The Powers That Be ([personal profile] powersthatbe) wrote2014-04-08 09:28 pm

PREVIOUS UNIVERSE SKILLS.

PREVIOUS UNIVERSE SKILLS

Liminal Skills | Psychic Skills | Hybrid Skills | Combo Skills | Favor Skills


Ace of Spades | Adventure Archipelago | Beastfolk | Belljar Island | Brockengard | Children of the Night | Code of Dishonor | Cursed Kingdom | Dawnbreak Boulevard | Digital Frontier | Digital Frontier: Legacy Mode | Doki Doki no Gakuen | Dragon Hatchery | Elsewhere University | Emodriver Frame Phileon | Escape from Junkworld | Harrowing of Harrogate | Haunted Isle | It's Tough To Be a God | Ivory Tower | Labyrinthine Shoal | Last of Us | Lightning Age | Lightside/Darkside | Marches of Purgatory | Market of the Vanities | Moebius | Night Falls on Yensid | Northern Lights | Olympus Upended | Ouroboros Retrograde | Paramo Riconquista | Pogemon | Questing Country | The Question of Albion | Red Dirt | Roman Holiday | Shade's Retreat | Showtime | Slivers & Shards | Solstice Masquerade | Spark | Triad Creation Tourney | Unquiet Dead | Villains & Vigilantes

[T] after a skill name means that the skill is out-of-jaunt Teachable. [S] means Special Circumstances Teachable, and [U] means Unteachable.

❧ SLIVERS & SHARDS
Astral Tripping [T], Crystalline Storage [S], Dreampushing [T], Improvised Weapons [T], Reaving [T], Shading [T], Vale Arts [S], Vale Psychics [T], Wastelands Survival [T].

Astral Tripping
The (very rare!) ability to maintain consciousness while dreaming, communicate deliberately and intelligibly, travel through dreams, and sort possible real and unreal elements apart from one another. Trippers can also move their dream-self as an invisible, intangible psychic presence flying through the physical world at up to 20 miles per hour, but no farther than 80 miles from their body. Travelers with Dream Communication, Ombrandanti Bloodline, or Lucid Dreaming/Spirit Travel are considered to possess an equivalence for this skill. Someone who is Tripping cannot also be Dreampushing, as the two states of consciousness are antithetical to one another; however, you can know both skills, and use one at a time. Requires Vale Psychics.

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 reused, 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. Outside of the jaunt, you will need to get your hands on a crystal to teach this skill.

Dreampushing
The ability to act as a psychic battery for others while asleep. Dreampushing has almost no cost for the ‘battery,’ but requires trust - the waking individual you’re ‘pushing for has complete access to your unconscious mind, and can read, implant, or remove thoughts and emotions with impunity. Requires Vale Psychics.

Improvised Weapons
The ability to turn your clothes and the environment around you into deadly fighting tools through desperation and ingenuity.

Reaving
Mind-probing. In-Jaunt, this catchall skill covers almost all intrusive psychic powers, and is equivalent to Filter Intrusion, Mind Reading, Mind Trick, Psychic Echo, Sensory Eavesdropping, and Psychic Mirror. With no psychic network, these powers are limited to thirty feet in range. Post-Jaunt, it may be upgraded to one of those skills. Requires Vale Psychics.

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. 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. Requires Vale Psychics.

Vale Arts
The psychic skills of each Spire. When taking this skill, you must select Factor, Katador, Nector, Magnator, Vocator, Genitor, Cleritor, or Cabalist. With rare exceptions, it is impossible to master more than one Vale Art.

Vale Psychics
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.

Wastelands Suvival
Surviving on a handful of grain while traveling in temperature that oscillates between roasting and freezing, finding water in the open desert, and weathering dust storms, yeast fields, and moth swarms is a highly specialized skill set.

❧ EMODRIVER FRAME PHILEON
In addition to offering players a fresh crack at Doki Doki no Gakuen skills, Emodriver included the following fresh additions:
Alien Form [U], Emodriver Engineering [T], Emodriver Equipment [T], Hangarspace [T], Mecha Model [S], Mecha Piloting [T], Sci-Fi Equipment [S], Starship Piloting [T], Weaponized Emotion [T].


Alien Form
Allows you to take the form of the invading aliens! The Aurigans proper are blue/purple skinned space elves, but they’re an Alexandrian empire with tons of petting zoo people as second class conquered citizens. Feel free to make up subject races/species for this in addition to the examples listed here.

Emodriver Engineering
Allows you to create and maintain Emodriver gear, designed to work with S. Tech abilities to even greater effect.

Emodriver Equipment
Equipment that runs on or enhances S. Tech powers. Allows people to focus S. Tech powers through them for a greater effect, or a specific effect that's otherwise impossible, like a telekinetic railgun that "glares daggers" that inflict actual harm, or an empathic interface on a mecha.

Hangarspace
A really big Hammerspace needed to bring planes, trains, and automobile suits with you into a Jaunt. Available as a Liminal Skill (with Hammerspace II and Liminal Power), or as a Weaponized Emotion technique.

Mecha Model
Congrats. You get to keep your mecha. You'll need to keep it maintained and you'll need to get it out of a really big Hammerspace to use it on a Jaunt, but the option is there. Ammo replenishes in Liminal Space, but not on a Jaunt. This only works to get mecha, not entire starships. If it's an Emodriver Frame, it works with and is partially powered by S. Tech. For a list of mecha models available during the jaunt, see here. Out of jaunt, mecha models may be built by someone who has Emodriver Engineering.

Sci-Fi Equipment
Basic bits of 'hard' science fictional equipment, from Sonic Spanners to Plasma Rifles to Hand-Held Shield Generators. After the jaunt, any Traveler with sufficient know-how or Constructive Enlightenment could recreate these tools.

Weaponized Emotion
Allows the use of military grade S. Techs. For some examples of the abilities that fall under this skill’s purview, see here Requires either S. Tech Mastery or Emo Medi.

❧ PARAMO RICONQUISTA
Paramo Riconquista did not feature any fresh skills, instead allowing players another chance to pick up the skills offered in the original Labyrinthine Shoal and Code of Dishonor jaunts. Please see those headings for relevant skills and their out-of-jaunt teachability.

❧ BEASTFOLK
Basic Craftsmanship [T], Beastfolk Form [U], Expert Time Management [T], Full-Time Method Acting [T], Laser-Focused Proficiency [T], Oral History [T], Subsistence Living [T], Thought-Activated Interface [T].

Basic Craftsmanship
The knowledge and ability to locate and gather raw materials and turn them into a bare-bones material good. Subsets of this skill cover textiles (includes plant-based dyes), pottery, woodworking, and metalworking (tin, copper, bronze and some iron).

Beastfolk Form
What it says on the tin. For a list of possible form types, see here.

Expert Time Management
This skill imparts the almost instinctive knowledge of exactly how to do tasks in the most efficient/shortest time, and to accurately predict the time that even (moderately) unfamiliar tasks will take to complete. Also included is scheduling know-how, to take advantage of every single second of the day. During the jaunt, this is only available to humans.

Full-Time Method Acting
The knowledge and ability to take on a role over a long term, and not break character no matter what. This skill is teachable and available for skill equivalency post-jaunt, but during the jaunt, knowledge and mastery were controlled and a jealously guarded secret of a specific group as privileged knowledge.

Laser-Focused Proficiency
Pick a technological (sci-fi) sub-discipline (genetics, a branch of medicine, coding, an engineering specialty, etc.) to know in incredible detail. The depth of knowledge is undisputed expert-level, but breadth of knowledge is shallow-to-non-existent (i.e.: the electrical engineer knows little-to-nothing about mechanical engineering except where there's very clear overlap). During the jaunt, this is only available to humans.

Oral History
The ability to commit to memory long stretches of history, and reliably retell it in an engaging and informative way.

Subsistence Living
The required knowledge and ability to locate, gather, tend to, harvest, and/or trap food sources… just barely enough to feed a family. Subsets of this skill cover farming, fishing, gathering, and hunting (not dissimilar to Wilderness Hunting from Children of the Night).

Thought-Activated Interface
TAIs act as cell-phone/computer inputs and remotes, and provide instant access and control of appliances and other tech that they are paired to. The most common form is a headband or circlet, but more subtle TAIs masquerade as hair accessories or facial/ear jewelry. All that's required is contact with the scalp at some point. Includes the device, and knowledge of how to direct thoughts to use it. During the jaunt, this is only available to humans; after the jaunt, any Traveler with sufficient know-how or Constructive Enlightenment could recreate one.

❧ THE QUESTION OF ALBION
Druidry [U], Genius Heritage [U], Genius-Possessed Form [U], Gift of the Genii [S], Gift of the Tongues of Beasts [S], Magical Contract Law [T], Minor Genius Form [U], Minor Genius Summoning [U], Summoning Circles [T].

Druidry
Power and knowledge granted from passing your initiation and studying with the College of Druids. Plantlore, divining by the stars, passing swiftly over wild land, taking the shape of animals. Also includes goodwill from the local genii of Albion.

Genius Heritage
One of your ancestors wasn’t quite human. Because of this, you have a minor magical talent related to the identity of your genius ancestor. Examples include, but are not limited to: healing, growing plants, very localized weather phenomena, invisibility.

Genius-Possessed Form
Retain the altered form caused by one’s possession by a genius. Genius possessing you not included.

Gift of the Genii
A small power given to your character by a friendly genius. About equivalent to the kinds of powers one might inherit from a genius ancestor. Can be granted post-Jaunt by someone who’s kept a minor genius form.

Gift of the Tongues of Beasts
You can speak to animals at will, either due to being descended from a traditional Albionese druid family, having genius heritage, making a contract with a genius minor or simply as a gift from a friendly genius.

Magical Contract Law
The knowledge of how to draw up contracts with genii. Outside of jaunt, can be used to enter in bargains with the supernatural in other worlds.

Minor Genius Form
Retain the form of a minor genius from the world of Albion, and a limited range of their powers, with mod approval. (These would be on a similar power scale to Olympian/Titanic Mantle.)

