Jump to content

[✗] [Alchemy] Mind Melding


Mirtok
 Share

Recommended Posts

Alchemy - Mind Melding

rUnZfBuW-9JDNmkFzNRkM_dUynLmKKT5ZMN5KbQZRDxZnAKIBpjeIudtAa1CwyIdlFgb6uU3Qkfs0LVGuwPQBKHumPg2ViYq8ityFxT7ZsCvoN6gOzFSPAylPCiLk2y58FWmXHv9PmKN3k8uJEqahQs

 

Background
The intricate dance of reality is one of an eternal controlled chaos. Where the various planes of existence ebb and flow in perpetual motion, leaving only sudden moments of lucidity called memories. These memories are what gives life meaning and they become our most precious companions. Even though we may cling tightly to them, their existence is fleeting, often becoming distorted, forgotten, or eventually decaying entirely from our minds. For millennia, many have sought to combat the fragility of remembrance, to commemorate themselves and their experiences, in order to defy time's inexorable march.

 

Alchemy has often been regarded as the quest for material transformation, with gold and eternal life being its most coveted prizes. However an ambitious branch of this esoteric art, known as Mind Melding, delves deep into these core motivations by offering a solution to the transient nature of memory. Mind Melding does not merely document memories- it captures, preserves, and breathes life into them. By extracting these memories and sealing them within crystalline vessels, an individual's experiences, wisdom, and emotions are granted permanence, ensuring they survive long after their mortal vessel has faded from the physical world- achieving immortality . . . at a price.

 

Explanation
Mind Melding is the process of isolating, extracting, and stabilizing certain essences of the mind. Within the mind are four key essences that when combined form a raw memory. These essences organized by increasing levels of complexity are called:

 

  1. Aetherial Essence (Emotions)
  2. Luminous Essence (Visual)
  3. Echoing Essence (Audial)
  4. Immutable Essence (Knowledge)

 

A practitioner of Mind Melding is called a Remembrancer, performing therapeutic or scholarly services for willing participants and clients. Someone who utilizes Mind Melding for nefarious purposes is called a Neuromancer, often ostracized by all if ever found to be misusing the art.
 

rhu_2lIWAhXU0u2i1XXaiG0_DmZ1Lj6cyJNxjEjgaFFC8cFlyaVAZXJp-JBUrjqcAHLjTXhl0nOA8KBwPTTUkeGVu1An6Ha0lfSqa9raoE6iigN-UaFvTMit3Q4BB83Vfo9Flq5Lca4slzBfow0Gyc0

 

The mind is a perfect machine when it comes to producing, combining, and utilizing these essences and memories but is curtailed by its own fragility and malleability- memories can become overwritten or decay. Mind Melding seeks to make up for these shortfalls by deconstructing memories back into essences and subsequently reconstructing those essences back into memories within a more enduring medium.

 

In order to preserve the integrity of each essence, it is common to extract each one individually. It is possible to extract multiple essences at once but there are greater risks associated with doing so. Once extracted, these essences can be further processed in a number of different ways depending on the intended use. The product of combining all four essences is called a Raw Memory. The process of stabilization changes Raw Memories into Complete Memories. When essences are stabilized but not combined to form a Complete Memory, they are known as Memory Fragments. Memory Fragments can exist as the individual essence or a combination of the others. Once stabilized, Fragments or Complete Memories are then able to be used, be it for consumption, preservation, or alteration. Without stabilization, Fragments or Raw Memories will decay.

 

Once isolated, the process of extraction must be carried out or else the essence may be viewed as a rogue agent by the body and destroyed. Once extracted, Essences and Raw Memories are removed from the mind. They can be added or readded to the mind through the appropriate preparation process. Minds are highly likely to reject foreign Essences or Raw Memories after a certain amount of time without employing means to deceive it. In order for implanted essences or raw memories to take long term, it is highly recommended that the subject is sedated and the mind given a dream suppressant- such as the Tum Somnum potion. Stabilized Fragments and Complete Memories are able to be interpreted by specialized instruments. They can also be returned to raw or essence form. Essences may be consumed in their unstabilized form with some risks involved.

