Maria Ushiromiya (
happyhalloween) wrote2017-07-14 12:01 am
Entry tags:
SKILLS ACQUIRED
| MARIA'S SKILL LIST |
| [ S K I L L • E Q U I V A L E N C I E S ] |
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. |
| [ P S Y C H I C • S K I L L S ] |
NETWORK ARCHIVE RETRIEVAL The ability to search for and share old data on the psychic network. MEMORY SHARING The ability to share your memories with other Travelers, or view their memories. 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. 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. |
| [ 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 EXTRALIMINAL GRAVITY The ability to apply the rules of gravity as it affects your person mimic the rules in Liminal Space - you may choose any nearby surface at any angle to represent "down", but may not change the strength of gravity or affect the gravity of any other person or object. EXTRALIMINAL ROOM CONGRUENCE I If you use Room Creation to precisely mimic a room which exists in the current Jaunt world, you may use Liminal Skills in the Jaunt room without the usual extraliminal restrictions, and bring people and objects into the Liminal Room (but not any other adjoining Liminal Spaces) without the need to create Portals or use delegate skills. Liminally created objects in the Jaunt room dissolve into ectoplasm if carried out into the Jaunt, unless other skills would prevent that from happening. This skill operates on the same cooldown and space limitations as your Room Creation skill. 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. INTRA-LIMINAL SKILLS The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional LIMINAL ARCHITECTURE Use Liminal Barrier to create more complex ectoplasmic structures, even outside Liminal Space. These structures must fall within the same surface area constraints as Liminal Barrier, but may consist of multiple planes or domes, as long as they all remain in contact with one another. This grants one additional use per week of Liminal Barrier. LIMINAL BARRIER Once per week, create an ectoplasmic wall with an area of 25 square feet/Liminal Skill that lasts one minute/Liminal Skill. This barrier can be either a flat wall or a spherical confinement area, but must be continuous and uninterrupted when created. This barrier is impenetrable to physical effects and damage, and can be created either within or outside Liminal Space. 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 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 BUBBLE II Creates a bubble one-half the size and duration of Liminal Bubble I, but which moves along with its creator. LIMINAL CORRIDOR Once per month, for ten seconds per Liminal Skill possessed, create an ectoplasmic Liminal passageway between two Jaunt locations, no matter how distant, that can be accessed by any being. The interior of the corridor has a radius no greater than ten square feet, and an interior length of twenty-five feet per Liminal Skill. Characters within the corridor when it closes are ejected from the nearest Portal one second later at whatever angular velocity a one-second ejection implies. With Extraliminal Room Congruence, this corridor blends in with Jaunt surroundings. LIMINAL ENDURANCE Hold one portal open indefinitely, as long as it remains within line of sight. 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 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). MULTIPORTAL The ability to open two portals from Liminal Space into separate Jaunt locations simultaneously, as remote portal, but once every six hours and for up to thirty seconds at a time. These portals may be opened at a distance equal to your maximum teleportation range. OBJECT PORTAL Teleport one unattended object weighing five pounds or less a distance of no more than twenty-five feet. Usable once every six hours. 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). REMOTE LIMINAL MANIPULATION The ability to change or create matter from Liminal material from a distance. This counts toward your regular Liminal Manipulation weight limit, and has a range limit equal to Object Portal. 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). SUMMON TRAVELER You may immediately summon a Traveler to you to or from Liminal Space; or from elsewhere in the Jaunt up to a maximum distance of your Teleport range. SUMMON TRAVELER II Once per Jaunt, call another Traveler from across the Jaunt/Walkabout boundary. Does not work on infiltrators, but may turn a summoned Traveler into an infiltrator at their destination. TELEPORTATION I The ability to open a personal-sized portal for a split-second and step through it to another point within fifty feet. TELEPORTATION II As Teleportation I, but you may travel within five hundred feet. |
