

CONUNDRUM
Once per week, conceal the answer to a single question from a single infiltrator. While you may change the answer or the target from one week to the next, your initial target is likely to find the answer as soon as the duration lapses.

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.

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. Gained via Interdisciplinary Mark.

JUST A PHASE
Once per Jaunt, reset all Infiltrators’ perceptions of you. They will perceive you as a different individual than you had been up to this point, unless repeated behaviors draw their attentions to the similarity (so if you attempt to rob a bank, get caught, and reset yourself as a new individual, attempting to rob the bank again will reveal you).

PATH TO PROFIT
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.

PRIESTESS'S 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.


[ JAUNT SKILLS ]
[ DOLOROSA ]
The Cursed Kingdom, The Missing Dragon

CANTRIPS I (CURSED KINGDOM)
The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. Raidou's cantrips include Dancing Lights, Detect Magic, Prestidigitation, and Read Magic. Taught by Claudia.

QUESTING SENSE (CURSED KINGDOM)
The ability to tell when and where you are needed. Because "needed" is a very subjective term, and because this ability requires considerable mental clarity and focus to operate, Travelers may find themselves in a variety of strange situations if they try to use this skill to solve problems during an Investigation. Taught by Hitsugaya.


[ CROWNBREAKER ISLE AND THE BANDO PENINSULA ]
The Labyrinthine Shoals, Code of Dishonor, The Haunted Isle, Paramo Riconquista

MERMAID ICON TRANSFORMATION (LABYRINTHINE SHOALS)
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. The ability to breathe and speak underwater is included with this transformation. Raidou's icon is a ribbon seal.

SIREN SONG I AND II (LABYRINTHINE SHOALS)
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). Raidou currently knows all available Songs.

SIREN SONG III (HAUNTED ISLE)
Compose any number of new Songs, subject to mod approval.

ELEMENTALISM: WOOD - NAKAMIYO STYLE (CODE OF DISHONOR)
The ability to summon, direct, or control one element - fire, wind, water, metal, or wood - in amounts up to 200 pounds, speeds up to 75 mph, and distances up to 100 feet, but always originating beside the user if summoned (and dissipating when concentration is broken). In the case of fire, limited to two cubic meters and 500 degrees Fahrenheit. As exhausting as a heavy workout. Usually used in Nakamiyo to augment unarmed strikes, immobilize foes, or levitate weaponry. In Koroshima, double the distance it can be used at, but reduce the material involved to one quarter. In Nakumatou, double the amount of material, but reduce range and speed to one quarter Nakamiyo values. Taught to Raidou by Sabetha's overlay during the Code of Dishonor Jaunt.

ILLUSIONARY MAGIC (CODE OF DISHONOR)
The power to bend shadows, project mirror images, summon mist, use ventriloquism, perform short-range, single-target hypnosis, change the color of fabric or other materials, and blur or alter facial features.

NINJA ACROBATICS (CODE OF DISHONOR)
Olympic-level jumping, climbing, gymnastics, and contortionism.

NINJA WEAPONRY: NAKAMIYO (CODE OF DISHONOR)
In Koroshima, use of shuriken, throwing daggers, darts, smoke bombs, caltrops, chains and chain weapons, tripwires, garrotes, and grappling hooks in combat. In Nakamiyo, use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat. Learned during the Fourth Wall Jaunt reprises.

SUMMONING (PARAMO RICONQUISTA)
The ability to channel ancestral spirits, usually to access their wisdom, martial skills, or athletic abilities. May be used after the jaunt to call upon the mundane skills of idled, dropped, or presently deceased Travelers. Only taught in Nakumatou.

SWORDSMANSHIP: NAKAMIYO (PARAMO RICONQUISTA)
In Nakumatou, swordsmanship similar to kendo or tai chi style swordplay. In Koroshima, use of short sword and sheathe as club, sword, and blowgun. In Nakamiyo, skill with sais, sickles, and swordbreakers.


[ NIBIRU ]
The Solstice Masquerade, The Summer Solstice

PERFECT RECALL (SOLSTICE MASQUERADE)
Self-explanatory.