 

A subject undergoing Mind Melding processes may be conscious or unconscious. Consciousness is preferred as the subject is able to aid the isolation process of the desired memory. An unconscious patient will yield unintended extractions or unreliable results due to the potential interferences of the dream state producing its own essences. Subjects should be made to actively concentrate on the intended memory, or as preparation, be exposed to conditions that would immerse the mind in the desired memory. The subject must consume the appropriate isolation agent(s) to release the essence(s) for extraction. Extraction occurs through ethereal osmosis by affixing a Memorite to the back of the neck at the base of the skull. When the body attempts to flush the essence through the spine, the Memorite will intercept it.

 

Memorite is a form of stabilization. In order to further interpret or repeat interpret essences or memories contained within it, it must be subjected to additional processing. The following are some known interpretation methods:
 

Memorite with Aetherial Essence: 

  • The Memorite can be turned into a fine powder and inhaled. Due to the light gray hue of the powder, it is often referred to as ‘Gray Matter’. Inhaling the powder will invoke the emotions and feelings of the essence, void of context or tangible details. The effect will last for 1 hour.
  • The Memorite can be inserted into a Chromolizer which reacts to the emissions of the contained essence and displays a range of colors to represent them. Due to the simplicity of the Chromolizers construction, it can be as small as a piece of jewelry or as large as a chandelier.
     

Memorite with Luminous Essence:

  • The Memorite can be cut such that a lens is formed on its exterior. By bringing the lens close, the images within can be viewed void of sound. Memorites are able to store 5 minutes of images before looping.
  • The Memorite can be inserted into a Macrolumin Projector, where light is hyper focused through the Memorite and channeled to an opaque material. The detail of the images is highly dependent on the quality of light used. The images would lack color. Memorites are able to store 5 minutes of images before looping.
     

Memorite with Echoing Essence:

  • The Memorite can be cut with a hollow cavity prior to loading with essence. Once loaded, it can be placed over the ear. Depending on the shaping of the cavity, the sound quality is affected. Memorites are able to store 5 minutes of sound before looping.
  • The Memorite may be inserted into a Fonograph that reacts to the subtle vibrations of the material and translates them onto a vinyl disc. This disc can then be replayed. Memorites are able to store 5 minutes of sound before looping but multiple Memorites may be transcribed onto a disc, disc size depending.
     

Memorite with Immutable Essence:

  • The Memorite, when loaded with Immutable Essence, has been observed to produce electrical signals that can be translated to a mechanical vessel equipped to receive and perform very basic functions. At this time, there are no known devices or vessels that are capable of translating or applying complex thoughts or concepts.
     

Memorite with a Complete Memory:

  • The Memorite can be inserted into a combination device called an Omnibus that applies the interpretation techniques of the Chromolizer, Macrolumin, and Fonograph. At this time, there is no known device that is able to interpret Immutable Essence to the degree of the others. The memory may then be viewed synchronized with color, images, and sound. Memorites are able to store 5 minutes of a memory.

 

Extracted essences or raw memories are removed from the mind of the subject. The subject will be unable to recall elements of or the entire memory following the procedure. An unwitting subject of this procedure will likely not even recognize the memory gap unless attention is drawn to it. Excessive essence harvesting may result in dissociation and eventually Memory Bleed. This is a result of the mind's natural processes becoming too unstable to adequately produce, combine, and utilize essences. Excessive harvesting occurs after five failed essence extractions within a 24 hour period or a combined 15 extractions within the period of a week. Memory Bleed leads to either a comatose state or ego death. Mind Melding is a complex form of alchemy that if not carefully and expertly carried out will result in extreme mental harm to a subject.

 

FNcLLHhphqwpYShEXkbYCZJBryrTtwjxuZth9ub7nit7-bMcL2n-OpqmD5OqYPtNXuHlZJNOoJmeB-UMSmrsu4Td4d9f6XPq-GspneX-2BsaDPUBMvTWC-tmWyjPr5BBTkPWdHlXzrjiv3MLEw_OiY4

 

Potions & Crafts

Memorite (Common | Tier 1)

Spoiler
  • Description: ((Represented with Nether Quartz)) An entrancing crystal, distinguished by its gradient shades of gray, which transition seamlessly into pure white at its edges. Its form is irregular, with multifaceted smooth surfaces that shimmer subtly under light. When examined closely, one might discern faint, cloud-like wisps moving slowly within.

