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Is a Discord server blast chat desirable for the shop?

It would be very beneficial for plotting! 0.5 50.0% [ 13 ]
Yes, because [insert reason in thread]. 0.11538461538462 11.5% [ 3 ]
No, because [insert reason in thread]. 0.038461538461538 3.8% [ 1 ]
I'm not familiar with Discord but would be willing to try. 0.23076923076923 23.1% [ 6 ]
I don't want to use Discord. 0.076923076923077 7.7% [ 2 ]
No opinion. 0.038461538461538 3.8% [ 1 ]
Total Votes:[ 26 ]
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Mind Over Matter is a breedable/changeable shop based on Double Fine's award winning game, Psychonauts.

If you like cartoony antics and artwork, psychic children, international espionage, and the exploration of people's unique minds, then you've come to the right place! Don't worry if you are unfamiliar with the source material; we've done our best to present the information necessary as neatly as possible. Alternatively, we also run regular livestreams of the game for those who cannot play it. However, we do recommend you take a look at it on Steam (linked below) and Good Old Games, for $10.00, or Sony's Playstation Network for only $4.99.


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PAGE ONE
00. Welcome
01. Rules & News
02. Campus History
03. Campus Maps
04. Psychics
05. Ranks
06. Astral Plane
07. Attendance
08. Pets
09. Stores
10. Notices
11. FAQ
12. Staff
13. Affiliates
14. Credits

PAGE TWO
Event Reservations

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(09/14/16) Our quest raffle has come out with four wonderful winners. Thanks for playing, everybody!

(06/28/16) Balloon Popping minigame for Animal Crossing camper! Welcome to the staff, alpha lyrae!

And then there was a big stint where Snoof just didn't update any of the front page, oops.



Old News
(12/15/14) Winter Wonderland event begins!
(11/01/14) Sherpuff, aka Dolly, has been hired as our new manager!
(10/30/14) Hiring closed! Opening Event OVER and a complete success! See our final announcement here.
(09/24/14) The Grand Opening Spooktacular Halloween event has begun!
(09/19/14) The main thread is OPEN!!
(08/30/14) We're hiring a manager!
(09/18/14) Goals met! Shop still a little under construction, but ready to open.
(08/06/14) Work on main thread and finishing the guild begins.
(04/03/14) An interest thread appears!
(10/17/13) Open guild to limited release questing.
(10/08/13) Start the guild and begin planning.



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(1.) Follow Gaia's Terms of Service! This is a PG-13 shop and guild.

(2.) No stealing! Everyone here has worked hard on the content they put out, whether it is art, writing, or characters.

(3.) Leave drama at the door. We will not tolerate fighting, bullying, or harassment. If you have a problem, please contact staff.

(4.) Please read all of the front page and relevant guild threads before asking questions.

(5.) If you have a question that has not been addressed, please post it in thread or PM the Mind Over Matter Staff mule.


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(1.) No co-owning! Each character is only to be owned by a single person.

(2.) You may own 3 characters to start, though may acquire more once one has reached the Agent stage.

(3.) No selling! Do not resell your character under any circumstances. If you would like to give them up, you may either contact us with who you would like your character to be passed on to* or relinquish them to staff to be rehomed via event.

        * This is only allowed if a character profile has not yet been approved.

(4.) You will not receive the full art, cert, journal, or be allowed to play your character until their profile is approved. If your character was won in a flatsale or game, you will have 30 days to begin profile setup before you are contacted and your character relinquished.
xxxFor more information, please read our profile regulations.

(5.) We are not an RP required shop. If your character is approved and official, you have no obligation to play them. However, you must play within the shop if you wish to grow to other stages. We will never take your character away for inactivity, so long as they have been approved.


For roleplay rules, please consult our regulations.

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The human mind; six hundred miles of synaptic fiber, five and a half ounces of cranial fluid, fifteen hundred grams of complex neural matter. A three pound pile of dreams. It is the ultimate battlefield and the ultimate weapon. The wars of this modern age -- The Psychic Age -- are all fought somewhere between these damp, curvaceous undulations.

