razorblade_empress (
razorblade_empress) wrote2018-01-01 03:41 am
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[synodiporia] Skills
SKILL LIST: YUKINO "YUKKI" MAYUZUMI |
[ CANON SKILLS ] |
PERSONA USER The ability to summon a Persona, a manifestation of the user's personality that can possess a variety of skills, from combat to healing and anything in between. Individual Personas are typically associated with one of the Major Arcana, although some Personas in the Persona 2 duology are associated with the Minor Arcana instead. Unlike their counterparts from the later games, Persona users in Persona 1 and the Persona 2 duology are capable of equipping nearly any Persona from any Arcana; however, their effectiveness with that Persona varies based on the user's affinity with that particular Arcana: the higher the affinity, the easier it is for them to use. Users in the earlier games can also perform combo attacks with their respective Personas, provided they have the necessary component skills. Yukino has also been shown channeling the power of her Persona into her own body, using it to perform feats of strength she would not otherwise be capable of. Like other Persona users prior to Persona 3, she is capable of sensing other Persona users, although out of respect for other players I've not had her doing this. Yukino's primary Arcana is Empress. Her secondary Arcana vary slightly between Persona 1 and Persona 2; in the former, they are Lovers, Strength, Hermit, Temperance, Star, and Sun, while her secondary Arcana in the latter game are Strength, Hermit, Fortune, Temperance, Star, Swords, and Wands. Her ultimate Persona is Durga. MELEE WEAPON: THROWING BLADES A holdover from her delinquent days. Her preferred weapons back then were razor blades, but she's since diversified into paired throwing weapons in general. RANGED WEAPON: SHOTGUN Double-barreled, in Persona 1. |
[ LIMINAL SKILLS ] |
EXTRALIMINAL IMMUNITY You no longer need to eat, drink, or breathe. HAMMERSPACE I 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. Objects stored in Hammerspace do not experience the passage of time, and so do not go bad or change while in storage. INTRA-LIMINAL SKILLS The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional. LIMINAL ENERGY By breaking down the matter of Liminal Space, create enough energy to power or recharge any one battery-operated device, appliance which would use a standard wall socket, or comparable machine. Usable once per day. LIMINAL MANIPULATION I 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. Cannot create items which rely on power or create complex moving parts. This includes the ability to alter or repair 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 MANIPULATION II As Liminal Manipulation I, but 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. LIMINAL PERMANENCE Liminal objects and/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator. Non-permanent created rooms do not lose their contents when their doors vanish; they simply cannot be accessed again until their creator is available to 'reset' the doorway, and Liminal Permanence bypasses this requirement. 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 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. PORTAL CREATION: STATIONARY 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). WARDROBE MANIPULATION I 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 MANIPULATION II The ability 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. Also works in Liminal Space, though any Jaunt-appropriate materials would no longer be accessible. |
[ PSYCHIC SKILLS ] |
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). 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.’ 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!). 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. 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. 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. MEMORY SHARING The ability to share your memories with other Travelers, or view their memories. 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. 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 ![]() NETWORK BOOKMARKING Mark psychic broadcasts or conversations for later sharing or review. 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. PSYCHIC DOWNLOAD Instantaneously retrieve knowledge kept in ‘cloud storage’ on the psychic network. 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. 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. 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. PSYCHIC UPLOAD Move text or other knowledge into ‘cloud storage’ on the network, for later sharing or retrieval. SENSORY EAVESDROPPING The ability to tap into another Traveler’s sensory impressions (with permission). SENSORY LIVESTREAMING The ability to project your sensory impressions across the psychic network. 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. |
