The Powers That Be ([personal profile] powersthatbe) wrote2014-04-08 10:05 pm

PSYCHIC NETWORK SKILLS.

PSYCHIC NETWORK SKILLS
Upon acceptance in the game, characters whose psychic abilities have been powercapped may choose up to three of the following abilities for free, in addition to skills gained from other sources. Canonically weak telepaths are asked at their discretion not to assign themselves too many abilities in this fashion. Conversely, extraordinarily powerful telepaths may petition the mods for extra skills, or the ability to take certain skills without prerequisites.

All Psychic Skills are teachable, provided the character learning the skill has all the prerequisites for it.

Liminal Skills | Hybrid Skills | Combo Skills | Previous Universe Skills | Favor Skills


0 Filter Intrusion Net. Archive Retrieval Sensory Livestreaming
1 Intrusion Notification Net. Bookmarking Psychic Protection I Sensory Deprivation Sensory Eavesdropping
2 Image Projection I Mem. Sharing Psychic Contingency Psychic Detection I Psychic Discretion
Psychic Download Psychic Encryption Psychic Healing I Psychic Hypocognition Psychic Mirror
Psychic Mute I Psychic Opt-Out Psychic Protection II Psychic Snapshot Psychic Synesthesia
3 Image Projection II Instant Mem. Sharing Inv. Mind Reading Mind Palace I Psychic Deduction
Psychic Detection II Psychic Echo Psychic Healing II Psychic Hypercognition Psychic Intuition
Psychic Mute II Psychic Suppression Psychic Upload Telepathic Power
4 Dream Communication I Inf. Mind Reading Intrusion Trace Mind Palace II Partition Mind I
Psychic Bridge I Psychic Detection III Psychic Invisibility
5 Inf. Knowledge Inf. Telepathy Mem. Immersion Mem. Restoration Partition Mind II
Psychic Bridge II Psychic Entourage Psychic Imago Psychic Interference Psychic Regression
6 Inf. Mind Trick Memory Autorestore Psychic Severance Psychic Stun Psychic Topography
7 Inf. Persona Psychic Masque
10 Psychic Retort
11 Psychic Delegate I
12 Postmortem Posession
15 Psychic Delegate II


DREAM COMMUNICATION I
Access the Psychic Network while unconscious, asleep, or dead. This skill does not work if your death occurred in Liminal Space. While accessing the Psychic Network, your mind does not benefit from rest. Requires Mind Palace I.

DREAM COMMUNICATION II
Once per week for one minute per psychic skill, communicate with another Traveler via the network while they are unconscious, sleeping, dead, infiltrated, or otherwise unavailable. Requires Dream Communication I and Psychic Bridge I.

FILTER INTRUSION
The ability to access privately broadcast data on the psychic network. Even if a message is filtered to a specific group of people, you may listen in (or actively participate). To show the skill is in use, leave a blank comment titled ‘Filter Intrusion’ on the post or thread being eavesdropped on; these blank comments do NOT count toward monthly activity, but active participation in the conversation does.

IMAGE PROJECTION I
The ability to project one’s image across the network to another traveler. Travellers who wish to be ‘on screen’ in their audiovisual posts can use Image Projection to do so, and the skill can also be used to be ‘present’ for events another Traveler is present for without exposing yourself to danger, or simply to have a face-to-face conversation at a distance. Image Projections are opaque, but unshadowed and with different color saturation, making them immediately obvious as ‘unreal.’ Requires Sensory Eavesdropping.

IMAGE PROJECTION II
Rather than projecting your own image over the psychic network, project individual images from your memories. This enables the creation of a visible ‘gallery’ other Investigators can see, without immersing them in a full memory playback, or can be used decoratively or creatively (see a painting you like? hang your memory of it where people can see!). Requires Image Projection I.

INFILTRATOR KNOWLEDGE
The ability to gain basic knowledge of a Jaunt world, of the sort any Infiltrator would have. You do not gain any secret or specialized knowledge, but do have perfect knowledge of the customs, culture, history, and similar information that an adult raised in that world would naturally possess. Requires Memory Sharing and Investigator Mind Reading.