From this day forward, you are all Psychic Soldiers, Paranormal Paratroopers, Mental Marines who are about to ship out on the adventure of their lives. The brain is our beachhead and your mind is the landing craft. You shall engage the enemy in his own mentality. You shall chase his dreams, you shall fight his demons, you shall live his nightmares. Those of you who fight well, you will find yourselves on the path to becoming international secret agents.

In other words... Psychonauts!


500 years ago, a meteorite entered Earth's atmosphere. It cracked and broke into several pieces, the largest of which landed somewhere on the Western side of the United States. The Northeast was also peppered with chunks of the space rock, along with with trace amounts landing who knows where. The most concentrated landing site in the Northeast was centered in a large pine forest. Among the native tribes and incoming settlers, superstition spread of the talking trees, the whispering woods. The area became known as Murmuring Pines.

What crashed to Earth was an extremely rare and valuable, highly reactive mineral known as psitanium. In those exposed, it increased development of the brain; psitanium could make psychics more psychic, but it would also make those with unstable minds more unstable. Larger deposits of the mineral were shaped into arrowheads. As the years wore on, paranormal hysteria overtook much of the population. Those that remained were more fortunate, unlocking their psychic potential, and for some time Murmuring Pines became a completely psychic run territory. It was considered a highly sacred place to some, superstitious and cursed to others, all of which were sound enough reasons for it to avoid colonization. These reasons also lead to its eventual abandonment.

During the 1950s, paranormal investigation and testing became much more common and the area was ideal for psychic experimentation thanks to it being a psitanium hotspot. Over the next few decades, laws were made to ensure more humane testing and eventually the facility there was abandoned, as well. At the turn of the century, the government sanctioned the area for use once more and rendered Murmuring Pines Psychic Summer Camp open as a training center for psychic children. Many attended just to gain a handle on their abilities, to ensure they didn't hurt anyone and were able to coexist peacefully with the rest of the world. Others wanted something more. They sought further training with the only psychic government agency in America, the Psychonauts.

In the last five years, the Psychonauts have needed to branch out in order to accommodate the growing number of young psychics taking interest in their cause. Majesco Psychic Academy was established to maintain their numbers and continue paranormal training in a comfortable and familiar environment.


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Mind Over Matter takes place in the intentionally vague 2010s of our own planet Earth. Set specifically in the Northeastern United States, not quite on the coast, is where both Murmuring Pines and Majesco can be found. Even the Psychonauts HQ is nearby, though it's exact location is classified. Psychic abilities in this setting are not common and are typically lacking in research from laymen. They know "of" psychics but generally think of them as palm readers and diviners, dangerous individuals, or science fiction. The Psychonauts are an agency that some would say hides in plain sight. There are magazines and comics, such as True Psychic Tales, that relate the stories and missions of its agents. To those uninformed, they would simply appear to be a fictional group and this assists in them blending in while simultaneously reaching out to the underprivileged and confused psychic youths that they're trying to assist.

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The installation opened almost twelve years ago, welcoming all psychic children from across the United States. It is nestled in a large pine forest, sprinkled with psitanium. The area itself is about four miles, and several from the nearest town. Transportation to and from is easiest by bus and the camp does offer public transport for those who live near.

Murmuring Pines is home to a deep and spacious water source, Lake Peregrine, which has designated swimming and boating areas. There is a parking lot at the entrance, which is mostly empty save for an occasional tour bus and golf cart, which has a trail that leads to the main lodge. The main lodge is the only building on camp grounds with indoor plumbing, and is the approved shelter during emergency weather. It has a cafeteria and kitchen, a fireplace, play room, TV room, and has an RV parked beside it which functions as the mobile infirmary station. There is a campfire area, typically where receptions and announcements are given, the camp is fully equipped with a PA system, bulletin boards, out houses, and the kid's cabins have electricity and outlets. The only WiFi you'll be getting is in the office of the main lodge.