[ HYBRID SKILLS ] |
HYBRID MIMESIS: IMMORTAL ICHOR Take any one skill you have seen another character use, without regard for any prerequisites or limitations. Plot Role skills may only be duplicated with player permission; otherwise, there are no restrictions on the type of skill you may duplicate. You may only take a skill with Hybrid Mimesis ONCE. Yukino's Mimesis skill is Immortal Ichor (see "Jaunt Skills"). 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. QUANTUM DOWNLOAD Once a week, download an item placed on the network via Quantum Manipulation, without requiring the use of that skill yourself. QUANTUM MANIPULATION Once a week, upload an item in your possession so that it has a tangible network presence, and exists in a physical and network state simultaneously. If the item is damaged in one state, that damage is reflected in the other state, in real time. If this is a Jauntside item, and said item is not downloaded in Liminal Space before the end of the Jaunt or brought into Liminal Space, the uploaded template vanishes. SKILL SUPREMACY: PSYCHIC SYNESTHESIA 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. |
[ COMBO SKILLS ] |
[ FAVOR SKILLS ] |
INTERDISCIPLINARY MARK: STRENGTH Name one Arcana whose archetype you share but whom you are not marked by. You may take that Arcana’s Favor Skills in addition to your own Arcana’s. This skill may be taken multiple times, but you must be able to justify why each archetype suits your character. JUDGEMENT'S FAVOR Received after being brought back from her extended post-Belljar walkabout. Description TBD. IMMOVABLE OBJECT Once a week, for one minute per Favor Skill possessed, the Traveler can make one barrier immobile and unbreakable. The Traveler themself may count as a barrier so long as they are actively resisting or blocking some external force. Invoking Unstoppable Force & Immovable Object on the same target area destroys both Force and Object. UNSTOPPABLE FORCE Once a week per Favor Skill possessed, the Traveler may break or penetrate one barrier or ignore one physical obstacle or impediment in order to move through, insert something into, extract something from, enter, or exit one space. Invoking Unstoppable Force & Immovable Object on the same target area destroys both Force and Object. |
[ JAUNT SKILLS ] |
COMPUTER PROGRAMMING, FAR-FUTURE (THE SPARK) The ability to operate, program, and do systems intrusion using computers which can be operated using thought control. Unless you possess the spark cybernetics skill, the futuristic personal weapons skill, or the infoglasses skill, this does not actually come with a computer. FUTURISTIC PERSONAL WEAPONS (THE SPARK) Basic proficiency with two weapons from the Spark, including plasma pistols, beam-swords and beam-whips, shock staves, fly-by-wire razor boomerangs or plasma charges, and 2-D armor. In Yukki's case, the weapons in question are paired maglev fly-by wire smartblades with energy "blade" projections and a wave-beam shotgun. INFOGLASSES (THE SPARK) Glasses that provide display and monitor systems for computers, televisions, and other multimedia devices, have wi-fi access and provide their own hotspot, and can compare any object they see to a massive photographic database to provide information on almost anything you see. Yukki's have tinted lenses. TECHNICAL MAINTENANCE AND UPKEEP (FAR-FUTURE) (THE SPARK) Fueling, repairing, and generally keeping a variety of Spark equipment running. If any piece of Spark tech is damaged or depowered, this is the skill necessary to get it working again. Diagnosing problems or making advanced systems compatible with more primitive systems will require this skill as well. STONEFOLK FORM (NIGHT FALLS ON YENSID) Stonefolk are reptilian humanoids that average out at about seven feet tall. They have four fingers and four toes, and these fingers and toes are often tipped in wicked claws. They have fine feathers in lieu of actual hair, and their skin tones tend to be maroons, deep blues, and dark greens. Many of them have wings, but these wings are incapable of supporting true flight. They only allow for