[ HARROGATE ]
The Harrowing of Harrogate, The Unquiet Dead

ELDRITCH DEFENSE (THE HARROWING OF HARROGATE/THE UNQUIET DEAD)
To possess eldritch knowledge is to be corrupted by it. Someone with the Eldritch Defense skill knows just the snippets necessary to protect themselves and identify horrors at work, without knowing enough to doom them to insanity and the attention of alien intelligences. This skill is for those who combat the Eldritch, and can be used to identify beings or items of an unnatural nature, know common weaknesses or signs of such beings, and know basic wards or protections to defend against them. They can also identify eldritch magic or summoning rituals and have some basic knowledge of how to disrupt such events.

PROPHETIC NIGHTMARES (THE HARROWING OF HARROGATE/THE UNQUIET DEAD)
The ability to see horribly negative futures in your dreams, no more than once per month.

LUCID DREAMING/SPIRIT TRAVEL (THE 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.

SPIRITUAL REVIVAL (THE UNQUIET DEAD)
Revive as a spirit rather than returning to life, and access spirit-only abilities while in this state. This skill can only be taught to characters who are currently dead and affected by a necromantic ability before they revive. After the Jaunt is concluded, characters will be able to choose whether or not to employ this skill each time they die. Every spirit revived this way has the ability to possess the bodies of the living for short periods of time.


[ CHIKYUUMARU AND ASSOCIATED ENVIRONS ]
Doki Doki no Gakuen, Doki Doki no Gakuen: The Expo, Emodriver Frame Phileon

AUDIOCAUDAL SYNDROME (DOKI DOKI NO GAKUEN)
A strain of the X-Pressure virus which transforms the user voluntarily once every 48 hours into an animal/human hybrid, possibly with animal instincts, senses, and temperaments. Includes one S. Tech skill of choice for free. Raidou's animal form is that of a white fox; his associated S. Tech is Alluring/Intimidating Gaze.

EMO-MEDI (DOKI DOKI NO GAKUEN)
The ability to supercharge emotions, making tempers more volatile but drawing power from feelings. Taking this skill allows a character to generate a powerful emotion at will, but not to later dismiss it. While emotionally supercharged, all spellcasting, S. Tech, and any appropriate persuasive abilities are roughly twice as effective (so someone who Emo Medis anger is twice as intimidating, someone who Emo Medis Attraction is twice as seductive - but the angry character cannot use level-headed persuasion, and the seductive character cannot really act angry). Includes one S. Tech skill of choice for free. Raidou's associated S. Tech is Sparkle and Glow.

S. TECH MASTERY (DOKI DOKI NO GAKUEN)
The disciplined ability to use S. Tech in its many forms. Includes up to four S. Tech skills of choice for free. Raidou's associated S. Techs are Quick Disguise, Palette Swap, Hammerspace Interference, and Moe Meter.

ALIEN FORM: AURIGAN/RH'IAN HYBRID (EMODRIVER FRAME PHILEON)
Allows you to take the form of the invading aliens! The Aurigans proper are blue/purple skinned space elves, but they’re an Alexandrian empire with tons of petting zoo people as second class conquered citizens. In Raidou's case, that form is of a genetically engineered hybrid Aurigan-Rh'ian, with the latter being an avian race with wings, talons, and plumage for "hair." Raidou's form lacks the wings and talons but retains the plumage (based on the fiery-throated hummingbird) and the ability to see into the ultraviolet range.


[ THE GRID AND ZODIAC SYSTEMS ]
Digital Frontier, Digital Frontier: Legacy Mode

CONSTRUCTIVE ENLIGHTENMENT (DIGITAL FRONTIER)
Once per week, gain one artistic, scientific, or architectural skill, granting you savant-level ability in that field. For as long as you choose to exercise that skill, you may not eat, drink, sleep, or communicate directly or clearly with others. Cannot use in conjunction with Assist, Interrogation, or Sift, but can use in the same week as another Program Faction skill.

INTERFACE (DIGITAL FRONTIER)
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. Taught by Byerly.

PERFECT TIMING (DIGITAL FRONTIER)
The ability to measure and react to events to the utmost precision (for a human mind and body, 10 to 30 milliseconds). Taught by Naoto Shirogane.

DECLARIFICATION (DIGITAL FRONTIER: LEGACY MODE)
Once per week, rephrase a Program's Purpose or use a Utility for something besides its related function. This cannot completely alter a Purpose or Utility, but it could, for example, make a Defender only able to defend, not attack; use an Identity Disc as a key outside the digital world; or make a Program whose Purpose is to fortify structures fortify vehicles or construct armor for Programs instead. It's the power to take things which are nearly synonymous and make them slightly more or slightly less synonymous. Outside of the jaunt, either the teacher or the learner must have Interface to pass on this skill.