  • Recipe:

    • Base: Water

      • Aether | x2 Endurance

      • Air | x1 Peace

      • Earth | x1 Rigidity

      • Earth | x2 Connection

  • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Combine all dry ingredients thoroughly and ensure uniform grain by further grinding the mixture into a fine powder. Prepare a basin of pure water, combine with fine powder, stir until dissolved. Continue to add the powder mixture every 5 minutes followed by stirring until the water takes on a gray hue. Heat the solution to a simmer and then add additional powder at a ratio of one third the amount added prior to heating. Stir until clear or only lightly gray. Remove solution from heat source, allow to cool. Once cooled, lightly strike the bottom of the vessel containing the solution, allow crystal to form.

  • Effects: Memorite is capable of leeching certain essences produced and present within the mind of living creatures. This is most successfully done at the base of the skull, on the back of the neck. When used to absorb essences or memories that have undergone processing, expose the Memorite to the running liquid containing them. When used to contain essences, it will either emit, flicker, vibrate, or lightly spark- or a combination of all four. The material is durable enough to withstand light physical force but would shatter if struck with a hammer or launched at a hard surface. It is capable of storing essences or memories indefinitely.

  • Redlines

    • Memorites are limited to 5 minutes worth of each essence and 5 minutes of memory when loaded with a complete memory.

    • Will break with excessive force; hammer strikes, launched at hard surfaces, explosives, etc.

    • Requires Memorite Solvent in order to be rendered for additional alchemical processing.

    • Memorites are capable of withstanding artisanal processing for increased function or aesthetics.

    • Memorites may be consumed and would be susceptible to absorbing tissues like the gums, sinus, throat, or intestines.

    • When consumed, the contained essence(s) would be absorbed to the mind. Fragments would be experienced in real time as if for the first time but will fade in potency and become fleeting after 12 hours. Complete memories would become memorable following a sleep cycle.

    • Consuming more than one Memorite with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

    • Consuming more than three Memorites with complete memories within a 24 hour period will result in a dissociative state lasting one week.

    • Is not capable of storing life force or other substances.

    • Players may sign their own Memorites with the description explaining the contained essence or memory within.

 

 

Memorite Solvent (Common | Tier 1)

Spoiler
  • Description: A clear, luminescent liquid that glows with a soft, silvery-blue hue. When still, it mirrors a moonlit pond under a starless night sky. Silky and slightly more viscous than water, the solution feels velvety when touched, leaving no residue behind. It smells of fresh morning dew with a hint of alpine breeze that is surprisingly invigorating.

  • Recipe:

    • Base: Water

      • Aether | x2 Curtailment

      • Aether | x1 Rage

      • Water | x1 Grace

      • Water | x1 Separation

  • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Place the Water symbol ingredients in a mixing vessel. Add pure water to the dry ingredients until dissolved. Then, add the Curtailment symbol ingredient until the mixture becomes silky. Finally, sprinkle the Rage symbol ingredient in one-fourth increments, allowing foaming to occur and then subside before adding more. Continue to mix the solution until faintly glowing. Bottle in a clear container and seal with a stopper and wax.

  • Effects: Memorite Solvent possesses a unique ability to gently break down Memorite crystalline structures without causing violent reactions. Unlike aggressive solvents, this dissolution works methodically, weakening the bonds within crystals until they dissipate into the liquid. This solvent does not affect essences or memories contained within a Memorite. If consumed in small amounts, it is not harmful to the body.

  • Redlines

    • Consuming more than one batch with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

    • Consuming more than three complete memories within a 24 hour period will result in a dissociative state lasting one week.

    • If not properly stored and sealed, the mixture will spoil and be rendered useless within 12 hours. If containing an essence or memory, they will decay. Spoilage can be checked by swilling the liquid and checking if it still glows.

    • May only store essences or memories for one week before they decay, subsequently spoiling the mixture entirely.

    • Once spoiled, consumption may result in food poisoning.

    • Will not dissolve anything that cannot already be dissolved in water.