INFILTRATOR MIND READING
The ability to access the thoughts of infiltrators. This includes the ability to use Memory Sharing, Sensory Eavesdropping, Image Projection, and Mind Palace Projection on them, if you have those skills. If a Traveler is currently an Investigator, this ability does not work on them. Requires substantial focus and concentration, and Investigator Mind Reading.

INFILTRATOR MIND TRICK
Once per week, deflect suspicion from one infiltrator, especially about one’s identity, origin, or ability to blend in. Requires Infiltrator Telepathy.

INFILTRATOR PERSONA
The ability to create an Infiltrator Persona other Infiltrators will recognize and remember as belonging in their world, while retaining your own knowledge of who you really are. You are still counted as an Investigator for purposes of using the Psychic Network. Consult a mod while using this skill. Requires Memory Immersion and Infiltrator Knowledge.

INFILTRATOR REDUX
Once per jaunt, convert one Investigator into an Infiltrator who is under the effect of Infiltrator Persona. This bypasses having to Memory Restore the now-Infiltrator, and they retain full control of their faculties during the transition from Investigator to Infiltrator. Requires Memory Immersion and Memory Autorestore.

INFILTRATOR TELEPATHY
Allows the usage of any psychic power on an Infiltrator. Requires Infiltrator Mind-Reading. Requires Infiltrator Mind Reading.

INSTANT MEMORY SHARING
As Memory Sharing, but memories are shown at a rate of one memory day per real world second. Requires Memory Sharing.

INTRUSION NOTIFICATION
Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you. Requires one other psychic skill.

INTRUSION TRACE
Allows you to identify the person attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you, and reflect the intrusion back at its source. Requires Intrusion Notification and Psychic Detection I.

INVESTIGATOR MIND READING
The ability to access the thoughts of other investigators, even without their permission. This includes the ability to use Memory Sharing, Sensory Eavesdropping, Image Projection, and Mind Palace Projection on others without their permission if you have those skills. If a Traveler is currently an Infiltrator, your abilities still do not work on them. Requires Filter Intrusion and any two other psychic skills.

MEMORY AUTORESTORE
Once per jaunt, in response to a predetermined situation or stimulus, an infiltrating character regains their memories and control of themselves. This does not eat into your Memory Restoration cooldown, so you could still separately de-infiltrate another character after using this skill. Requires Memory Restoration and Psychic Contingency.

MEMORY IMMERSION
Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others. Requires Memory Sharing and Investigator Mind Reading.

MEMORY RESTORATION
Once per Jaunt, convert an Infiltrator into an Investigator. This does not place the restored Traveler into a separate physical body; they are simply aware of their status as an Investigator, much like with Infiltrator Persona. Cannot use upon yourself. Requires Memory Sharing and Investigator Mind Reading.

MEMORY SHARING
The ability to share your memories with other Travelers, or view their memories. Requires Network Archive Retrieval and Sensory Livestreaming.

MEMORY SUBSTITUTION
Once per jaunt, replace one Traveler’s presence inside an infiltrated being with another. If the person using Substitution has Memory Restoration, this skill can be used to simultaneously de-infiltrate one Traveler and infiltrate another into the same overlay; if not, the skill swaps two infiltrated Travelers across their respective overlays. Requires Memory Immersion and Telepathic Power OR Consciousness Swap.

MIND PALACE I
The ability to create a virtual environment and share it with other travelers. Allows for action logs in a psychic space on the psychic network where characters can privately confer, or just get away from it all. Requires Image Projection I.

MIND PALACE II
As Mind Palace I, except that Travelers within the Palace may remain fully aware of the world around them rather than only sensing what is in the Palace. Requires Mind Palace I.

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

NETWORK BOOKMARKING
Mark psychic broadcasts or conversations for later sharing or review. Requires Network Archive Retrieval.

PARTITION MIND I
Temporarily suppress some of your knowledge, memories, or skills. A person with a partitioned mind is aware that they have “locked down” some of their own memories or abilities, but has absolutely no idea what it is they have locked away unless they have that information written down or have told someone else. Requires Psychic Protection I and Memory Sharing.

