seestheworld: (Venus Power Crescent Shower of Love)
[personal profile] seestheworld
MINAKO ARISATO
[ CANON SKILLS ]

WILD CARD PERSONA USER

NAGINATA COMBAT


[ 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.

DISMISS TRAVELER I
Send a Traveler away from you to or from Liminal Space, or to elsewhere in the Jaunt up to a maximum distance of your Teleport range (with OOC permission). This skill has the same cooldown rate as teleportation skills.

DISMISS TRAVELER II
Once per jaunt, send a Traveler across the Jaunt/Walkabout divide (with OOC permission). As with other bridging skills, this cannot be done to Infiltrators, and there is no guarantee the dismissed Traveler will be an Investigator once they reach their destination.

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 IMMUNITY
You no longer need to eat, drink, or breathe.

EXTRALIMINAL MANIPULATION
Allows for the use of Liminal Manipulation or Transmutation outside of Liminal Space, subject to the same weight limitations.

EXTRALIMINAL PHASE
Once per week, pass through one inch/liminal skill of solid matter as though it were air.

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.

EXTRALIMINAL ROOM CONGRUENCE II
As Extraliminal Room Congruence I, but you may connect an existing liminal room to any Jaunt room of the same approximate dimensions. Anyone who enters the room from the Jaunt side will perceive it as physically identical to the Jaunt room, except that all within it are subject to liminal rules of gravity and physics. Anyone who enters the room from the Liminal side can firm up liminal objects within the room and carry them into the Jaunt without them dissolving.

EXTRALIMINAL ROOM MANIFESTATION
Manifest a room you created through Room Creation in any sufficiently large open space in the Jaunt world. The exterior of the room must be materially congruent with the available physical and structural limitations of the Jaunt world and technology. The interior of the room functions as Extraliminal Room Congruence, except that anyone entering it perceives the room as it appears in Liminal Space (the interior of the room does not need to be materially or structurally congruent with the Jaunt world).

EXTRALIMINAL TAP
Access the liminal energy you have access to to power systems or devices outside Liminal Space. Effectively, you can now plug devices into one or more outlet-portals to power them remotely.

EXTRALIMINAL TRANSIENCE
Disappear a single unattended object within your line of sight of up to twenty-five pounds. Like nonpermanent objects in Liminal Space, this object is lost forever.

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.

HAMMERSPACE III
The ability to bring up to four 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 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 BAROMETER
Adjust atmospheric pressure upward or downward in a diameter equal to Liminal Bubble for one minute per liminal skill. If done outdoors, this can create localised but uncontrolled weather phenomena.

LIMINAL BARRIER
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 BUOYANCY
Adjust your personal flotation capacity relative to your current needs - walk on water, sink below the surface of liquids that would otherwise support your weight, etc.

LIMINAL COMPLEXITY
Allows simultaneous, non-continuous usage of Liminal skills. You could make completely separate liminal rooms with Room Creation, create multiple separate barriers with Liminal Barrier/shields with Liminal Shield, target one area with Liminal Slick and another with Liminal Static at precisely the same moment, and so on. The time and size limits of skills used this way do not change (although if you have more than one usage of a skill available, you may use it multiple times simultaneously), and you may use this skill as often as you can use the skills whose effects it alters.

LIMINAL CONTINGENCY
Within your created room, pre-arrange a response by the room to a specified stimulus occurring within. Can be used in combination with other liminal skills.

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 DELEGATE I
Once per week, grant one infiltrator access to Liminal Space for one minute per liminal skill you possess.

LIMINAL DELEGATE II
Once per week, grant one Infiltrator access to all liminal skills they possess as an Investigator for one minute per liminal skill THEY possess.

LIMINAL DENSITY
Adjust your personal mass relative to your environment to make it easier or more difficult for external forces (wind, another person, etc.) to move you. With Liminal Manipulation II, this can be used to affect other objects (get player permission before attempting it on another person).

