Sʏɴᴏᴅɪᴘᴏʀɪᴀ Aʙɪʟɪᴛɪᴇs
Sep. 13th, 2020 11:27 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Cᴀɴᴏɴ Sᴋɪʟʟs ᴀɴᴅ Eǫᴜɪᴠᴀʟᴇɴᴄɪᴇs
-
Eagle Vision:
A sixth sense (video here), can be activated at will
while standing still and at full health. This intuition color-codes people's true intentions, and can even see through illusions and disguises. Permissions post and info here. In Synodiporia, as indicated by mods on 2017 Feb 08, he can use Eagle Vision while walking or hurt, but not while sprinting/doing parkour. - Edged Weapons: (Syn skill equivalency)
- Longsword: Can also swordfight while on horseback
- Knife/Short Blade
- Throwing Knives
- Hidden Blade: Retractable blade hidden in the left bracer, for which an Assassin's left ring finger is removed.
- Riding: (Syn skill equivalency)
- Reconnaissance:
- Parkour: (Syn skill equivalency)
- Sleight of Hand: Pickpocketing especially (Syn skill equivalency)
- Three-Dimensional Stealth: (Syn skill equivalency)
- Wilderness Survival: Mountain and arid (Syn skill equivalency)
- Blending In: Assassins in the field had to be well-educated and very aware of their actions and surroundings to help them infiltrate various cultures. Altaïr is able to blend in plain sight with groups of both European and Middle Eastern scholars.
- Cultures and Humanities: 12th century in the West and Near East (Syn skill equivalency)
- Disguise: (Syn skill equivalency)
- Etiquette: (Syn skill equivalency)
- High-Society Etiquette: (Syn skill equivalency)
- Prevarication: Lying (Syn skill equivalency)
- Research: (Syn skill equivalency)
- Leap of Faith: Experienced Assassins can jump from dangerous heights to land safely in a bale of hay/leaves. It's ridiculous.
- Languages: Since many books in his fields of study were written in Persian, Latin, or Greek, it can be assumed that Altaïr learned at least a little of these during his training. In modern times, all but the ancient languages will have morphed considerably from what he knows.
- Arabic: native speaker
- Turkish (Islamic Golden Age): fluent
- Middle English: fluent
- Old French: fluent
- Middle High German: fluent
- Persian: working
- Latin: working
- Greek: working
- Drawing: 12th century Near East style, also borrowing European traits for some figures and Arabic decorative motifs.
Sʏɴᴏᴅɪᴘᴏʀɪᴀ Sᴋɪʟʟs
- FAVOR
- Marked Harmony (Emperor's Mark): When activated, maintain a constant psychic awareness of the direction, distance, liminal and/or location status of every Traveler Marked by the same Arcanum.
- Revival Resonance: In situations that are close enough to his experience dying in Liminal and recovering in a Liminal Cocoon, get flashbacks.
- Interdisciplinary Mark: Hermit: 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.
- Analytics: Once per jaunt, discern one empirical fact about a confusing situation. This fact may be mundane or otherwise unhelpful, but it will be objectively true.
- Emperor'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. This aura compels all people within it to obey nearby authority figures, especially those with some kind of official status. When the aura is invoked there is a low, brassy sound and an aroma of incense.
- LIMINAL
- Portal Creation (Stationary): 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. 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).
- 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 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 (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.
- 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.
- Liminal Bubble I: Once every day, for a duration of twelve hours, make a small area of Liminal Space (five-foot diameter per Liminal Skill possessed) which does not have any undesired intrusive or disturbing features (fire, loud noises, status effects, liminal creatures).
- Portal Lockdown: Once per day, create an area (inside or outside of Liminal Space) of five feet per Liminal Skill possessed in which portals cannot be opened and teleportation does not function. This lasts for twelve hours. When used on an area the user created with Room Creation, can apply to the entire Room regardless of size limitations.
