Powers Gained in
synodiporia
Oct. 18th, 2014 04:09 pmLiminal Skills
Stationary Portal Creation:
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.
Hammerspace:
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. This also permits you to open a small portal and retrieve those objects from liminal space whenever you wish.
Liminal Manipulation:
The ability to add or subtract unreal items of up to fifty pounds while within liminal space - furniture, small animals, non-nourishing food, etc.
Liminal Manipulation II
As Liminal Manipulation I, but grants the ability to create nourishing food and water and complex machines or small electronic devices. Requires Liminal Manipulation I.
Intra-Liminal Skills:
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.
Short Range Teleportation:
The ability to open a personal-sized portal for a split-second and step through it to another point within fifty feet.
Telepathic Skills
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). Requires Sensory Livestreaming.
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. Requires one other telepathic skill.
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.
Jaunt Skills
Stationary Portal Creation:
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.
Hammerspace:
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. This also permits you to open a small portal and retrieve those objects from liminal space whenever you wish.
Liminal Manipulation:
The ability to add or subtract unreal items of up to fifty pounds while within liminal space - furniture, small animals, non-nourishing food, etc.
Liminal Manipulation II
As Liminal Manipulation I, but grants the ability to create nourishing food and water and complex machines or small electronic devices. Requires Liminal Manipulation I.
Intra-Liminal Skills:
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.
Short Range Teleportation:
The ability to open a personal-sized portal for a split-second and step through it to another point within fifty feet.
Telepathic Skills
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). Requires Sensory Livestreaming.
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. Requires one other telepathic skill.
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.
Jaunt Skills
S. Tech: Mascot
Ability to make a mascot friend. Used for Izanagi only.
Demense: Seeing Bonds
Ability to see bonds between others. Usually seen as strings.
Master of Disguise
Ability to disguise oneself completely, including voice and look.
Surperb Pyrotechnics
Knowledgeable of pyrotechnics from the Lightning Age era. Specializes in napalm.
Special Skills
Magician's Favor
Chosen by Magician in the Digital Frontier jaunt: proof of her claim is between her shoulder blades.
Ability to make a mascot friend. Used for Izanagi only.
Demense: Seeing Bonds
Ability to see bonds between others. Usually seen as strings.
Master of Disguise
Ability to disguise oneself completely, including voice and look.
Surperb Pyrotechnics
Knowledgeable of pyrotechnics from the Lightning Age era. Specializes in napalm.
Special Skills
Magician's Favor
Chosen by Magician in the Digital Frontier jaunt: proof of her claim is between her shoulder blades.