CONTROL PANEL (DIGITAL FRONTIER: 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.


[ PURGATORY ]
Marches of Purgatory, Market of the Vanities

CELESTIAL PHYSIQUE: SITHEN (MARCHES OF PURGATORY)
The ability to display and hide Sithen features once a day. Their qualities vary - some are simply what they appear to be, but some Angels manipulate light with their Halos, some demons have red-hot horns, some Sithen hear their names spoken anywhere in Purgatory, and so on. As a Sithen, Raidou has long, pointed ears, large multicolored wings resembling stained glass, and ridiculously long hair.

DEMESNE: MUSE (MARCHES OF PURGATORY)
A Sithen power that indicates their station. In Raidou's case, this enables him to give others a burst of creative or intellectual inspiration. Think Assist, but more narrowly focused.

DIGNITY: THE GAP BETWEEN DESCRIPTIONS (MARKET OF THE VANITIES)
Transform any soul which does not match its body into a body it does match (this is very subjective, but if someone could justly be called a wretched little toad, you can turn them into one). After the Jaunt, usable once a Jaunt; during the Jaunt, once a week. This transformation is permanent until the descriptor is no longer accurate (a greedy pig who mends his ways will stop being a pig). Plot Infiltrator-exclusive skill.

DIGNITY: THE GAP BETWEEN IMAGES (MARKET OF THE VANITIES)
Technically, since everything is always moving and images travel at the speed of light, nothing is in exactly the place it appears to be. While you focus, one person or item may exploit this to leave its image behind and travel invisibly through the world. This does nothing for other senses. After the Jaunt, usable once a week. Plot Infiltrator-exclusive skill.

DIGNITY: THE GAP BETWEEN PEOPLE (MARKET OF THE VANITIES)
Nobody really knows each other. Once a week (after the Jaunt, once a Jaunt), you may transfer one end of any magical bond or relationship which connects two or more beings, selecting a new person or spirit for it to connect to. If the newly connected targets are willing, this is permanent. If unwilling, it lasts until you release it or use the power again. This also gives him the ability to detect or perceive other people's bonds via close contact, either by observing them at close range or making skin contact; however, this ability does not extend to Arcana bonds/Marked Harmony. Plot Infiltrator-exclusive skill.

DEMESNE: CROWN OF THE PRINCE OF THE MARKET (MARKET OF THE VANITIES)
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.

The Power of the Crown is to appear composed and luxuriously appointed no matter what would be making you look disheveled or agog. You can be caught by surprise or at social disadvantage, but will never appear to be so caught. It may be invoked once a week, or after the Jaunt, once a Jaunt. Plot Infiltrator-exclusive skill.

CELESTIAL PHYSIQUE: DEMON (MARKET OF THE VANITIES)
The ability to display and hide Demonic features once a day. Their qualities vary - some are simply what they appear to be, but some Angels manipulate light with their Halos, some demons have red-hot horns, some Sithen hear their names spoken anywhere in Purgatory, and so on. As a Demon, Raidou possesses glossy black wings, red horns, a foxlike black tail with a white tip, and the requisite long hair (which is thankfully a somewhat manageable length this time).

MAGICAL ITEM: PHANTASM SWORD (MARKET OF THE VANITIES/FOURTH WALL EVENT)
Katana with a glowing green blade that feels like nothing as it cuts you. Cuts through living and nonliving material alike without dulling or breaking, the latter with no effort whatsoever. Taken from a recreation of Vulpe's tent during the final Fourth Wall event.


[ QUESTING COUNTRY ]
Questing Country, Ouroboros Retrograde, A Looming Sense of Dread

ARCHETYPAL CHAMPION MAGIC: CHAMPION OF THE MOON (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.

DREAM BODY (QUESTING COUNTRY)
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. In Raidou's case, it turns him into Maya Amano a woman.

TRUE BOND (QUESTING COUNTRY)
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. Raidou is currently Bonded with Thorne and Gil, and maintains Bonds with the currently absent Sabetha and Neeshka.

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.

MERGE (OUROBOROS RETROGRADE)
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.

ARCHETYPAL ADVERSARY MAGIC: FORTUNE (OUROBOROS RETROGRADE)
ARCHETYPAL ADVERSARY MAGIC: THE HUNT (A LOOMING SENSE OF DREAD)
Roughly half a dozen low-key, precise, often unseen effects which can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. Like Champions, Adversaries should select an archetype (Flames, Justice, Blades; imagination is encouraged), and the half-dozen spells should on stealth, manipulation, and escape.