Minor Genius Summoning
You have a contract with a minor genius that allows you to summon their help. Outside of the Jaunt, can be done once a Jaunt for half an hour.

Summoning Circles
The knowledge of how to construct the summoning circles that contact genii and, outside the Jaunt, the ability to adapt those circles to contact other supernatural creatures in other worlds as well. Normal stipulations re: the strength of the ritual vs the strength of the genii/other supernatural creature apply.

❧ ADVENTURE ARCHIPELAGO
Apocalyptic Survival Skills, Giant Livestock, Monkey Companion, Tacky Souvenirs, Tourist Photography, Tourist Wardrobe.
All skills EXCEPT Giant Livestock and Monkey Companion are teachable.


Apocalyptic Survival Skills
Skills necessary for surviving the world going mad and trying to kill you--hiding, diverting pursuit, finding food, etc.

Giant Livestock
Tame giant livestock on Fairy Tale Island! Includes goats, pigs, cows, llamas, chickens, emus, ducks, etc.

Monkey Companion
The monkeys on Monkey Island aren’t all bad! Bring one home with you; they’re great at parties. They just don’t take direction from anyone or anything well.

Tacky Souvenirs
In all of the chaos, the gift shops are still well stocked with tchotchkes. Most of them are normal. Some of them may be mildly cursed.

Tourist Photography
The world is your oyster, and you’re going to point at it and take pictures. Basic photography skills pertaining to taking selfies in front of monuments, taking pictures of food, and venerating otherwise unremarkable walls for their supposed background properties.

Tourist Wardrobe
Hawaiian-print shirts. Overdone blobs of sunscreen on the nose. Sandals and socks.

❧ MARKET OF THE VANITIES
Market of the Vanities did not feature any fresh skills, instead allowing players a second chance to pick up the skills offered in the original Marches of Purgatory jaunt. Please see that heading for relevant skills and their out-of-jaunt teachability.

❧ BROCKENGARD
Adaptive Living, Adaptive Low Technology, Animal Scholar, Attack on Ungulates, Herbalism, Idiotic Word Games, Meadow Cuisine, Meadows Brewing, Secret Stone Sense, Talking Animal Form, plus countless mundane medieval-era-appropriate skills.
All skills EXCEPT Talking Animal Form are teachable.


Adaptive Living
The ability to repurpose dwelling places of larger-scale creatures than you into someplace you can live.

Adaptive Low Technology
The ability to repurpose artifacts from a lost advanced civilization into things usable for your own technology level.

Animal Scholar
Knowledge of early intelligent animal history and culture.

Attack on Ungulates
Deploying and using the local equivalent of maneuver gear, which is used by carnivores to take down sub-sapient ungulates.

Idiotic Word Games
You have a talent for riddles and puzzles. Ask a mod for extra clues when you encounter one.

Meadow Cuisine
The art of cooking elaborate meals using ingredients that can be foraged by intelligent animals. Think Redwall feasts.

Meadows Brewing
The art of brewing high-quality alcohol using ingredients that can be foraged by intelligent animals. Again, think Redwall feasts.

Secret Stone Sense
You possess a sixth sense for finding secret passages and other hidden places. Lets you ask a mod if there are any in any given environment.

Talking Animal Form
Retain your animal form as an alternate form after the Jaunt. You’re a normal-sized animal, with the ability to talk the common Animal language (which the Translation Effect covers) and paws that have evolved to more easily use tools.

❧ DAWNBREAK BOULEVARD
Endless mundane skills pertaining to movie-making circa 1950s Earth, including but not limited to: Movie acting, camera operation, bookkeeping, tailoring, sound editing, etc. All of these skills are teachable.

❧ SHADE’S RETREAT
Advanced Wardsmithing, Crowd Control, Folklore/Scholarly Mysticism, Investigation, Life Siphon, Purification Magic, Renaissance-Era Technology, Second Sight, Spirit Binding, Swordplay, Wardsmithing.
All skills EXCEPT Second Sight are teachable.


Advanced Wardsmithing
As Wardsmithing, but the smith is skilled enough to restrict access to specific entities or classes of entity (spirits, vermin, everyone but Bob). Requires Wardsmithing.

Folklore/Scholarly Mysticism
Rudimentary knowledge of the supernatural, differing only in its focus - folklore covers local legend and is more interested in the stories of what (may have) happened, whereas scholars of the mystic world are more interested in the hows and whys of arcane abilities and creatures. Both forms of knowledge are equally likely to contain useful nuggets of truth about supernatural events or creatures, or to have a view of that event or creature that is absolute nonsense.

Life Siphon
The ability to, with physical contact, drain vitality from another living being in order to replenish one’s own physical health or magical ability. Anyone possessed by the Shade will have this ability for the duration of the possession. It can be learned by sufficiently motivated non-possessed humans, but is highly illegal, and used on pain of death.

Purification Magic
The ability to expel or injure dark entities. Includes consecration of tools, exorcism, and the shaping of spiritual energy into a direct attack, which frequently takes forms such as spectral weaponry or bolts of spectral fire.

Second Sight
A person gifted - or cursed - with the ability to see disembodied spirits. Uncommon in humans, the majority of those so gifted often become hunters of the supernatural.

Spirit Binding
The ability to, generally through ritual magic or carved or painted sigils, force a spirit to remain within a specific vessel or being. Typically lasts until sunrise, or until the sigils are destroyed. Attempting to remove the bound spirit from the vessel prematurely can have disastrous consequences.

Wardsmithing
The ability to bar entrance to and egress from a specific location with concrete physical boundaries. Cannot prevent methods of transit that do not in any way interact with those physical boundaries. Typically lasts until the next sunrise before the Ward needs to be refreshed.

❧ ELSEWHERE UNIVERSITY
Changeling [S], College Education [T], Dimensional Senses [T], Elsewhere Cat [U], Elsewhere Crow [U], Fae Form [U], Fae’s Curse [U], Fae’s Favor [S], Fae’s Touch [S], Fail Forward [S], Sight [U], Silver Nitrate Sight [U], Talisman Sight [U], Traveler’s Deal [S].

Changeling
Once a week, for up to 1 day, swap places with your Changeling who has agreed to this arrangement. What one gives beforehand for the unannounced swaps is up to the two involved, but it must always be given, every time. Changelings may not appear in or enter Arcana territory such as Liminal Space. Any character who was swapped with a Changeling/Infiltrates as a Changeling during Jaunt may submit that as thread proof. The Changeling will appear in place of your character and Glamour to look the same, but just a little... off. Your character will not remember their time in the Elsewhere when they return. Post-Jaunt, communication between the worlds is not possible in real time, but someone's Changeling can be used to take a message to the Elsewhere upon return, potentially useful for teaching someone else to summon another willing Changeling.

Dimensional Senses
Infiltrator loophole to a Liminal skill. Fae Infiltrators can sense the existence and operation of a Fairy Circle (stationary portal) and determine the size and shape of the space on the other side. Infiltrators with part Fae blood may be able to, at player's choice. You must have the prerequisites (linked above) to keep the skill after Jaunt.

Elsewhere Cat
A Fae-touched "Other" cat. Cats outside the world of Elsewhere U cannot see through Glamours, but this one can, as well as walk through twisted spacetime. A cat currently in service to Fae must be paid for in a Deal.

Elsewhere Crow
This is not a pet, but a too-intelligent, sometimes-vengeful crow companion who does things out of love or not at all. It is able to lead you home if a path is possible, no matter how far you have wandered.

Fae Form
Toggleable Glamour included, as this form tends to look very obviously not human. Touching electronic devices glitches the character out and kills the device. One can't cross borders like open running water, train tracks, etc. One can't lie outright, but one can twist words. Not able to give Favors after the Jaunt. Dimensional Senses and the Sight must be taken as separate skills.

Fae’s Curse
These punishments are specifically tailored in response to an offense. Curses are nontransferable.

Fae’s Favor
A very specifically tailored gift meant to assist in everyday life, such as perfect usage of any and all library cataloging systems as they are invented, knowledge of international cooking of every culture, professional-level spelunking, etc. Obtained in person from the Cornerwitch or the Fae (or, after Jaunt, from someone's Changeling visitor), for a hefty price. Teachablity varies, as with any other practical skill.

Fae’s Touch
Minor byproduct(s) or side effect(s) of extended contact with Fae, the Elsewhere, Thin Spots, or an "accident." Temporary or permanent. Changed eye color, nightmares, unusually clear skin, food coloring allergy, etc. Can be taken as an incomplete version of Fae Form for those who don't want to go all the way. After Jaunt, those who use their Changeling skill a lot, or have close contact with someone else's Changeling a lot, may take this skill.

Fail Forward
A Favor, which must be obtained in a Deal. Once a week, succeed at an action your character will fail for some reason, but might be capable of in better circumstances. However, the deferred fail will not be forgotten. There will be consequences. Later. At a time not of their choosing.

Sight
See the truth of things at all times, for better or worse. Mostly this reveals true forms and the invisible. Fae have this. Humans with Fae blood may also have this. OOCly, be aware of Arcana(?), characters with Glamours, shapeshifting, illusions, invisible companions, etc. Obtain player permission to See them for future interactions.

Silver Nitrate Sight
Temporary Sight upon burning one's hands with silver nitrate. Effective until the burns heal. Silver nitrate not included.

Talisman Sight
Sight in the corners of vision. This is its weakest but least distracting form, through wearing silver on the skin, looking through hagstones (mood rings are the cheap college student substitute), silver glasses, touching instrument strings plated with silver, etc. Can only apply to that single object outside of the Jaunt.

Traveler’s Deal
Permanently trade any one skill with another willing Traveler. You both must have any prereqs the traded skills require. Can only be done once per AC cycle, and must be reported with thread proof of the trade in your skill claim submission. One could potentially trade Traveler's Deal itself with someone.

❧ RED DIRT
Animal Husbandry [T], High-Altitude/Low-Gravity Survival [T], Martian Frontier Communications Device [S], Martian Frontier Weaponry [S], Smuggling [T].