- COMBO
- Linked Hammerspace (with Chloe Frazer): 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.
- PSYCHIC
- Sensory Livestreaming: The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts.
- Sensory Eavesdropping: The ability to tap into another Traveler’s sensory impressions (with permission).
- Image Projection I: Travelers 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."
- Filter Intrusion: Access privately broadcast data on the telepathic network. Even if a message is filtered to a specific group of people, you may listen in (or actively participate). To show the skill is in use, leave a blank comment titled "Filter Intrusion".
- 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.
-
Network Archive Retrieval:
The ability to search for and share old data on the telepathic network. OOCly: this allows you to link old posts or threads from
synopsychic in your current threads.
- Memory Sharing: The ability to share your memories with other Travelers, or view their memories.
- Infiltrator Mind Reading: The ability to access the thoughts of infiltrators. This includes the ability to use Memory Sharing, Sensory Eavesdropping, Image Projection, and Mind Palace Projection on them, if you have those skills.
- Memory Restoration: Once per Jaunt, convert an Infiltrator into an Investigator. Cannot use upon yourself.
- Psychic Healing II: The ability to repair some almost all mental damage, illness, or incapacity other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance.
- 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. 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.
- 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 Protection II: The ability to block others from using Filter Intrusion or Investigator Mind Reading on you or any people you are in telepathic contact with, up to one person per two telepathic skills you possess. This also conveys some resistance to psychic intrusions originating off the network.
- Psychic Suppression: Temporarily severs you from the Telepathic Network, rendering you undetectable to any Telepathic or Liminal contact or sense, and unable to access the Psychic Network yourself, for up to a four-hour period per week per telepathic skill you possess.
- Partition Mind II: Use Partition Mind on another Investigator. Partition Mind I: Temporarily suppress some of your knowledge, memories, or skills. A person with a partitioned mind is aware that they have “locked down” some of their own memories or abilities, but has absolutely no idea what it is they have locked away unless they have that information written down or have told someone else.
- Intrusion Notification: Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you.
- 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.
- Psychic Severance: Once per week, disconnect another Traveler from the Psychic Network for up to one hour/Psychic skill. An affected Traveler who possesses Psychic Protection I, Psychic Protection II, and Telepathic Power halves the duration of this effect for each of these skills they possess. Severance can be cancelled before the full duration, but cannot be divided up into multiple uses per week.
- Infiltrator Telepathy: Allows the usage of any psychic power on an Infiltrator.
- JAUNT
- The Cap of Invisibility: This Empowered Artifact grants invisibility at the constant cost of stamina. Stamina use equivalent to sprinting (heavy breathing not required). Prolonged use causes user to feel like they've run a marathon. Even fainting can occur, which will automatically deactivate the power. Works on cameras. Does not work against life-sensing spells, Eagle Vision, and the like.
- Blind Maneuvering: Navigation without sight. Ability to detect solid objects within 5ish feet, as long as they are in contiguous contact with him and objects touching him.
- Clockpunk Tech: Motorcycle: Must be powered with mana, obtained through Elven Form. Can be maintained and repaired with Clockpunk Tinkering. He's named it Abraxas.
- Siren Song I (Song of Calming): Magical but highly addictive abilities possessed by mermaid sirens, which are always triggered through a song. Cannot be used on self. Song of Calming can calm an aggressive foe or soothe a troubled ally.
- Cantrips I: Spell inspiration list
- Amanuensis: Magically copy nonmagical text in seconds to 1 minute, handwritten or typed, but not illustrations.
- Silence Portal: Negates sound from a door or window
- Light: Makes a touched object shine like a torch, casting clear light within 20 feet and dim light up to 20 feet beyond that.
- [spell 4]:
- [spell 5]:
- [spell 6]:
- Tiresias Syndrome: Involuntary transformation in response to a specific stimulus. Altair's is falling into water. Most commonly, Tiresias Syndrome changes the gender of the afflicted individual.