ELVEN RACIAL TRAITS (A LOOMING SENSE OF DREAD)
Include keen sight and hearing, agility, and a lack of stamina, health, and willpower. In Raidou's case, he also retains most of the cosmetic alterations made by his overlay's former master.


[ NOVA VENEZIA ]
Lightning Age

ADVANCED MNEMONICS (LIGHTNING AGE)
The ability to reconstruct and analyze memories, including curing amnesia, producing blueprints of locations visited, analyzing technology, investigating a scene for evidence - the ability to effectively be any place you have ever been, for as long as you need to be, in exquisite detail.

LIGHTNING AGE COMBAT (LIGHTNING AGE)
Proficiency with exotic technological weapons, and 1-2 weapons + 1 defensive item. Examples can be found under the appropriate headers in this thread. Raidou's associated items: a coilwhip, syringe daggers, and a fox mask with polarized lenses.

MASTERY OF DISGUISE (LIGHTNING AGE)
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.

THREE-DIMENSIONAL STEALTH (LIGHTNING AGE)
The ability to go unseen and penetrate security or surveillance while flying, climbing, moving on ceilings, or in other nontraditional three-dimensional environments.


[ SARMATIA ]
Children of the Night, The Lohengrin Geist Project

RITUAL MAGIC (CHILDREN OF THE NIGHT)
The ability to scry, construct wards, dowse for water, bless or curse objects with good or bad luck, summoning or strengthening existing natural resources, channeling spirits, and mild hypnosis - but involving complex, time-consuming, and expensive rituals.

WEREWOLF BLOODLINE: OMBRANDANTI (CHILDREN OF THE NIGHT)
The Ombrandanti become pitch-black wolves, hyenas, or jackals which move with supernatural stealth and speed (up to one hundred kph). They can communicate with other animals. Even in human form, they radiate an aura of fear. However, even in human form they are light-sensitive, and they are powerless in sunlight. During the nights of the full moon, they slumber, sending out their shadows as clairvoyant astral travelers and wraiths. This leaves their bodies vulnerable; however, they can strike fear and madness with these shadows, invade the dreams of their targets, and see events transpiring hundreds or even thousands of miles distant unseen themselves. Only in their shadow forms does their bite transform others. Their emblem is a black wolf on a muted gold field. Specialty: Astral Form.

WEREWOLF BLOODLINE (ADVANCED): OMBRANDANTI (CHILDREN OF THE NIGHT)
Gain two more clan skill specialties: Supernatural Stealth, Animal Communication Fear Aura.


[ GEHENNA, PORTABELLOW STATION, AND ASSOCIATED WORLDS ]
Escape from Junkworld, Escape from Junkworld: Shopping Trip, Escape from Junkworld: Natural Resources

JURY-RIGGING (ESCAPE FROM JUNKWORLD/SHOPPING TRIP)
The ability to make improvised repairs with improvisatory parts. This sort of creative engineering is unreliable, but can be performed quickly and without proper equipment in a wide variety of situations. Examples include patching together frayed wiring with bubblegum, or replacing a burned-out fuse with a paperclip.

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.

SOMATIC CONDITIONING (ESCAPE FROM JUNKWORLD)
The ability to duplicate the physical abilities of the Conditioned. This includes superb balance and reflexes, the ability to use one’s muscles to their fullest extent, conscious control of breathing, and even the ability to suppress or encourage the release of adrenaline within the body.

STELLAR WEAPONRY (ESCAPE FROM JUNKWORLD)
The ability to keep and use one or two pieces of advanced personal-scale weaponry. Raidou's associated items: Dual-state whipstaff, Fermi volt gun.

INTERSPECIES FORM: DIABOLIN (SHOPPING TRIP)
Horned, grey and black-skinned psionic species who do not sleep or dream, but process their mental energies in an unstable mood and perception cycle while awake. Considered volatile, untrustworthy, and dangerous.


[ NEWPORT ]
Villains and Vigilantes, Heroes over Hamburg

EMPOWERED ABILITY: TIME STOP (VILLAINS AND VIGILANTES)
Enables Raidou to temporarily stop time within a roughly room-sized area; the larger the area it's applied to, the shorter the duration of the freeze. Raidou and anyone he happens to be in physical contact with at the moment of activation are unaffected.