LIMINAL ENDURANCE
Hold one portal open indefinitely, as long as it remains within line of sight.

LIMINAL ENERGY
By breaking down the matter of Liminal Space, create enough energy to power or recharge any one battery-operated device, appliance which would use a standard wall socket, or comparable machine. Usable once per day.

LIMINAL ENTOURAGE: MOTHMAN
Permit one non-player being with whom you have some sort of skill-based attachment to access your liminal skills. Can be taken multiple times, each for a different being.

LIMINAL FILTER
The ability to choose what kinds of matter may pass through your portals. For example, if you have to open a portal underwater, you would be able to prevent the water from getting all over Liminal Space.

LIMINAL GENERATOR
In any created room, create functional electrical wiring and active electrical power systems which can power or charge any devices in that space, up to 2kW/hour per level of Room Creation you possess (an average American home uses roughly 1.5kW/h on average). Without this skill, lights and appliances in Created Rooms are powered, but are powered by being part of the room - i.e., a lamp that is unplugged in a created room cannot be replaced with a different appliance, as it is powered by the creator’s understanding of how the room ought to be, not by measurable electric current.

LIMINAL HANGER
Stick something to a specific point in space so it can float without other support. Outside of Liminal Space, this effect dissipates after ten minutes.

LIMINAL HEALING
The ability to heal wounded Travelers through the use of Liminal ectoplasm.

LIMINAL HOOK
Create a Liminal Tether that anchors on a stationary object rather than another person.

LIMINAL INTERFERENCE
Once per day, disrupt another Traveler’s usage of one Liminal Skill.

LIMINAL MAGNET
Once per week, duplicate the effects of a weak, short-range electromagnet, allowing you to lift or move up to two pounds per liminal skill of magnetic material over a total distance of 100 feet, or provide additional power to an electrical device, for one minute.

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 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 MASQUE
Make cosmetic alterations to your form, once per day for ten minutes per Liminal Skill possessed. Not precise enough to disguise oneself as a specific individual, but can create the generic appearance of another species without any of the mechanical advantages created by a Form skill.

LIMINAL OPT-OUT
Selectively ‘lock’ a door to or within your created space.

LIMINAL PERMANENCE
Liminal objects and/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator.

LIMINAL POWER (x3)
Once per day, a Liminal skill has double the effect (choose one of duration, weight limit, size, or distance with every use), or may be used even if it is still during its "cooldown" cycle. When an ongoing effect is enhanced by Liminal Power, it can be automatically refreshed once a day, or after one day has passed, the Traveler can ‘downgrade’ the effect at any time in order to apply the multiplier to another skill, or another aspect of the same skill. Liminal Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. If a single skill is enhanced more than once with Liminal Power, its original effect is the one multiplied (so a Liminal Power x2 combo triples, not quadruples, the capacity of Hammerspace).

LIMINAL PRECISION
Split cooldown, duration, and area of effect on Liminal skills into smaller increments, allowing for split-second activation and deactivation, pinpointed target areas of effect, and near-simultaneous use of multiple Liminal skills. Usable for one second per Liminal skill you possess per Jaunt. The skills you activate with Liminal Precision may be used in increments of less than a second, but Liminal Precision itself cannot be activated for less than one second at a time.

LIMINAL PROXY
Temporarily pass control of your created space over to another character, in the event of a dungeon or idle (NOT drop). The proxy owner of the space can then make alterations to it in the creator’s absence. Ownership of the room reverts to the original creator upon their return, or if the proxy owner themselves leaves the game.

LIMINAL REGENERATION
Once per Jaunt, replace missing limbs (one limb at a time), heal chronic illnesses, and correct bodily ailments of all varieties. This skill cannot be used instantly, but takes many hours of focused attention. The more complex the ailment, the more prolonged the needed focus. At a player’s option, some problems may not be fully corrected because the necessary focus is too long or intensive to be practical, or because their character’s self-image has changed to accommodate the loss.

