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Mind Over Matter Staff Captain
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Posted: Wed Feb 05, 2014 2:59 pm
xHere you will find a guide to all of the components that make up a person's mind. Though impossible to explore without psychic intervention, every sentient and sapient creature on this Earth contains a unique mental space called a Mental World. All of our minds are connected on the astral plane through psychic energy in what is known as the Collective Unconscious. You will only ever see a tiny corner of it within your travels, which will expand and open doorways to you the more connections you make with other minds. As such, these personal connections form a unique psychic road map for every individual. For more information, take a look into the Astral Plane subforum.
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Posted: Wed Feb 05, 2014 3:03 pm
➧ MENTAL WORLDS xAll mental worlds follow a similar basic structure, share certain items and entities, but differ wildly in presentation -- and just about everything else. Bear in mind, mental worlds of younger people are volatile and may change drastically depending on their life experiences and altered interests. Mental landscapes share no discernible pattern between people and are completely unique to the individual.
It is unlikely player characters will explore each other's mental worlds until Agent stage (and giving each other permission), however, faculty are required to at Recruit stage for mental evaluation necessary for graduation. it is encouraged for Campers, Psycadets, and Students to make full use of the facility's Brain Tumbler to explore their own psyche and gain a better understanding of themselves.
MENTAL WORLDS NEED STAFF APPROVAL
We encourage early conceptualization, but approval is necessary to use the Brain Tumbler and to reach Agent Stage. No one may explore a mental world unless staff have approved it first. Staff will be very hands on in assisting with mental world creation, and will provide alternative possibilities, theories, and suggestions. Outside of this, mental worlds are 100% unique to each character and you have full control over what your character's mental world is! Staff are there to help you shape it to fit standards, not to dictate what you can do with your creativity.
➧ TELEPORTERS
Because mental worlds are not congruent, nor do they need to follow the physical laws of space, teleporters are necessary to connect different areas of a mental world together. Sometimes there are ways to enter a new area in a mental world but no way back -- that's where teleporters come in! When idling, they make soft kazoo-like sounds. Coming from their funnel shaped mouth is a green bubble, which they blow up and suck back like gum. All you have to do is make a simple, polite request of where you would like to go and they'll blow a giant bubble for you to get transported through. That probably feels really weird but at least there's no gum in your hair!
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Mind Over Matter Staff Captain
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Mind Over Matter Staff Captain
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Posted: Wed Feb 05, 2014 3:04 pm
➧ PSYCHIC ENERGY ➧ MENTAL HEALTH
In mental worlds, your immersion in the world is measured by the depth of your astral projection. Astral projection layers are limited and can be damaged. However, if you collect positive mental health, you may repair your layers and keep yourself stable within the astral plane. You can collect mental health by dispatching Censors or consuming Dream Fluffs. Completing certain tasks may also give you a boost. Keep your projection strong or you might get booted out of someone's mind! ➧ RAW AGGRESSION
The power behind your PSI-Blast! You need negative energy in order to release it into a potent attack. You may store raw aggression just from being angry in your day to day life, but this is generally unreliable. Acts of aggression within the astral plane are usually a much better means of collecting your ammunition! However, there is a limit to how much you can hold. Too much built up aggression is unhealthy for anyone and should be released regularly so it doesn't alter your mental state. Dispatch Censors and Personal Demons for a little extra oomph. Without raw aggression, you can't PSI-Blast, so be careful! ➧ CONFUSION GRENADES
The epitome of confusion, these little bouncing question marks are rare and potent! After conjuring one of these question marks above your head, a psychic with the Confusion power may break off the dot and lob it at their enemies. It's a visual metaphor. Upon contact, it will explode and generate a small cloud of gas that perpetuates a confused and delirious state for a short amount of time. These little tykes are difficult to find and extremely limited. You can only carry a sparse few with you at a time and finding more is a challenge.
