Entry tags:
synodiporia skills & Miscellaneous Info

Favor Skills
Strength's Favor (11/16)
On Rise's lower back, a colorful tattoo of a girl (upright) either playing with or taming a lion (head down), arranged in a spiral almost like a yin-yang, interconnected with flowering vines.
Strength's Aura (12/16)
Once a month, one minute per Favor Skill possessed, the Traveler emanates an aura with a radius of twenty feet per Favor Skill possessed. Any effects which would incapacitate, paralyze, kill, or otherwise subdue Travelers stop just short of doing so, leaving them impaired but able to continue exerting effort. At the end of this time period, the full force of the original effect is felt (Travelers pass out, die, are immobilized, etc. if the injury or effect caused would have done so without the aura). A single bass drumbeat sounds when this aura is invoked.
Marked Harmony (5/17)
When activated, maintain a constant psychic awareness of the direction, distance, liminal &/or location status of every Traveler Marked by the same Arcana.
Persona Skills
Himiko (Canon)
- Full Analysis: Over the course of a few rounds, reveal an enemy's stats, weak points, and skills. (Excludes Bosses)
- Third Eye: Reveal the effectiveness of an attack (after target has been attacked with the same affinity).
- Healing Wave: Recover 5% HP after battle (party).
- Certain Escape: Escape random battles successfully.
- Relaxing Wave: Recover 5% SP after battle (party).
- Treasure Radar: Reveal the location of nearby treasure chests.
- Enemy Radar: Reveal the location of nearby enemies.
- Weakness Scan/Complete Analysis: Reveal one/all of one/all enemy's/enemies' weakness(es) at the start of battle automatically.
Telepathic Skills
Sensory Livestreaming (Starter)
-The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts.
Pretty much how I played music for the guys in dungeons...although I guess there's more I could use it for, huh?
Sensory Eavesdropping (Starter)
-The ability to tap into another Traveler’s sensory impressions (with permission).
And that's how I can support people from a safe distance - by seeing what they're seeing...um, is it really eavesdropping if I get permission, though?
Psychic Detection III (Starter, upgraded 11/16 and 11/17)
-Detect the location or absence of any Traveler you name within one mile per telepathic skill, whether Investigator or Infiltrator.
-At level 3, this gives a view of every Traveler within the area, without polling by name.
I'll never be as good at finding people as Teddie, but Himiko can still track down people who are lost.
Psychic Protection II (2/16, Upgraded 12/16)
-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.
-At level 2, she can protect both sides of the conversation.
Don't be a creep.
Filter Intrusion (3/16)
-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).
I uh...never use this, promise.
Network Archive Retrieval (4/16)
-The ability to search for and share old data on the telepathic network.
Wow, that's a lot. Uh...I can figure it out quicker if I turn into Citrine, right? Or does it not work that way...
Investigator Mind Reading (5/16)
-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.
Memory Sharing (7/16)
-The ability to share your memories with other Travelers, or view their memories.
Image Projection I (10/16)
-The ability to project one’s image across the network to another traveler. Required to be ‘on-camera’ in audiovisual posts, but 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.
Telepathic Power (11/16)
-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. Your telepathic voice may be particularly clear, penetrating, or persuasive, at your option.
Psychic Bridge (11/16)
-Once per week, for one minute per psychic skill you possess, broadcast telepathically across the Jaunt/Walkabout Divide.
Infiltrator Knowledge (3/17)
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 (5/17)
Once per Jaunt, convert an Investigator into an Infiltrator. Can be used on self or others.
Infiltrator Persona (6/17)
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.
Memory Restoration (8/17)
Liminal Skills
Portal Creation (Stationary) (5/16)
-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, the 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. You may open no more than one portal every six hours and hold it open no longer than ten seconds, but the portal can be any size (within reason)
Hammerspace I (6/16)
-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.
Wardrobe Manipulation I (9/16)
-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.
Dimensional Senses (9/16)
-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.
Jaunt Skills
Synthetic Form (Escape from Junkworld, 1/16)
-Rise can transform into Citrine, a Synthetic intelligence made up of a mish-mash of a linguistic neural net and a psychotherapy program. Citrine's form is a very basic artificial-quartz frame that has been heavily doped, heat-treated, and crafted into an artificial facsimile of a Hecatite, with a few human features thrown on for exoticness. She's not a perfect simulacrum, as she doesn't breathe, blinks at 5.00 second intervals, and can't grow or repair her own crystals like a living Hecatite, but she is much more able to pass as a living being superficially than many other Synthetics. Able to interface with Stellar Technology including shipboard computer systems, Citrine also doesn't need to eat, drink, or breath, although maintenance downtime is still almost as important as sleep. She can also control her emotional expression to some extent, and make extremely fast computations, particularly in terms of linguistic analysis.
While more durable than she is as a biological, however, Citrine's frame is neither particularly powerful nor particularly strong, instead built for aesthetics, and she undergoes a few personality changes including being more deferential and less prone to Rise's fits of passion, being much better-spoken, and worrying about all the things organics do that she can't. She's easier to boss around and maybe to stress out in this form, but on the plus side, she doesn't spend 23 hours a day thinking about boys.