 

 

Aetherial Isolixir (Common | Tier 1)

Spoiler
  • Description: An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of red, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

  • Recipe:

    • Base: Aqua Vitae

      • Aether | x2 Clarity

      • Aether | x1 Dark

      • Water | x1 Silence

      • Water | x3 Separation

  • Creation:  Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Combine the Water sign ingredients in a mixing vessel until uniform. Add the Water sign ingredients to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Dark sign ingredient with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and red in color, retrieve the small vessel, pour solution into a glass vessel, and seal with a stopper.

  • Effects: This Isolixir is specially formulated to unravel the emotions associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

  • Redlines

    • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

    • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

    • Aetherial Isolixir has a base success roll of 4 out of 20.

    • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

    • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

    • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

 

 

Luminous Isolixir (Common | Tier 2)

Spoiler
  • Description: An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of yellow, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

  • Recipe:

    • Base: Aqua Vitae

      • Aether | x2 Clarity

      • Air | x2 Light

      • Water | x1 Silence

      • Water | x3 Separation

  • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Combine the Water sign ingredients in a mixing vessel until uniform. Add the Water sign ingredients to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Light sign ingredient with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and yellow in color, retrieve the small vessel, pour solution into a glass vessel, and seal with a stopper.

  • Effects:  This Isolixir is specially formulated to unravel the visual stimuli associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

  • Redlines

    • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

    • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

    • Luminous Isolixir has a base success roll of 8 out of 20.

    • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

    • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

    • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

 

 

Echoing Isolixir (Common | Tier 2)

Spoiler
  • Description: An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of green, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

  • Recipe:

    • Base: Aqua Vitae

      • Aether | x2 Clarity

      • Aether | x1 Dark

      • Air | x2 Sound

      • Water | x3 Separation

  • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Add the Separation symbol ingredient to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Dark sign and another containing the Light sign ingredients with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and green in color, retrieve the small vessels, pour solution into a glass vessel, and seal with a stopper.

  • Effects: This Isolixir is specially formulated to unravel the aural stimuli associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

  • Redlines

    • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

    • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

    • Echoing Isolixir has a base success roll of 8 out of 20.

    • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

    • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

    • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

 

 

Immutable Isolixir (Rare | Tier 3)

Spoiler
  • Description:  An iridescent sheen, displaying a myriad of colors that seem to seem to favor hues of green, changing depending on the angle of light. It is velvety to the touch, similar to luxurious silk. Lacking in odor but strong in taste, its flavor is likened to a bitter and earthy root tea. When drunk, it causes a tingly numb feeling in the mouth and throat.

  • Recipe:

    • Base: Aqua Vitae

      • Aether | x2 Clarity

      • Aether | x1 Dark

      • Water | x1 Silence

      • Water | x3 Separation

  • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with Aqua Vitae. Combine the Water sign ingredients in a mixing vessel until uniform. Add the Water sign ingredients to the Aqua Vitae and swirl, the mixture will not fully dissolve and remain cloudy. Allow sediment to settle at the bottom of the basin. Add the Clarity symbol ingredient to the solution and whisk to incorporate air. At this point, the solution should begin to take on a gray color and remain foamy. Lower a small vessel containing the Dark sign ingredient with a wax seal into the solution. Pierce the wax seal with a wooden skewer and allow the contents to interact with the solution slowly. The solution will produce ambient heat and bubbles before waning in activity. Once dormant and green in color, retrieve the small vessel, pour solution into a glass vessel, and seal with a stopper.

  • Effects: This Isolixir is specially formulated to unravel the thoughts associated with a memory, isolating it into its pure essence form. Depending on the age or integrity of the memory, the essence will either be true to the event or an exaggeration of it. This essence is then either absorbed by a Memorite or purged by the body.

  • Redlines

    • An Isolixir is only able to extract the respective essence from one memory, for a maximum 5 minutes worth of essence content.

    • Multiple Isolixirs may be consumed at once to extract other essences from the same memory

    • Immutable Isolixir has a base success roll of 12 out of 20.