Campers are allowed to bring a single pet with them from home, so long as it adheres to very specific regulations. Please only bring a pet to camp with extreme caution, the likelihood of them becoming lost or endangered is quite high. The cabins are separated by gender and there are three bunk beds per cabin, allowing a total of six kids in a cabin. If your camper does not fall into the gender binary, they will be allowed to pick which cabin they want to stay in or take up bedding in the main lodge.


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The youngest of the institutions run by the Psychonauts, this will be Majesco Academy's fifth year in operation. It is separated from the camp by two miles of straight wilderness, several winding hiking paths, and a single worn down straightaway that is only really used by the nurse's golf cart. The school itself resides in more of a clearing, with paved sidewalks and neatly structured buildings. Majesco Academy has a main building, which is home to the front office and where you can find the Dean. There is an assortment of classrooms, a cafeteria and kitchen, a spacious library, assembly room, and infirmary.

The student body at Majesco is generally projected to be small, as true psychics make up a very meager amount of the world's population, which allows much of the faculty to overlap in their duties. Not only does Majesco offer psychic studies, they also tutor in the scholastic; providing classes in mathematics, social studies, science, history, art, music, and physical education, among others. The academy has its own gymnasium, complete with an indoor pool as well as track and sports fields. There are three separate housing buildings; the smallest for faculty, and two larger for gendered housing -- Majesco Academy does not have co-ed dormitories. Roommates are assigned by the school but may be switched if agreed by both parties. Majesco also has auxiliary housing for students who may not fall into the gender binary.


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The Psychonauts, as an agency, were started some time in the 1950s. They didn't gain any real momentum in membership, research, or funding until the early 1970s and, as such, a lot of the '70s aesthetic has stuck with it. Central HQ is located on the East Coast of the United States, near Washington District County. Its exact coordinates are classified. The Psychonauts have seen many leaders come and go, from Otto Mentallio, Lucrecia Mux, Helmut Fulberd, Cassie O'pia, Bob Zanotto, Compton Boole, and Ford Cruller. The current head is Lili Zanotto, daughter of the previous head chairmen Truman Zanotto. If orders are received from HQ, they take immediate priority.

Murmuring Pines' own headquarters is underground, stretching beneath both the camp and academy. It has a computer controlled rapid transit system, accessible through secret entrances, is functionally run by a conscious artificial intelligence system called SIN-TAC, and is where all Agents and Psychonauts on location are assigned. Resident agents will receive their own desks and cubicles, while psychonauts are given private offices with laboratories provided on request. Bianca Spektor, dean of Majesco Academy and scoutmaster of Murmuring Pines, is head officer, mission organizer, and dispatcher on site. The only one who ranks higher here is Ms. Zanotto herself.

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At Mind Over Matter, all characters are human and psychic! Yes, that's right, moving things with your mind and communicating without ever making a sound are right at your finger tips. Blowing stuff up, too, but only do that when it's very, very important -- or it's really, really entertaining.

Characters generally begin their journey through the Astral Plane by attending Murmuring Pines, which makes them a Camper. Alternatively, if you'd rather skip the awkwardness of childhood and jump right into the even more awkward teen years and high school level dramatics, players may choose to start out at Student stage. Players may own three characters by default, but may earn more character slots once they reach Agent rank.

Many young psychics seek knowledge, understanding, and control of their abilities. Others may attend with the hope that they have somewhere they belong, that they won't get anymore funny looks or words of disappointment from their family. Some even need a safe haven, for fear of being ostracized for powers that they never asked for. Whatever the reason, these facilities were made available to them and it's up to them to make the most of it. While studying and finding their place in the world is all well and good, it's also important to think about goals afterward. What will they do when they graduate? How can they give back to the psychic community? Have you ever thought about being a secret agent?