EMPOWERED ITEM: BLACK KITSUNE MASK (VILLAINS AND VIGILANTES)
Associated ability: 404 Traveler Not Found - Renders the user imperceptible to electronic sensors while being worn.


[ JANUARY CITY AND ASSOCIATED ENVIRONS ]
Lightside/Darkside, It's Tough to Be a God

BLIND MASTERY (LIGHTSIDE/DARKSIDE)
Your ability to navigate while blinded far surpasses most, making your movements seem natural. Watching you, it’s impossible for people to realize you can’t see. Plot Infiltrator-exclusive skill.

ELVEN FORM (LIGHTSIDE/DARKSIDE)
Retain an elf’s pointed ears and other features. These may include taller stature, heightened auditory and/or olfactory processing compared to baseline human standards, or slit or oval pupils. Elven Form requires you to keep all elven features, but also allows you to manipulate mana (aggregate life force).

LIGHT SENSITIVITY: LIGHTSIDE (LIGHTSIDE/DARKSIDE)
Allows baseline humans to tolerate light levels that might otherwise blind them. Leaves the user vulnerable to extreme darkness.

PARKOUR (LIGHTSIDE/DARKSIDE)
The ability to freerun across obstacles and structures of all sorts.

INHERENT TIME SENSE (LIGHTSIDE/DARKSIDE)
Knowledge of precisely what time it is according to the local clock. Learned during the Fourth Wall Jaunt reprises.


[ POGTOPIA CITY ]
Pogémon!, Pogémon!: The Beginning

POGEMON FORM (POGEMON)
What it says on the tin. Raidou's Pogemon form is that of a child-sized humanoid with a light covering of white fur, long, tapered ears, iridescent pastel hair, and multiple tails.

POGMENTATION (POGEMON)
Your Pogemon’s monster form temporarily grows stronger. Uses less energy as a PC if Pogemon-Slammer Bond has been taken with another character. Turns Raidou into a gigantic white fox with nine tails and glowing markings.


[ ACHAIA ]
Olympus Upended

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.

OLYMPIAN MANTLE: ZEUS (OLYMPUS UPENDED)
Specify an idea or ideal represented by one of the Olympians or lesser deities. You retain limited power over that skill, element, role, or notion. In Raidou's case, that's a scaled-down version of Zeus's dominion over weather/storms.


[ SANTA CARLITA ]
Showtime

ALIEN TECH: PERSONAL FORCEFIELD BRACELET (SHOWTIME)
Generates a personal forcefield that protects the wearer from attacks when activated. The forcefield lasts for approximately 15-20 minutes and requires a 24-hour cooldown period after use.

ALIEN TECH: DRUMSTICK LASER BLADES (SHOWTIME)
Paired color-changing laser blades that can be wielded separately or combined into a double-bladed staff. Totally not lightsabers.


[ YENSID ]
Night Falls on Yensid

FOREST HEART (NIGHT FALLS ON YENSID)
Forest terrain means nothing to you. You can travel through the treetops as well as a monkey might. Plot Infiltrator-exclusive skill.


[ HER MAJESTY'S ROYAL ACADEMY OF THE ARTS AND ASSOCIATED ENVIRONS ]
Triad Creation Tourney, Her Majesty's (Summer) House Cup

ARTISTIC PROFIENCY: DRAWING/PAINTING (TRIAD CREATION TOURNEY)
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. Raidou's specialization is drawing and/or painting.

ARTISTIC MASTERY: DRAWING/PAINTING (TRIAD CREATION TOURNEY)
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. This also includes performance arts, such as music or dance. Raidou's area of specialization is, as noted, drawing and painting.


[ LEVI SKI RESORT, LAPLAND, FINLAND ]
Northern Lights

ARCTIC FOX FORM (NORTHERN LIGHTS)
Those who turn into Arctic foxes on the polar night have superior hearing over many other species. They are, for example, able to hear the smallest of prey under many meters of snow.


[ ELSEWHERE UNIVERSITY ]
Elsewhere University

FAE'S FAVOR: TERPSICHOREAN'S GRACE (ELSEWHERE UNIVERSITY)
A very specifically tailored gift meant to assist in everyday life, such as perfect usage of any and all library cataloging systems as they are invented, knowledge of international cooking of every culture, professional-level spelunking, etc. Obtained in person from the Cornerwitch or the Fae (or, after Jaunt, from someone's Changeling visitor), for a hefty price. Raidou's Favor is Terpsichorean's Grace, which gives him preternaturally good dancing skill and the ability to learn new dances quickly.