- Indigo Color Magic I: Spell List
- Anyspell: This spell allows you to read and prepare any spell of up to 2nd level out of any reading material you have on you at the time of casting. Once you choose and prepare a spell, you retain it in your mind until it is cast, but it takes more energy than it normally would. This allows you to cast a low-level spell of any color as an Indigo spell, changing the nature of its magic.
- Illusory Script: You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. Target: One touched object weighing no more than 10 lb. Material Component: A lead-based ink. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.
- Safety: Touching the creature, you grant it knowledge of where safety lies. The recipient can find the shortest, most direct route to a place of safety, where they will not take any hurt from the surrounding environment and immediate danger is not imminent. This does not provide knowledge or protection against the creatures that inhabit those safe places.
- Ombrandanti Werewolf Bloodline: 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.
- Interface: 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.
- Elven Form: 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).
- Motorcycle Riding: He is most familiar with his clockpunk mana bike from January City.
- Dreamcatching: 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.
- Comprehend It Not: You have a natural passive resistance to any supernatural force so long as you know for certain that it exists and endangers you; and you take no trauma or corruption from active eldritch research so long as you do not believe in eldritch forces. You have no passive resistance to powers you do not believe in, and are vulnerable to corruption once you are certain the eldritch is real.
- Galra Form: Galra form gives him taller stature, purple skin/hair(?), yellow eyes, and combat agility. Luxite blades wielded by the Blade of Marmora can only be awakened by those with Galra blood.
- Dragonfly: A glider/parachute that allows for travel over wastelands between dedicated points, brief free flight, or lengthy flight being towed behind a cycle or other transit utility.
- Constructive Enlightenment: 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. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along.
- Perfect Timing: The ability to measure and react to events to the utmost precision (for a human mind and body, 10 to 30 milliseconds).
- Dataspike: A utility that allows interfacing a hostile inanimate function or an unwilling animate program. Unpleasant to use or have used on one. Does not ALWAYS get through a Program or Utility's security any more than a lockpick always opens a lock.
- Measured Response: When presented with shocking or unexpected developments, your outward reaction is only what you want to show to others. You cannot, for example, fool anyone trying to use a psychic skill on you to gauge your reaction that way. You also cannot control your heart rate, and so someone trying to gauge a reaction that way would succeed.
- Indigo Color Magic II: Spell List
- Know Opponent: Your eyes glow and luminous words appear in the air above your spell’s target, describing their strengths and weaknesses to you. You may learn up to four in any combination of strengths and weaknesses as you specify.
- Mark of the Outcast: Invoking the ancient words of anathema, a dull indigo splotch in the shape of a skull manifests itself on the creature’s flesh on its face. The mark is visible to all and makes the subject immediately suspicious to anyone. They are less likely to be believed, and will be a little easier to hit in combat.
- Identify: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
- Interface Interference:
- Crystalline Storage: The ability to store strong emotions, vivid sense memories, mundane skill instructions, or raw psychic power in an unprimed crystal, and access that stored thoughtform regardless of local psychic conditions or networks. Each time you take this skill you may apply it to up to three crystals, which may be re-used, but which may each only store one emotion, memory, instruction, or dose of power at a time. Using a crystal empties it of the stored thoughtform. It takes eight hours to refill a crystal with a new thoughtform.
- Shading: What Travelers call Memory Sharing, combined with Network Archive Retrieval, Network Bookmarking, Psychic Upload, Psychic Snapshot, Sensory Livestreaming, and Psychic Download: the ability to store knowledge externally of one’s mind. A shade, the network or server on which knowledge is stored, lasts only so long as it is powered. In the days of the Umbrian Vale, the sum total of a millennium of psychic, academic, and technical knowledge was shared in the Overmind and powered by Dreampushing. All that knowledge was lost when the Overmind was destroyed. Post-Jaunt, it may be upgraded to one of those skills, or kept in order to be able to create a ‘private server’ psychic network.