    • With each additional Isolixir consumed at the same time, there is a high chance of essence decay or undesirable extraction due to the increased complexity of the unraveling effort on the memory. Subjects should roll out of 20, with the minimum required roll increasing by 3 for each Isolixir consumed. Rolls less than the minimum result in a failure to the most complex essence (Ex. Luminous <  Immutable, Immutable would be the failed essence).

    • Failures must roll again out of 20, anything less than 7 results in essence decay and subsequent permanent damage to the memory.

    • Without a paired procedure involving a Memorite, the isolated essence will not be extracted and will be purged by the body.

 

 

Memory Confluessence (Rare | Tier 3)

Spoiler
  • Description: A dark mixture of a deep shadowy blue with streaks and flecks like that of gold, rubies, sapphires, and emerald. A thick liquid that moves exceptionally slowly, like the night sky during a long winter. Its smell is subjective, clinging to deeply felt memories, invoking a sense of nostalgia without context as to what for. Its flavor is even more puzzling- as sweet as a cherished moment and as bitter as a lesson learned.

  • Recipe:

    • Base: Water

      • Fire | x4 Balance

      • Water | x4 Order

      • Earth | x4 Connection

      • Air | x4 Peace

  • Creation: Extract the necessary signs using the respective extraction method until quantity is met. Prepare a basin with pure water. Add the Water sign ingredients to the basin, mix until fully dissolved. Warm the mixture to a simmer and lightly dust the surface with the Fire sign ingredients. Be sure not to allow the Fire sign ingredients to grow too heavy in layers while adding to the mixture. Allow light bubbles to naturally agitate and disperse the ingredients. Keep mixture at a simmer add the Earth sign ingredients. The mixture will begin to darken and thicken. Remove the heat source, allow to cool until no longer transparent, add the Air sign ingredients and swirl. Lightly agitate solution with mixing utensil going against the flow of the swirl, creating eddies in the mixture. Allow to cool and settle completely once all ingredients have been incorporated. With a clean scooping utensil, remove the thin water at the top of the settled solution and discard. Transfer settled thick mixture into a decanter with enough headroom to allow vapors to form and settle atop the mixture.

  • Effects: The Memory Confluessence is able to combine essences into a stable amalgam very similarly to how the mind would naturally. By adding essences dissolved from Memorites, the essences will seek to slot into their original memory form. If essences are paired with essences from other memories, they will still join but the resulting memory will be slightly uncanny. The Memory Confluessence can be transformed into a Memorite with the combined essences using the normal Memorite processes; No additional ingredients would be necessary if dissolved Memorites are combined with the The Memory Confluessence.

  • Redlines

    • Multiple essences may be added to the Memory Confluessence.

    • Essences from the same or different memories may be added to the Memory Confluessence.

    • Adding multiple of the same type of essence is also possible.

    • When consumed, the contained essence(s) would be absorbed to the mind. Fragments would be experienced in real time as if for the first time but will fade in potency and become fleeting after 12 hours. Complete memories would become memorable following a sleep cycle.

    • Consuming more than one batch with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

    • Consuming more than three complete memories within a 24 hour period will result in a dissociative state lasting one week.

    • If not properly stored and sealed, the mixture will spoil and be rendered useless within 12 hours. If containing an essence or memory, they will decay. Spoilage can be checked by swilling the liquid and checking if it still glows.

    • May only store essences or memories for one week before they decay, subsequently spoiling the mixture entirely.

    • Once spoiled, consumption may result in food poisoning.

 

 

Redlines

Spoiler
  • Mind Melding extractions may be performed on willing or unwilling subjects

  • Mind Melding may be performed on conscience or unconscious subjects

  • Mind Melding may only be performed on living organic creatures

  • Essences are unable to survive outside of the body or an adequate vessel ( Mind Melding solutions or Memorites)

  • The devices mentioned in the Memorite interpretations are able to be built by Remembrancer without any additional requirements.

  • Aetherial Essence are the emotions felt by the originator of the memory in that moment. The essence is able to convey a complete set of emotions or generate the same intensity as the original memory. Consumption of this type of essence without the context of the others would feel like an uncontrollable wave of emotions lasting for at most an hour.