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There's all kinds of different powers a psychic can have, some handy for parlor tricks, others giving them an edge in life, but many could be dangerous if left unchecked! All psychics have a set of standard abilities, things every true psychic can do with proper training and understanding, as well as a set of unique abilities. Every character has a different set of unique abilities that grows as they rank up. In most events, even if the character isn't a custom, you get to decide what powers they acquire!

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Standard psychic powers are abilities every psychic has, or will eventually acquire through training. Murmuring Pines and Majesco have mandatory courses for these abilities, ensuring that every young psychic in their care receives proper understanding and control of these powers. Telepathy, Levitation, PSI-Blast, you name it! Not knowing how to perform these psychic feats puts you at a remedial level, so be sure to study up!



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The camp and academy provide unique ability courses taught by specialist instructors. As every psychic has a different pool of unique abilities, the same is true for all faculty so you may find yourself interacting with a wide variety of NPCs or keep seeing the same instructor several times! Premade characters in events are generally offered a small power pool that matches the character and players are allowed to pick from this smaller power pool. Each character gets a new unique power for every stage of growth, totaling six at the final stage. From Aura Reading to Pyrokinesis, you can have just about anything!

Characters are limited to 2 kinesis. Please choose wisely!

[ Look here for more information! ]


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Our facilities offer a variety of courses to teach proper understanding, handling, and safety procedures for psychic abilities. The summer camp teaches remedial processes through its Basic Braining class, as well as Levitation, Marksmanship, and other unique powers campers may want to get a handle on. The academy offers more in depth lessons and training with its Advanced Braining class, as well as offering a Crash Course to those who did not attend or complete the classes available at camp. These classes are mandatory not only to progress in rank but to fully reach your potential.

Each class will award an accolade upon completion. Murmuring Pines offers merit badges while Majesco Academy gives medals. These accolades are proof that you completed a given course and are added to the first post of your character's journal. Completing classes gives players access to standard psychic abilities and allows the full use of unique psi powers through training and upgrades. In the event you do not pass a class, you will still get a participation ribbon. Once you've made it all the way to agent, then you'll start getting sent on actual missions to thwart psychic terrorism. How exciting!


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The lowest possible stage, and where most characters will begin. Campers can be roughly 9 to 14 years old. Their psychic abilities are underdeveloped, allowing for only one unique ability. While campers are at a remedial level in terms of training and understanding of their paranormal abilities in most cases, this does not mean they are weak. Psychic abilities in adolescents, especially those in the midst of puberty, are highly volatile and should be treated with care.

Artwork for Campers is generally static. It is intended to show off the appearance of the character and hint at their personality.

Growth Requirements
xxx Character Approval
xxx Journal Setup
xxx Basic Braining Merit Badge
xxx PSI Rank 5


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Ranking up from Camper earns young PSI Cadets seniority. Surviving Basic Braining is a lot to be proud of! PSI Cadets, like Campers, may be between 9 and 14 years old, and now have access to other cool psychic lessons. You also get a second unique psychic ability! Studying Marksmanship and Levitation are requirements, but many PSI Cadets also seek tutelage on their first unique ability. PSI Cadets also have a better handle on their abilities and should have fewer mishaps with them. Maybe. Hopefully.

Artwork for PSI Cadets is more dynamic. It has a pose with more personality and shows off one of their psychic abilities.

Growth Requirements
xxx Marksmanship Merit Badge
xxx Levitation Merit Badge
xxx PSI Rank 20


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You've got some accolades under your belt and decided to continue your psychic training at the academy. Congratulations! Students are generally no younger than 12 years old. Starting as a Student has its setbacks; this usually means you've skipped camp training in-story as well (unless in very specific circumstances), which means you'll be put in a remedial course and unable to advance in your paranormal studies until its completion. Your third unique power is also locked from play until you meet this requirement.

Artwork for Students is static and shows no psychic powers. It is intended to show off the appearance of the character and hint at their personality. Most intentionally face the same direction to have a school photo feel.