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Posted: Wed Feb 05, 2014 3:05 pm
➧ CONSTRUCTS xIn some minds, you might find a unique cast of characters! Others may not have any. Some people have more creativity than others, some have less control, and so you may encounter mental worlds with entirely unique stories and narratives. The sentience of mental constructs is debatable, as they are merely structures made up of a person's conscious and subconscious thoughts, beliefs, and experiences. However, their personalities and motivations may differ, represent different facets of a person, and may exist harmoniously or in opposition to the mind they belong in.
➧ FRIENDLY
Unique entities within a mental world populate its landscape and, in some cases, assist in structuring some type of internal story, omnipresent narrative, or overarching themes that are important to that person. They differ drastically from mind to mind and are completely customizable. Art received, and how much of it, will be decided at agent rank on a case by case basis.
➧ UNFRIENDLY
There may also be antagonistic entities encountered throughout a mental world, or a single adversary necessary to overcome in order to complete a given task. The presence of antagonistic entities is often a result of various negative influences; stress, anxiety, low self esteem, and mental illness. As a result, some of these entities may not be dispatched permanently! But dang, putting a hurt on 'em should help a person feel pretty good for a little while.
The types and purpose of antagonistic constructs differ drastically from mind to mind. You might find a singular boss or numerous fodder enemies. They are completely customizable and staff will assist with HP/damage statistics. Art received, and how much of it, will be decided at agent rank on a case by case basis.
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Mind Over Matter Staff Captain
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Mind Over Matter Staff Captain
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Posted: Wed Feb 05, 2014 3:07 pm
➧ COLLECTIBLES xIn every mental world, there are certain aspects which are shared; constants, not variables. Memories, emotions, figments of your imagination, we all have them so it should come as no surprise that they are well represented in the astral plane. Between exploring psychics, these resources are renewable. For instance, you may sort all of the emotional baggage in a person's mind but that doesn't mean their emotional problems are over. Someone else will have to come through and sort it out again later. In terms of play, this means you can only collect these things once in any mental world per character but they will always reset for the next person.
➧ FIGMENTS
Certain images, shapes, or figures that are important to a person in their conscious or subconscious mind will show up as figments of their imagination. You can walk right through figments! Sometimes they're stationary, other times they move about which makes them more difficult to collect. They come in a variety of colors, though usually keep to a palette representative of the mind they're from.
Each mind has 100 Figments 10 Figments = 1 PSI Point
➧ MENTAL COBWEBS
Like in any abandoned location on the material plane, cobwebs also form in areas of the mind that are not used for prolonged periods of time. Unlike their physical counterparts, mental cobwebs are made of the same astral energy as your projection, which means you can't just walk through them! They're as solid as anything else in a mental world, so if they're blocking a passage then you're stuck! The only way to remove a mental cobweb is by using the cobweb duster (provided in the company store for a nominal fee).
1 Mental Cobweb = 1 PSI Point
➧ EMOTIONAL BAGGAGE
We all have emotional baggage. Yes, in the mental world it is represented quite literally! There are five types of baggage in all: a dufflebag, hat box, purse, steamer trunk, and a suitcase. It's a bit eerie to hear them crying all the time, so you might as well sort some of it out while you're in there. Each bag has a corresponding tag that they've lost. When you reunite them, the emotional baggage is sorted! The effects are temporary, but the person's mind will definitely feel lighter for a time. Much appreciated!
Sort all Emotional Baggage in a mind to receive 5 PSI Points.
➧ MEMORY VAULT
We all have our embarrassments, our secret shame, memories we would like to forget. The mind has a way of protecting us from ourselves and, in doing so, it locks these memories away in vaults. Hitting a vault with a PSI Punch will open it to reveal a reel of memories. These memories are viewed privately and will be PM'd to the person that finds them. The number of vaults in a person's mind differs. Curiously, the instructors all seem to have at least one positive memory in their vaults. What could they be hiding?
1 Memory Vault = 2 PSI Points There are 2 to 4 vaults in every mind.
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Posted: Wed Feb 05, 2014 3:11 pm
➧ DANGERS xWithin every mind there exist entities that help us and work against us. Most exist to help a person's brain function, ridding them of intrusive thoughts, hallucinations, waking dreams, or manias. On the other side of the coin are those very same things that plague our thoughts as a result of our own dualistic humanity, because we are our own worst enemies.
