The Powers That Be ([personal profile] powersthatbe) wrote2016-12-01 12:38 am
Entry tags:

Favor Skills

FAVOR SKILLS

Liminal Skills | Psychic Skills | Hybrid Skills | Combo Skills | Previous Universe Skills


General Mark Skills | Archetype Mark Skills | Arcana Mark Skills

Favor skills come in three categories, but all of them may be taken at any time, in the same way that Liminal, Psychic, & Combo Skills are. For skills whose description read ‘per Favor skill possessed,’ the Mark counts as a skill. Please get OOC permission before using skills that affect other characters.

The comments on this post consist of an index, sorted by Arcana, listing what archetype and Mark-specific skills that Arcana is eligible for. Remember, all characters can take a general Mark skill regardless of who marked them; the comment index is meant to make it easier to sort through the Archetype and Mark-specific lists to find what you're after. Please click the numbers below to be taken to that particular Arcanum.

0
ⅩⅢ
ⅩⅣ ⅩⅤ ⅩⅥ ⅩⅦ ⅩⅧ ⅩⅨ ⅩⅩ


❧ GENERAL MARK SKILLS
Interdisciplinary Mark, Marked Combination, Marked Concert, Marked Gestalt, Marked Harmony, Marked Multipresence, Marked Patronage, Marked Power, Marked Resonance, Marked Selection, Marked Spontaneity, Marked Synchronization.
These skills may be taken by any Traveler, regardless of what Mark they possess.


Interdisciplinary Mark
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 each archetype suits your character. For justification, we're looking to one or two sentences explaining why your character fits the chosen Arcana, similar to the justifications required on the current app form.

Marked Combination
Choose one Combo skill you possess. All characters you share a Mark with gain access to that skill. If the skill has a cooldown, the cooldown is triggered for all characters whenever one character uses it. Requires Marked Gestalt and at least one Combo skill.

Marked Concert
When Marked Harmony is activated, you are aware of everything seen, heard, or sensed by every Traveler who shares your Mark. As with Sensory Eavesdropping, this requires permission. If you possess either Infiltrator Mind Reading or Marked Resonance, this applies to Infiltrators who share your Mark. Requires Marked Gestalt, Marked Harmony, & Sensory Eavesdropping.

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).

Marked Harmony
When activated, maintain a constant psychic awareness of the direction, distance, liminal &/or location status of every Traveler Marked by the same Arcana.

Marked Multipresence
For purposes of using Liminal & Psychic skills, you are considered to be present at every location where someone Marked by the same Arcana is present. Requires Marked Harmony.

Marked Patronage
Once per month, for 1 minute per Favor skill possessed, forge a deeper connection with your Arcana’s ambient essence (but not their conscious mind). For the duration, your Arcana is considered a valid target for any usage of your Favor skills. Usage of Marked Harmony on an Arcana will render a Traveler comatose for at least one day after this skill expires. Usage of Marked Gestalt on an Arcana is fatal after 1 minute unless extensive and creative protective measures are taken, and may cause lasting psychic trauma or other damage. Requires one General Mark skill and one Archetype or Arcana Mark Skill.

Marked Power
Your Arcana has blessed you with increased power in using the skills they have granted you. This power can reduce the cooldown or boost the effectiveness of a Favor skill by 30 percent. This skill can be taken multiple times. Requires at least one Favor skill other than the Mark itself.

Marked Resonance
Infiltrators who share a Mark with you automatically perceive you as trustworthy, friendly, or knowledgeable unless your actions directly contradict such a conclusion. Requires Marked Gestalt.

Marked Selection
Any power from any source that targets multiple people can include those Marked by the same Arcana regardless of any limit to the number of targets affected. Any power from any source which affects an area may exclude those Marked by the same Arcana. (Example: Psychic Protection II would protect the communications of one person per two psychic skills you possess, and additionally any number of people Marked by the same Arcana. A fireball spell causing a twenty-foot radius explosion could leave anyone Marked by the same arcana as the caster unburnt.) Requires Marked Harmony.

Marked Spontaneity
If another character you share a Mark with is unable to use a skill due to its cooldown period, and you possess that skill, you may refresh their cooldown. That skill is then on cooldown for you. Requires Marked Gestalt.

Marked Synchronization
When you and another character with the same Mark are collaborating on a task (disarming a bomb, hacking a computer system, fighting a dragon), you may automatically act simultaneously or in sequence with extreme precision to optimize the benefits of your teamwork. Requires Marked Gestalt.