High-Altitude/Low-Gravity Survival
Knowledge of how best to survive at high altitudes and environments with low gravity, as well as knowledge of how to deal with any complications and side effects that might befall the unwary.

Martian Frontier Communications Device
A CB-radio-like communicator allowing for voice communication across long distances. Comes with a Lucky Number function that randomly connects you to another character’s communicator.

Martian Frontier Weaponry
Laser slug pistols, rifles, and shotguns are the most common, alongside more conventional firearms and knives.

❧ DIGITAL FRONTIER: LEGACY MODE
In addition to offering another chance to pick up skills from Digital Frontier, this jaunt included the following new skills:
Dataspike, Declarification, Dragonfly, Lightblade, Scanner Rod, Staff.
With the exception of Declarification, all of these new skills are items, and can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code.


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.

Declarification
Once per week, rephrase a Program's Purpose or use a Utility for something besides its related function. This cannot completely alter a Purpose or Utility, but it could, for example, make a Defender only able to defend, not attack; use an Identity Disc as a key outside the digital world; or make a Program whose Purpose is to fortify structures fortify vehicles or construct armor for Programs instead. It's the power to take things which are nearly synonymous and make them slightly more or slightly less synonymous. Outside of the jaunt, either the teacher or the learner must have Interface to pass on this skill.

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.

Lightblade
An LED-bladed sword for close combat that is also used as a utility for demolishing systems or cutting through the outer layer of physical structures or most firewalls.

Scanner Rod
Detects the direction and distance/intensity of the nearest power transmission or active system. Also acts as a flashlight.

Staff
A defensive melee weapon that disrupts all high energy transmission and functions from Programs or utilities in contact with the business end. A taser that temporarily shorts out vehicles, other tools, or (when used in combination) even buildings or mass transit utilities.

❧ NORTHERN LIGHTS
Arctic Fox Form, Husky Form, Ice Sculpting, Reindeer Form, Snowmobile Maintenance, Snowmobile Riding, Winter Sports, Winter Survival.
All skills EXCEPT animal transformations are teachable. All animal transformations include a unique mark identifying the transformed character, and can communicate with mundane animals of the same species.


Arctic Fox Form
Those who turn into Arctic foxes on the polar night have superior hearing over many other species. They are, for example, able to hear the smallest of prey under many meters of snow.

Husky Form
A dog is a man's best friend. Those who turn into huskies (closely related breeds such as malamutes are also acceptable) during the polar night have a very keen awareness of potential danger. They can sense dangerous situations and places, and alert others or guide them to a different direction before it's too late.

Reindeer Form
It's a very famous tale that Santa Claus uses flying reindeer to travel around the world during Christmas. Those who turn into reindeer during the polar night will find a grain of truth to this story - polar-night reindeer can, in fact, fly.

❧ TRIAD CREATION TOURNEY
Artistic Mastery, Artistic Proficiency, British Cultural Knowledge, Magical Artifact, Performance Creativity Magic, Perpetual Creativity Magic, Secret Passage Finding.
All Triad skills are teachable; Magical Artifact requires finding someone with Creativity Magic to make one for you.


Artistic Mastery
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. Requires Artistic Proficiency.

Artistic Proficiency
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.

Magical Artifact
Keep a powerful magical artwork made with Creativity Magic. Subject to mod approval.

Performance Creativity Magic
Harness the power of your own creativity to cast magic. By creating transitive, performance artworks like music or theatre, you can create temporary magical effects that will last as long as the performance.

Perpetual Creativity Magic
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.

❧ OUROBOROS RETROGRADE
In addition to offering another chance to pick up skills from Questing Country, this jaunt included the following new or non-QC-original skills:
Archetypal Harbinger Magic [S], Conditioned Hypnosis [T], Merge [T], Sanction [T], Stellar Education [T], Synthetic Form [U].


Archetypal Harbinger Magic
Any other Archetype who has Merged with transformed lands for too long may periodically become a Harbinger - a glowing winged figure similar to their archetypal transformed self - and gain access to Harbinger magic, sweeping and elemental powers that can reshape entire dreamscapes, recognize and duplicate patterns, but cannot target individuals, nor distinguish friend from foe, and the being using it can only create changes which satisfy their own, alien aesthetic needs and desired patterns. Harbinger transformations are most likely when a character is surprised or disoriented, and last for irregular periods of time - sometimes seconds, and sometimes days. Outside of the jaunt, this skill may be passed on with the aid of a connecting skill such as Interface.

Conditioned Hypnosis
The ability to use eye contact, tone of voice, conscious manipulation of pheromones, and careful word choice to implant simple suggestions in others. Nonsensical or obviously harmful suggestions will not work, and thoroughly changing an opinion is unlikely, but it’s enough to hold or deflect attention, soothe or increase suspicion, startle and intimidate someone for a moment, or convince them to let a secret slip. Because it relies on knowledge of physical and psychological characteristics, it may not work on other species, non-neurotypical individuals, or those in an altered state of consciousness, unless the user has sufficient familiarity with the group or individual to know what cues to use instead. During the jaunt, this may be used by Oracles or Adversaries only.

Merge
A dreamer can, in essence, interface with a portion of the landscape, learning the history and magic of an area. When used on Transformed Lands, a merged dreamer takes on wild elemental power to reshape the environment, but also gains a distant and alien mindset and priorities that are unclear. A dreamer whose Merge with Transformed Land is prolonged too long periodically transforms into a new kind of dreamer altogether - a Harbinger, whose Companion fuses with a dreamcatcher and becomes a small, speechless star that illuminates patterns. Requires Dreamcatching.

Sanction
A magically binding oath whose consequences are enforced automatically. A Sanction must be either entered into voluntarily by any two or more individuals, who afterwards share a weaker version of a True Bond; be unanimously agreed to by all but one member of a bond group; or be ritually imposed upon an Adversary without a bond group by a bond group of four or more individuals. An individual with a True Bond cannot have a Sanction forced on them from outside their bond group. Requires True Bond or Very Serious Pinky Swear.

Stellar Education
Basic generalist knowledge about other planets and their species and politics, or about a specific specialty area, such as cybernetic or alien medicine, the history of other cultures, or any imaginable sort of space-aged collegiate-level education. This skill may be taken multiple times for multiple specialties, or for doctorate-level knowledge in a specialty.

Synthetic Form
The ability to assume the form of a synthetic being, with the physical and cognitive capacities and vulnerabilities that implies. As a general rule, synthetics possess enhanced strength and durability, rapid thinking, and the ability to physically interface with some computer systems, hardware permitting. However, they also do not heal naturally, may appear or behave obviously artificial, and tend to be deferential towards organic life-forms. Specifics will vary, and that’s fine.

❧ IT’S TOUGH TO BE A GOD
Elven Form/Elven Features, Inherent Time Sense, Prudencian Mana Technology, Religious Knowledge.
All skills EXCEPT Elven Form/Features are teachable.


Elven Form/Elven Features
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. Elven Form requires you to keep all elven features, but also allows you to manipulate mana (aggregate life force).

Inherent Time Sense
Knowledge of precisely what time it is according to the local clock.

Prudencian Mana Technology
Take with you an item of Prudencian Mana Technology. Less advanced than the mana technology of January, these items almost always require hard labor on the part of the operator to use.

Religious Knowledge
You have a deep and vast understanding of religious dogma, allowing you to debate and argue using obscure knowledge.

❧ NIGHT FALLS ON YENSID
Festival Costume Making, Forest Folk Brewery, Forest Folk Form, Stonefolk Acrobatics, Stonefolk Form, Yensid Magic, Yensid Magic Specialty, Yensid Magical Mirrors.
All skills EXCEPT alternate forms are teachable.


Festival Costume Making
The craft and construction of elaborate costumes like one might wear to a Renaissance festival. Tends more towards the theatrical look of things than any sort of historical accuracy.

Forest Folk Brewery
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.

Forest Folk Form
The Forest Folk are all bipedal woodland creatures in vibrant shades of pastel. The adults rarely stand any taller than three feet. They can be bears, badgers, wolves, squirrels, chipmunks, ducks, lynxes, skunks, mice, frogs, toads, anything that might be found in a pastoral fairytale forest setting.

Stonefolk Acrobatics
The Stonefolk are an active people, and they make use of their natural abilities to glide to great effect. They're also big into showy bouts of free running as a sort of competitive sport. Some of these acrobatics can be replicated by certain winged Forest Folk or a human with a hang glider.

Stonefolk Form
Stonefolk are reptilian humanoids that average out at about seven feet tall. They have four fingers and four toes, and these fingers and toes are often tipped in wicked claws. They have fine feathers in lieu of actual hair, and their skin tones tend to be maroons, deep blues, and dark greens. Many of them have wings, but these wings are incapable of supporting true flight. They only allow for gliding. Some have tails, but not all do. They are sensitive to light and prefer to be out and about at night, but can be active during the day when necessary.

Yensid Magic
Low-level magic use native to this world. Includes smaller scale spells that anyone can use. Whistling while you work in order to make a task easier, that sort of thing.

Yensid Magic Specialty
More specialized application of Yensid Magic. Pick a specialty and roll with it. For example, a specialty in horticulture means you could enchant, say, dandelions to protect the rest of your crop from mice, since they'd be little plant lions roaming around. Another use could be to use bluebells as actual bells, that sort of thing. Taking an archival skill would let you sing your way to finding the correct book on a shelf or to enchant a book so that it always opens up exactly to the passage that you need. Requires Yensid Magic.

Yensid Magical Mirrors
The ability to magic a mirror so that it may be used to communicate with other mirrors. If the user isn't working with anyone else who possesses this ability, they're going to be hitting a lot of random mirrors before finding the one they want--it's much easier but not as funny to have two people linking two mirrors together. (Mirrors can be made by applying Yensid Magic to them, or wishing and believing in yourself really hard.)

❧ UNQUIET DEAD
2020 Technology [T], 21st-Century Pop Culture [T], Eldritch Defense [T], Eldritch Knowledge [T], Eldritch Madness [S], Eldritch Magic [T], Functionally Sleepless [S], Ghostbound Item [U], Lifesense [S], Lucid Dreaming/Spirit Travel [T], Poltergeist Telekinesis [S], Prophetic Nightmares [U], Spirit Sensitivity [S], Spiritual Revival [S].