gliding. Some have tails, but not all do. They are sensitive to light and prefer to be out and about at night, but can be active during the day when necessary. STONEFOLK ACROBATICS (NIGHT FALLS ON YENSID) The Stonefolk are an active people, and they make use of their natural abilities to glide to great effect. They're also big into showy bouts of free running as a sort of competitive sport. Some of these acrobatics can be replicated by certain winged Forest Folk or a human with a hang glider. YENSID MAGIC (NIGHT FALLS ON YENSID) Low-level magic use native to this world. Includes smaller scale spells that anyone can use. Whistling while you work in order to make a task easier, that sort of thing. YENSID MAGIC SPECIALTY: REALLY GOOD PHOTOGRAPHY (NIGHT FALLS ON YENSID) More specialized application of Yensid Magic. Yukki's lets her... take really good photos. ARCHETYPAL ORACULAR KNOWLEDGE: PERSPECTIVE (OUROBOROS RETROGRADE) Supernatural visionary knowledge of an archetype (Flames, Justice, Blades; imagination is encouraged). 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. Yukino's Archetype is Perspective. ARCHETYPAL ADVERSARY MAGIC: RUMORS (OUROBOROS RETROGRADE) Roughly half a dozen low-key, precise, often unseen effects which can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. Like Champions, Adversaries should select an archetype (Flames, Justice, Blades; imagination is encouraged), and the half-dozen spells should on stealth, manipulation, and escape. Yukino's Archetype is Rumors. DREAMCATCHING (OUROBOROS RETROGRADE) 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. Yukki's dreamcatcher is a Silver Wheel, one of her old throwing weapons. ARTISTIC MASTERY: PHOTOGRAPHY (TRIAD CREATION TOURNEY) You possess technical mastery in a particular art form. This skill can be used for any one art form. May be taken multiple times to gain mastery over multiple art forms. This also includes performance arts, such as music or dance. Yukino's medium is, of course, photography. PERPETUAL CREATIVE MAGIC (TRIAD CREATION TOURNEY) Harness the power of your own creativity to cast magic. By creating physical artworks like paintings or sculpture, you can create magical effects that will last for as long as the artwork exists. CONSTRUCTIVE ENLIGHTENMENT (DIGITAL FRONTIER/LEGACY MODE) Once per week, gain one artistic, scientific, or architectural skill, granting you savant-level ability in that field. For as long as you choose to exercise that skill, you may not eat, drink, sleep, or communicate directly or clearly with others. Cannot use in conjunction with Assist, Interrogation, or Sift, but can use in the same week as another Program Faction skill. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along. CONTROL PANEL (DIGITAL FRONTIER/LEGACY MODE) 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. Can also message any other control panel within 3 miles when in range of a signal tower, or 128 feet elsewhere. Outside of the Grid, either the teacher or learner must know Interface to pass this skill along. IDENTITY DISC (DIGITAL FRONTIER/LEGACY MODE) A disc usable as weapon or multitool, this ring of plastic and ceramic packed with circuitry also contains every memory and skill a person has, and permits every fact about their past or present condition to be called up for visual review, or in some cases (with mod approval), copied and transmitted to another disc. Can be recreated outside of the jaunt by a character with Constructive Enlightenment, Interface, and access to a computer to raid for code. PERFECT TIMING (DIGITAL FRONTIER/LEGACY MODE) 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/LEGACY MODE) 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. GANYMEDE SYNDROME + S. TECH: [UNDECIDED] (DOKI DOKI NO GAKUEN/THE EXPO) A strain of the X-Pressure virus which transforms the user voluntarily once every 48 hours into a teenager, specifically between 14 and 18 years of age. Includes one S. Tech skill of choice for free; Yukino's associated S. Tech is [UNDECIDED]. Caught from Thorne. INTERSPECIES FORM: HECATITE - AMETRINE (QUESTING COUNTRY/ESCAPE FROM JUNKWORLD) Electively humanoid lifeforms whose bodies are essentially composed of living mineral. Known for their metabolic control, ability to grow crystalline tools from their own bodies, high intellect, and low stamina. They are easily overwhelmed by sound and vulnerable to bludgeoning. "Learned" during the Fourth Wall Jaunt reprises. Yukino's mineral is Ametrine. MAGICAL ITEM: INFINITE FRESH WATER BLADDER (MARKET OF THE VANITIES) A container of water with runes inscribed around the mouth. Produces an infinite quantity of water for the possessor's use. DIGNITY: LIQUID MANIPULATION (MARKET OF THE VANITIES) The powers of Sithen, Demons, and Angels (respectively) which indicate their station. Examples include an aura of awe or fear; command over lesser beings of their type; control of a natural element; magical weaponry. Imagination is encouraged. They will be no more powerful than other skills - but still probably among the more potent abilities gained this way. Yukino's Dignity gives her control over liquids, which she can manipulate in various ways at will. CELESTIAL PHYSIQUE: DEMON (MARKET OF THE VANITIES) The ability to display and hide Demonic features once a day. Their qualities vary - some are simply what they appear to be, but some Angels manipulate light with their Halos, some demons have red-hot horns, some Sithen hear their names spoken anywhere in Purgatory, and so on. Yukino's Demon form gives her black dragon-like wings, golden horns, and a dragon-like black tail. DECLARIFICATION (DIGITAL FRONTIER: LEGACY MODE) Once per week, rephrase a Program's Purpose or use a Utility for something besides its related function. This cannot completely alter a Purpose or Utility, but it could, for example, make a Defender only able to defend, not attack; use an Identity Disc as a key outside the digital world; or make a Program whose Purpose is to fortify structures fortify vehicles or construct armor for Programs instead. It's the power to take things which are nearly synonymous and make them slightly more or slightly less synonymous. Outside of the jaunt, either the teacher or the learner must have Interface to pass on this skill. Taught by Claudia during Beastfolk: A Pastoral. THOUGHT-ACTIVATED INTERFACE (BEASTFOLK: A PASTORAL) TAIs act as cell-phone/computer inputs and remotes, and provide instant access and control of appliances and other tech that they are paired to. The most common form is a headband or circlet, but more subtle TAIs masquerade as hair accessories or facial/ear jewelry. All that's required is contact with the scalp at some point. Includes the device, and knowledge of how to direct thoughts to use it. During the jaunt, this is only available to humans; after the jaunt, any Traveler with sufficient know-how or Constructive Enlightenment could recreate one. Yukino's TAI is a dragon ear-wrap. ELEMENTALISM: WIND (PARAMO RICONQUISTA) The ability to summon, direct, or control one element - fire, wind, water, metal, or wood - 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). In the case of fire, limited to two cubic meters and 500 degrees Fahrenheit. As exhausting as a heavy workout. Usually used in Nakamiyo to augment unarmed strikes, immobilize foes, or levitate weaponry. In Koroshima, double the distance it can be used at, but reduce the material involved to one quarter. In Nakumatou, double the amount of material, but reduce range and speed to one quarter Nakamiyo values. NINJA WEAPONRY: KOROSHIMA (PARAMO RICONQUISTA) In Koroshima, use of shuriken, throwing daggers, darts, smoke bombs, caltrops, chains and chain weapons, tripwires, garrotes, and grappling hooks in combat. In Nakamiyo, use of tonfa, kama, nunchucks, weighted ropes and chains, staves and shortspears, bucklers, fans, scarves, knuckledusters, hoes, and oars in combat. SWORDSMANSHIP: KOROSHIMA (PARAMO RICONQUISTA) In Nakumatou, swordsmanship similar to kendo or tai chi style swordplay. In Koroshima, use of short sword and sheathe as club, sword, and blowgun. In Nakamiyo, skill with sais, sickles, and swordbreakers. VALE PSYCHICS (SLIVERS AND SHARDS) Everyone on the Jaunt gains this skill automatically, and will be able to replicate the basic psychic powers of the Vale (Telling, Pinning, Tekeing, Kything and Burning) later simply by using the Psychic Network. This skill does not need to be claimed, and is listed here to clarify that its capabilities are available without a skill claim. IMMORTAL ICHOR (OLYMPUS UPENDED/SLIVERS AND SHARDS) Silvery marbling in the blood, granting limited immortality - healing wounds from nonmagical sources within minutes, excepting cases of dismemberment, and being immune to age and nonmagical poison or disease. Gained via Hybrid Mimesis after seeing Gil Ryanson's ichor during the Slivers and Shards Jaunt. 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. Created by Yukino for herself after she got the necessary code from Claudia. |
[ SKILL EQUIVALENCIES ] |