❧ ARCHETYPE MARK SKILLS
Allure the Senses, Analytics, Be of Good Cheer, Brainstorm, Common Cause, Conjecture, Conundrum, Crazy Enough to Work, Entropy, Eyes on the Road, Hopeful Outlook, Immovable Object, Insight, Just A Phase, Just Consequence, Keep On Turning, Kickstart, Know Thyself, Last Temptation, Light of Honesty, Moment of Clarity, Neutrality, New Leaf, Opportunity for Renewal, Path to Profit, Paving the Way, Profit From Disaster, Rekindled Sentiment, Resilience, Risk Assessment, Seize the Moment, Shiny Things, Spike the Punch, The Royal Treatment, Ties That Bind, Unstoppable Force, Verification.
Each of these skills is available only to those Marked by one of the Arcana mentioned in the skill description.


Allure the Senses (Lovers & Empress)
Once a week, for one hour/Favor Skill, appear interesting or attractive to the target of your choice. This skill does not guarantee any particular response, only draws attention and assists in creating a positive impression.

Analytics (Emperor & Justice)
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.

Be of Good Cheer (Sun & Empress)
Once a week, for one hour per Favor skill possessed, bolster the spirits of those around you.

Brainstorm (Magician & Fool)
Once per Jaunt, produces a new idea about a confusing situation. This skill requires mod consultation to use.

Common Cause (Lovers & Strength)
Once a week, for one hour per Favor skill possessed, call upon a common connection with someone else to help earn their trust/aid.

Conjecture (Fool & Priestess)
Once per jaunt, discern one possible truth about a confusing situation. This possibility may or may not actually exist, but with the facts at hand, it could.

Conundrum (Priestess & Moon)
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.

Crazy Enough to Work (Magician & Death)
Once per jaunt, gain extra persuasion in making a radical new approach to a problem seem worth trying.

Entropy (Death & Tower)
Once per month, cause plans to go awry when routine breaks down. Complex machines backfire and fail to work, electronic files are lost, bowstrings snap, food goes bad, buildings suffer water damage - the forces of decay intervene. Do not expect this skill to conveniently only break down localized objects, plans, or events you are opposed to - anything nearby is liable to not run smoothly.

Eyes on the Road (Emperor & Chariot)
Once a week, keep people in a radius of ten feet per Favor skill possessed focused on the task at hand for one hour per Favor skill possessed.

Hopeful Outlook (Fool & Sun)
Once a week, for one hour per Favor Skill possessed, the Traveler is immune to every effect which would impose negative emotion or morale.

Immovable Object (Emperor & Strength)
Once a week, for one minute per Favor Skill possessed, the Traveler can make one barrier immobile and unbreakable. The Traveler themself may count as a barrier so long as they are actively resisting or blocking some external force. Invoking Unstoppable Force & Immovable Object on the same target area destroys both Force and Object.

Insight (Hanged Man & Priestess)
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.

Just A Phase (Moon & Death)
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).

Just Consequence (Justice & Judgment)
Once a week, invoke to make a single target Traveler either emboldened by their righteousness or guilty about their misdeeds for the duration of one thread or one closed post. It is possible for this skill to produce the opposite effect intended if the invoker has misjudged a situation.

Keep On Turning (Fortune & Chariot)
Once per week, for one minute per Favor skill possessed, maintain momentum on your current activity.

Kickstart (Magician & Chariot)
Once per Jaunt, produces progress in a stalled or stagnant situation. There is no guarantee the change introduced will be positive or desirable, only that it will affect the character invoking it. This skill requires mod consultation to use.

Know Thyself (Hermit & Priestess)
Once per jaunt, examine yourself for any external influences or status effects. This may not help you shake off those influences or effects, but you will discover them, and knowing, as they say, is half the battle.

Last Temptation (Devil & Moon)
Once a week, for one minute per Favor skill possessed, instill doubt, anxieties, and second-guessing in people. There is no guarantee, however, that the second-guessing will only be instilled in those opposing you; doubts could be planted in the minds of your allies - or even yourself - just as easily.

Light of Honesty (Sun & Judgment)
Once per week, for one minute per Favor Skill, when you tell the truth, you will be believed, no matter how outlandish the truth is. This skill may not be used in combination with manipulative statements or lies of omission, but does not force you to reveal answers you do not wish to (a statement can be as simple as ‘trust me,’ as long as you are behaving in a fashion deserving of trust).

Moment of Clarity (Justice & Hermit)
Once per month, slow your perception of time so that for one second per Favor Skill, you have one minute per Favor Skill to contemplate all your options and plan your reactions. (If you have three Favor skills, each second gives you three minutes for a total of nine minutes of accelerated thought). This pause does not allow faster physical motion, but it allows extremely efficient and precise motion due to seeing the world more slowly. For example, it would be possible to sidestep a gun aimed at you in the moment before it fired; but would not allow you to avoid a bullet successfully aimed at you.