Growth Requirements
xxx Character Approval*
xxx Journal Setup*
xxx Crash Course Medal*
xxx Advanced Braining Medal
xxx Unique Power Medal
xxx Pass Exam
xxx PSI Rank 40
xxxxxx * If a character starts at Student stage, only.


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After passing all of their prerequisites, Students become officially recognized by the Psychonauts as Recruits. They gain access to more hands-on training regiments, may study and apprentice under a specific Agent on site at Majesco, and learn the importance of functioning as a unit through team building exercises. This is a pivotal time in any psychic's life during their training, as they now gain access and insight into their own minds through use of the Brain Tumbler -- a special device that allows the user to explore their own mental world. It's also important for the Psychonauts, so they can make sure you're, you know, sane and not plotting their downfall. That'd just be whacky.

Artwork for Recruits is more dynamic. It shows the character's favored psychic ability (or closest that can be physically rendered) and their pose shows more of their personality. Following the Brain Tumbler Evaluation, Recruits will gain an official reference image of their mental world.

Growth Requirements
xxx Unique Power Medal
xxx Brain Tumbler Evaluation
xxx Pass Field Exam
xxx Pass Partner Exam
xxx Pass Team Exam
xxx PSI RANK 70


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This is it, the big time. You've graduated from the academy, you're 5 unique abilities strong, and you are now an official operative that can be ordered to go on missions anywhere in the country. So why do people keep calling you "rookie"? What's most important is you get an official uniform and a neat door thingy that lets you explore other people's heads! Rookies gain access to the Underground Facility beneath the Murmuring Pines territory that's totally a secret. Totally.

Artwork for Rookies are numerous; one piece is in uniform, one is in casual wear. The pose is static, intended to hint at the character's personality and reflect their difference in age. All Rookies receive a unique Psychoportal designed around their tastes and themes. Any relevant art of their mental world's inhabitants, dangers, and memory vaults are supplied, and the character's mental world earns its own post in the Mental Worlds thread of the Astral Plane subforum.

Growth Requirements
xxx PSI RANK 100
xxx CLASSIFIED


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The highest rank you can achieve in the agency, full-time Agents have the highest level of clearance and are able to go on international missions. With six unique psychic abilities in their arsenal, they're near unstoppable power houses with a knack for subtlety and espionage. Agents may organize, brief, and send Rookies out on their own missions (with staff approval, of course).

Artwork for Agents is customizable; players may choose the attire and hairstyle of their character. They will receive a Casual version and a Formal version of their official art. They may be shown utilizing 1-2 psychic abilities, chosen by the player. Agents also earn their own office (and personal laboratory) located in the super secret Underground Facility at player request.

This is the final stage.


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This shop works off of a point system, known as PSI Points. There are 10 PSI Points to a PSI Rank. Certain levels of Rank must be achieved, along with a small checklist of other accomplishments, before a character qualifies for growth. PSI Points can be acquired in any number of ways, from roleplaying, writing journal entries, to event and even game participation.

Every Camper starts at PSI Rank 1 and every Student starts at PSI Rank 20. Your PSI Rank does not reset per growth; the rank you have is permanent and you only need to acquire the points to make up the difference. For instance, a Student growing to Recruit only needs to progress 20 PSI Ranks, rather than a whole 40.

We encourage a variety of methods in order to gain points and hope that point acquisition is easy and relatively painless. For a full list of ways to earn PSI Points, LOOK HERE.

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One of the main draws of being a fully trained psychic is getting to soar through what is known as the astral plane. Through the use of astral projection, a psychic may enter other minds and explore their inner psyche. If you really want to find out what makes a person tick, send a psychic into their mental world. The collective unconscious is what bridges all of our minds together when we form connections with other people. It's a pretty neat place but extremely abstract. Thankfully our minds seem to translate things easily into visual metaphors to make things easier on us, so it shouldn't be too hard to get used to. Besides the fact that the laws of space and time no longer apply, anyway.