LIMINAL SEVERANCE
Once per week, shut down another Traveler’s access to Liminal Skills for up to one hour/Liminal skill. If used outside Liminal Space, this prevents a Traveler from entering Liminal Space until the duration is up. Affected Travelers with Liminal Manipulation I & II and Liminal Power divide the duration they are affected in half. Severance can be cancelled before the full duration, but cannot be divided up into multiple uses per week.

LIMINAL SHIELD I
The ability to reflexively create a small portal into Liminal Space that intercepts incoming projectiles or energy. This counts as a use of Portal Creation, and remains open for the same length of time. The shield has a diameter of six inches per Liminal Skill you possess.

LIMINAL SHIELD II
As Liminal Shield I, but allows you to keep the shield portal open as long as you need it to be.

LIMINAL SHOCK
Once per day, produce a contact-based electrical shock less than or equal to two milli-amps per Liminal Skill. A ten milli-amp shock is extremely painful; between ten and twenty causes paralysis from contact, seventy-five causes unconsciousness and temporary cessation of breathing, and between one hundred and two hundred is fatal (a Traveler with every Liminal skill on every tree could only produce a shock this severe by using Liminal Power to double the effect of the skill).

LIMINAL SLICK
Once per week, lower local friction levels in a ten foot/liminal skill radius for one minute. This can be used to make someone else’s passage more dangerous, or to ease up your own (for example, when trying to push a heavy object).

LIMINAL STATIC
Once per week, raise local friction levels in a ten foot/liminal skill radius for one minute. This can be used to make someone else’s passage more dangerous, or to provide extra traction to your own (for example, on an icy surface).

LIMINAL TEMPLATE
Create a ‘mold’ of an object which enables others, who may not understand its physical structure, to nonetheless duplicate it with Liminal Manipulation. You cannot create a template of an object you do not understand well enough to construct. The ‘mold’ is a translucent ectoplasmic framework the same size and shape as the object to be duplicated.

LIMINAL THERMOSTAT
Adjust ambient temperature upward or downward in a diameter equal to Liminal Bubble for one minute per Liminal Skill.

LIMINAL TRANSMUTATION
Physically change an object or quantity of objects into another object or quantity of objects. All objects altered with or created by a single use of transmutation must be homogenous. This skill is subject to the same weight limitations as Liminal Manipulation, and counts as a usage of Liminal Manipulation towards that limit.

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
The ability to 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).

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, this can apply to the entire Room regardless of size limitations.

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. 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).

SUMMON CREATURE
The ability to summon a single given creature or type of creature through a Liminal Portal. May be taken multiple times, but only one type of creature each time. In Minako's case, that creature is a Cŵn Annwn, a spectral hound from Welsh mythology that she summoned by accident. The hound's name is Aeronwen, or Berry for short.

SUMMON TRAVELER I
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. This skill has the same cooldown rate as teleportation skills.

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, once per teleportation skill possessed every six hours.

TELEPORTATION II
As Teleportation I, but you may travel within five hundred feet.

TELEPORTATION III
As Teleportation II, but you may travel within five thousand feet.

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.

WARDROBE MANIPULATION II
The ability to near-instantaneously change costumes or outfits of fellow Travelers, made of any mundane or Jaunt-appropriate material, whether or not you are in Liminal Space. Changes must be made individually - you cannot change a group simultaneously. Also works in Liminal Space, though any Jaunt-appropriate materials would no longer be accessible.


[ PSYCHIC SKILLS ]

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 SHARING
The ability to share your memories with other Travelers, or view their memories.

NETWORK ARCHIVE RETRIEVAL
The ability to search for and share old data on the psychic network. OOCly: this allows you to link old posts or threads from [community profile] synopsychic in your current threads.

NETWORK BOOKMARKING
Mark psychic broadcasts or conversations for later sharing or review.