Neutrality (Hanged Man & Hermit)
Once per week, persuade someone that you are only present to act as an observer. In that situation, you will be accepted as an observer as long as you do not interfere with any other person’s actions or choices or attempt to accomplish any objective (for example, if stealing or smuggling something, you could not invoke this ability to conceal an object and get away safely even if no-one suspected you of the theft).

New Leaf (Death & Judgement)
Once per jaunt, abandon one prejudice, attitude or pattern; this functions effectively as an epiphany which spurs new character development.

Opportunity for Renewal (Hanged Man & Tower)
Once per jaunt, after losing a conflict, discern a new path forward. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.

Path to Profit (Magician & Hermit)
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.

Paving the Way (Chariot & Judgement)
Once per jaunt, after winning a conflict, identify the best way to maintain the new path you have just forged. ‘Conflict’ is broadly defined here, and could mean anything from a minor argument to a pitched battle; however, once the skill is spent, it cannot be invoked on another conflict.

Profit From Disaster (Devil & Tower)
When on the losing side of a conflict or suffering pain or loss in the middle of a crisis situation, gain Liminal & Telepathic Power as long as you are losing/suffering. This skill may be invoked as often and for as long as its conditions are met, but frequent use requires increasingly severe suffering and loss.

Rekindled Sentiment (Lovers & Moon)
Once per jaunt, remind one infiltrator of an existing emotional connection with an investigator. This will not resume a relationship exactly where it left off, but can make a recalcitrant infiltrator more likely to cooperate with an investigator they’re close to as themselves.

Resilience (Strength & Hanged Man)
Once a week, for one minute per Favor skill possessed, make a stressful situation easier to endure.

Risk Assessment (Fool & Tower)
Once per jaunt, identify the biggest risk possible with a chance of benefiting your plans. Taking said risk can still backfire. Consult a mod before using this skill.

Seize the Moment (Death & Fortune)
Once per jaunt, identify the turning point in any given cycle. This does not necessarily tell you whether that turning point is one that should be allowed to proceed uninhibited.

Shiny Things (Empress & Devil)
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.

Spike the Punch (Fortune & Tower)
Once per jaunt, introduce a chaotic new element into a situation. This chaos does not need to be destructive as such, but like with Entropy, there is no guarantee the chaos will produce results that are entirely or even mostly in your favor.

The Royal Treatment (Emperor & Empress)
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.

Ties That Bind (Lovers & Devil)
Once a week, for one hour per Favor Skill possessed, create an empathic link between two characters who share a close relationship so that every spell, emotion, injury, or effect which targets one of them affects both of them.

Unstoppable Force (Chariot & Strength)
Once a week per Favor Skill possessed, the Traveler may break or penetrate one barrier or ignore one physical obstacle or impediment in order to move through, insert something into, extract something from, enter, or exit one space. Invoking Unstoppable Force & Immovable Object on the same target area destroys both Force and Object.

Verification (Justice & Sun)
Once a week, for one minute per Favor skill possessed, make a single truth known as absolute fact to people in a radius of ten feet per Favor skill possessed.



❧ ARCANA MARK SKILLS
Fool's Aura, Magician's Aura, Priestess's Aura, Empress's Aura, Emperor's Aura, Lovers's Aura, Chariot's Aura, Strength's Aura, Hermit's Aura, Fortune's Aura, Justice's Aura, Hanged Man's Aura, Death's Aura, Devil's Aura, Tower's Aura, Moon's Aura, Sun's Aura, Judgement's Aura.
Each of these skills is available only to those Marked by the Arcana mentioned in the skill name. Please note that durations and cooldowns vary dependent on the aura.


Fool’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. Those within the aura are prone to acting spontaneously or on impulse, without full consideration or detailed planning. There is a faint noise of waves on the shore within the aura.

Magician’s Aura
Once a week, for one minute 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 act more quickly and precisely as long as the aura persists and they remain within twenty feet of its invoker. For example, a Traveler within the aura would always act first in standoff situations, would never shout interruptions a moment too late to change anything, et cetera. Those within the aura always appear bright-eyed, regardless of local lighting conditions.

Priestess’ 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.

Empress’ 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.

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.

Lovers’ 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. The Traveler can see every interpersonal connection and loyalty binding any two people within the Aura. The Aura does not reveal connections or loyalties held to others outside the Aura. When invoked, there is the sound of a harp being strummed.

