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小西 尚紀 | Naoki Konishi ([personal profile] leftbehindagain) wrote2015-04-27 02:29 pm
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skill tracker

NAOKI’S SKILL LIST
PSYCHIC SKILLS


Network Archive Retrieval
The ability to search for and share old data on the psychic network.



Sensory Livestreaming
The ability to project your sensory impressions across the psychic network.



Psychic Protection I & II
The ability to block others from using Filter Intrusion or Investigator Mind Reading on you. Psychic Protection II blocks 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 may also convey some resistance to psychic intrusions originating off the network.



Psychic Healing I & II
The ability to repair some degree of (with Psychic Healing II, almost all) mental damage other Travelers have suffered.



Sensory Eavesdropping
The ability to tap into another Traveler’s sensory impressions (with permission).



Psychic Detection I-III
Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator. Psychic Detection II increases range to one mile/psychic skill. Psychic Detection III registers the location of every Traveler within your detection radius rather than making individual inquiries.



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).



Memory Sharing
The ability to share your memories with other Travelers, or view their memories.



Psychic Bridge I & II
Once per week, for one minute per psychic skill you possess, broadcast telepathically across the Jaunt/Walkabout Divide. With Bridge II, patch another one person per three psychic skills through a divide in the psychic network. Duration is half of Psychic Bridge 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.



Network Bookmarking
Mark telepathic broadcasts or conversations for later sharing or review.



Image Projection I & II
The ability to project one’s image across the network to another traveler. Travelers 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.’ Image Projection II allows you to project individual images from your memories on the network. This enables the creation of a visible ‘gallery’ other Travelers 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!).



Memory Restoration
Once per Jaunt, convert an Infiltrator into an Investigator. Cannot use upon yourself.



Mind Palace I & II
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. Mind Palace II allows Travelers within the Palace to remain fully aware of the world around them rather than only sensing what is in the Palace.



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.



Memory Immersion
Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others.



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.



Infiltrator Persona
The ability to create a 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.



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.



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. Can be taken multiple times, each for a different being. (current entourages: Firia)



Psychic Delegate I & II
Once per week, grant one infiltrator access to the psychic network, for one minute per psychic skill you possess. Psychic Delegate II grants an infiltrator access to all psychic skills they possess as an investigator, for one minute per psychic skill THEY possess.



Psychic Download
Instantaneously retrieve knowledge kept in ‘cloud storage’ on the psychic network.



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



Intrusion Notification
Alerts you to someone attempting to use Filter Intrusion on your conversations/Investigator Mind Reading on you.



Psychic Encryption
Render spoken conversations or written communications indecipherable to Infiltrators. Your messages are still perfectly comprehensible to fellow Investigators.



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.



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



Psychic Computer (Combo skill)
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.



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.



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.



Linked Mind Palace (combo skill)
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.



Psychic Link (combo skill)
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. (link partner: Delaunay, once he gets it)



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.


LIMINAL SKILLS


Portal Creation (Stationary & Remote)
The ability to create a portal entering or exiting Liminal Space at any time, not only at the beginning or end of a Jaunt. If you are not in Liminal Space, a stationary portal must be within ten feet of you. If you are within Liminal Space, it must open onto your last crossover point into Liminal Space; i.e., if you portalled out of the bus stop, you must portal back into the bus stop, rather than into the restaurant a block away. Remote portal creation allows you to create a portal to somewhere other than your current location or last crossover point. You may open no more than one portal every six hours (per portal skill) and hold it open no longer than ten seconds, but the portal can be any size (within reason).



Intra-Liminal Skills
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.



Hammerspace I & II
The ability to bring up to twenty-five pounds of objects into Liminal Space at a time and have them remain present when you’re not looking at them or carrying them (object permanence). This also permits you to open a small portal and retrieve those objects from liminal space whenever you wish. Hammerspace II increases weight capacity to 100 pounds, and permits you to instantaneously summon these objects into your hand whenever you wish. Objects stored in Hammerspace do not experience the passage of time, and so do not go bad or change while in storage.



Dimensional Senses
The ability to sense the existence and operation of portals and determine the size and shape of the space on the other side of them.



Linked Hammerspace (Combo skill)
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. Naoki’s hammerspace is currently shared with Chie.



Teleportation I
The ability to open a personal-sized portal for a split-second and step through it to another point within fifty feet, once per teleportation skill possessed every six hours.