ARTISTIC PROFICIENCY: PHOTOGRAPHY (TRIAD CREATION TOURNEY) You possess technical proficiency in a particular art form. This skill can be used for any one art form. May be taken multiple times to gain proficiency over multiple art forms. This also includes performance arts, such as music or dance. To no one's surprise at this point, Yukino's specialty is photography. MARKSMANSHIP (CODE OF DISHONOR/PARAMO RICONQUISTA) Sniper-style rifle skills. Usually a Koroshima Suzuki skill. Taken because Yukino's ranged weapon in Persona 1 was shotguns. |
[ OTHER ] |
AURA (QROW BRANWEN'S DUNGEON) The manifestation of one's soul, which can be used to fuel a wide range of abilities. Skilled users can create their own barriers or even increase their own abilities with it. Its strength will degrade with continual use, but it will recharge over time. SEMBLANCE (QROW BRANWEN'S DUNGEON) A tangible projection of one's aura, a manifestation of the user's innate power that is generally unique to each individual user. As it draws on one's Aura, it can be depleted with heavy use. Yukino's Semblance involves projections of various aspects of Tarot symbolism (e.g. the Minor Arcana suits) that can be used offensively or defensively as needed. ELEMENTAL THROWING WEAPONS A set of throwing weapons crafted by Bismuth that possess various elemental effects: Fire: Red S-Hook-shaped throwing weapon that bursts into flame if it does more than two full revolutions while in flight, transferring its heat to its target upon impact and likely causing it to burst into flame. Cools via instant heat transfer, either by hitting its target or the ground. Water: Deep blue throwing knife with a hollow handle and a blade that drips with condensation. If thrown with force into a target that contains water, it will freeze the target on contact. Wind: White boomerang that can cut through earth and stone without losing momentum and comes back flat side up for an easy catch. Earth: Dark green kunai with brown accents that can penetrate stone or metal. When stabbed into an object, it remains in place until the user removes it, and possibly a chunk of whatever it's embedded in along with it. ADDITIONAL PERSONAS Five additional Personas from various Arcana, bringing Yukino's total Persona stock up to six. The Personas in question are Gaia (Empress), Vivian (Lovers), Satan (Judgement), Jack Frost (World), and Sarasvati (Coin/Pentacle). POKEMON: LITTLE PENUEL A pokemon Yukino encountered during a brief period out of ambit (specifically, during Victory Road's summer fourth wall event). Little Penuel is a Jangmo-O, a Dragon-type pokemon. He is somewhat irascible and frequently attempts to pretend he's cooler and more above it all than he actually is. More or less demanded to be called Little Penuel after Yukino made a joke about it. |
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art credit.
Personas
Know that your destiny is nothing less than this."
ARCANA: Empress
TYPE: Fire
LEVEL: 44
SP COST: 42 (32 with Affinity bonus)
BONUS: Vi + 1
TRAITS: Haughty, Forceful
DESCRIPTION: Hindu goddess of motherhood and battle, created to exterminate demons.
STRENGTH: 43
VITALITY: 40
DEXTERITY: 34
AGILITY: 37
LUCK: 33
ATK: 174
DEF: 168
MATK: 103
MDEF: 105
RESISTANCES: 2x damage from Water, 1.5x damage from Ice, Half damage from Darkness, Nulls Nuclear and Light, Drains Fire
ZIODYNE: Deal high Electricity damage to one enemy.
SONIC BULLET: Deal medium Thrown damage to all enemies.
FIERY FURY: Deal low Sword + Fire damage to all enemies.
MAMUDO: Deal instant Dark kill to an enemy group.
GRYVA: Deal medium Almighty* damage to an enemy group.
THUNDER INFERNO: Deal high Fire damage to all enemies. May cause Shock status, preventing affected enemies from acting for remainder of turn.
FREILA: Deal medium Nuclear damage to all enemies.
* Originally Gravity in Persona 1
no subject
"I am the Mother Gaia who rises from primordial chaos to become the foundation of the earth...
In being equal to me, you are the world itself."
ARCANA: Empress
TYPE: Earth
LEVEL: 72
SP COST: 44 (33 with Affinity bonus)
BONUS: Vi + 1
TRAITS: Haughty, Forceful
DESCRIPTION: Earth goddess of Greek lore who gave birth to many gods with Uranus.
STRENGTH: 55
VITALITY: 70
DEXTERITY: 64
AGILITY: 58
LUCK: 52
ATK: 254
DEF: 284
MATK: 185
MDEF: 195
RESISTANCES: Half Damage from Nerve and Mind; Nulls Earth, Light, and Dark
EARTH'S ANGER: Deal high Earth damage to all enemies.
TETRAKARN: Reflect one physical attack for one ally.
MEDIARAMA: Recover high HP for all allies.