  • Luminous Essence is what was seen by the originator of the memory in that moment. The essence is able to convey shapes, details, and shades, but would lack color. When paired with Aetherial Essence, color is provided. Consumption of this type of essence without the context of the others would feel like watching a silent movie without subtitles. This essence is limited to 5 minutes worth of imagery from a memory. 

  • Echoing Essence is what was heard by the originator of the memory in that moment. The essence is able to convey complex and overlapping pitches, tones, and volumes. Consumption of this type of essence without the context of the others would feel like listening to something while blindfolded. This essence is limited to 5 minutes worth of audio from a memory.

  • Immutable Essence is what the originator of the memory was thinking in that moment. The essence is able to convey internal monologues, an understanding of a subject, and how to perform a technique or procedure. Consumption of this type of essence without the context of the others would feel like being lost in thought, unaware of your surroundings while you focus on the idea. This essence is limited to 5 minutes worth of thoughts from a memory.

  • A raw or complete memory is the entire array of essences that the originator of the memory experienced in that moment. It is able to convey all elements of a memory that each essence would be able to. Consumption of these memories would feel like experiencing the memory for the first time, in real time. The memory will be unable to be recalled until after a full sleep cycle has occurred to allow the memory to implant into the mind.

  • Essences that are not a part of a raw or complete memory are unable to be implanted long term into the mind. They may be temporarily experienced and will become fleeting after 12 hours.

  • A fleeting memory is one that is hazy and hard to remember without the aid of concentration or focus enhancing substances. A fleeting memory may be extracted as essence.

  • In order to extract an essence from a specific memory, the subject must either actively concentrate on the memory during the procedure or be immersed in the context/triggers of the memory.

  • Performing an essence extraction while asleep may experience dream interference. Dream interference can isolate unrelated or even falsified essences. Dreams produce their own essences which can become the subject of the Isolixir inadvertently. If performing an extraction on a sleeping subject, the subject must roll higher than a 10 on a roll 20, they can then choose whether or not the correct essence is isolated for extraction.

  • Consuming more than one batch with an essence(s) present within an hour period may cause audio or visual hallucinations, emotional flashes, or intrusive thoughts.

  • Consuming more than three complete memories within a 24 hour period will result in a dissociative state lasting one week.

  • Excessive harvesting occurs after five failed essence extractions within a 24 hour period or a combined 15 extractions within the period of a week. This is called Memory Bleed. Memory bleed further manifests as a coma or ego death.

  • Another player cannot induce Memory Bleed against other players' will, they have to agree to the RP, OOCly.

  • Essences and memories may only be implanted into a descendants mind.

  • Essences and memories can be altered by a descendant's mind through intensive efforts involving focus and double-think principles. Without practiced meditation techniques or substance enhancement, this isn’t commonly possible.

  • Altered essences and memories can be isolated and extracted like normal.

 

 

Link to post
Share on other sites

very cool good job

Link to post
Share on other sites

Me checking the forums every few weeks to comment on alchemy packs that clearly didn't read Botany Lore/Alchemy Lore and made something already being done by 7 separate plants/magical abilities/recipes.

"Its gankin' time"

 

In all seriousness this is exceptionally well done and I think fits in a very interesting niche. This is a "mostly for flair" peice I really like and could see myself using.

 

How does it interact with TAs though? Could I theoretically beam a lesson into my students head?

Or perhaps begin teaching someone by sending them memories tied to the back of a raven that slowly make them more and more curious about the senders origins until they follow one of the Raven's only to realize it's some mad dwarf screaming about flesh? 

Link to post
Share on other sites

16 minutes ago, rdowdy said:

Me checking the forums every few weeks to comment on alchemy packs that clearly didn't read Botany Lore/Alchemy Lore and made something already being done by 7 separate plants/magical abilities/recipes.

"Its gankin' time"

 

In all seriousness this is exceptionally well done and I think fits in a very interesting niche. This is a "mostly for flair" peice I really like and could see myself using.

 

How does it interact with TAs though? Could I theoretically beam a lesson into my students head?

Or perhaps begin teaching someone by sending them memories tied to the back of a raven that slowly make them more and more curious about the senders origins until they follow one of the Raven's only to realize it's some mad dwarf screaming about flesh? 

 

Thanks for the feedback and questions.