| [ H Y B R I D • S K I L L S ] |
HYBRID MIMESIS Take any one skill you have seen another character use, without regard for any prerequisites or limitations. Maria used this to duplicate Matthew's plot skill No Distinction. (See Learned Skills.) |
| [ C O M B O • S K I L L S ] |
LIMINAL TETHER I Creates a flexible but unbreakable 1” diameter tether of variable length (up to twenty feet per Liminal skill possessed) formed of Liminal matter between you and one other Traveler with this skill. This tether may not be formed if there is no path between you without a solid barrier. |
| [ J A U N T • S K I L L S ] |
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. Maria's is Sakutaro, an animate stuffed toy lion, who previous to becoming a Traveler was her imaginary friend/Furniture. CANTRIPS I (THE MISSING DRAGON) The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. Maria's cantrips are listed here. MYTHOBIOLOGY (THE MISSING DRAGON) 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. PET GRYPHON (THE MISSING DRAGON) Found rarely in Dolorosa, gryphons are a cross between a great cat and a bird of prey (lion crossed with eagle, panther crossed with falcon, bobcat crossed with owl, etc.). They are larger than a horse and smarter than a parrot. They feed on most types of meat but their favorite is horseflesh. They can fly long distances and are cunning in combat with cruel beaks and claws. Gryphons have an almost unbreakable bond of loyalty and empathy between them and their rider. Maria's gryphon, Tomosuke, is a black-tailed gull crossed with a white lion. GREEN MAGIC I & II (THE MISSING DRAGON) The magic of the Illuminated, as taught to more regular humans, hedge-wizards and apprentices. Even though she was the second Green Illuminant, Maria didn't bring any Green magic home from Misericordia, so Green's former apprentice Kanji is helping her learn it again. Her spell list can be found here. GANYMEDE SYNDROME (THE EXPO) 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. Comes with Sparkles and Glow. INVISIBLE BLADE (CODE OF DISHONOR) Strike so swiftly with a thin-bladed sword that it can be heard, but not seen. Exclusive plot role skill SUPERLATIVE STEALTH (CODE OF DISHONOR) 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. SUMMONING (CODE OF DISHONOR) 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. EMPOWERED ARTIFACT: THE POWER OF THE FURNITURE (VILLIANS AND VIGILANTES) A slim volume containing five magical cards (Gaap, Zepar and Furfur, the Eiserne Jungfrau, the Chiesters, and the Seven Stakes of Purgatory) with a key that turns into a staff. As the Furniturefinder, Maria can use the staff to summon the various Furniture from their card. Each Furniture has its own single special power: Gaap creates holes; Zepar and Furfur bind people; the Eiserne Jungfrau scan the area; the Chiester Sisters are used for targeting; and the Seven Stakes of Purgatory are a set of magical piercing weapons. NINJA ACROBATICS (CODE OF DISHONOR) Relearned during Infiltratorpalooza. Olympic-level jumping, climbing, gymnastics, and contortionism 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). Maria was taught Song of Repulsion. CANTRIPS II (MISSING DRAGON) After she and Cassandra studied from a magic book from Dolorosa/Misericordia that Maria had salvaged from the Skull Library, Maria now has access to all cantrips on the list. SIREN SONG II (HAUNTED ISLE) Grants access to all Songs. LESSER BLESSING (OLYMPUS UPENDED) A single trick, magical power, aura, or capability granted by a patron deity who has Immortal Ichor & a Mantle skill. If granted during the Jaunt, any god or ambrosia-empowered immortal may bestow such a blessing, whether or not they keep the Mantle & Ichor post-jaunt. A Blessing must match the ideals and flavors of the immortal who grants it. Maria has Hecate's blessing of Ghostsight. MUSICAL PROFICIENCY (SHOWTIME!) Grants the ability to play one kind of musical instrument and comes with the instrument provided. Maria learned how to play guitar from Imriel. SPIRITUAL REVIVAL (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. POLTERGEIST TELEKINESIS (UNQUIET DEAD) While in spirit form, affect physical changes in the living world. This is limited to slowly moving items of 1.25 grams per Spirit Skill (Spiritual Revival, Lifesense, Poltergeist Telekinesis, Lucid Dreaming, any necromancy skill or skill beginning with the word Eldritch). However, in moments of rage, terror, or despair, the speed limitation is lifted and the weight limitation increases by a factor of 100. In moments of mental instability such as feelings of godlike superiority, extreme sadism, or eldritch madness, the speed limitation is lifted and the weight limitation increases by a factor of 100. In moments of extreme emotion and mental instability, precision is impossible, but items may be moved at blinding speeds and at 10,000 times the normal weight limit (12.5 kg/skill). ELDRITCH DEFENSE (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. 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. PERFORMANCE CREATIVITY MAGIC (SUMMER HOUSE CUP) 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. PERPETUAL CREATIVITY MAGIC (SUMMER HOUSE CUP) 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. |