PSYCHIC BRIDGE I
Once per week, for one minute per psychic skill you possess, broadcast psychically across the Jaunt/Walkabout Divide.

PSYCHIC BRIDGE II
Once per week, patch another one person per three psychic skills through a divide in the psychic network. Duration is half of Psychic Bridge I.

PSYCHIC DETECTION I
Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator.

PSYCHIC DISCRETION
Shows you a visible signal when someone within your line of sight uses a psychic skill that informs you what skill is being used. This skill also shows you the existence of private or filtered conversations, but does not let you access them.

PSYCHIC ECHO
Once per week, say what a target expects to hear. This is considerably more beneficial if the target is not already suspicious of you, and can backfire if they are.

PSYCHIC MIRROR
Once per week, take on the gestural & other nonverbal components of someone else’s motion, communication, posture, & bearing for a duration of one minute/psychic skill.

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 psychic network. OOCly: this allows you to make audiovisual posts.


[ HYBRID SKILLS ]

ECTOPLASMIC IDENTIFICATION
Liminally create fake IDs. With Psychic Upload or Liminal Template, the created identification cab be scanned and uploaded to the network, where other users with Psychic Download and Liminal Manipulation may use the pattern to create identification for themselves.

EXTRALIMINAL DETECTION
Sense non-liminal locations that can be accessed from your current location. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to map out paths from Liminal Space to as-yet-unvisited worlds (aka future jaunt settings, or former Travelers’ worlds no one present for the trip has been to).

HYBRID MIMESIS: SAFETY MODE
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. Minako's Mimesis skill is Safety Mode (see below).

INTRA-LIMINAL DETECTION
Sense other liminal locations (dungeons/dreamscapes, Questing Country, etc.), even if they aren’t currently connected to Liminal Space. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to access these spaces.

MEMORIAL BRIDGE I
Once per jaunt, you may go to a past Jaunt world. The bridge lasts until the next time the Arcana change Travelers’ location from Liminal to Jaunt space or vice versa, or until a Traveler bridges everyone back to their starting point. The maximum number of Travelers that can join a bridge to a past jaunt setting is the same as the user’s Liminal Bridge II capacity. These bridges create a separate Liminal Space during a jaunt, but not while all of the Travelers would otherwise be in Liminal Space proper.

MEMORIAL BRIDGE II
When bridging to a previously-visited jaunt setting, determine the point of your arrival relative to the original jaunt (before, during or after). POST-ENDGAME, this may also be used to visit Travelers’ home worlds, provided at least one person on the trip has been to the targeted destination.

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.

PORTAL ARCHIVE
If you have opened a portal in one location this Jaunt, you may always open a portal to that location as long as your cooldown permits, even if it is not the last location you portaled from. This skill can also enable you to determine who last opened a portal from a given location, when they did so, and who or what went through the portal.

PORTAL BOOKMARK
Save one portal location so that any other Traveler with this skill may open a portal to that location, regardless of whether any Travelers are presently at that location.

SAFETY MODE
Once a jaunt, for one hour per hybrid skill you possess, you may send both Liminal Space and the Psychic Network into Safety Mode. While Safety Mode is engaged, Liminal Space is reduced to a blank white field, and all continuous Liminal skills (Room Creation, Summon Creature, etc.) are canceled; the network is likewise reduced to text capability. Characters with Liminal Manipulation II and Liminal Power can assert their will onto Liminal Space to re-summon companions or otherwise carry on as normal, and characters with Sensory Livestreaming and Psychic Protection I can likewise make audiovisual broadcasts as normal; however, doing so may subject characters to Liminal or Psychic Severance (as appropriate) for several hours afterward. POST-ENDGAME, with Liminal Power and Telepathic Power, this may be used to keep Liminal Space and the network in Safety Mode for longer periods, up to the length of an entire jaunt.


[ COMBO SKILLS ]

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.