SIGHT, THE (ELSEWHERE UNIVERSITY)
See the truth of things at all times, for better or worse. Mostly this reveals true forms and the invisible. Fae have this. Humans with Fae blood may also have this. OOCly, be aware of Arcana(?), characters with Glamours, shapeshifting, illusions, invisible companions, etc.


[ ALBION ]
The Question of Albion

GENIUS HERITAGE (THE QUESTION OF ALBION)
One of your ancestors wasn’t quite human. Because of this, you have a minor magical talent related to the identity of your genius ancestor. Examples include, but are not limited to: healing, growing plants, very localized weather phenomena, invisibility. In Raidou's case, his talent involves plant manipulation.

DRUIDRY (THE QUESTION OF ALBION)
Power and knowledge granted from passing your initiation and studying with the College of Druids. Plantlore, divining by the stars, passing swiftly over wild land, taking the shape of animals. Also includes goodwill from the local genii of Albion.

GENIUS-POSSESSED FORM (THE QUESTION OF ALBION)
Retain the altered form caused by one’s possession by a genius. Genius possessing you not included.

MINOR GENIUS SUMMONING (THE QUESTION OF ALBION)
You have a contract with a minor genius that allows you to summon their help. During Jaunt, can be done at will. Outside of the Jaunt, can be done once a Jaunt for half an hour. For Raidou, this is Shinoda-no-Mori, AKA Shinoda Forest (AKA Kuzu-no-Ha, as she was called during the Jaunt).

THE GIFT OF THE TONGUES OF BEASTS (THE QUESTION OF ALBION)
You can speak to animals at will, either due to being descended from a traditional Albionese druid family, having genius heritage, making a contract with a genius minor or simply as a gift from a friendly genius.

MAGICAL CONTRACT LAW (THE QUESTION OF ALBION)
The knowledge of how to draw up contracts with genii. Outside of jaunt, can be used to enter in bargains with the supernatural in other worlds.

SUMMONING CIRCLES (THE QUESTION OF ALBION)
The knowledge of how to construct the summoning circles that contact genii and, outside the Jaunt, the ability to adapt those circles to contact other supernatural creatures in other worlds as well. Normal stipulations re: the strength of the ritual vs the strength of the genii/other supernatural creature apply.


[ THE UMBRIAN VALE ]
Slivers and Shards

VALE PSYCHICS (SLIVERS AND SHARDS)
Everyone on the Jaunt gains this skill automatically, and will be able to replicate the basic psychic powers of the Vale (Telling, Pinning, Tekeing, Kything and Burning) later simply by using the Psychic Network. This skill does not need to be claimed, and is listed here to clarify that its capabilities are available without a skill claim.

VALE ARTS: CLERITOR (SLIVERS AND SHARDS)
The psychic skills of each Spire. When taking this skill, you must select Factor, Katador, Nector, Magnator, Vocator, Genitor, Cleritor, or Cabalist. With rare exceptions, it is impossible to master more than one Vale Art.

Cleritors remember ages past. While more Cleritors know how to shade than any other type of Vale adept, that isn’t how. Cleritors can choose to kythe only physically, or only mentally. A Cleritor kything mentally with a dying individual may choose to retain up to six memories of that individual, or store those memories in unprimed crystal. A Cleritor kything physically with a wounded individual can share physical health equally, sharing injuries - but Cleritors generally deny having such a power, because their purpose is not to risk their lives in healing, but to gather the secret knowledge of generations past. Skilled Cleritors may even be able to read memory off fresh corpses. Kything with the dying is a deeply disturbing experience. Cleritors tend to be morbid, depressed, and old beyond their years. Living around psychically active crystal also makes them seem placid and muted in their reactions, for fear of activating unprimed crystals. Cleritors have one other notable power - they can kythe while in Astral form, meaning they can be mentally present at a battle while physically distant.


[ SKILL EQUIVALENCIES ]

COLD READING
The ability to jump to rapid, accurate conclusions about newly met people after only moments of observation.

CRIME SCENE INVESTIGATION
What it says on the tin.
 

[ PETS ]

CAT: TAMA (MESSAGE IN A BOTTLE)
Tortoiseshell cat that followed Raidou back from Belljar Island after the walkabout ended. She can usually be found in Claudia's rooms when she's not following Raidou around Liminal Space.