 

With regards to using it for TA/teaching, it could be done with the trade off being that whoever is providing the knowledge is also removing it from their head for themselves. The lore has it that knowledge is an essence but only about 5 minutes worth of thinking. One who is highly skilled or proficient in something can either offer up the memory of the moment it clicked for them in RP (the epiphany) or spend the time to think through a complex concept utilizing the foundational understanding of the subject and then offer that to the student. I'd be open to feedback more on this idea to make sure its balanced well enough that its not a TA easy button.

 

Your scenario with sending mysterious mind clips to some poor victim, you absolutely could, I reckon the Dwarf would become more insane as they continue to give up more of their own memories to the backs of Ravens for people to find.

Link to post
Share on other sites

Solid posts, a lot of potential for this addition. Seems like this could be a very useful tool in creating new ways to tell stories and inspire unique roleplay. At some point, smell should be thought about as that is another one of the senses which invokes emotion. I do think this should be a Further Alchemy addition however, as this could be quite dangerous and because of its nature, people can be very creative about what they do with it. All in all, it's very well written, took me some time to properly digest all the information and I like it! Hope it gets passed!

Link to post
Share on other sites

This, from the bits and pieces I've read, is a great idea, but it's redlines allowing it's application to unwilling participants, and it's partial overlap with Seer lore makes me a bit hesitant to support it. I love the details, but I think this would be best if transcribed into a separate FA branching off of alchemy or a rewrite to make it less powerful. I know many of the potions are rare, but all it takes is for one person to hand out some notes, and it basically becomes common. These are just my skim-through thoughts, but overall, it is a very well detailed and thought-out piece!

Link to post
Share on other sites

Honestly I love this, I am looking forward to see what ends up happening with it.

Link to post
Share on other sites

8 hours ago, Liam5232 said:

This, from the bits and pieces I've read, is a great idea, but it's redlines allowing it's application to unwilling participants, and it's partial overlap with Seer lore makes me a bit hesitant to support it. I love the details, but I think this would be best if transcribed into a separate FA branching off of alchemy or a rewrite to make it less powerful. I know many of the potions are rare, but all it takes is for one person to hand out some notes, and it basically becomes common. These are just my skim-through thoughts, but overall, it is a very well detailed and thought-out piece!

 

I wasn't entirely sure how to specify it as an FA for the submission but I think it makes sense to. I could further describe the disadvantages of performing this kind of work on unwilling participants, essentially the success rate of a proper extraction would be lower. I mainly wanted to leave the door open for players to use it for good (therapy or preservation), bad (memory theft or manipulation), and neutral (make/sell memory trinkets) motives.

 

I appreciate the feedback!

Link to post
Share on other sites

12 hours ago, Mirtok said:

 

I wasn't entirely sure how to specify it as an FA for the submission but I think it makes sense to. I could further describe the disadvantages of performing this kind of work on unwilling participants, essentially the success rate of a proper extraction would be lower. I mainly wanted to leave the door open for players to use it for good (therapy or preservation), bad (memory theft or manipulation), and neutral (make/sell memory trinkets) motives.

 

I appreciate the feedback!

It reads very well as a grey-area practice, and I like it. It would be interesting to see how others interpret it irp, and if it becomes a lesser dark practice, or people see the mass benefits and shun those who use the feat for evil.

 

Can you please specify if this is a feat or not in the replies? Im not sure if you mean you weren't sure if it should be a feat or you just weren't sure how to convey it's status and intend for it to be a feat

Link to post
Share on other sites

53 minutes ago, Liam5232 said:

It reads very well as a grey-area practice, and I like it. It would be interesting to see how others interpret it irp, and if it becomes a lesser dark practice, or people see the mass benefits and shun those who use the feat for evil.

 

Can you please specify if this is a feat or not in the replies? Im not sure if you mean you weren't sure if it should be a feat or you just weren't sure how to convey it's status and intend for it to be a feat

 

I originally thought of it to be a feat but once I got to writing it I figured I'd leave it open to the ST on whether or not is should be allowable for general alchemy. Because it has additional practices and procedures involved outside of just extracting signs and brewing potions, it should be a feat.

Link to post
Share on other sites

This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...