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Each person on this planet has a mental world; a landscape shaped wholly by their beliefs, experiences, and personalities. Only psychics are able to fully explore this unique space. As you can expect, things can get pretty weird. Everyone's different, after all, which means there are no two mental worlds that are the same! Of course you know what that means, right?

Yes! Your characters also have a unique mental world all their own. And guess what? You get to design it. Mental worlds need staff approval before they can become official, just like your character, but there's plenty of time for that and we'll be helping you along the way. Part of the requirements to grow past Recruit rank is participating in a mental evaluation through a device known as the Brain Tumbler. This machine allows someone to explore their own psyche to understand more about themselves. In conjunction with this, some of the rewards for reaching Agent rank are: a unique psycho-portal, a brain map eye catch, memory vault comics, and more!


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Let's hope not.




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Characters may also keep pets!

Pets will get their own (simplified) certs and, if they're owned by a character and not just loitering around the camp, academy, or HQ, then they'll be stored in their owner's journal. There are some restrictions to species depending on whether the character is attending camp or academy, as well as exotic animal laws (can't have anyone running around with an illegal endangered species), and the number of pets a character may own is also dependent on their rank. Campers and Psycadets may only own a single pet due to how difficult they are to keep track of while at camp, Students and Recruits are allowed to keep two pets in their dormitories, Agents may own three pets, and Psychonauts get an extra pet slot totaling four!

Animals are not the only thing we qualify as pets around here. If your character has some hypoallergenic needs, but still desires companions, they're certainly welcome to any number of inanimate objects. One of our teacher assistants has a pet laptop, for crying out loud. Get yourself a plant, a pet rock, whatever! The only downside is they can't really do anything and they don't get access to any psychic powers.

What? Yes, that's right! It is totally possible for your animals to develop psychic abilities!




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If you have a live animal for a pet, and not a freaking laptop like some people, then today's your lucky day! ...Or unlucky! Animals are able to develop psychic abilities as well, generally due to exposure to the natural psitanium deposits in the area. Unlike their human counterparts, animals may only have two psychic powers and they do not have any standard subsets. They also have a more limited power pool.

Animals are limited to 1 kinesis. Please choose wisely!

[ Look here for more information! ]


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Click the banner to check out everyone's rad pets!

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Psitanium is a psychoreactive mineral coveted by many people, psychic and non-psychics alike, not for the monetary gain but the power boost a large supply is sure to give. In reference to money, the average piece of Psitanium is worth about five dollars in American tender but a handful can give you the psychic boost you're looking for. Due to their average size and worth, most items may seem expensive, but trust us -- they're well worth it.

The native inhabitants of the area referred to Psitanium as a 'whispering rock' and carved them into arrowheads. Or, that's what the camp staff say, anyway. A lot of kids get confused and think that the land is a burial ground -- not for their dead, but for the arrowheads. You can usually find them by digging in the dirt, and they're easy to find as their aura trails are so potent you can see them with the naked eye. Some bigger chunks of Psitanium are hidden so deep you can't find them without a dowsing rod (available in the company store for a nominal fee).


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Check out the Psitanium Bank for more information!



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The Camp Store sells three items basic for any young psychic's adventures across the campgrounds and through the astral plane. You don't want to be caught unprepared, do ya? Not exactly a good look for a psychic! Dream Fluffs will give you a boost of Mental Health if you get attacked in a mental world, which is something that will happen often! Smelling Salts force your astral projection back into your body so you wake up on the material plane; good for if you get stuck (or to skip class, but we don't condone that). Now the Dowsing Rod is an investment, it lets you hunt for deep buried deposits of psitanium so you can add them to your bank account; yes, that's right, got to spend money to make money!

