Equipment (Psychonauts)

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Astral Totems

Cobweb Duster 3
Astral Totem. Exists in both Worlds. Removes mental cobwebs. Each removed cobweb can be redeemed to regain 1 Endurance.
In underused and abandoned parts of the Mental World, mental cobwebs can develop. They're made of the most impenetrable substance known to man: ignorance. So it takes a specialised piece of equipment to tidy them up! What's more, the raw psychic energy that they contain can be refined and used to help replenish depleted mental health.
Personal Focus 1
Astral Totem. Exists in both Worlds. Boosts psychic connection between anyone holding it and the original owner.
People make psychic connections more often than they think. Objects that have a close personal meaning to them can act like beacons, or lenses, allowing the connection of minds over greater distances. A cherished possession, a lock of hair, even a favorite food can serve as a personal focus. Hand it over to someone to ensure they can keep in psychic contact with you, no matter what happens.
Psycho-Portal 3
Astral Totem. Exists in both Worlds. Requires one combat action to deploy, Agility +2d against target's Agility (to dodge) or Psyche (to reject). Once deployed, immobilizes the target, and allows all psychics within melee range to enter the target's Mental World. Cannot be used again while already in use.
Getting inside someone's head used to involve a lot of brute force. Psychic brute force. A lot of metaphysical shoving and gouging, so to speak. That's no longer necessary thanks to the invention of the psycho-portal, a device that opens up a doorway to the Mental World of whoever it is placed on, allowing easy access. Provided you can get it on them first. Oh, and that nobody is around in the real world to beat the living tar out of you while you're goofing off inside someone else's mentality.
Smelling Salts 4
Astral Totem. Exists in both Worlds. Immediately ejects user and all others within melee range from the Mental World.
Sometimes a mind won't let you go very easily. They might be stronger than you, or... well, it's usually that they're stronger than you. Luckily you can bypass all that treacherous "thinking" part of your brain and stimulate the basic responses your body has to bring you back to reality. One whiff of this and you'll be shocked out of any mental world you find yourself in!
Thought Bottle 3
Astral Totem. Exists in both Worlds. Can contain one figment.
Let's say that someone, somewhere, has a thought. A thought to assassinate the President of the United States! With them not daring to write down this audacious plan down on paper, how do you prove that they're planning this? The answer: a thought bottle! With one of these, you can capture a thought and put it on display, kind of like a ship in a bottle, only probably much more technical or whatever. Show Mr. President that nasty thought of him dying and it's medal time before you can say "imprisoned without trial"!

Dangerous Substances

Mongolian Insanity Sneezing Powder 7
Dangerous substance. Requires one combat action to use, melee range only. Causes 7d hits, with brain expulsion on 4 hits or more.
Harvested from the radioactive hellebore that was cultivated high in the Mogolian mountains by a group of former Soviet scientists, Mongolian Insanity Sneezing Powder (or MISP) registers a near-lethal 88.2 on the Gesundheit scale, powerful enough to make anyone sneeze out their own brain. Marginally less messy than older methods of brain extraction, such as the trusty chainsaw-and-bucket approach, MISP's true danger comes in its easily-concealable and fast-acting nature. A good pair of noseplugs are the best preventative, but woe betide you if you're allergic to the stuff as well.
Monotonesium 7
Dangerous substance. -2d to all PSI Powers used within short range. Increases the negative effects of all Mental Worlds in range.
A slightly-less-rare psychoreactive mineral that is brought to earth on particularly boring meteors that form the dullest craters known to mankind. Like psitanium, it has an effect on the brain, but on the other end of the periodic table. It dampens psychic powers, reduces creative thought, and in large amounts will cause mental static. Trace amounts are used in the construction of mental restraints and cubicle walls.
Psitanium 7
Dangerous substance. +2d to all PSI Powers used within short range. Increases the negative effects of all Mental Worlds in range.
A very rare, psychoreactive mineral that is mainly obtained from outer space by way of meteors crashing into the planet. The world's largest deposit is under Whispering Rock Psychic Summer Camp, but smaller deposits have been discovered in a variety of exotic and often dangerous locations. It can make psychics more psychic, but, it can also make unstable people more unstable. Not everyone can handle that much activity in that part of their brain.

