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Mind Over Matter

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A guild for the Psychonauts b/c shop. 

Tags: roleplay, psychic, psychonauts, double fine, breedables 

Reply ⍚ Material Plane ----- Roleplay
Camp & School Store (closed)

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Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Tue Jan 21, 2014 12:49 pm


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Managed and run by Nurse Lacey during meal times (or by other staff and teacher assistants if she is too busy), the camp and school stores have assorted supplies intended to make roughing it in the boonies or tending to your studies much easier. More importantly, there are psychic materials and items here that will enhance your paranormal training -- these items can be purchased with psitanium arrowheads!

The Camp Store is set up in the Main Lodge on the campgrounds as a small booth. It offers mundane things like backpacks, fanny packs, and camp shirts that can be purchased with, you know, real money, but why would you even look at those when there's all this neat psychic junk? Astral Layer enhancing Dream Fluffs, Smelling Salts to get you out of a jam in any mental world, and a Dowsing Rod to snatch up more arrowheads for yourself at any time!

The School Store is set up in the cafeteria of the Main Building as a small mobile cart. It offers mundane things such as notebooks, pencils, folders, binders, as well as Majesco shirts and jackets that can be purchased with real money. Seriously, the facility needs all the funding it can get! This store also carries items from the Camp Store, so new students won't have to hike all the way over there just to cash in on those goodies. A merit badge that makes you bleed your astral enemies for all they're worth, the super necessary Cobweb Duster to make traveling through the astral plane more manageable, and even a generic Psycho-portal for training purposes!


All purchases must be made at the Psitanium Bank! This is merely an inventory gallery.
PostPosted: Tue Jan 21, 2014 12:51 pm


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Soft, cotton candy-like snacks in convenient wrappers. They're just simple candy in the material plane but they're highly useful as projections in the mental world. If your mental health is low, eat one of these and restore yourself to full. You may only carry one at a time into a mental world but may have 3 total in your inventory. If your health reaches 0 in a mental world it will activate automatically and return to full.

    Must be purchased repeatedly; one use only.
    Must be purchased separately for each character.













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Sometimes, through no fault of your own, you get stuck in a mental world. This is especially true of classes, where the instructors are highly skilled and able to keep you locked in. It could happen! If you'd rather have full control over when you leave a mental world, then these are for you. Just be careful, because if you're caught intentionally sneaking out of class, they will be confiscated! It'd be a shame to have to buy them again.

    One per character.
    Must be purchased separately for each character













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Want some quick cash but having trouble finding any arrowheads? With the dowsing rod, you can find deep buried deposits of psitanium. They're often worth more than the usual arrowheads, so you'll definitely get more bang for your buck with this handy device! A piece of psitanium in the center of the rod resonates with others nearby, glowing brighter the closer you are to burried arrowheads. It's a game of hot and cold, but well worth the effort.

RNG 1-100 at any time in the main thread. You are limited to ten attempts per day. Numbers that end in 0 (10, 20, 30, etc) are the amount of arrowheads you've dug up. You may have three successful rolls a day. All of them must be submitted to the psitanium bank to be recognized!

    Only needs to be purchased once.
    Proof of purchase is listed in your psitanium bank account.

Mind Over Matter Staff
Captain

Clean Smoker


Mind Over Matter Staff
Captain

Clean Smoker

PostPosted: Tue Jan 21, 2014 12:51 pm


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A merit badge you have to buy? Laugh all you want, but this badge is certainly handy to have in a mental world! It lets you get the most out of beating up enemies. When you have the Mental Magnet equipped, it boosts how much Mental Health, Ammo, and even Arrowheads you acquire!

Enemy drops will now yield twofold. For every drop roll, double the potential yield.

    One per character.
    Must be purchased separately for each character.








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Ahh, finally! Now you can get rid of all those pesky Mental Cobwebs and sneak into the unauthorized parts of people's minds! What do you do when the duster gets full? Just bring it to the machine on campus to empty it out. The loom will weave the cobweb's psychic energy into psi points. One point per cobweb! NECESSARY FOR ADVANCED BRAINING!! Be advised, without the cobweb duster you can not complete the lessons!

This is an implied action; merely collecting a cobweb will exchange it for a PSI Point.

    One per character.
    Must be purchased separately for each character








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Sweet, now you get to enter anyone's mind you want! Wrong. The psycho-portals sold at the school store are far from standard issue; they aren't able to break through mental defenses the same way a true Psychonaut's can. It's also... really plain looking. It's boring, weak, and finicky, so if someone doesn't want you in you still ain't gettin' in. Mostly useful for non-psychics or animals. Non-consensual use is strictly prohibited. Unauthorized use may result in confiscation and punishment. Use on minors is blocked by law.

You may not use the Psycho-portal on a character that has not had their mental world approved. Purchase of this item is currently prohibited.

    One per character.
    Must be purchased separately for each character
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