| [ L E A R N E D • S K I L L S ] |
21st CENTURY HACKING (JULES) The art of breaking into secure websites, databases, and computers using your knowledge of programming and computer languages. SAKUTARO'S ALTERNATE FORM (SHOWTIME!) After being a little boy in California, Maria's spirit animal, Sakutaro, can now re-assume his old human boy form from his time in Maria's world. NO DISTINCTION (MATTHEW) Copied via Hybrid Mimesis. Gather information from the recently deceased immediately, or the generations dead via ritual. This was an exclusive plot role skill and is now shared between Maria and Matthew. |
| [ A R C A N A • S K I L L S] |
EMPRESS' FAVOR Received after The Missing Dragon, this is possibly going to be Important someday. Comes with a sweet tattoo! Maria's is of a crown like the one her Mama made for her Family Conference outfit and it's placed over her heart. THE ROYAL TREATMENT Upon entering a Jaunt, possess clothing and accoutrements befitting the upper class, and a supply of local currency sufficient to explore how the other half lives for the duration of your stay. |
table code by

no subject
AMANUENSIS
Copy non-magical text from one page to another in seconds
ARCANE MARK
Inscribes a personal rune (visible or invisible) on an object
DANCING LIGHTS
Creates figment torches and other lights
FLARE
Dazzles one creature with bright light, though it does not blind them
IDYLLIC SLEEP
A willing target can get a good, sound night’s sleep even in horrible conditions, and only awakens when the spell ends (8 hours) or is dismissed
PRESTIDIGITATION
Performs minor tricks, such as changing something’s color, or making one food taste like something else, changing temperature of liquids, cleaning, etc.
(Plus everything else on the list!)
BLOSSOMING FOOTSTEPS (LVL 1)
This spell causes your footsteps to cause plants to grow where you step. These plants can either be flowers or normal growth like grass and weeds. They are just normal plants, but can be used for spells like entangle and plant growth. After you leave, the plants either continue to live normally if the ground is suitable, or fade away.
SPEAK WITH ANIMALS (LVL 1)
You can comprehend and communicate with animals for ten minutes.
VOICE OF THE GODS (LVL 2)
The volume and timbre of your voice increase so that it sounds as if the power of your deity is bolstering your words. As long as you continue to speak encouraging words or sing a hymn of your god, all allies within a 50 foot radius around you will be immune to fear. Enemies within that area are shaken. If you stop speaking or singing, the effect lingers for a minute or so before dissipating.
BEAST SHAPE I (LVL 3)
You can assume the form of any small natural animal. (About cat sized or less) Maria's forms include an eagle for flying and an otter for swimming.
SPEAK WITH DEAD (LVL 3)
This spell takes ten minutes to cast, and you must have the complete skull of the dead individual including lips and tongue. You grant a semblance of life and intelligence to the corpse, and you may ask up to three questions it will answer in brief, usually cryptic and repetitive responses. The corpse’s knowledge is limited by what the person knew in life, as well as what languages they spoke while alive. This spell can only be cast on the corpse once a week. Otherwise the spell fails. You do not speak to the soul/person, but to the knowledge inherent in the corpse itself. It cannot learn anything new and does not remember having been questioned after the spell ends. If a corpse has been turned into an undead, the spell can no longer affect it.
MARIA'S CAT PILE AKA KITTENDYNE (LVL 4)
Summon 10d10 kittens. The cats appear in mid-air with a POMF sound. They will knock anyone except the caster in the immediate vicinity down. They have a fascination effect.
DELAY DEATH (LVL 4)
A soft golden glow appears around a target’s heart, preventing their death from injury. Magic, such as disintegration, can still cause them to die, but injury can be ignored for 10 minutes. If by the end of that time they have not received healing to mitigate any fatal wounds, they will begin dying again. Your target must be within 40’ of you at the time of casting.