MYRIAD ARROWS: Deal high Ranged damage to all enemies.
MAMAGNADYNE: Deal high Earth damage to an enemy group.
OMEGA CLUSTER: Deal instant Dark-element kill to all enemies, 1 per turn, starting with lowest-level enemy.
FREIDYNE: Deal high Nuclear damage to all enemies.
no subject
"I am Vivian, guardian spirit of brave knights. Young knight,
act with bravery, courtesy, and honor. That is a knight's path."
ARCANA: Lovers
TYPE: Water
LEVEL: 42
SP COST: 28 (21 with Affinity bonus)
BONUS: Ag + 1
TRAITS: Joyful
DESCRIPTION: Lake fairy and guardian of Lancelot in Arthurian lore.
STRENGTH: 31
VITALITY: 19
DEXTERITY: 38
AGILITY: 34
LUCK: 35
ATK: 146
DEF: 142
MATK: 109
MDEF: 109
RESISTANCES: 2x Damage from Fire; Half Damage from Light, Dark, Nerve, and Mind; Nulls Water
GLAMOROUS DANCE: Deal Mind charm ailment to all enemies (44% chance).
POSUMUDI: Cure one ally's Poison ailment.
HYPNOTIC WAVES: Deal Nerve sleep ailment to all enemies (44% chance).
FEAR TORRENT: Deal high Water damage to all enemies.
RECARMDRA: Sacrifice self to revive and recover full HP to all allies.
MALAQUADYNE: Deal high Water damage to an enemy group.
BUFUDYNE: Deal high Ice damage to one enemy.
no subject
"God is no different from an arrogant tyrant...
I, Satan, am he who gave man intelligence to question oneself. Your enemies will be mine..."
ARCANA: Judgement
TYPE: None
LEVEL: 96
SP COST: 56 (42 with Affinity bonus)
BONUS: Dx + 1
TRAITS: Arrogant
DESCRIPTION: King of all demons in Christianity. Also known as Lucifer.
STRENGTH: 90
VITALITY: 84
DEXTERITY: 70
AGILITY: 76
LUCK: 75
ATK: 372
DEF: 360
MATK: 216
MDEF: 217
RESISTANCES: 2x Damage from Fire, Water, Wind, Earth, Ice, Electricity, Nuclear, and Almighty; 1.5 Damage from Light, Dark, Nerve, and Mind; Reflects All Physical Attack Types
GRYDYNE: Deal high Almighty damage to an enemy group.
BRIGHT JUDGEMENT: Deal high Light damage to all enemies, with a 50% chance of instantly killing them.
PHOTON CANNON: Deal high Havoc (physical) damage to all enemies.
ALPHA BLASTER: Deal persistent Light damage to all enemies (HP halved each turn until eight battle units on either side have acted).
MEGIDOLAON: Deal high Almighty damage to all enemies.
NIRVANA: Deal instant Light kill to all enemies.
FUSION SKILL: ARMAGEDDON: Annihilate all enemies with the light that destroys everything (including bosses). Requires Satan's Alpha Blaster and Lucifer's Omega Cluster skills.
no subject
"Hee-ho! I'm Jack Frost, ho! I hee-hope we get along, hee-hother me! "
ARCANA:
LoversThe WorldTYPE: Water
LEVEL: 18
SP COST: 16
BONUS: Ag + 1
TRAITS: Joyful, Foolish
DESCRIPTION: Friendly frost fairy with a body made of ice and snow.
STRENGTH: 15
VITALITY: 12
DEXTERITY: 15
AGILITY: 18
LUCK: 12
ATK: 66
DEF: 60
MATK: 44
MDEF: 43
RESISTANCES: 2x Damage from Fire; Half Damage from Light, Dark, Nerve, and Mind; Nulls Water, Drains Ice
BUFU: Deal low Ice damage to one enemy.
SONIC PUNCH: Deal medium Strike damage to one enemy.
PATRA: Cure one ally's Sleep and Illusion ailments.
SUKUKAJA: Increase one ally's agility.
BUFULA: Deal medium Ice damage to one enemy.
ICE BREATH: Deal medium Ice damage to an enemy group.