Synthetic Synchronicity (Escape from Junkworld - plot skill, 1/16)
-By roughly one week’s exhaustive study, the ability to psychologically, gesturally, and behaviorally mirror another being closely enough that they become reflexively friendly, whatever their normal reactions. This also works on intelligent computer systems.
Stellar Education: Xenopsychology (Escape from Junkworld, 2/16)
-General education about the species, planets, and societies of the space-age Jaunt world, circa the Escape from Junkworld Jaunt. This includes psychological profiles and psychiatric treatment information on spacefaring human society, Hecatites, and Gorgons, as well as such details about Diabolin, Elves, and other alien races, recalled from Citrine's extensive knowledge base.
Interface (Digital Frontier, 3/16)
-Taught to her outside of the Jaunts by Naoto, this is 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.
Assist (Digital Frontier, 4/16)
-Also taught to her outside of the Jaunts by Naoto. 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.
Siren Song II (Labyrinthine Shoal, 6/16, upgraded 1/17)
-A magical but highly addictive song known to mermaid sirens. Rise knows all of the available songs found here.
Empowered Ability: Sound Manipulation (Villains & Vigilantes, 7/16)
-Retaining the superpowers of her overlay from Newport, the fabulous Hypersonic, Rise can enhance her sound perception to the point of superhuman hearing, as well as altering the quality of her voice to turn it into a sonic weapon, capable of smashing small objects or knocking down human opponents. She tries not to overuse this one, as it's easy to get overwhelmed by enhanced hearing.
Clockpunk Tech (Lightside/Darkside, 10/16)
-Rise kept a single piece of technology from this Jaunt, a small clockwork puzzle box with which Naoto's overlay proposed marriage to hers. It's a strong memento, even though they were both Infiltrating.
Mermaid Totem (Lionfish) (The Haunted Isle, 12/16)
-Rise can transform into a gorgeously frilled and sadly rather venomous mermaid with a tail and a few miscellaneous fins based on a lionfish. She breathes salt water in this form but even as a mermaid is reasonably skilled at transforming into a human and breathing air for a brief period of time.
Pogémon-Slammer Bond: Naoto (Pogémon, 3/17)
Musical Mastery: Voice (Showtime, Skill Equivalence)
Theatrical Skills (Harrogate, Skill Equivalence)
Musical Proficiency: Synthesizer (Showtime, 8/17)
Jaunt/Walkabout Characters
Escape from Junkworld (Jaunt) - Citrine
Citrine, or Rine for short, is a Synthetic - the product of two non-sapient AIs fusing into a self-aware being. Citrine is the product of a psychotherapeutic regimen for Hecatites combined with an Earth-made translation neural net, who downloaded herself into a simple artificial quartz body vaguely resembling a Hecatite to better serve what she sees as her purpose of helping and facilitating communications between life-forms.
She has always been utterly fascinated by organics, cheerfully befriending them at every opportunity and gradually upgrading her frame into a realistic, if somewhat idealized, facsimile of a natural female Hecatite. Her fascination with organics is endless, and she has large repositories of historical and anthropological knowledge stored to supplement her natural talent for languages, friendly conversation, and sonic resonance therapy. She is also something of an armchair philosopher, very familiar with human religious works and Hecatite social discource, taking a particular interest in Charoite "Thorn" Tourmaline's Merits of Non-Violent Resistance.
Of course, in a (literally) stratified society like the Hecatite civilization, all of this was seen as rising far above the station of a mere Synthetic, and for various reasons - mostly being too honest - she wound up with a one-way ticket to the Junkworld of Gehenna. The harshness of the world has been bad to Citrine and her relatively delicate body, but her skills at befriending organics have flourished. In particular, she got to meet and make friends with brilliant roboticist Lapis, who upgraded her body (for free, with a box of scraps so to speak) to its prettiest and most realistic state yet, as long as she stays covered up during sandstorms, along with others like genius astronment Kyan and Ms. Charo, who she was about 82% certain was Thorn at the time the Tachyon Storm was detected. Of course, she also ran into a few sapients who were almost as unpleasant as the Fireworms, most notably Zand, a human-built Synthetic she regards as, to use the Earth colloquialism, a total loser and a bitter man who needs to learn to look on the bright side of existence.
Once the scramble to escape Gehenna began, Citrine immediately and willfully threw herself into a coordinating, if not leadership, position, volunteering as Interface Officer aboard the more fascinating of the two ships identified as escape vessels, the Empress of Moths. This, she felt - or processed, she's no longer really sure - was her calling. Serving as a liaison between dozens of lifeforms and the strange, beautiful starship, doing her part to save organic lives, and reaching out into the stars under her own power, in search of new life and new civilizations...or that's what she thinks she'll do after they don't all die horribly, anyway. First thing's first.
Villains & Vigilantes (Jaunt) - Hypersonic
White Company Dossier
Real Name: Rise Kujikawa
Immigration Status: Naturalized Citizen
Profession: Lead Singer of Splinter Kiss
Empowered Identity: Hypersonic
Empowered Abilities: Superhuman Hearing, ultrasonic (note: not hypersonic, that refers to velocity) vocalization
Mundane Abilities: Taijigun (staff fighting), investigation, other Vigilante Training