2020 Technology
Familiarity with the technology of the day, only a little ahead of 2017 - for example, televisions and computers are screenless now, projecting photoreal images on blank walls. Smartpens and bluetooth earpiece-projectors or smartglasses have replaced smartphones. Most cars are electric or hybrid, and can be shut off wirelessly by law enforcement or the government.

Eldritch Defense
To possess eldritch knowledge is to be corrupted by it. Someone with the Eldritch Defense skill knows just the snippets necessary to protect themselves and identify horrors at work, without knowing enough to doom them to insanity and the attention of alien intelligences. This skill is for those who combat the Eldritch, and can be used to identify beings or items of an unnatural nature, know common weaknesses or signs of such beings, and know basic wards or protections to defend against them. They can also identify eldritch magic or summoning rituals and have some basic knowledge of how to disrupt such events. Eldritch Defense may be taught by someone with Eldritch Knowledge as well as by those with Eldritch Defense. This is the skill we advise for most characters who wish to know more about the unnatural.

Eldritch Knowledge
To possess eldritch knowledge is to be corrupted by it, and therefore vulnerable to it. A character with eldritch knowledge knows eldritch creatures, locations, beings, items, and magics in intimate detail - which makes it easy to use them, but almost impossible to protect oneself from them. A character possessing eldritch knowledge suffers some form of progressive psychic trauma every time they invoke the skill, but can summon otherworldly creatures, pronounce curses, start hauntings, manipulate the matter of the spirit world, and cross dimensional boundaries - all at terrible cost. Psychic Healing will cleanse the effects of short-term or occasional eldritch knowledge use, but can only slow the decline of someone who uses such knowledge with any regularity. This skill has serious potential consequences and implications, and should not be selected lightly. If you are unsure if your character would have access to this skill, please consult a moderator.

Eldritch Madness
You received a lingering mental transformation or unbalance of the mind which cannot be healed by any normal or magical means. This permanent change in perception and/or cognition will provide some advantages, some vulnerabilities, and indelible trauma. Psychic Healing will mitigate the symptoms but will not "cure" it. Speak to a moderator before selecting this skill.

Eldritch Magic
Beyond the summonings, curses, and hauntings of Eldritch knowledge are more powerful spells: growing fungi and mold, spreading diseases and poisons, inflicting madness, fear, despair, and obsession, warping the minds of others with madness, and performing unspeakable rituals of physical and mental transformation and sacrifice with consequences even more dire. A user at this stage can no longer gain the full benefit of Psychic Healing. This skill is primarily intended to be used by particularly nasty beings during the Jaunt, and not actually kept afterwards - but it can be, for those who want to send their character down a very dark path. Requires Eldritch Knowledge.

Functionally Sleepless
The ability to survive on three or fewer hours of erratic sleep a night for weeks or months at a time. While this is a gradually more debilitating process, it can be used to avoid nightmares, beat deadlines, or resist abilities which could be used to cause unconsciousness. While using this skill, a character does not dream and is immune to all dream-based or sleep-based abilities.

Ghostbound Item
You have an item which has an undead intelligence bound to it. This enables the item to use itself, and to be targeted by possession. Depending on the nature of the item, other powers and abilities may be negotiable. The item may become in some way marked by the spirit in it - its color may change, its shape may warp, or its temperature may alter, among other possibilities. Use of this skill condemns a human or animal spirit to permanently inhabit the item in question.

Lifesense
Normally spirits can only perceive living beings in moments of shared, intense emotion. Using this skill, spirits are able to consistently perceive living beings, without themselves being perceived. Spirits who regularly use this ability often become emotionally unstable, experiencing severe rage, despair, or feelings of godlike superiority, as they cannot participate in the interactions they witness and ethical boundaries begin to seem situationally absurd. Requires Spiritual Revival.

Lucid Dreaming/Spirit Travel
The ability to maintain consciousness while dreaming, communicate deliberately and intelligibly, travel through dreams, and sort possible real and unreal elements apart from one another. This ability does not provide access to the Psychic Network like Dream Communication, but can be used to reach another Traveler’s dreams for one-on-one contact (although that may be limited if the other Traveler is not a lucid dreamer). Spirits with Lucid Dreaming gain the ability to fly and to pass through solid matter.

Poltergeist Telekinesis
While in spirit form, affect physical changes in the living world. This is limited to slowly moving items of 1.25 grams per Spirit Skill (Spiritual Revival, Lifesense, Poltergeist Telekinesis, Lucid Dreaming, any necromancy skill or skill beginning with the word Eldritch). However, in moments of rage, terror, or despair, the speed limitation is lifted and the weight limitation increases by a factor of 100. In moments of mental instability such as feelings of godlike superiority, extreme sadism, or eldritch madness, the speed limitation is lifted and the weight limitation increases by a factor of 100. In moments of extreme emotion and mental instability, precision is impossible, but items may be moved at blinding speeds and at 10,000 times the normal weight limit (12.5 kg/skill). Requires Spiritual Revival.

Prophetic Nightmares
The ability to see horribly negative futures in your dreams, no more than once per month. This ability should be activated by pinging a mod on the Skill Pings page, and will always be traumatic when activated, but may give hints to what possible awful failure states a current situation could end in.

Spirit Sensitivity
The ability to sense ghosts and receive indirect communications from them - empathic senses, seeing their writing, channeling their messages through tarot cards or a ouija board, etc. This ability does not enable a character to see ghosts or speak to them directly, but it can be used to determine if an area has been haunted or used for necromantic rites, and to track nearby or recent spirits, hauntings, and necromancy by hunch and intuition.

Spiritual Revival
Revive as a spirit rather than returning to life, and access spirit-only abilities while in this state. This skill can only be taught to characters who are currently dead and affected by a necromantic ability before they revive. After the Jaunt is concluded, characters will be able to choose whether or not to employ this skill each time they die. Every spirit revived this way has the ability to possess the bodies of the living for short periods of time.

❧ DRAGON HATCHERY
All-Terrain Hoverbike [S], Bonded Dragon [U], Desert Living [T], Hovercraft Maintenance [T], Self-Adjusting Tranquilizer Gun [S], Wildlife Rehabilitation [T].

All-Terrain Hoverbike
A single-person vehicle that hovers about 2 feet from the ground at all times. The hover-motors are designed in such a way that it can cover uneven ground and even climb near vertical slopes for short distances.

Bonded Dragon
Come back from walkabout with a dragonet and the accompanying telempathic bond. Information on dragon species can be found here.

Desert Living
The knowledge and skills to survive in an extreme desert. Includes knowledge of how to conserve and recycle water, how to dress, and other ways to manage the abrupt temperature changes and extremes.

Hovercraft Maintenance
The knowledge and ability to do basic upkeep and repairs on all kinds of hovercraft.

Self-Adjusting Tranquilizer Gun
Includes a rifle-like gun, and high-tech darts that can drill through scales and have tech that detects size and weight to deliver the proper dose of sedatives. The darts are refillable and can be fired several hundred times before becoming unusable.

Wildlife Rehabilitation
The knowledge to handle care and feeding of animals in such a way that they can probably be reintroduced to the wild later. The detailed knowledge works best with dragons, but the basics can be applied to lots of animals.

❧ SHOWTIME
In addition to countless mundane skills appropriate to the late 1980s, the following jaunt-specific skills are available:
‘80s Dancing, ‘80s Fashion/Makeup, Camping, Confiscated Alien Tech, Lighting/Sound Production, Musical Mastery, Musical Proficiency, Secret Agent Training.
All Showtime skills EXCEPT Confiscated Alien Tech are teachable.


Confiscated Alien Tech
Weird alien technology that has just so happened to fall into the hands of a nameless government agency. Taking this skill does not grant knowledge of how to work the tech. Functionality of the tech can be made up by the player and is subject to mod approval.

Musical Mastery
Grants mastery over your chosen musical instrument. Requires Musical Proficiency.

Musical Proficiency
Grants the ability to play one kind of musical instrument. Comes with one of the instrument in question.

Secret Agent Training
The various skills one requires to be an agent of a shadowy, nameless government organization. Comes with a black suit.

❧ OLYMPUS UPENDED
Heroic Age Combat [T], Heroic Age Fortune-Telling [T], Heroic Age Necromancy [T], Heroic Age Scholarship [T], Heroic Age Survivalism [T], Immortal Ichor [S], Lesser Blessing [S], Mythic Form [U], Olympian Mantle [T], Olympian Relic [U], Titanic Mantle [T].

Heroic Age Fortune-Telling
The ability to analyze portents and symbolism for intrinsic meaning.

Heroic Age Necromancy
The ability to use blood sacrifice to speak to the dead.

Immortal Ichor
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.

Lesser Blessing
A single trick, magical power, aura, or capability granted by a patron deity who has Immortal Ichor & a Mantle skill. If granted during the Jaunt, any god or ambrosia-empowered immortal may bestow such a blessing, whether or not they keep the Mantle & Ichor post-jaunt. A Blessing must match the ideals and flavors of the immortal who grants it.

Mythic Form
Retain the shape of a setting-appropriate mythical creature (satyr, centaur, dryad, etc.).

Olympian Mantle
Specify an idea or ideal represented by one of the Olympians or lesser deities. You retain limited power over that skill, element, role, or notion. Requires Immortal Ichor and mod approval.

Olympian Relic
Retain an enchanted or extremely rare or valuable item from the Heroic Age.

Titanic Mantle
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. Requires Immortal Ichor and mod approval.

❧ POGEMON
Delta Factor [T], Heart of the Pogs [T], Pogemon Form [U], Pogemon Partner [U], Pogemon-Slammer Bond [S], Pogmentation [S], Power of Friendship [T], Slammer Stack [S].

Delta Factor
Wild, unpredictable power-up of existing abilities. More likely to trigger when the user is in an emotional state. Is transmissible while it is manifesting. Manifestation effects vary but somehow always manage to skew towards the 90’s ideal of “xtreme.”