LIMINAL TETHER II
Energize your tether, thus enabling it to be used as a weapon. Has the same time and usage limitations as Liminal Shock.


[ FAVOR SKILLS ]

EMPRESS'S FAVOR
Received during the Villains and Vigilantes Jaunt (but not in the Villains and Vigilantes Jaunt, because she was in a different Liminal Space entirely at the time and Empress is a rules lawyer). Her Mark is on her right shoulder and consists of an iron mask surmounted by a golden three-pointed crown, with a steel(?) chain whip topped with a golden stinger coiled below it and boughs of intertwined lavender and mandarin orange blossoms cradling both.

EMPRESS'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 soothes violent emotions, inviting compassion and sentimentality, and emits a warm, soft light and an aroma of scents the Travelers within it find comforting.

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. Infiltrators will automatically recognize you as a member of the upper class, though you will still have to make up a convincing lie about your identity if they ask you about it.

SHINY THINGS
Once a week, for one hour per Favor skill possessed, make something or some way of going about things appear more appealing to a target.

MARKED GESTALT
When using a skill cooperatively with someone Marked by the same Arcana, pool your relevant skills to determine its range, size, and duration. (Example: If you possess four Liminal skills, another Traveler possesses six, and you wish to create a Liminal Bubble, Liminal Shield, or Portal Lockdown you are each counted as having ten skills when you work together.) Also works on any Jaunt skills with a stackable effect (for example, Assist).


[ JAUNT SKILLS ]

AUDIOCAUDAL SYNDROME (DOKI DOKI NO GAKUEN/THE EXPO)
Contracted during the Expo walkabout. 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. Minako's animal form is Horus, and her associated tech is, appropriately enough, Brightness Control.

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. Minako's associated "skill" is Mothman, her mascot.

S. TECH MASTERY (DOKI DOKI NO GAKUEN/THE EXPO)
The disciplined ability to use S. Tech in its many forms. Includes up to four S. Tech skills of choice for free. Minako's associated S. Techs are Sparkles and Glow, Personal Soundtrack, Abrupt Makeover/Instant Clean, and Pie & Flowers & Popcorn.

CONTROL PANEL (DIGITAL FRONTIER)
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. Taught by Naoki Konishi.

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 Sera Angel.

REDIRECT ENERGY (DIGITAL FRONTIER)
The ability to take unformed energy, usually electricity, and act as a channel for it, changing its path or removing it from one place or function and placing it in another. Energy may not be stored for personal use without instantaneous near-fatal damage. Taught by Armin Arlert.

SIFT (DIGITAL FRONTIER)
Once per week, find patterns in randomized data using advanced pattern-recognition algorithms. Outside of the Grid, this could help locate an invisible opponent by the noise they make, decode an encrypted message, find a needle in a haystack, etc. Cannot use in conjunction with Assist, Constructive Enlightenment, or Interrogate, but can use in the same week as another Program Faction skill. Taught by Naoto Shirogane.

LIGHTCYCLE (DIGITAL FRONTIER)
An LED-lit baton that expands into an LED-lit motorcycle capable of projecting a solid wake. Can also go into "stealth mode", whereby the solid light wall and the LEDs are turned off.

DREAMCATCHING (QUESTING COUNTRY)
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. Taught by Naoki Konishi. Minako's dreamcatcher is her MP3 player.

SPIRIT ANIMAL (QUESTING COUNTRY)
An advice-dispensing animal companion that accompanies champions (spirit animals) and oracles (familiars). Adversaries who take this skill will find that their companion occasionally becomes a duplicate of them, a doppelganger, and stirs up trouble. Minako's spirit companion is Suzaku.

LIGHTNING AGE TECHNOLOGY: ALCHEMY (LIGHTNING AGE)
Knowledge of one area of tech (steam-powered, clockwork, magnetic, pyrotechnic, alchemical) as well as 2-3 items of technology (not necessarily all that type).