PARTITION MIND II
Use Partition Mind on another Investigator. Requires Partition Mind I and Investigator Mind Reading.

POSTMORTEM POSSESSION
Upon Jauntside death or exorcism, allows you to immediately possess a nearby humanoid form such as a proxy, automaton, corpse, or non-Familiar Face NPC. Does not function when death occurs in Liminal Space. Permanent until dismissed, end of Jaunt, or new form is killed/destroyed. Requires Dream Communication I and Infiltrator Persona.

PSYCHIC BRIDGE I
Once per week, for one minute per psychic skill you possess, broadcast psychically across the Jaunt/Walkabout Divide. Requires Psychic Detection I and Filter Intrusion.

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

PSYCHIC CONTINGENCY
The ability to pre-record a psychic message that will broadcast under certain circumstances, such as death, unconsciousness, infiltration, dungeon or walkabout travel, or nearly any other criteria that can be sensibly defined. Can be used in combination with other psychic skills, pending mod approval. Requires Network Archive Retrieval and Sensory Livestreaming.

PSYCHIC COMPLEXITY
Allows simultaneous, non-continuous usage of Psychic skills, as well as more complex use of single skills. With this skill you can make simultaneous mind palaces, trade off psychic hypercognition and hypocognition, and make multi-targeted psychic attacks (such as stuns or sensory deprivations). You can also use Psychic Masque to assume alternate forms of Travelers or forms of past Travelers or use other psychic skills via image protection. The time and size limits of skills used this way do not change (although if you have more than one usage of a skill available, you may use it multiple times simultaneously), and you may use this skill as often as you can use the skills whose effects it alters. Requires Psychic Precision and Telepathic Power.

PSYCHIC DEDUCTION
On close examination of an area, determine the cause-effect chain that caused the area to fall into its current state. Requires Psychic Snapshot.

PSYCHIC DELEGATE I
Once per week, grant one infiltrator access to the psychic network, for one minute per psychic skill you possess. Requires Psychic Entourage and Psychic Bridge II.

PSYCHIC DELEGATE II
Once per week, grant an Infiltrator access to all psychic skills they possess as an Investigator, for one minute per psychic skill THEY possess. Requires Psychic Delegate I and Psychic Interference.

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

PSYCHIC DETECTION II
Use Psychic Detection at a range of one mile/Psychic Skill. Requires Psychic Detection I.

PSYCHIC DETECTION III
When using psychic detection, receive awareness of every Traveler within your detection radius rather than making individual inquiries. Requires Psychic Detection II.

PSYCHIC DISCRETION
Shows you a visible signal when someone within your line of sight uses a psychic skill that informs you what skill is being used. This skill also shows you the existence of private or filtered conversations, but does not let you access them. Acts as a pre-req for anything Filter Intrusion is a pre-req for. Requires Intrusion Notification.

PSYCHIC DOWNLOAD
Instantaneously retrieve knowledge kept in ‘cloud storage’ on the psychic network. Requires Network Bookmarking.

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

PSYCHIC ENCRYPTION
Render spoken conversations or written communications indecipherable to Infiltrators. Your messages are still perfectly comprehensible to fellow Investigators. Requires Network Archive Retrieval and Psychic Protection I.

PSYCHIC ENTOURAGE
Permit one non-player being with whom you have some sort of skill-based attachment to access the psychic network as you do. This includes the ability to use any psychic skills you possess, but for skills with a set cooldown period, they will burn through your cooldown. Can be taken multiple times, each for a different being. Requires Memory Sharing, Telepathic Power, and any skill which links you to another being.

PSYCHIC HEALING I
The ability to repair some degree of mental damage other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance. Requires Psychic Protection I.

PSYCHIC HEALING II
The ability to repair some almost all mental damage, illness, or incapacity other Travelers have suffered. Contact a moderator to see how effective this power will be in any specific instance. Requires Psychic Healing I.