Heart of the Pogs
Allows the user to become an expert capable of amazing even seasoned veterans in playing one full instance of a single game once a week. Game in question may be a game of skill or a game of chance, it doesn't matter. Random factors will somehow magically work out in the user's favor. Side effects may include observers gasping in amazement and carefully spelling out exactly what is going on to other people watching. If two people use this ability and try to play against each other, the match will always end in a draw. Even if a draw shouldn't be possible, some weird loophole will manage to manifest itself. It's not a subtle skill, and using it will tend to pull attention towards the user.

Pogemon Form
Monster form, what it says on the tin. Can also temporarily be turned into a little hockey puck pog thing if you lose a fight badly enough in this form, or if you've taken Pogemon-Slammer Bond and the Slammer decides to be a dick.

Pogemon Partner
Keep your NPC Pogemon. Includes a Pogemon-Slammer Bond between you and your NPC buddy.

Pogemon-Slammer Bond
Partner bond between one character who retained Pogemon Form and the character who was their Slammer. Allows the two in the bond to have a general idea of how each other are really feeling. Can range from being vaguely aware of the other's emotional state to physically feeling pain if the other gets hit. Also allows the two in the bond to pool their strength; they will be stronger together than if they were alone. Both parties must take the skill in order for it to count. To be taken out-of-Jaunt, one person in the bond must have kept Pogemon Form.

Pogmentation
Your Pogemon’s monster form temporarily grows stronger. Uses less energy as a PC if Pogemon-Slammer Bond has been taken with another character. Requires Pogemon Form or Pogemon Partner.

Power of Friendship
Focusing on strong social bonds will allow the user to exponentially increase a certain skill for a brief period of time. May manifest itself as fire burning in the user's eyes.

Slammer Stack
Powered item that allows Slammers to fight effectively with their Pogemon. Serves as a Pog storage unit, comes with a variety of Ability, Status, and Item Pogs. Outside of this Jaunt, can be used to store and activate Pogs that could be used to deliver special effects (weapons, buffs, etc) to non-Pogemon targets. May not be used on the user; effects must be directed towards someone else. Effects are stronger if there is a bond between two characters (e.g. friends will be able to buff friends more effectively than throwing things at random acquaintances). Outside of the Jaunt, Pog effects can be used twice a day. Also has a nifty built-in digital watch, truly a timeless bonus.

❧ HAUNTED ISLE
Haunted Isle did not feature any fresh skills, instead allowing players a second chance to pick up the skills offered in the original Labyrinthine Shoal and Code of Dishonor jaunts. Please see those headings for relevant skills and their out-of-jaunt teachability.

❧ LIGHTSIDE/DARKSIDE
Blind Maneuvering [T], Clockpunk Tech [S], Clockpunk Tinkering [T], Elven Form/Elven Features [U], Inherent Time Sense [T], Light Sensitivity [S], Morse Code [T], Parkour [T].

Blind Maneuvering
The ability to navigate spaces even when you cannot rely on sight to do so. In general this does not appear as natural as sighted movement.

Clockpunk Tech
Keep one to two pieces of local clockwork technology. (Out-of-jaunt, someone with Clockpunk Tinkering can make a tech item.)

Clockpunk Tinkering
The ability to repair and design small pieces of clockwork technology.

Elven Form/Elven Features
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. Elven Form requires you to keep all elven features, but also allows you to manipulate mana (aggregate life force).

Inherent Time Sense
Knowledge of precisely what time it is according to the local clock.

Light Sensitivity
Lightside light sensitivity allows baseline humans to tolerate light levels that might otherwise blind them, while Darkside light sensitivity grants excellent night vision. You may only keep one or the other, and each sensitivity leaves you vulnerable to the opposite light condition. Outside of the jaunt, this skill may be turned on and off at will. (Out-of-jaunt, the food additives that produced this effect would need to be recreated.)

❧ VILLAINS & VIGILANTES
Empowered Ability, Empowered Item, Guerilla Training, Mercenary Training, Secret Police Training, Terrorist Training, Vigilante Training.
All Training skills are teachable; all Empowered skills are unteachable.


Empowered Ability or Item
Something which leaked through from the Spirit World, and can have come upon a character by accident, destiny, prophecy, genetics, government experimentation, as the result of a quest or a strange encounter with the paranormal - hey man, your origin story can be as wild as you want it to be, with the full range of options open. Outside of the Jaunt setting, some Empowered abilities may fall under the game’s powercap rules; if in doubt, consult a mod.

Specialized Training
Superhuman discipline and world-class achievement, such as Batman, Black Widow, Hawkeye, or others might possess. Through smarts, professionalism, rigorous learning, and skills, some few people possess aptitude to make Navy SEALS shake their heads and whistle. Depending on the type of training, this may include military, investigative, acrobatic, or other skills, and knowledge of how to outmaneuver law enforcement, evade detection, crack safes, build bombs, brew chemicals, or perform other complex scientific feats granting a tactical or technological advantage no matter who the enemy is.

❧ ROMAN HOLIDAY
Countless mundane skills appropriate to the early Roman Empire. Examples include:
Alcohol Tolerance, Diplomacy, Etiquette, Event Planning, Gambling, Gladiatorial Combat, Roman Cultural Knowledge, Roman Religious & Superstitious Ritual, Roman Sports, Sailing.
All Roman Holiday skills are teachable.


❧ CODE OF DISHONOR
Elementalism [T], Illusionary Magic [T], Marksmanship [T], Ninja Acrobatics [T], Ninja Weaponry [T], Summoning [T], Superlative Stealth [T], Survivalism [T], Swordsmanship [T], Tattoo Magic [S], Unarmed Combat Style [T].

Elementalism
The ability to summon, direct, or control one element - fire, wind, water, metal, or wood - in amounts up to 200 pounds, speeds up to 75 mph, and distances up to 100 feet, but always originating beside the user if summoned (and dissipating when concentration is broken). In the case of fire, limited to two cubic meters and 500 degrees Fahrenheit. As exhausting as a heavy workout. Usually used in Nakamiyo to augment unarmed strikes, immobilize foes, or levitate weaponry. In Koroshima, double the distance it can be used at, but reduce the material involved to one quarter. In Nakumatou, double the amount of material, but reduce range and speed to one quarter Nakamiyo values.

Illusionary Magic
The power to bend shadows, project mirror images, summon mist, use ventriloquism, perform short-range, single-target hypnosis, change the color of fabric or other materials, and blur or alter facial features.

Ninja Weaponry
In Koroshima, use of shuriken, throwing daggers, darts, smoke bombs, caltrops, chains and chain weapons, tripwires, garrotes, and grappling hooks in combat. In Nakamiyo, use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat.

Summoning
The ability to channel ancestral spirits, usually to access their wisdom, martial skills, or athletic abilities. May be used outside of the jaunt to call upon the mundane skills of idled, dropped, or presently deceased Travelers.

Superlative Stealth
The ability to use concealment, cover, tumbling, climbing, freezing, breath control, and psychological and anatomical understanding to hide and move silently even under slightly improbable circumstances.

Swordsmanship
In Nakumatou, swordsmanship similar to kendo or tai chi style swordplay. In Koroshima, use of short sword and sheathe as club, sword, and blowgun. In Nakamiyo, skill with sais, sickles, and swordbreakers.

Tattoo Magic
A Nakumatou art used to augment one single physical ability at the cost of another, or use one single illusory or elemental technique at reduced power and increased effort. Specific techniques may require mod approval.

Unarmed Combat Style
In Nakumatou, Shaolin kung fu and tai chi styles. In Koroshima, hapkido and praying mantis kung fu styles. In Nakamiyo, Okinawan karate and aikido.

❧ ESCAPE FROM JUNKWORLD
Conditioned Hypnosis [T], Cybernetics [S], Interspecies Form (Diabolin, Gorgon, Hecatite) [U], Jury-Rigging [T], Kit-Bashing [T], Sensory Conditioning [T], Somatic Conditioning [T], Stellar Education [T], Stellar Technology [S], Stellar Weaponry [S], Synthetic Form [U].

Conditioned Hypnosis
The ability to use eye contact, tone of voice, conscious manipulation of pheromones, and careful word choice to implant simple suggestions in others. Nonsensical or obviously harmful suggestions will not work, and thoroughly changing an opinion is unlikely, but it’s enough to hold or deflect attention, soothe or increase suspicion, startle and intimidate someone for a moment, or convince them to let a secret slip. Because it relies on knowledge of physical and psychological characteristics, it may not work on other species, non-neurotypical individuals, or those in an altered state of consciousness, unless the user has sufficient familiarity with the group or individual to know what cues to use instead.

Cybernetics
The ability to keep up to two functioning cybernetic implants. For details on cybernetics, see here.

Interspecies Form (Diabolin, Gorgon, Hecatite)
Exactly as it says on the tin; pick one of Gorgon, Hecatite, or Diabolin. Details on species’ traits can be found here.

Jury-Rigging
The ability to make improvised repairs with improvisatory parts. This sort of creative engineering is unreliable, but can be performed quickly and without proper equipment in a wide variety of situations. Examples include patching together frayed wiring with bubblegum, or replacing a burned-out fuse with a paperclip.

Kit-Bashing
The ability to create new devices out of improvised and unlikely parts. While jury-rigging will only repair existing systems, kit-bashing would allow, for example, the creation of a plasma pistol from a length of pipe, a portable battery recharger, a glass marble, and a light switch. While it would have short range, poor aim, and burn out after a few shots, it would work. Requires Jury-Rigging.

Sensory Conditioning
The ability to duplicate the sensory abilities of the Conditioned. This includes shutting off pain, sight, or hearing when they’re inconvenient, or detecting the approach of someone unseen by changes in air pressure; the ability to detect all but the most superb liars through body language, tone, and eye contact; and the kinesthetic knowledge of whether or not one is physically capable of jumping a gap, or exactly how much force is needed to kick down a door without injury.