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The School Store sells the same items from the Camp Store and then some! These more advanced items will help students prepare for the full experience of being an agent for the Psychonauts. Here you will find the Mental Magnet, a merit badge that reacts with psychic energy in the astral plane and makes things like Censors worth more bang for their buck! The Mental Cobweb Duster is essential for any psychic, but it's actually required all students purchase one to progress in their paranormal studies. You can't complete in Advanced Braining without one! Undoubtedly the coolest thing available, as well as the newest addition to the store, the Generic Psycho-portal will sometimes let you maybe explore other people's mental worlds besides the instructor's! Possibly.

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GAME

On certain days of the week, members of our shop will host livestreams of the game Psychonauts! This is so refresh ourselves of the source material, gain inspiration for the shop, and introduce those who haven't experienced it to gain a better understanding of the setting and style. You do not need to be a member of staff to play or host a stream! If you want to play regularly, just pick a free day of the week and a usual time and PM the mule with a link to your stream page.

Mondays Snoof plays around 8PM EST here. CURRENTLY UNAVAILABLE DUE TO TECHNICAL DIFFICULTIES
Saturdays Corn plays around 8PM EST here and may sometimes host games of Cards Against Humanity.

ART

Occasionally you might find, either on the fly or to enhance a game experience, artists may stream their process! These are not scheduled and will happen quite sporadically. Artists will post links to their streams as they occur, so keep a look out in the thread!

MISC

Pay attention to Mind Over Matter's tumblr page for other stream scheduling and information!

Please feel free to post streams of your own! You don't need our permission.



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Look here for any hints as to what you can expect to see in the near future!
We might post sneak peeks at artwork, event previews, games, or even metaplot notices!

MAYBE SOMEBODY SHOULD USE PRECOGNITION

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Q: Is this a roleplay required shop?
A: No. Roleplay encouraged is more accurate.

Q: Do I need to roleplay at all?
A: Only if you want your character to grow! It's hoped for and recommended but once they're accepted they're yours forever, so it's your choice.

Q: Why do you have approval deadlines?
A: So characters don't explode... No, really. It's mainly relegated to premade characters from events where a lot of people are entering for the same design. If someone were to win and then disappear forever, this is a fail safe to ensure that design is not stuck in limbo. We will give you ample warning and communication throughout the approval process, so if you genuinely need more time please just ask!

Q: How do I get a character?
A: Patience and persistence are your safest bet. You can check out our Notices post above to see if there are any upcoming opportunities!

Q: What if I don't want to wait for an event?
A: Well that's a shame, we like to think our events are pretty fun! But if you really can't wait, sometimes artists may be open for gold or USD customs. Again, keep an eye on our Notices post.

Q: Are these actually breedables?
A: Our shop is based more on the "changing" portion of the B/C section. We may explore breeding as a possibility in the future but, for now, there is no official breeding in the shop.

Q: Not even the animals?
A: Probably not!

If you have any questions that were not answered here or in the guild, please feel free to ask in thread or PM Mind Over Matter Staff!

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Snoof
Manager / Artist
[Contact]


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Roo xxxxxxxxxxxxxxx Zee xxxxxxxxxxxxxxx Dolly
Artist / Manager xxxxxxxx Artist xxxxxxxxxxxxxxx Manager




If you have general questions or concerns, please quote or pm Mind Over Matter Staff.
If you want to speak directly to a member of staff, quote them but please only pm Snoof!

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Clean Smoker

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Mind Over Matter owes its creation to:

Double Fine, for making Psychonauts in the first place
Sherpuff, Basil Brett, & Zee Oddwyn for the original Murmuring Pines shop
NeonMace for kicking Snoof's butt into gear
Rookeries for all of her hard work, always
Ka-ray-zee for volunteering assistance
Mushbee for helping Snoof code stuff
and each and every one of you!!

Artwork (c) Rookeries, Ka-ray-zee, ex o ex Snoof, NeonMace, alpha lyrae
Graphics (c) Rookeries
Story & Setting (c) ex o ex Snoof
(based on concepts by Sherpuff, Basil Brett, & Zee Oddwyn)

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