Staff will control all enemies during classes. In training, players are expected to follow these guidelines and engage in combat fairly. If you would like staff assistance, please consult the mule.
➧ CENSORS
Like most things on the Astral Plane, Censors are a visual metaphor. They represent order and executive decisions. They look like small men dressed in business suits with big red stamps. The only word they can say is "No!" and they have only one objective: censor anything that doesn't belong in a mental world! They are essentially a mind's soldiers, like white blood cells, and seek to protect their resident mind from intrusive thoughts or foreign entities. That means you!
Normal Censors 2HP / 1 damage Drops: RNG 1-5 for each upon victory [1] = none [2] = 2 mental health [3] = 1 ammo [4] = 5 arrowheads [5] = jackpot (all)
Tiny Censors 1HP / 1 damage Drops: RNG 1-4 for each upon victory [1] = none [2] = 1 mental health [3] = 2 arrowheads [4] = jackpot (all)
➧ SHOUTING CENSOR
These Censors are much larger than average and their tactics in censorship are very different. Shouting Censors carry clipboards covered in big red X's. They are long range fighters and shout a damaging "NO!" blast from afar. If you get in close then they'll hit you with their clipboard before leaping to somewhere higher. Though their tactics differ, their purpose is the same: eradicating you!
4HP / 2 damage Drops: RNG 1-5 for each upon victory [1] = none [2] = 2 mental health [3] = 2 ammo [4] = 10 arrowheads [5] = jackpot (all)
➧ STRONGARM
These blokes are large and in charge! Ridiculously durable and not-so-shockingly powerful, Strongarm Censors can be crippling. They are often alone but even that can be enough! Imagine what would happen if you were cornered by one with a group of other Censors on their tail. They have "NONO" tattooed in large red text on their knuckles and punch their targets. Luckily, their muscles and tactics make them bulky and slow. Long range is recommended in dealing with them. Alternatively, make them punch the lights out of other Censors by using Confusion.
8 HP / 4 damage Drops: RNG 1-5 for each upon victory [1] = none [2] = 4 mental health [3] = 4 ammo [4] = 15 arrowheads [5] = jackpot (all)
➧ PERSONAL DEMONS
We all have thoughts that keep us up at night. Regrets, poor decisions, guilt, things left unsaid. All of these manifest in the astral plane as personal demons. These little creatures are conniving, managing to sneak their way around Censors and even fighting alongside them! Until they pick a target they'll simple wander aimlessly but once you're in their sights they will charge and hunt you down. Stay out of range! If they get close enough to you, they will explode! It is not advised to use your PSI Punch, as this will trigger their explosion and damage you anyway. PSI Blast these suckers and keep safe!
1HP / 3 damage Attack results in their own destruction Drops: RNG 1-5 for each upon victory [1] = none [2] = 2 mental health [3] = 4 ammo [4] = 5 arrowheads [5] = jackpot (all)
➧ NIGHTMARES
The fear and terror that lurks in your heart is the stuff Nightmares are made of. These ghastly phantasms are one of the most dangerous things in any mental world. They're strong, fast, strange, and difficult to damage. They trap you in a fiery arena where your only hope of escape is victory or the mercy of your astral projection being disrupted. Nightmares will attack you from up close or send their many disturbing limbs through the ground to hurt you. The only thing that will damage them is a PSI Blast but you need to hit them in their open mouth to do it. No, not the one on its 'face'...
10hp, 3dmg Drops: RNG 1-5 for each upon victory [1] = none [2] = 6 mental health [3] = 4 mental health + 6 ammo [4] = 4 ammo + 20 arrowheads [5] = jackpot (all)
Not all Nightmares look alike! While many share a generic form, those with more disturbing dreams and thoughts will find their Nightmares are far more grotesque. Use extra caution.
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Mind Over Matter Staff Captain
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