Somatic Conditioning
The ability to duplicate the physical abilities of the Conditioned. This includes superb balance and reflexes, the ability to use one’s muscles to their fullest extent, conscious control of breathing, and even the ability to suppress or encourage the release of adrenaline within the body.

Stellar Education
Basic generalist knowledge about other planets and their species and politics, or about a specific specialty area, such as cybernetic or alien medicine, the history of other cultures, or any imaginable sort of space-aged collegiate-level education. This skill may be taken multiple times for multiple specialties, or for doctorate-level knowledge in a specialty.

Stellar Technology
The ability to keep and use one or two pieces of advanced personal-scale technology from this jaunt. Specific examples of technology are given here, but details may be adapted by players.

Stellar Weaponry
The ability to keep and use one or two pieces of advanced personal-scale weaponry. Specific examples of weapons are given here, but details may be adapted by players.

Synthetic Form
The ability to assume the form of a synthetic being, with the physical and cognitive capacities and vulnerabilities that implies. As a general rule, synthetics possess enhanced strength and durability, rapid thinking, and the ability to physically interface with some computer systems, hardware permitting. However, they also do not heal naturally, may appear or behave obviously artificial, and tend to be deferential towards organic life-forms. Specifics will vary, and that’s fine.

❧ CHILDREN OF THE NIGHT
Blood Magic [S], Corviger Blood [S], High Society Finance [T], Organizing Crime [T], Ritual Magic [T], Vampire Bloodline [S], Vampire Bloodline (Advanced) [S], Werewolf Bloodline [S], Werewolf Bloodline (Advanced) [S], Wilderness Hunting [T], Witchcraft [S].

Blood Magic
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.

Corviger Blood
Gain two individual vampire or werewolf abilities at reduced power. If they later become a vampire or werewolf, this skill is replaced by the appropriate bloodline skill. You may take this skill multiple times, but you must have a vampire or werewolf patron to transfer their skills to you.

Ritual Magic
The ability to scry, construct wards, dowse for water, bless or curse objects with good or bad luck, summoning or strengthening existing natural resources, channeling spirits, and mild hypnosis - but involving complex, time-consuming, and expensive rituals.

Vampire Bloodline
Choose Draculesti, Cataphractos, or Balteus, and gain all the skills or abilities listed there - but only one of the clan skills to specialize in.

Vampire Bloodline (Advanced)
Gain two more clan skill specialties.

Werewolf Bloodline
Choose Ulfsarkr, Ashina, or Ombrandanti, and gain all the skills or abilities listed there - but only one of the clan skills to specialize in.

Werewolf Bloodline (Advanced)
Gain two more clan skill specialties.

Witchcraft
The ability to predict or manipulate the weather, summon elementals or strengthen natural elemental traits, gain cryptic mystical insights, curse others, cause hallucinations, or call ghosts. While powerful and varied, witchcraft can be unreliable, and drains a great deal of energy, and sometimes temporary sanity, from its users. Available to Ashina werewolves and their corvigers.

❧ LIGHTNING AGE
Advanced Mnemonics [T], Aerial Acrobatics [T], Eidetic Memory [T], Lightning Age Combat [S], Lightning Age Innovation [T], Lightning Age Prostheses [S], Lightning Age Technology [S], Mastery of Disguise [T], Superhuman Computation [T], Three-Dimensional Stealth [T].

Advanced Mnemonics
The ability to reconstruct and analyze memories, including curing amnesia, producing blueprints of locations visited, analyzing technology, investigating a scene for evidence - the ability to effectively be any place you have ever been, for as long as you need to be, in exquisite detail. Requires Eidetic Memory/Perfect Recall.

Aerial Acrobatics
The ability to maneuver flying devices, parachutes, or yourself in an aerial, suspended, or climbing environment, including the ability to perform gymnastic stunts or effective martial arts while airborne, etc.

Lightning Age Combat
Proficiency with exotic technological weapons, and 1-2 weapons + 1 defensive item. Examples of weaponry and defensive items can be found here.

Lightning Age Innovation
Knowledge of how to repair, construct, and even design technology of one type. Requires Lightning Age Tech.

Lightning Age Prostheses
Zulu or Raj prosthetics, as described here. Please keep in mind that this is not a "transformation" skill, and replacing an existing part with a prosthetic will mean losing that part.

Lightning Age Technology
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). Examples of technology can be found here.

Mastery of Disguise
The ability to effectively use clothing, basic cosmetics, local knowledge, and altering your voice to assume one or many alternate identities, avoid detection, produce false identification, and generally not be seen as yourself.

Superhuman Computation
The ability to do computer-like calculations, mathematics, and measurements as quick mental math. Requires Eidetic Memory/Perfect Recall or Lightning Age Tech: Alchemy. Outside of the jaunt, Junkworld cybernetics count as a prerequisite.

Three-Dimensional Stealth
The ability to go unseen and penetrate security or surveillance while flying, climbing, moving on ceilings, or in other nontraditional three-dimensional environments.

❧ QUESTING COUNTRY
Adversary Magic [S], Champion Magic [S], Dream Body [T], Dreamcatching [T], Genre Savvy [T], Oracular Knowledge [S], Pillar Resistance [S], Racial Traits (Elven, Gorgon, Hecatite, Spartoi, Vodyanoi) [U], Spirit Animal/Familiar [U], True Bond [S].
On archetypal magic: Players with a character who moves between Adversary, Champion or Oracle could either take a new skill and demonstrate it in a thread, keeping both, OR update the mods that they believe their status has changed, and ask to have the skill shifted without a new proof/new skill slot being used. Players with Pillar Resistance are limited to the latter option, as Pillarhood is fundamentally incompatible/mad OP with the others.


Adversary Magic
Roughly half a dozen low-key, precise, often unseen effects which can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. Like Champions, Adversaries should select an archetype (Flames, Justice, Blades; imagination is encouraged), and the half-dozen spells should on stealth, manipulation, and escape.

Champion Magic
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.

Dream Body
Literally, the body a Traveler feels they need to have for their role, whether it be a Champion, Pillar, Oracle, or Adversary. This allows an age, gender, and/or species swap to one idealized form.

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.

Genre Savvy
The knowledge of narrative structure and tendencies needed to predict the typical paths and variations of stories, dreams, plots, and character types.

Oracular Knowledge
Supernatural visionary knowledge of an archetype (Flames, Justice, Blades; imagination is encouraged). An Oracle is an expert on all lore connected to their archetype, whether its literal embodiment or its metaphorical resonance. They can sense its presence, absence, power, or direction. If they are shown or come in direct contact with something that matches their archetype, they can rapidly educate themselves on all relevant details about it, even if there is no source for that information. Finally, Oracles have visions about any events which involve their archetype, and may also have dreams or visions (but no other expertise) about any Bonded partners they have.

Pillar Resistance
95% resistance to all Questing Country magical effects. Anyone with this skill may not take Archetypal Magic or Spirit Animal.

Racial Traits (Elven, Gorgon, Hecatite, Spartoi, Vodyanoi)
Exactly as it says on the tin: racial traits of various fantasy races, ranging from elven agility to gorgon calcification to hydrokinesis.
The description of various racial traits can be found here.

Spirit Animal/Familiar
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.

True Bond
Bonded can share physical health (healing one another’s wounds), mental resiliency (breaking, resisting, or transferring enchantments and status effects), magical power (mana pool), and supernatural insight (visionary or magical senses of any kind). Their familiars and spirit animals (if they take this skill) may combine into a larger creature called a volksgeist, often used as a mount or battle companion. When you take this skill, you must indicate who you are Bonded with, and they must take this skill as well for it to take effect.

❧ MARCHES OF PURGATORY
Celestial Physique [U], Demesnes, Dignities, and Graces [S], Exorcism, Necromancy, and Spirit Bargaining [T], Immortali Sorcery [T], Sins and Virtues [T], Tasks [U], Wound Regeneration [U].

Celestial Physique
The ability to display and hide angelic, demonic, or sithen features once a day. Angels typically possess wings and/or a halo; some sithen possess wings and/or animalistic or generally otherworldly ears; and demons typically possess wings, horns and/or a tail. Their qualities vary - some are simply what they appear to be, but some Angels manipulate light with their Halos, some demons have red-hot horns, some Sithen hear their names spoken anywhere in Purgatory, and so on.

Demesnes, Dignities, and Graces
The powers of Sithen, Demons, and Angels (respectively) which indicate their station. Examples include an aura of awe or fear; command over lesser beings of their type; control of a natural element; magical weaponry. Imagination is encouraged. They will be no more powerful than other skills - but still probably among the more potent abilities gained this way.

Exorcism, Necromancy, and Spirit Bargaining
The ability of Angels, Demons, and Sithen (respectively) to deal with the dead, commanding their obedience, summoning or dismissing them, and binding them to service. Sithen must pay the dead for their services in some way; Angels must do so only for Divine purposes and the good of those they command; Demons may do as they like.

Immortali Sorcery
Magical tricks for those not necessarily magically inclined, gained through virtue of long study as an Immortali. You may gain up to three spells which you can create on your own (with eventual mod approval of these spells). Imagination is encouraged.

Sins and Virtues
The focused essences of the Seven Deadly Sins or Seven Cardinal Virtues can be used by those who possess them in abundance (naturally or by trade and barter). But they’re not infinite wellsprings, rather, resources to be spent. Virtues diminish as they are spent. Sins grow until they consume the user.
The list of sins and virtues and their effects can be found here.

Tasks
The powers related directly to the job held by a being in the celestial or infernal hierarchy. Examples include: transcribing an accurate record of all events, thoughts, and intentions of those around them, even if secret/hidden; shielding a charge from any harm or temptation for a time; speaking to anyone in a voice which is impossible to ignore or interrupt; killing mortals with a touch; knowing the thoughts of mortals and whispering advice to them in their own voice; grant their wishes; or power their magic; inflict torment tailored to a mortal by wishing it; changing shape; cause ill fortune or natural disasters; inflict insanity; or possess others' minds.

Wound Regeneration
The ability to have a body recover from any wound dealt it, given time. Many, if not most, Immortali possess this trait.