Liminal Manipulation I & II
The ability to add or subtract unreal items of up to fifty pounds per day while within liminal space - furniture, small animals, non-nourishing food, etc. Liminal Manip I cannot create items which rely on power or create complex moving parts. This includes the ability to alter the things you’ve made without recreating them from scratch, and to ‘firm up’ objects found in Liminal Space so they can be kept once the Liminal Space changes. Liminal Manip II grants the ability to create nourishing food and water, complex machines or small electronic devices, or precisely duplicate items such as specific books the creator has read.



Room Creation I & II
The ability to shape and create one room’s worth of interior space within Liminal Space (250 square feet/~23 square meters). Mostly used to make private bedrooms, but considerably more versatile than that. Can create sensible furnishings and decorations beyond the weight limit of Liminal Manipulation, but these objects must be ‘firmed up’ with Liminal Manipulation before they are taken out of the room. With Liminal Manipulation II, up to 25 lbs. of food and water can be created within the room as well (this limit is considered separately from food created directly through Liminal Manipulation). Room Creation II raises the available space to 2500 square feet/~230 square meters, and the room-created food allotment to 50 lbs. Naoki’s created space is a recreation of Yomi, the bar his overlay in Melasurei ran. This includes offering a portion of the original menu (the mundane drinks, the elemental set, and very occasionally Kamui).



Wardrobe Manipulation I & II
The ability to near-instantaneously change costumes or outfits made of any mundane or Jaunt-appropriate material, whether or not you are in Liminal Space. Also works in Liminal Space, though any Jaunt-appropriate materials would no longer be accessible. Wardrobe Manip II allows you to near-instantaneously change costumes or outfits of fellow Travelers, made of any mundane or Jaunt-appropriate material, whether or not you are in Liminal Space. Changes must be made individually - you cannot change a group simultaneously.



Liminal Template
Create a ‘mold’ of an object which enables others, who may not understand its physical structure, to nonetheless duplicate it with Liminal Manipulation. You cannot create a template of an object you do not understand well enough to construct. The ‘mold’ is a translucent ectoplasmic framework the same size and shape as the object to be duplicated.



Liminal Healing
The ability to heal wounded Travelers through the use of Liminal ectoplasm.



Liminal Regeneration
Once per Jaunt, replace missing limbs (one limb at a time), heal chronic illnesses, and correct bodily ailments of all varieties. This skill cannot be used instantly, but takes many hours of focused attention. The more complex the ailment, the more prolonged the needed focus. At a player’s option, some problems may not be fully corrected because the necessary focus is too long or intensive to be practical, or because their character’s self-image has changed to accommodate the loss.



Liminal Power
Once per day, a Liminal skill has double the effect (choose one of duration, weight limit, size, or distance with every use), or may be used even if it is still during its "cooldown" cycle. When an ongoing effect is enhanced by Liminal Power, it can be automatically refreshed once a day, or after one day has passed, the Traveler can ‘downgrade’ the effect at any time in order to apply the multiplier to another skill, or another aspect of the same skill. Liminal Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. If a single skill is enhanced more than once with Liminal Power, its original effect is the one multiplied (so a Liminal Power x2 combo triples, not quadruples, the capacity of Hammerspace).



Liminal Bubble I
Once every day, for a duration of twelve hours, make a small area of Liminal Space (five-foot diameter per Liminal Skill possessed) which does not have any undesired intrusive or disturbing features (fire, loud noises, status effects, liminal creatures).



Portal Lockdown
Once per day, create an area (inside or outside of Liminal Space) of five feet per Liminal Skill possessed in which portals cannot be opened and teleportation does not function. This lasts for twelve hours. When used on an area the user created with Room Creation, this can apply to the entire Room regardless of size limitations.



Liminal Interference
Once per day, disrupt another Traveler’s usage of one Liminal Skill.



Liminal Bridge I & II
Once per Jaunt, cross the Jaunt/Walkabout Boundary. Liminal Bridge II allows you to bring one person per four Liminal skills with you across a jaunt/walkabout divide. There is no guarantee that the person brought along will not become an Infiltrator at your destination, and Infiltrators at your starting point cannot be brought across the divide.



Liminal Permanence
Liminal objects and/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator. (This is NOT attached to Yomi.)



Object Portal
The ability to teleport one unattended object weighing five pounds or less a distance of no more than twenty-five feet. Usable once every six hours.


HYBRID SKILLS


Liminal Thematics
Once a month, deposit ideas into Liminal Space to help shape its theme. These ideas can be as simple or as complex as you need them to be, although more complex ideas will require more effort to deposit. Once you have finished depositing your ideas, the change in Liminal Space happens all at once and affects the entirety of Liminal Space if no Arcana is consciously shaping it or an area with a radius of 10 ft/hybrid skill possessed if one or more Arcana is consciously shaping Liminal Space (OOCly, during a Jaunt vs during the Intro or Return Mingles). It will last until the next liminal change or until someone else uses Liminal Thematics. When used, one random detail from the previous Liminal Space will persist into the newly shaped one. Additionally, if the Traveler using Liminal Thematics during a Jaunt has both Psychic and Liminal Bridge, a single detail from their newly shaped Liminal Space can leak into the walkabout if there is one.



