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| Art by this amazing person |
Psychogeographical Scout
Start with: academic’s clothing; thick journal; writing utensils; spinning top (spins endlessly in the real world, and normally in somebody’s mind); a comfortable sitting pillow
+1 HP per template
Mind Palazzo, Peaks and Valleys, Guest Key
Been there done that, Ideal of energy transformation
Night stroll
Paths
A: Mind Palazzo
At will send your consciousness into an semi-artificial structure of your own design deep within your brain. It holds a perfect reconstruction of any and all memories you have. No harm can come onto you or any of your guests within the Mind Palace. Any deals made inside are binding for both sides. Any serious disruption to your physical body instantly ejects you from the mind palace.
A: Peaks and Valleys
Certain landmarks stand out within the psychogeography of the human mind - Peaks, the happiest memories, and Valleys, the darkest ones. By staring directly at someone, you can forge a path to one of the two. You can leave at any moment. Any serious disruption to your physical body or the end of the memory instantly ejects you from their mind.
Peaks and Valleys are a source of information, but also social puzzles. Impacting the memories impacts the person. Ruin someone’s happiest memory, or fix their darkest one, and you will fundamentally change who they are. You bring everything you carry with you into the memory, but can’t carry anything new you pick up out. Being seen in someone’s memories is always a dangerous thing - you will be remembered.
One memory can be entered multiple times, though the changes inflicted on previous visits always remain.
A: Guest Key
You can always bring any willing person who’s in direct physical contact with you into your or someone else’s mind. They are subject to the exact same rules you are.
B: Been there, done that
Each level, due to your perfect recollection:
learn a language recently used in your vicinity;
master a skill you dappled in recently.
B: Plagiarize
You can now bring any item you can fit in your inventory out of someone’s mind.
C: Night Stroll
At night you dream other people’s dreams. You can choose whose person’s dreams you invade, and glimpse at their subconscious. Additionally, you have a 1-in-6 chance to implant an idea in someone else’s dream, if you want.
You deal +2 damage against Bogeymen. They cannot use their abilities against you.
D: Paths
You found the backdoor into the grand web which connects all beings.
Your abilities now work on photographs, paintings, or statues, as long as they at least vaguely resemble a person. You can enter into the minds of people you meet in other people’s minds. People no longer remember your face after you invade their memories.
You can converse with other scouts who reached this level as if you shared a room.

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