The Powers That Be (
powersthatbe) wrote2015-04-22 05:50 pm
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COMBO SKILLS.
COMBO SKILLS Combo skills are Liminal, Psychic, or general skills that may be taken at any time by a Traveler making skill AC, just like Liminal or Psychic Skills. Unlike other skills, Combo Skills are only effective when used in conjunction with another player who has also taken them - but they generally greatly improve the effectiveness, utility, or flexibility of skills shared in this way. All Combo Skills are teachable, provided the character learning the skill has all the prerequisites for it. COMBINED CONTINGENCY Select another Traveler. Upon activation of a pre-established condition (such as unconsciousness, death, infiltration, or any other sensibly definable criteria), the selected Traveler is summoned to the immediate vicinity of the person using this skill. If the user has Summon Traveler II, this skill can activate across the Jaunt-Walkabout divide. Requires Linked Senses and Summon Traveler I. COMBINED ENTOURAGE Taking this skill allows you to share in the magical or otherwise supernatural bonds (such as True Bond, Pogemon-Slammer Bond, or a Dragon Bond) possessed by one other Traveler. You can take this skill multiple times for multiple other Travelers. Requires Linked Senses and for the character you are taking it for to have at least one bond skill. COMBO DELEGATE Allows you to give the Traveler you share a combo skill access to it while they are Infiltrating. Requires Combined Entourage and Power Boost. CONSCIOUSNESS SWAP Allows you and another Traveler with this skill to swap minds, putting your consciousnesses in each other’s bodies. As with Consciousness Transfer, you may use any skills or abilities you possess which are not inherent to your body. Lasts 1 hour/psychic skill, using the Traveler with the most psychic skills. Requires Consciousness Transfer to use on someone who doesn’t have it, or Linked Senses. CONSCIOUSNESS TRANSFER You may operate another willing Traveler’s body, possessing or puppeteering their physical form. While in their body, you may use any skills or abilities you possess which are not inherent to your body (e.g., someone who knows karate could use karate, but someone with super strength could not use super strength). Unlike other combo skills, they do not need to possess this skill themselves. They remain aware of their body and can terminate the link at any time. Requires Investigator Mind Reading from Player One (the puppeteer) and Sensory Livestreaming from Player Two (the puppetee). HAMMERSPACE BRIDGE Share Linked Hammerspace across a Jaunt/Walkabout/Dungeon (but not idle) boundary, once per day for one minute/Liminal skill possessed. Requires Linked Hammerspace, Dimensional Senses, and Intra-Liminal Skills. LIMINAL TETHER I Creates a flexible but unbreakable 1” diameter tether of variable length (up to twenty feet per Liminal skill possessed) formed of Liminal matter between you and one other Traveler with this skill. This tether may not be formed if there is no path between you without a solid barrier. Requires Liminal Manipulation I. LIMINAL TETHER II Energize your tether, thus enabling it to be used as a weapon. Has the same time and usage limitations as Liminal Shock. Requires Liminal Tether I and Liminal Shock. LINKED HAMMERSPACE You and one or more characters with this skill may share access to the same hammerspace. The shared hammerspace is equal in size to the largest hammerspace possessed, plus twenty-five pounds per person in the link. Requires Hammerspace I. LINKED MANIPULATION When using Liminal Manipulation, Wardrobe Manipulation, or Liminal Bubble in concert with another Traveler who has taken this Skill, you may collaborate to create a single effect equal to the largest/most powerful effect one of you can produce, plus twenty-five percent per person in the link. Requires Linked Hammerspace. LINKED MIND PALACE Create one large virtual environment in concert with one or more other Travelers with this skill. If at least one Traveler in the link has Mind Palace II, the shared space follows those rules regarding participants’ awareness of the outside world. Requires Mind Palace I. LINKED PORTALS Any two characters with this skill may open a liminal portal between them of up to six inches in diameter per Liminal Skill they possess (use the character who has more Liminal Skills as the basis for this calculation). As with portal creation, this may be done once every six hours per character for a duration of up to ten seconds. Requires Portal Creation (Stationary). LINKED SENSES Two or more characters with this skill may simultaneously share all sensory input they each have, giving them unusually great situational awareness. Anything one person in the link senses, all can sense and react to immediately. Requires Sensory Eavesdropping. LINKED SUPREMACY Select one Liminal, Psychic, or Combo skill that you and one other character with this skill possess. Once per jaunt, when using that skill in opposition to another, the two of you are automatically treated as superior in the skill contest. If both of you have Power Upgrade, this may be applied to a skill that neither of you possess, but that you have the prerequisites for. Can be blocked by two people with Skill Supremacy. Requires Power Boost. POWER BOOST Once per week, you and one other character with this skill may select one skill either of you possesses, and either increase its magnitude by two for each of you, or divide its cooldown by two for each of you. Requires Power Trade. POWER TRADE Once per week, you and one other character with this skill may trade one skill for a duration of one hour. You must both have all prerequisites for any skill so traded in order to use it. Requires one liminal and one psychic skill. POWER UPGRADE Once per week, you and one other character with this skill may choose one skill neither of you possesses, and gain the use of it for one hour. Between the two of you, you must possess the prerequisites for this skill, but you may pool your skills to determine eligibility. Requires Power Trade. PSYCHIC COMPUTER Psychic Computer can be used to link minds for instantaneous data sharing and incredibly quick thought and problem-solving. All but one person in the link must have Psychic Computer. Two people linked think twice as fast; three people think three times as fast, four people think five times as fast, five people 8x, six people 13x, seven people 21x, and so forth, following the Fibbonacci Sequence. Examples of tasks which can be sped up in this fashion include reading a book, solving a puzzle, coding a computer program, memorizing a code or cipher, learning mundane history or science, or any similar mental-only task requiring perception, comprehension, or extended thought. Everyone in the link must focus on the same task, and everyone in the link receives the knowledge learned in this fashion. Requires Instant Memory Sharing. PSYCHIC LINK Allows for the use of the psychic network between linked characters, regardless of whether one or both of them are infiltrating. If a member of the link has Psychic Delegate II, an additional one person per three psychic skills possessed can be added to the link via a pooling effect. Requires Psychic Delegate I. ROOMLINK As Linked Manipulation, but for Room Creation. Requires Linked Manipulation. SKILL SWAP Once a week, trade something other than a Liminal, Psychic, or Plot Role skill with your partner for one hour per Combo skill possessed. (Combo skills that you already share with your partner only count once; for example, if you share Linked Hammerspace, that will only count as one skill toward the total, not two.) Requires Power Trade and at least one skill linked to another player. To trade Favor skills, you must also have Interdisciplinary Mark (for any Arcana, not specifically your skill partner’s); if only one of you has Interdisciplinary Mark, the person without it cannot borrow Favor skills. SUBSTITUTION instantaneously switch positions with any character who possesses this skill within double your Teleport range. Requires Teleportation I. SUBSTITUTION BRIDGE Once per jaunt, swap places with another Investigator who has this skill across a Jaunt/Walkabout divide. As with regular Liminal Bridge, there is no guarantee you will not become an Infiltrator at your destination, and as with Summon Traveler II, Infiltrators cannot be swapped. Requires Liminal Bridge I and Substitution. |