Ectoplasmic Embodiment
Once per Jaunt, pull a Memory Restored Traveler or a Traveler using Infiltrator Persona from out of their Infiltration’s body and place them into an ectoplasmic Jaunt body of your own creation. Once in this body of your creation, they can no longer draw upon their former Infiltration’s memories. This ectoplasmic body only lasts until the end of the Jaunt.



Interstitial Movement
Move freely between created rooms and mind palaces you create as if they were both liminal or both psychic spaces.



Scramble Skill
Once per day, switch the reaction generated when your target tries to call on psychic or liminal skills - an attempt to use the network alters Liminal Space, and vice versa.



Skill Supremacy
Select one Liminal or Psychic skill when you take Skill Supremacy. Once per Jaunt, when using that skill in opposition to another, you are automatically treated as superior in the skill contest. If two people invoke Supremacy on the same skill, it is a tie. (attached skill: Psychic Bridge)



Memorial Bridge I & II
Once per jaunt, you may go to a past Jaunt world. The bridge lasts until the next time the Arcana change Travelers’ location from Liminal to Jaunt space or vice versa, or until a Traveler bridges everyone back to their starting point. The maximum number of Travelers that can join a bridge to a past jaunt setting is the same as the user’s Liminal Bridge II capacity. These bridges create a separate Liminal Space during a jaunt, but not while all of the Travelers would otherwise be in Liminal Space proper. Memorial Bridge II allows you to determine the point of your arrival relative to the original jaunt (before, during or after). POST-ENDGAME, this may also be used to visit Travelers’ home worlds, provided at least one person on the trip has been to the targeted destination.



Permanent Liminality
Forges a connection to Liminal Space that may be temporarily blocked, but never permanently severed. A character who possesses this skill cannot be forced into a dungeon space or through a portal against their will.



Intra-Liminal Detection
Sense other liminal locations (dungeons/dreamscapes, Questing Country, etc.), even if they aren’t currently connected to Liminal Space. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to access these spaces.



Extraliminal Detection
Sense non-liminal locations that can be accessed from your current location. POST-ENDGAME, this skill may be used in concert with Memorial Bridge II to map out paths from Liminal Space to as-yet-unvisited worlds (aka future jaunt settings, or former Travelers’ worlds no one present for the trip has been to).


JAUNT SKILLS


Control Panel (Digital Frontier)
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.



Assist (Digital Frontier)
Boost any other Program skill in use by 120%. While a Rebel cannot begin a Sift, Interrogation, or Constructive Enlightenment, they are skilled at collaborating & lending energy to others, indicating their desire for a cooperative Grid where each faction may pursue its own goals. Assisting may increase the aptitude of non-Program skills as well, but not 120%, or even to any great degree: it simply allows them to contribute where otherwise they could not.



Alchemy (Marches of Purgatory)
The purview of few Immortali in Melasurei, Alchemy is the ability to craft healing potions, harmful poisons, turn lead into gold, and, as rumor has it, the ability to craft the Philosopher's Stone. (not teachable)



Gorgon Form (Questing Country)
The ability to assume the form of a Gorgon. Racial Traits: prehensile tentacle hair, brightly colored skin, darkvision, vibration and electromagnetic field sensing, calcifying touch/breath; light sensitivity, poor long-range vision, antisocial tendencies. (not teachable)



Dreamcatching (Questing Country)
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.



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



Interface (Digital Frontier)
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.



Mythobiology (The Missing Dragon)
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.



Sensory Conditioning (Escape From Junkworld)
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.



Stellar Education (Escape From Junkworld)
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.(General knowledge with a slight lean toward astronomy - not as thorough as Kanji's, but enough to keep up.)



Stellar Technology (Escape From Junkworld)
The ability to keep and use one or two pieces of advanced personal-scale technology from this jaunt. (Naoki kept the light globe he was given in this thread.) (likely not teachable)



Water Elementalism (Code of Dishonor)
The ability to summon, direct, or control water 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). As exhausting as a heavy workout.



Ninja Weaponry: Nakamiyo (Code of Dishonor)
Use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat.



Roman Cultural Knowledge (Roman Holiday)
(Specifically, about making wine and mead.)



Oracular Knowledge (Questing Country)
Supernatural visionary knowledge of an archetype (Growth). 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.