RUMOR SKILL: ATOMIC BUFULA: "Seems different from a normal Bufula..." (Deals high [i.e. -dyne level] Non-Elemental damage with a 30% chance to inflict Freeze.)
FUSION SKILL: PEGASUS STRIKE: A blow with the speed of a shooting star. Deals high Strike damage to one enemy. Requires Jack Frost's Sonic Punch and any wind skill from another Persona.
no subject
"I'm the goddess of water and the arts, Sarasvati.
Fretting and fussing will only cause stress. Sing! Dance! Live a little! "
ARCANA: Coin/Pentacle
TYPE: Earth
LEVEL: 50
SP COST: 33 (25 with Affinity bonus)
BONUS: Lu + 1
TRAITS: Joyful
DESCRIPTION: Hindu goddess of knowledge and art. Also called Benzaiten.
STRENGTH: 33
VITALITY: 34
DEXTERITY: 38
AGILITY: 42
LUCK: 62
ATK: 166
DEF: 168
MATK: 116
MDEF: 112
RESISTANCES: Half Damage from Dark, Nerve, and Mind; Nulls Light
MEDIARAMA: Recover high HP for all allies.
SAMAKAJA: Increase one ally's magic defense.
DREAM NEEDLE: Deal low Thrown and Nerve damage to one enemy. May inflict Sleep (42% chance).
SAMARECARM: Revive and recover full HP for one ally.
MAMAGNADYNE: Deal high Earth damage to an enemy group.
BRAVE DANCE: Increase all allies' physical and magical attack by 1.5.
Hecatite 101
Hecatites are long-lived elective humanoids who can grow crystalline structures from within their bodies. Hectatites have a great deal of scientific advancement, but they tend not to use tools except what they grow, instead focusing on the disciplined acquisition of knowledge & yogi-like control of themselves . Hecatites tire easily and are vulnerable to loud noises and bludgeoning, but have much keener intellects than other species. Hecatites have traveled across space for generations, but generally not settled outside their home system’s urban world except for isolated industrial and scientific colonies. Highly organized with a central government of their most educated and accomplished elder scientists, there are a great many crimes that would lead to a deviant Hecatite being banished, from political dissidence to gross negligence to espionage, theft from the government, impersonation of a higher class, or scientific malfeasance. Violence among the Hecatites is very rare except when used by the government, but violent offenders would also be cast out.
Pokemon: Little Penuel
SPECIES: Jangmo-O -> Hakamo-O
TYPE: Dragon/Fighting
SEX: Male
EGG GROUP: Dragon
NATURE: Naive
CHARACTERISTIC: Proud of its power
ABILITY: Overcoat
DESCRIPTION:
Jangmo-O: They learn to fight by smashing their head scales together. The dueling strengthens both their skills and their spirits.
Hakamo-O: The scaleless, scarred parts of its body are signs of its strength. It shows them off to defeated opponents.
HP: 55
ATTACK: 75
DEFENSE: 90
SP. ATTACK: 65
SP. DEFENSE: 70
SPEED: 65
TAKES NORMAL DAMAGE FROM: Normal, Fighting, Poison, Ground, Ghost, Steel
WEAKNESSES: Flying (2x), Psychic (2x), Ice (2x), Dragon (2x), Fairy (4x)
IMMUNITIES: None
RESISTANCES: Rock (1/2x), Bug (1/2x), Fire (1/2x), Water (1/2x), Grass (1/2x), Electric (1/2x), Dark (1/2x)
AUTOMOTIZE
The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
TACKLE
A physical attack in which the user charges and slams into the target with its whole body.
LEER
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
PROTECT
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
DRAGON TAIL
The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
SCARY FACE
The user frightens the target with a scary face to harshly lower its Speed stat.
HEADBUTT
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
WORK UP
The user is roused, and its Attack and Sp. Atk stats increase.
SCREECH
An earsplitting screech harshly lowers the target's Defense stat.
IRON DEFENSE
The user hardens its body's surface like iron, sharply raising its Defense stat.
DRAGON CLAW
The user slashes the target with huge sharp claws.
NOBLE ROAR
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
DRAGON DANCE
The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.
OUTRAGE
The user rampages and attacks for two to three turns. The user then becomes confused.