Espionage Gadgets

Camera Pen 2
Espionage device. Takes pictures, doesn't look like it takes pictures.
Awkwardly, sometimes you will actually require evidence of the incredible secret plots you uncover, and the ol' "birdwatching" excuse doesn't always work, especially not at diplomatic functions. But who could ever cast a suspicious eye on a perfectly normal pen? A pen that is also a fully-functional camera! Don't tell anyone that, though. They should just think it's a pen.
Cryptogram Pen 2
Espionage device. Holds codes, doesn't look like it holds codes.
So you've got an encoded message you need to decode, or a regular message you need to get encoded in a hurry. But all you have on you is a pen! That's ok, because it's a secret spy device that enables cryptography on the go, with all the best codes. Just don't mix it up with the camera pen.
Goggles 1
Wearable, head. Reduces all Senses penalties by 1d to a maximum of 2d.
We all want to look cool, it's true, but is there a way to look cool and protect one's vision? For thousands of years, mankind had no answer. But now there is salvation. Now there is hope. Now there are goggles. Just remember to be actually wearing them over your eyes when you need them, otherwise they're just a bulky headband.
Hypno-Coin 4
Espionage device. Requires one combat action to use, melee range only. Causes a stackable 1d penalty to mental defenses on the target.
Let's say you have a subject whose mind could do with becoming more... compliant. Less troublesome. More easily malleable. That's where the hypno-coin comes in the most handy. That and distracting small children while you're trying to concentrate. Simply hold the coin between forefinger and thumb, facing your intended target, and set it spinning. Speak in a slow, creepy voice, and watch their brain turn to mush. Figuratively speaking, of course. Just make sure they can't punch you.
Locator Watch 4
Espionage device. Allows your location to be known by allies out of range, looks like a regular watch.
This handy gadget, which you will notice is not shaped like a pen, acts as a perfectly serviceable digital watch that keeps excellent time. But when the right combination of buttons are pressed, it emits a special high-frequency signal that can be detected by Psychonaut spy satellites almost 90% of the time! Let home base know where you are, and then just sit back and let them assume why you wanted them to know.
Microphone Pen 2
Espionage device. Records sounds, doesn't look like it records sounds.
All right, let me level with you. Every time we try and come up with a disguise for something, someone suggests "pen" and then we can't think of anything but pens. It's a problem, we know, but just... look, it's not that suspicious to be carrying a whole bunch of pens. Even if one of them is secretly a recording device that can store up to eighteen hours of audio on a special cylindrical tape! Just don't confuse it with any of your other pens or you might end up taking a bunch of photos of someone's mouth or something.
Overly Complex PSI-Monitoring System 5
Immobile espionage equipment. Tracks data feeds and news reports from across the globe, filtering for signs of psychic intervention.
What does the operations center of any good Psychonaut need? An overly complex PSI-monitoring system! Seriously, you will want one of these. It drags in information from intelligence agencies and news networks, sifts through them for any signs of psychics or psychic action, and then projects the results into a panoramic holographic display. Confusing? Slightly, yes, but oh boy does it look cool! You'll forget all about "paper" and its boring, mundane qualities once you have holograms floating around the place.
Torch Pen 2
Espionage device. Projects limited amount of bright light, doesn't look like it projects limited amount of bright light.
Another pen. Yet another damnable pen. I don't know what to say. We tried, we really did. I swear. But the only other things we could think of disguising a torch as were a gun and a platypus, neither of which are inconspicuous in any way. So we're sorry, but it looks like you've got another pen on your hands. It's a really good torch, though. Honest. Just very pen-shaped.

Scientific Apparatus

Brain Tumbler 4
Immobile scientific apparatus. Allows a psychic to enter their own Mental World as a foreign entity.
Getting inside your own Mental World can be like licking the back of your own head. The brain tumbler cannot help you lick the back of your own head, not even on the highest setting, but it can drag you into your own mind and bring you face to face with your subconscious. Which may not be the greatest idea if you have very poor self-image, repressed memories, or are in some way completely and utterly crazy. But taking a jaunt in your own mentality with the brain tumbler is certainly quicker and, somehow, cheaper than therapy.
Mental Restraints 3
Mobile scientific apparatus, wearable. Prevents the use of PSI powers when worn.
If you want a suspect to stop moving their hands, you use handcuffs. If you want them to stop using their mind, you use mental restraints. Because "mindcuffs" sounds ridiculous, mainly. This enables you to have a nice long chat with moody psychics without running the risk of being set on fire with their awesome powers of the mind. Do note that it is not PSI-resistant and can, in fact, be pretty easily opened up from the outside. But that's why it also binds their hands!
Psitanium Dowsing Rod 3
Mobile scientific apparatus. Detects psitanium and monotonesium deposits within short range.
When it comes to locating psitanium, metal detectors just don't cut it. What you need is a curvy stick like this. With a psychoreactive crystal embedded in it, of course. It'll whistle and glow in the presence of psitanium deposits, growing brighter and increasingly more shrill the closer you bring it. It's a foolproof, if somewhat irritating, method of locating the rare mineral. In the presence of monotonesium, the crystal turns black and it emits a sound somewhere between a weeping frog and a distressed housecat, a noise that has been called both "haunting" and "obnoxious".
Rebraining Funnel 2
Mobile scientific apparatus. Allows a removed brain to be reinserted into a head. Requires Science!
Getting a brain out of someone's head is much easier than getting a brain back in, or so conventional wisdom taught us. But conventional wisdom is a scared little baby who isn't willing to get messy in the pursuit of scientific advances! Messy both figuratively and literally. When using this device, wear something waterproof and stain resistant, or at least something you don't mind burning afterwards.