PSYCHIC HOLOGRAM I
Project your network presence into the physical world as a semi-opaque form of your choosing. If used in conjunction with Postmortem Possession or Dream Communication, the hologram may remain in the physical world indefinitely; otherwise, it is limited to once a week for one minute per psychic skill possessed. You may not control or use the senses of both your hologram and your physical body at the same time. You may use psychic skills through your hologram as if you were physically present. If used in conjunction with Psychic Bridge, this may be used across jaunt/walkabout divides. Requires Image Projection II.

PSYCHIC HOLOGRAM II
Allows your semi-opaque hologram projection to act independently of your physical form until dismissed. Unlike using Hologram I with Partition Mind, you remain aware of both your body and your hologram simultaneously. Requires Psychic Hologram I and Partition Mind I.

PSYCHIC HYPERCOGNITION
Consciously access your subconscious or unconscious sensoria and input for a duration of one minute/psychic skill. Requires Psychic Hypocognition.

PSYCHIC HYPOCOGNITION
Shut off emotional responses for a duration of one minute/psychic skill. With Filter Intrusion (and player permission), this may be used on another character. Requires Psychic Protection I.

PSYCHIC IMAGO
Once per month, for five minutes per psychic skill, regresses your mind and memories to permit reliving an infiltration. You are NOT really bringing that person’s consciousness from their world, only simulating it. Can be ended with Psychic Contingency or another character’s use of Psychic Healing. Requires Memory Sharing and Psychic Download.

PSYCHIC INTERFERENCE
Once per week, edit another Traveler’s Psychic broadcast using your own psychic skills to add or subtract information or imagery. With Filter Intrusion, you can use this skill on an unwilling target. Psychic Protection I blocks this skill from being used on an unwilling target. Requires Telepathic Power and Image Projection II.

PSYCHIC INTUITION
Draws your attention to the people, places or things a target (infiltrator or investigator) is paying attention to, without actively reading their mind. Acts as a pre-req for anything Investigator Mind Reading is a pre-req for. Requires Psychic Discretion.

PSYCHIC INVISIBILITY
Once per week, make yourself appear inconspicuous to Infiltrators for a duration of one minute/psychic skill. Requires Psychic Echo.

PSYCHIC MASQUE
Once a day, for one minute per psychic skill you possess, take on the appearance of any other Traveler. Requires Image Projection I and Infiltrator Mind Trick.

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

PSYCHIC MUTE I
Turn the psychic network “off” less thoroughly than Psychic Suppression, simply shutting off direct communication, but not making oneself undetectable or untargetable to psychic skills. Requires Psychic Protection I.

PSYCHIC MUTE II
Use the ‘mute’ function selectively, filtering what you hear on the network without entirely silencing it, and permitting private conversations even while network-wide broadcasts are ‘muted.’ Requires Psychic Mute I.

PSYCHIC OPT-OUT
Create a filter on a psychic broadcast that allows other Travelers to fully ignore it if they so desire, effectively applying Psychic Protection without first specifying the message’s recipients. Requires Sensory Livestreaming OR Filter Intrusion, AND Psychic Protection I.

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

PSYCHIC PROTECTION I
The ability to block others from using Filter Intrusion or Investigator Mind Reading on you. This may also convey some resistance to psychic intrusions originating off the network. Requires one other psychic skill.

PSYCHIC PROTECTION II
The ability to block others from using Filter Intrusion or Investigator Mind Reading on you or any people you are in psychic contact with, up to one person per two psychic skills you possess. This also conveys some resistance to psychic intrusions originating off the network. Requires Psychic Protection I.

PSYCHIC REGRESSION
Once per month, reset another person’s physical, mental or emotional reactions to what they were at any time within the past ten minutes. Psychic Protection I blocks this effect. Requires Memory Sharing and Investigator Mind Reading.

PSYCHIC RETORT
When another mind attempts to penetrate your psychic defenses, they are automatically targeted by Psychic Stun. The attempt fails automatically as well. If you have Intrusion Trace, you are still informed as usual of the attempt. Requires Psychic Stun and Psychic Contingency.