❧ DIGITAL FRONTIER
Assist [S], Bit [S], Computer Programming (VR) [T], Constructive Enlightenment [S], Control Panel [S], Convert [S], Futuristic Vehicles [S], Identity Disc [S], Interface [T], Interrogate [S], Lightcycle [S], Perfect Timing [T], Redirect Energy [S], Sift [S], Technology Use (VR) [T].

Assist
Once per week, boost any other Program skill in use by 120%, and any other previous Jaunt skill in use by 20%. Cannot use on yourself. Cannot use in conjunction with Constructive Enlightenment, 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.

Bit
A single-bit companion. Bits may only communicate in Yes or No fashion, follow simple instructions, and change one bit of any function or algorithm they encounter. They are adorable. Can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code.

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.

Control Panel
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. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along.

Convert
Once per week, use sustained physical contact (30 seconds at minimum) to make another being loyal to a cause you are loyal to, or to perceive a situation the way you see it. This process may do lasting psychological damage to you and your target, preventable by Psychic Protection and subject to Psychic Healing.

Identity Disc
A disc usable as weapon or multitool, this ring of plastic and ceramic packed with circuitry also contains every memory and skill a person has, and permits every fact about their past or present condition to be called up for visual review, or in some cases (with mod approval), copied and transmitted to another disc. Can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code.

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.

Interrogate
Once per week, ask one humanoid subject one question and compel an honest answer. The subject must speak, and must not make any untrue statement, but may lie by omission or implication, or speculate on the unknown, if the question is insufficiently specific. Cannot use in conjunction with Assist, Constructive Enlightenment, 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.

Lightcycle
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. Can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code.

Perfect Timing
The ability to measure and react to events to the utmost precision (for a human mind and body, 10 to 30 milliseconds).

Redirect Energy
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. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along.

Sift
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. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along.

❧ DOKI DOKI NO GAKUEN
Audiocaudal Syndrome, Computer Programming (21st Century), Doppelganger Syndrome, Emo Medi, Ganymede Syndrome, Japanese Etiquette, Japanese History/Pop Culture (21st Century), Research, S. Tech Mastery, Technology Use (21st Century), Tiresias Syndrome.
All Doki Doki skills are teachable (or in the case of the X-Pressure Syndromes, infectious). Exposure to any X-Pressure manifestation can be used as a teaching proof for any other manifestation (for example, you can get Tiresias from talking to someone with Audiocaudal or Ganymede).


Audiocaudal Syndrome
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. Only one animal form may be chosen. Includes one S. Tech skill of choice for free; see here.

Doppelganger Syndrome
A strain of the X-Pressure virus which initiates transformation into whoever you are most associated with at the moment. Usually not under the control of the afflicted, this transformation may be triggered to occur on eye contact, physical contact, when talking to someone, when thinking of someone, or other even more inconvenient times. This is not transformation into only one specific person - If Person A touches (or becomes associated with in whatever way) Person B, they become Person B. If they're then touched by Person C, they'd become Person C... Includes one S. Tech skill of choice for free; see here. (Available as of the Doki walkabout.)

Emo Medi
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; see here. Outside of the Jaunt, this skill has a prerequisite of one of the X-Pressure Syndromes.

Ganymede Syndrome
A strain of the X-Pressure virus which transforms the user voluntarily once every 48 hours into a teenager, specifically between 14 and 18 years of age. Includes one S. Tech skill of choice for free; see here.

S. Tech Mastery
The disciplined ability to use S. Tech in its many forms. Includes up to four S. Tech skills of choice for free; see here. Outside of the Jaunt, this skill has a prerequisite of one of the X-Pressure Syndromes.

Tiresias Syndrome
A strain of the X-Pressure virus which initiates involuntary transformation in response to a specific stimulus, such as hugs, hot water, stress, or quacking sounds. Most commonly, Tiresias Syndrome changes the gender of the afflicted individual, but other transformations into a single specific form are not unheard of. Includes one S. Tech skill of choice for free; see here. (Available as of the Doki walkabout.)

❧ THE HARROWING OF HARROGATE
Body Horror [U], Cold Reading [T], Egyptology [T], Eldritch Defense [T], Eldritch Knowledge [T], Eldritch Madness [S], Eldritch Magic [T], Fake Druidic Rituals [T], Mind Control Resistance [S], Prophetic Nightmares [U], Sleight of Hand [T], Spirit Sensitivity [S], Theatrical Skills [T], Victorian Etiquette [T].

Body Horror
You received a lingering physical transformation or disfigurement of the body which cannot be removed by any normal or magical means. Speak to a moderator before selecting this skill.

Cold Reading
The ability to jump to rapid, accurate conclusions about newly met people after only moments of observation. Obviously, speak to the player of the character being read before using this skill.

Eldritch Defense
To possess eldritch knowledge is to be corrupted by it. Someone with the Eldritch Defense skill knows just the snippets necessary to protect themselves and identify horrors at work, without knowing enough to doom them to insanity and the attention of alien intelligences. This skill is for those who combat the Eldritch, and can be used to identify beings or items of an unnatural nature, know common weaknesses or signs of such beings, and know basic wards or protections to defend against them. They can also identify eldritch magic or summoning rituals and have some basic knowledge of how to disrupt such events. Eldritch Defense may be taught by someone with Eldritch Knowledge as well as by those with Eldritch Defense. This is the skill we advise for most characters who wish to know more about the unnatural.

Eldritch Knowledge
To possess eldritch knowledge is to be corrupted by it, and therefore vulnerable to it. A character with eldritch knowledge knows eldritch creatures, locations, beings, items, and magics in intimate detail - which makes it easy to use them, but almost impossible to protect oneself from them. A character possessing eldritch knowledge suffers some form of progressive psychic trauma every time they invoke the skill, but can summon otherworldly creatures, pronounce curses, start hauntings, manipulate the matter of the spirit world, and cross dimensional boundaries - all at terrible cost. Psychic Healing will cleanse the effects of short-term or occasional eldritch knowledge use, but can only slow the decline of someone who uses such knowledge with any regularity. This skill has serious potential consequences and implications, and should not be selected lightly. If you are unsure if your character would have access to this skill, please consult a moderator.

Eldritch Madness
You received a lingering mental transformation or unbalance of the mind which cannot be healed by any normal or magical means. This permanent change in perception and/or cognition will provide some advantages, some vulnerabilities, and indelible trauma. Psychic Healing will mitigate the symptoms but will not "cure" it. Speak to a moderator before selecting this skill.

Eldritch Magic
Beyond the summonings, curses, and hauntings of Eldritch knowledge are more powerful spells: growing fungi and mold, spreading diseases and poisons, inflicting madness, fear, despair, and obsession, warping the minds of others with madness, and performing unspeakable rituals of physical and mental transformation and sacrifice with consequences even more dire. A user at this stage can no longer gain the full benefit of Psychic Healing. This skill is primarily intended to be used by particularly nasty beings during the Jaunt, and not actually kept afterwards - but it can be, for those who want to send their character down a very dark path. Requires Eldritch Knowledge.

Fake Druidic Rituals
The ability to convince onlookers you possess magical abilities which you do not, in fact, possess.

Prophetic Nightmares
The ability to see horribly negative futures in your dreams, no more than once per month. This ability should be activated by pinging a mod on the Questing Sense page, and will always be traumatic when activated, but may give hints to what possible awful failure states a current situation could end in.

Spirit Sensitivity
The ability to sense ghosts and receive indirect communications from them - empathic senses, seeing their writing, channeling their messages through tarot cards or a ouija board, etc. This ability does not enable a character to see ghosts or speak to them directly, but it can be used to determine if an area has been haunted or used for necromantic rites, and to track nearby or recent spirits, hauntings, and necromancy by hunch and intuition.

❧ THE SOLSTICE MASQUERADE
Astronomy [T], Contortionism [T], Disguise [T], Formal Dance [T], Optical & Laser Sciences [T], Perfect Recall [S], Prevarication [T], Starmover Technology [U], Trapfinding [S].

Starmover Technology
Possession of a few items of pilfered alien tech made of extremely durable glass and manipulating or measuring light and sound, often involving lasers, optical sciences or astronomy in some way. Available technology includes charging wands that power or depower electronic devices, calendar-watches that display fractional solar time in the present world regardless of environment, plasma pistols that can act as arc welders or weapons, hologram projectors that record and re-broadcast images, solar-charged heat swords, hypnotic mirrors that cause watchers to enter a light, suggestible trance state, scanning rods that detect any sort of electromagnetic radiation, harmonic carving knives that can be modulated with a tuning fork to cut through any mundane substance, armillary spheres which change local light, magnetism, heat, air pressure, ionization, and gravity levels within a ten-meter radius, light styluses that draw colors which linger in the air like neon lines, or static bells which project changes in air pressure in a modifiable cone & can be used as a vacuum cleaner, a suction grapple, or a tornado gun. Players are not limited to these options, and can use them as inspiration for similar tech.

❧ THE LAST OF US
Endless mundane skills circa 2013 Austin and Post-Zombie Apocalypse Boston. Examples include:
American History/Pop Culture (21st Century), Automobile Operation (21st Century), Combat Skills, Computer Programming (21st Century), Criminal Etiquette, Personal Firearms (21st Century), Technology Use (21st Century), Wilderness Survival, Urban Survival.
All The Last Of Us skills are teachable.


❧ THE LABYRINTHINE SHOAL
Combat Skills [T], Mermaid Totem Transformation [U], Nautical Skills [T], Salt Gifts [U], Siren Song I [T], Siren Song II [T], Siren Song III [T], Stricken [S].

Mermaid Totem Transformation
The ability to transform into an aquatic humanoid with the lower half of a single sea creature of your choice, and the ability to speak to sea creatures of that species. Popular options include dolphins, sharks, octopi, and seahorses. Sea urchins are not recommended. The ability to breathe and speak underwater is included with this transformation.