Chariot’s Aura
Once a week, for ten minutes per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty foot per Favor Skill possessed. All Travelers within that aura are capable of multiplying their speed by (1+ invoker’s Favor Skills possessed). All within the Aura can hear their own heartbeats accelerate.

Strength’s Aura
Once a month, one minute per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Any effects which would incapacitate, paralyze, kill, or otherwise subdue Travelers stop just short of doing so, leaving them impaired but able to continue exerting effort. At the end of this time period, the full force of the original effect is felt (Travelers pass out, die, are immobilized, etc. if the injury or effect caused would have done so without the aura). A single bass drumbeat sounds when this aura is invoked.

Hermit’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 renders those within it completely immune to distraction from all sources, enabling them to focus with perfect clarity on whatever they wish. Light within this aura has a slight lensing effect, so anything being focused on is especially clear, and everything else is slightly fuzzy and out of focus.

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.

Justice’s Aura
Once a week, 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 incapable of speaking falsehood, although lies of omission or manipulative wording of facts remain possible. The edges of this aura give off a faint blue-white shimmer on solid objects.

Hanged Man’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 willing to consider different perspectives from their own, for so long as the aura persists. Those uncertain of the power of this aura should consider the effect it could have on Facebook arguments. However, a willingness to consider other perspectives does not equate to automatic, immediate, or lasting persuasion. While this aura is in effect, those within it feel a faint sense of atmospheric pressure.

Death’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 aware of their habits and biases, and for the duration of the aura do not feel compelled by them. Those within the aura smell the faint scent of leaf mold.

Devil’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. Those within the aura have their vices and material desires increased, making them more vulnerable to temptation than usual. Those within the aura always feel faintly warm and flushed, regardless of the temperature in the environment around them.

Tower’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 find their sense of self-preservation or material attachment decreased, making them less averse to risks which threaten persons, objects, or institutions. While this aura is in effect, those within it feel a faint crackle of static electricity.
(Due to the death of Tower this skill no longer functions & cannot be taken. All other Tower-associated skills can still be taken by those marked by Tower or who have Interdisciplinary Mark: Tower.)

Moon’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. Travelers within that Aura at the moment it is invoked cannot be caught in a lie for as long as the aura persists and they remain within range. This does not mean that whatever they say is automatically taken as the truth, but that they are not assumed to be deliberately misleading if caught in error or contradiction, and are extended the benefit of the doubt. Those within the aura have a faint shadow across their faces, regardless of local lighting conditions.

Sun’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 feel unshakably energized, renewed, and confident. All within the aura can feel the sunlight on their skin, regardless of local environment.

Judgment’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 feel the desire to seek or grant forgiveness to others within the aura. This feeling may fade after the aura ends, and so does not automatically make wrongdoers repent or authorities merciful, but it opens up the possibility of negotiation. Those within the aura feel a faint, freshening sense of dew on their skin.

This list is always under revision, and we will be adding more powers as the game progresses. Please feel free to suggest new powers to us.


powersthatare: (Don Orlea; zero)

Fool

[personal profile] powersthatare 2017-10-11 04:10 am (UTC)(link)
powersthatare: (ROSE)

Magician

[personal profile] powersthatare 2017-10-11 04:10 am (UTC)(link)
powersthatare: (incognito)

Priestess

[personal profile] powersthatare 2017-10-11 04:11 am (UTC)(link)
emperorsquared: (Default)

Emperor (Emperor)

[personal profile] emperorsquared 2017-10-11 04:13 am (UTC)(link)
swinglow: (Default)

Chariot

[personal profile] swinglow 2017-10-11 04:14 am (UTC)(link)
callmemeibe: Played by Koyel Mullick (Ⅷ. Strength)

Strength

[personal profile] callmemeibe 2017-10-11 04:15 am (UTC)(link)
adastraea: (Default)

Justice

[personal profile] adastraea 2017-10-11 04:17 am (UTC)(link)
callmemeibe: (Ⅻ. Hanged Man)

Hanged Man

[personal profile] callmemeibe 2017-10-11 04:18 am (UTC)(link)
callmemeibe: Played by Julian Bleach (ⅩⅢ. Death)

Death

[personal profile] callmemeibe 2017-10-11 04:18 am (UTC)(link)
iseethe: (Default)

Moon

[personal profile] iseethe 2017-10-11 04:19 am (UTC)(link)
callmemeibe: Art by Thomas Blackshear (ⅩⅩ. Judgment)

Judgment

[personal profile] callmemeibe 2017-10-11 04:20 am (UTC)(link)