LIGHTNING AGE INNOVATION: ALCHEMY (LIGHTNING AGE)
Knowledge of how to repair, construct, and even design technology of one type.

HYPNOTIC INSTRUCTION (LIGHTNING AGE)
The ability to use drugs and hypnosis to interrogate, implant suggestions, and manipulate emotions. Plot Infiltrator-exclusive skill.

BLOOD MAGIC (CHILDREN OF THE NIGHT)
Sympathetic magic which uses your own blood to strengthen or weaken your own traits, someone else’s blood to strengthen or weaken theirs, or freshly shed blood to open or close wounds. Available to vampires (especially Cataphractoi) and their corvigers.

ELVEN FEATURES (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 Features allows you to pick and choose what you want to retain; Minako kept the pointed ears, slit pupils, and heightened auditory and olfactory processing.

CLOCKPUNK TECH (LIGHTSIDE/DARKSIDE)
Keep one to two pieces of local clockwork technology. Minako kept a pocketwatch and a toy frog.

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.

TITANIC MANTLE: AURA (OLYMPUS UPENDED)
Specify an idea or ideal represented by one of the Titans or older deities. You retain limited power over that skill, element, role, or notion. In Minako's case, that's the morning breeze.

FOREST FOLK BREWERY (NIGHT FALLS ON YENSID)
Ability to take local leaves and berries to brew simple magical potions that give the drinker small skills for a few minutes. Sample abilities include bouncing the ability to jump several times one's height, enhanced strength, sharpened senses, etc. Abilities are mild, though useful. The potions can be drunk by anyone, though potions made for the Forest Folk might have different effects on humans or Stonefolk. These effects will be consistent between species.

ARCHETYPAL CHAMPION MAGIC: SEALS (QUESTING COUNTRY/OUROBOROS RETROGRADE)
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. Minako's archetype is Seals.

PERPETUAL CREATIVITY MAGIC (TRIAD CREATION TOURNEY)
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.

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.

ARTISTIC MASTERY: TEXTILES/SEWING/COSTUMES (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. Minako's specialty are sewing (mostly crafts and clothing).


[ SKILL EQUIVALENCIES ]

ARTISTIC PROFICIENCY: TEXTILES/SEWING/COSTUMES (TRIAD CREATION TOURNEY)
ARTISTIC PROFICIENCY: COOKING/BAKING/CULINARY ARTS (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. Minako's specialties are sewing (crafts and clothing) and culinary arts, especially baking.

ARTISTIC MASTERY: COOKING/BAKING/CULINARY ARTS (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. Minako's specialty is culinary arts, especially baking.


[ OTHER SKILLS ]

EAGLE VISION (EZIO AUDITORE'S DUNGEON)
Enables Minako to see her enemies as red, friends as blue, neutral parties as while, and targets and pathways to said targets as gold (with footprints for the pathways). However, her regular senses are dampened when she uses it, and she can't use it while moving.

BEAM NAGINATA (DIGITAL FRONTIER)
The Vel Vel Muruga, Minako's naginata, converted into a collapsible baton with an energy blade (and feather).

PERSONA EVOLUTION: MESSIAH
During a conversation with Chloe during the final pre-Jaunt Liminal Space, Minako achieved a sort of apotheosis that caused Orpheus and Thanatos to combine into her ultimate Persona, Messiah.

ALTERNATE PERSONA SUMMONING METHOD: MASKS
Persona 5-style mask summoning, gained after Minako stumbled on an unused Persona Mask in an empty dungeon during the last Liminal event before the game hiatus. Also grants her a Metaverse costume that doubles as her Adversary costume in Questing Country.




table code by [community profile] optimisty

Profile

seestheworld: (Default)
Kotone Shiomi

December 2023

S M T W T F S
     12
3456789
1011 12131415 16
17181920212223
24252627282930
31      

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated 9 Jun 2025 04:29
Powered by Dreamwidth Studios