Inherent Time Sense (Lightside/Darkside)
Knowledge of precisely what time it is according to the local clock.



Salt Gift (Haunted Isle)
Small magical abilities possessed by human sailors (in this case, quick preservation of fresh food). (not teachable)



Slammer Stack (Pogemon)
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.



Cantrips I (The Missing Dragon)
The simplest spells: the ability to conjure light or sound, move small objects, ignite candles, or assorted other magical parlor tricks. (taken cantrips: Amanuensis, Guidance, Resistance, Silence Portal, Read Magic, Detect Magic)



True Bond (Questing Country)
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. (Bond folks: Jean, Delaunay)



Color Magic I: Indigo (The Missing Dragon)
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. Naoki has taken Anyspell, and is likely to homebrew any and everything else he picks up in the color.



Forest Folk Brewery (Night Falls on Yensid)
Ability to take local leaves and berries to brew simple magical potions that give the drinker small skills for a few minutes. Sample skills 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.



Familiar (Ouroboros Retrograde)
An advice-dispensing animal companion that accompanies oracles.



Doodle Knowledge (Triad Creation Tourney)
You’ve mastered the art of mindless doodling - so much so, in fact, that you can avoid work altogether with it. Your magical doodles allow you to instantly understand everything in the document you drew on, without even having to read it. (not teachable)



Lightcycle (Digital Frontier: Legacy Mode)
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.



Redirect Energy (Digital Frontier: Legacy Mode)
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.



Shading (Slivers & Shards)
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 (this is what Naoki's doing).


FAVOR SKILLS


Death’s Favor
Gained in the city of January. Mark is the gates of Yomotsu Hirasaka across his upper back.



Death’s Aura
Once a month, for one minute per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Those within the aura are aware of their habits and biases, and for the duration of the aura do not feel compelled by them. Those within the aura smell the faint scent of leaf mold.



Marked Gestalt
When using a skill cooperatively with someone Marked by the same Arcana, pool your relevant skills to determine its range, size, and duration. (Example: If you possess four Liminal skills, another Traveler possesses six, and you wish to create a Liminal Bubble, Liminal Shield, or Portal Lockdown you are each counted as having ten skills when you work together.) Also works on any Jaunt skills with a stackable effect (for example, Assist).



Just a Phase
Once per Jaunt, reset all Infiltrators’ perceptions of you. They will perceive you as a different individual than you had been up to this point, unless repeated behaviors draw their attentions to the similarity (so if you attempt to rob a bank, get caught, and reset yourself as a new individual, attempting to rob the bank again will reveal you).



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



Marked Power
Your Arcana has blessed you with increased power in using the skills they have granted you. This power can reduce the cooldown or boost the effectiveness of a Favor skill by 30 percent.



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



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



Interdisciplinary Mark: Magician
He did steal Yosuke's spot as Exposition Friend/Investigation Catalyst. And that was before Naoto and Lupa both slotted him into that role from their perspective.



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



Magician's Aura
Once a week, for one minute per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Travelers within that Aura at the moment it is invoked act more quickly and precisely as long as the aura persists and they remain within twenty feet of its invoker. For example, a Traveler within the aura would always act first in standoff situations, would never shout interruptions a moment too late to change anything, et cetera. Those within the aura always appear bright-eyed, regardless of local lighting conditions.


OTHER SKILLS


Subsona (Kushinada)
Gained after some personal growth in Nova Venezia, as part of how the glut of Wild Cards and Liminal Space interact with each other, and possibly an offshoot of that thing with the labyrinth that Naoto uncovered.



Psy elemental damage (Subsona)
After discovering the ailment-boosted light show was even a thing, Naoki decided he wanted in on that action. This has replaced Kushinada's fire attacks.



Japanese
Not that he considers his native language that interesting of a skill, but.



General Tarot Knowledge
Naoki’s not big on Rider-Waite imagery or more in-depth analyses, but he knows enough of what the Major Arcana stand for to help explain what the local hosts are up to.


NOTES

Teaching Psychic Stuff: Naoki will not teach anyone Filter Intrusion or Investigator Mind Reading. Skills that have one or both of those as a prerequisite he’ll teach on a case by case basis; positive CR will help your case a lot.

Personas: Technically, Personas can be ‘taught,’ but no one who’s been through the Inaba variation of the process is in any hurry to engineer the sort of situation that manifests someone’s Shadow. That said, it’s not a process anyone should have to face alone; if you’re planning a purse dungeon, feel free to hit me up if you want Naoki on the rescue party (he’ll dungeon-dive for just about anyone, so setup is easy).


table code by [community profile] optimisty