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

TELEPATHIC NETWORK SKILLS.

TELEPATHIC NETWORK SKILLS
Upon acceptance in the game, characters whose telepathic 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 | Combo Skills | Previous Universe Skills | Favor Skills


Filter Intrusion Network Archive Retrieval Sensory Livestreaming
Network Bookmarking Psychic Protection I Sensory Deprivation Sensory Eavesdropping
Image Projection I Memory Sharing Psychic Contingency Psychic Detection I Psychic Healing I
Psychic Mute I Psychic Protection II
Image Projection II Instant Memory Sharing Investigator Mind Reading Mind Palace I Psychic Detection II
Psychic Healing II Psychic Mute II Psychic Suppression Telepathic Power
Dream Communication Infiltrator Mind Reading Mind Palace II Partition Mind I Psychic Bridge I
Infiltrator Knowledge Infiltrator Telepathy Memory Immersion Memory Restoration Partition Mind II
Psychic Interference
Infiltrator Mind Trick Psychic Severance Psychic Stun
Infiltrator Persona


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

FILTER INTRUSION
The ability to access privately broadcast data on the telepathic 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 telepathic 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 TELEPATHY
Allows the usage of any telepathic 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 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. 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.

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 telepathic network. OOCly: this allows you to link old posts or threads from [community profile] synopsychic in your current threads.

NETWORK BOOKMARKING
Mark telepathic 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 and Infiltrator Persona.

PSYCHIC BRIDGE I
Once per week, for one minute per psychic skill you possess, broadcast telepathically 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 telepathic 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 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/Telepathic Skill. Requires Psychic Detection I.

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

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

PSYCHIC SEVERANCE
Once per week, disconnect another Traveler from the Telepathic Network for up to one hour/Telepathic 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 STUN
Once per day, project telepathic trauma into someone else’s head, leaving them incapacitated for five seconds per Telepathic 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 Telepathic Network, rendering you undetectable to any Telepathic or Liminal contact or sense, and unable to access the Psychic Network yourself, for up to a four-hour period per week per telepathic skill you possess. Requires Psychic Protection II.

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 and Psychic Detection I.

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. With Filter Intrusion, it may be used on an unwilling characters (but not, of course, unwilling players). 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 telepathic 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 telepathic voice may be particularly clear, penetrating, or persuasive, at your option. Requires three other telepathic 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.