BURNCAT: HOTARU (SLIVERS AND SHARDS)
Orphaned burncat (a medium-sized wildcat with a bristly ruff and dark brown, scorched-looking fur) Raidou and Gil found in the wilderness outside Fallenheart. Will eventually be able to burn psi to increase his speed.



[ OTHER ]

KNOWLEDGE: MECHANICAL PUZZLES (VILLAINS AND VIGILANTES)
Unusual facility with different types of mechanical puzzles. Not an empowered ability or an actual Jaunt skill; Raidou's overlay developed the ability through years of practice.

LOCKPICKING (WELCOME TO THE WORLD SERIES)
The ability to pick locks. Taught by Sabetha Belacoros.

ROSE WHIP (RED DIRT)
The ability to grow a rose from its seed state to its flowering state and then into a long thorny whip capable of cutting through steel. Inherited from Youko Kurama while Raidou was halfvestigating as the latter. Raidou's rose is a Blue Moon.

DEMONIC PLANT CONTROL (HYBRID MIMESIS/RED DIRT)
The ability to control and manipulate plants in various ways, including wielding them as various types of weapons and shields. Inherited from Youko Kurama via Hybrid Mimesis during the Red Dirt Jaunt, though Raidou himself was unaware of this for quite some time.

RED AND BLUE TRUTHS (MARIA USHIROMIYA'S DUNGEON)
Red Truth: Axiomatic truth. Statements made in red text are unequivocally true; attempting to make a red statement that is not true at the time it's being stated will result in the speaker literally choking on the words they're trying to say. Red Truths must be based on the user's experiences, observations, and logic; it's not possible to repeat someone else's Red Truth in red unless you can back it up. While Red Truths are unequivocally true, they aren't necessarily specific, and can have multiple interpretations. In this way, they can be used to mislead.

If someone manages to state a Red Truth that is not true at the time they say it, e.g. if they think it will become true later and it doesn't, they will vanish into a Logic Error, a dungeon-like space that can only be escaped it they can come up with a valid explanation for the paradox that's trapped them.

Blue Truth: Propositional truth. Statements made in blue text are used in conjunction with Red Truths and can be assumed to be true, but they can be directly refuted by Red Truths. Blue Truths are for questions, supposition, and theories; when spoken to someone who can speak in Red Truths, they will be compelled to either answer your statement in red or not at all. This does not mean that a response is obligated; it just means that a response if given must be in red. There is also no obligation to acknowledge a Blue Truth with a red answer unless it's on a topic that both users have agreed upon.

PERSONA: INARI ŌKAMI
A summonable manifestation of a Persona User's personality - essentially a weaponized piece of one's psyche - given form. Personas generally awaken during moments of extreme physical, mental, and/or emotional stress, although the exact mechanism varies from game to game. Raidou's Persona, Inari Ōkami, was gained via dungeon, and works via Persona 5's rules. Inari Ōkami is Fortune Arcana.


[ ORDER-SPECIFIC DEMON SKILLS ]

IGNITE (PYRO ORDER)
Raises a person's spirit, destroys frozen barriers, prevents Raidou and company from taking cold damage.

COOL DOWN (FROST ORDER)
Calms a person, destroys flaming barriers, creates frozen bridges, prevents Raidou and company from taking heat damage.

INSPECT (VOLT ORDER)
Reveals hidden items.

LIGHT UP (VOLT ORDER)
Illuminates darkened areas.

SCOUT (WIND ORDER)
Identifies demons and items within a given area.

KAMIKAZE (WIND ORDER)
Enables Raidou to ride wind currents.

USE FORCE (FURY ORDER)
Hits obstacles out of the way.

READ MINDS (PAGAN ORDER)
Self-explanatory. Not usable in Synodiporia; listed for completeness' sake.

DEMONSTRATE (SKILL ORDER)
Perform a completely random trick that may or may not actually be beneficial.

TRANSFORM (SKILL ORDER)
As in Raidou's canon skill list above.

PROVOKE (VARIABLE)
Incite lurking enemies to attack. This isn't restricted to any one order, but only a few demons have it.

INTIMIDATE (VARIABLE)
Frighten lurking enemies into not attacking. Like Provoke, this isn't restricted by order, but very few demons have it (Raidou has two of them).

AIR TRAVEL (GREAT KOHRYU ONLY)
Can carry passengers to/from any given destination. A truly spectacular taxi service.




table code by [community profile] optimisty