Salt Gifts
Small magical abilities possessed by human sailors. They include such things as the ability to predict the direction of the wind, ability to float atop the water, ability to telekinetically move small quantities of water, ability to drink saltwater, ability to talk to a species of fish or summon/lure them with a whistle, ability to see clearly underwater, etc. This can be taken multiple times, but pick one and only one per each salt gift skill acquired, or make up your own and check with the mods for approval.

Siren Song I
Magical but highly addictive abilities possessed by mermaid sirens, which are always triggered through a song. They include such effects as charming, calming emotions, granting the ability to breathe water (Litany of Breath), navigating, hiding one's tracks (Confusion of the Path), strengthening allies, weakening foes, making one agile or clumsy, making a target more able to focus (Clearing the Mind) or making focus difficult (Clouding the Mind), drowsiness, alertness, causing aversion in a target, enraging a target, and putting souls to rest (All Soul's Rest). Pick one and only one from this list, or contact a mod for approval of a new song.

Siren Song II
As Siren Song I, but grants access to all siren songs. Contact a mod for approval of a new song.

Siren Song III
Compose any number of new Songs, subject to mod approval.

Stricken
An affliction amidst mermaids which turns them slowly into ghoulish berserker cannibals, feeding on the flesh of merfolk and humans alike. Must be transmitted via biting.

❧ THE IVORY TOWER
Agriculture, Barista Skills, Computer Programming (1980s), Cultures and Humanities, Ecological Sciences, Helicopter Piloting, Nuclear and Chemical Safety, Research, Technical Systems and Salvage, Technology Use (1980s), Wilderness Survival.
All Ivory Tower skills are teachable.


Cultures and Humanities
Includes history, anthropology, and the arts, trying to preserve humankind’s greatest intellectual masterpieces and insights. This department runs the Stacks, a collection of documents, books and other assorted cultural items dating before the war. More varied and perhaps more frivolous than the other departments.

Ecological Sciences
Includes biology, chemistry, and agriculture, but also physics - focused on creating viable plant life, preserving animal life, and land reclamation. This department runs greenhouses, grows mundane and hybrid plants, and saves samples of every kind of life it can.

Technical Systems and Salvage
Includes learning about, recovering, and repairing the equipment the war destroyed, as well as developing advancements in electronics and machinery that make it easier for such devices to survive and operate in the wastelands. This department handles the radio-net and helicopter maintenance, among other things.

❧ THE CURSED KINGDOM
Blessing/Curse [U], Cantrips I [T], Cantrips II [T], Color Magic [T], Court Etiquette [T], Mythobiology [T], Pet Gryphon [U] Pet Wyrmling [U], Questing Sense [T], Riding [T], Swordfighting [T], Wilderness Survival [T].

Blessing/Curse
At some point during the Jaunt, your character was exposed to wild magical forces. For most Travelers, these were temporary, but some left a more permanent impression. Examples of possible curses or blessings include the ability to conjure roses with speech or song (inconvenient if involuntary), the ability to weep gemstones (useful but uncomfortable), transformation into a speaking animal, complete amnesia, the friendship of songbirds, the ability to heal wounds with a touch, dark but vague prophetic visions, and hearing voices that aren’t there.

Cantrips I
The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. You may pick up to six such abilities, subject to mod approval.

Cantrips II
As Cantrips I, but grants access to all Cantrips (though these are still subject to mod approval). Requires Cantrips I.

Color Magic
The magic of the Illuminated, as taught to more regular humans, hedge-wizards and apprentices. Each Traveler apprentice must choose only a single color of magic, and only a small handful of spells associated with it. A Violet magician might know a handful of illusions; a Yellow magician light spells or alchemy to make gold; a Red magician fire spells, or enchantments that siphon blood or conjure fire. A Blue mage might fly, or change the weather in small ways, or summon water. A list of Color Magic resources is available here; contact the mods if you need more details about available colors and their associations. Color Magic may be taken as a skill up to twice. Requires canonical or Jaunt-acquired spellcasting ability (i.e. Cantrips I).

Mythobiology
A familiarity with a variety of magical creatures. Someone who has studied mythobiology can identify a wide range of fantastic creatures on sight, knows their strengths and weaknesses, and may have a better chance of befriending them.

Pet Gryphon
Found rarely in Dolorosa, gryphons are a cross between a great cat and a bird of prey (lion crossed with eagle, panther crossed with falcon, bobcat crossed with owl, etc.). They are larger than a horse and smarter than a parrot. They feed on most types of meat but their favorite is horseflesh. They can fly long distances and are cunning in combat with cruel beaks and claws. Gryphons have an almost unbreakable bond of loyalty and empathy between them and their rider. Requires Mythobiology, a stolen gryphon egg, or an Infiltrator role as a Knight of the Gryphon.

Pet Wyrmling
Away from the magic of Dolorosa, wyrmling dragons will not naturally grow and mature into larger dragons, but will remain snakelike, winged creatures about the size and intelligence of parrots, having a vocabulary a few simple words and a large number of teakettle hisses and ticking radiator noises. They are uncomfortably hot to the touch, can fly short distances, and can breathe fire with the range and effectiveness of a standard cigarette lighter. They are generally greedy and mean-spirited. Requires Mythobiology or a stolen dragon's egg.

Questing Sense
The ability to tell when and where you are needed. Because "needed" is a very subjective term, and because this ability requires considerable mental clarity and focus to operate, Travelers may find themselves in a variety of strange situations if they try to use this skill to solve problems during an Investigation. However, no more than once a week, a player whose character has this skill may comment here to find out where it would currently lead them, and receive an answer which may or may not be ICly vague and frustrating, but will hopefully lead to an interesting new thread.

❧ ACE OF SPADES
Endless mundane skills circa 1920s Brooklyn. Examples include:
Alcohol Tolerance, American History/Pop Culture (1920s), Automobile Operation (1920s), Cheating (gambling), Criminal Etiquette, Dancing (1920s), Doubletalk/Innuendo, Gambling/Games of Chance, High Society Etiquette, Personal Firearms (1920s).
All Ace of Spades skills are teachable.


❧ BELLJAR ISLAND
Endless mundane skills circa 2013 in an urban setting or on an island. Examples include:
Automobile Operation (21st Century), Bureaucracy, Computer Programming (21st Century), Surfing, Swimming, Technology Usage (21st Century), Urban Survival, Wilderness Survival. New skills available on the Belljar walkabout include Looting, Mystery Salvage, and Trapfinding.
All Belljar skills are teachable.


❧ THE SPARK
Astronavigation & Piloting [T], Computer Programming (Far-Future) [T], Futuristic Personal Weapons [S], Infoglasses [S], Proxy Control [S], Spark Cybernetics [S], Technical Maintenance and Upkeep (Far-Future) [T].

Astronavigation & Piloting
The ability to pilot and navigate advanced spaceships. No advanced spaceship is included with this skill.

Computer Programming (Far-Future)
The ability to operate, program, and do systems intrusion using computers which can be operated using thought control. Unless you possess the spark cybernetics skill, the futuristic personal weapons skill, or the infoglasses skill, this does not actually come with a computer.

Futuristic Personal Weapons
Basic proficiency with two weapons from the Spark, including plasma pistols, beam-swords and beam-whips, shock staves, fly-by-wire razor boomerangs or plasma charges, and 2-D armor. Contact the moderators for more information on specific devices.

Infoglasses
These might appear to be normal glasses, or they might be weirdly shaped or colored future-goggles, at the player’s option. However, they provide display and monitor systems for computers, televisions, and other multimedia devices, have wi-fi access and provide their own hotspot, and can compare any object they see to a massive photographic database to provide information on almost anything you see.

Proxy Control
Much of the technology on the Spark involved creating and inhabiting a virtual reality avatar, remotely operating specialized robots, or having your mind superimposed onto the nervous system of strange genetically engineered creatures, not to mention extreme cybernetic or genetic manipulation of your own body. While this skill does not give you access to any of those technologies, it guarantees that you are familiar enough with such experiences to maintain complete control of your body and instinctive awareness of its abilities if it is transformed or if your mind is projected into another place or another form. Likely to be most useful in Dungeon, Shadow, and Dream events.

Spark Cybernetics
If you were badly injured during your stay on the Spark, advanced prostheses to replace limbs, organs, or senses were available. Whether you were injured or not, implantable computers were also available. Contact the mods for more information on specific devices.

Technical Maintenance and Upkeep (Far-Future)
Fueling, repairing, and generally keeping a variety of Spark equipment running. If any piece of Spark tech is damaged or depowered, this is the skill necessary to get it working again. Diagnosing problems or making advanced systems compatible with more primitive systems will require this skill as well.

❧ MOEBIUS
Autohypnotic Recall [T], Autopsies [T], Basic Crime Scene Investigation [T], Edged Weapons [T], Keep Your Cool [S], Lingering Injury [U], Pain Tolerance [S], Ticking Time-Bomb [U].

Autohypnotic Recall
The ability to suppress and only selectively recall memories so devastating or disturbing you could not function with them. This skill also implies that you have such memories, and as such, may not work to your advantage in Dungeon, Shadow, and Dream spaces. At your option, your character may regularly have terrible nightmares which they cannot remember. You may also apply this skill to awful memories from other universes, or even your character’s canon, as a way to either repress or recover such memories. You may not have this skill if you have Ticking Time-Bomb.

Edged Weapons
Proficiency with any two types of knife, cleaver, or axe. Not with swords.

Keep Your Cool
After the shit you’ve seen, strange, grotesque, gory, or startling things just don’t bother you any more. If your character canonically freaks out or has strong emotional reactions to trauma and you’d like to downplay that in-game, take this skill.

Lingering Injury
You received a debilitating injury which has a lasting effect and cannot be healed by any normal or magical means. Speak to a moderator before selecting this skill.

Ticking Time-Bomb
Your terrible experiences have left you with phobias, berserk buttons, or other potentially debilitating mental conditions which may emerge at unfortunate times, causing you to snap and experience some form of psychotic break. This is especially applicable in Dungeon, Shadow, and Dream spaces. This skill requires moderator approval to activate, and when you select it you should discuss the details with a mod. You may not have this skill if you have Keep Your Cool or Autohypnotic Recall.



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.