PSYCHIC SCRYING
Once per Jaunt, for one minute per psychic skill, a Traveler can view a familiar but imprecisely defined time and place in any world they have seen previously, including their homeworld or worlds glimpsed in others’ memories, dreams, or dungeons. Prior to endgame, this skill does not permit the usage of any skills through the scrying link. After endgame, Psychic Bridge allows usage of psychic skills through the scry link. Requires Psychic Topography, Telepathic Power, and one other psychic skill of Tier 6 or higher.

PSYCHIC SEVERANCE
Once per week, disconnect another Traveler from the Psychic Network for up to one hour/Psychic skill. An affected Traveler who possesses Psychic Protection I, Psychic Protection II, and Telepathic Power halves the duration of this effect for each of these skills they possess. Severance can be cancelled before the full duration, but cannot be divided up into multiple uses per week. Requires Psychic Suppression, Telepathic Power and Investigator Mind Reading.

PSYCHIC SNAPSHOT
Memorize a perfect sensory impression of an area. With Psychic Regression, you can take a Snapshot retroactively (up to ten minutes ago). Requires Sensory Livestreaming and Network Archive Retrieval.

PSYCHIC SPEAR
Once per week for 10 minutes per psychic skill you possess, take the memory of an injury, illness, or condition and inflict it on another Traveler. With Infiltrator Telepathy this works on Infiltrators, with Psychic Entourage, you may use this skill on NON-TRAVELERS. Targets with Psychic Protection I, II, or Telepathic Power halve the duration of this effect per such skill possessed. The memory you use does not have to be your own, but you do have to have viewed/experienced it. Requires Psychic Stun and Memory Sharing.

PSYCHIC STUN
Once per day, project psychic trauma into someone else’s head, leaving them incapacitated for five seconds per Psychic Skill. With Infiltrator Mind Reading, this can affect Infiltrators. Requires Psychic Healing II, Telepathic Power and Investigator Mind Reading.

PSYCHIC SUPPRESSION
Temporarily severs you from the Psychic Network, rendering you undetectable to any Psychic or Liminal contact or sense, and unable to access the Psychic Network yourself, for up to a four-hour period per week per psychic skill you possess. Requires Psychic Protection II.

PSYCHIC SYNESTHESIA
Register one kind of sensory input as another sense (sight as smell, taste as hearing, etc.) for a duration of one minute/psychic skill once per week. Requires Sensory Eavesdropping.

PSYCHIC TOPOGRAPHY
Allows you to designate one portion of Liminal Space and see or hear all that takes place there. This may be either the general Liminal Space or your own created space, but may not be in someone else’s created space. Subject to Intrusion Notification, and does not detect Traveler passersby with Psychic Protection, Mute or Suppression activated. Requires Dream Communication I and Psychic Detection I.

PSYCHIC UPLOAD
Move text or other knowledge into ‘cloud storage’ on the network, for later sharing or retrieval. Requires Psychic Download.

SENSORY DEPRIVATION
Cut off one of your senses - visual, audio, scent, tactile, taste, heat or cold, pain, etc. With Investigator Mind Reading, this may be used on other Travelers (one at a time, must be initiated within your line of sight). With Filter Intrusion, it may be used on an unwilling character (but not, of course, unwilling players). When used on yourself, this skill may be turned on and off at will. When used on someone else, this skill lasts up to one minute per psychic skill in stressful circumstances, and up to ten minutes per psychic skill in relaxed circumstances. Sensory Deprivation may be used on other Travelers once a week, and you cannot use it on yourself after using it on someone else until the cooldown has passed. Requires Sensory Livestreaming.

SENSORY EAVESDROPPING
The ability to tap into another Traveler’s sensory impressions (with permission). Requires Sensory Livestreaming.

SENSORY LIVESTREAMING
The ability to project your sensory impressions across the psychic network. OOCly: this allows you to make audiovisual posts.

TELEPATHIC POWER
Your psychic skills are unusually effective, moreso than most others. In any contest of psychic wills where your abilities are pitted against another Traveler’s Psychic Skills. your psychic potence is greater than theirs unless they also possess this skill. Add twenty percent to any numeric limit your psychic skills possess, or reduce psychic skill cooldown by twenty percent. Telepathic Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. Your psychic voice may be particularly clear, penetrating, or persuasive, at your option. Requires three other psychic skills.



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.