Psycho Naut

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Psychonaut

Psychonaut

P L AY B O O K :
A voyager through altered states of consciousness
All the black lotus, bloodneedle, dream smoke, and quicksilver have cracked
your mind wide open. While others fear what they call the ghost field, you can
see it for what it truly is: the shared consciousness of the living and the dead;
the very source of consciousness; the universal consciousness that binds and
unites all beings. Meditation, rituals, and drugs allow you to explore this
psychedelic parallel reality and penetrate the inner space of other people’s minds.
When you play a psychonaut, you earn XP when you address a
tough challenge with alchemical or psychic power. Put your
alchemical experience to work as a dispenser of harmful or psychoactive
substances, then journey into the minds of others and the collective
consciousness of the ghost field, free from the constraints of the physical body.
Are you a desperate addict playing with powers of which you have no comprehension, or a
pioneer in new realms of consciousness and bliss?

STARTING ACTIONS INTOXICATING FRIENDS, RIVALS

���� Attune � Keen, a dealer. Where do they


source their supplies? Are they part
���� Tinker
of a criminal network?

STARTING BUILDS � Tawny, an Inspector. Why is a


If you want some guidance when you respectable detective a customer at
assign your four starting action dots and the worst drug den in Silkshore?
special ability, use one of these � Bankes, an alienist. A specialist
templates. in the treatment of insanity. Are
The alchemist. Tinker +1, their methods humane or brutal?
Study +2, Consort +1. Druggist. � Ma l ca m , a paramental. A
The psychogeographer. Survey sentient being who never lived,
+2, Wreck +2. Megapolisomancy. aggregated from the foam of
The etheric dérivist. Survey +2, the collective consciousness.
Prowl +2. Dream form. � Proust, an untethered memory.
The dream walker. Sway +1, Another psychonaut, or part of
Consort +1, Command +2. Ghost one, lost in the ghost field.
recall.

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Psychonaut SPECial aBilitiES
DREAM FORM
You practice meditative techniques that allow your body to remain asleep
while your mind wanders free, perceiving the world in terms of intensity
of existence and profundity of significance.

You move through the ghost field as a concentration of electroplasmic


vapour that resembles your living body, appearing faintly to the sensitive.
You may move freely by floating, although remain connected to your body
by a faint silver cord. You must push yourself to interact even weakly with
the physical world. You’re vulnerable to arcane powers and electroplasmic
effects. You are affected by spiritbane charms and the Compel ability of a
Whisper (you may make a resistance roll to overcome their effect). If your
dream form suffers any harm of Level 2 or greater, the silver cord snaps
and it becomes detached from your self, obsessing over a single powerful
memory and becoming its own distinct paramental entity not under your
control.

GHOST RECALL
You can ATTUNE to a person to delve into their memories, and possibly
alter them.
This should require the GM to frame a scene within the memory. Some memories
will be like real world scenes, but perhaps fragmentary or tightly-looped. Others
might be dominated by specific senses such as scent or touch, or strong emotions.
You might be able to act within the memories as you do in the world, or it may
be more abstract than that. Any harm suffered while inside these memories will
manifest as psychic and emotional harm in the real world.

DOPER
You are an expert at preparing and using drugs of all kinds. You can increase
either the scale, duration or potency of the effects of all drugs on yourself
or others.

DRUGGIST
When you invent or craft a drug or poison, you get +1 result level to your
roll (a 1-3 becomes a 4/5, etc.). You begin with one special formula already
known. Follow the Inventing procedure with the GM to define your first
special drug or poison.

PHARMACOKINETICS
You may spend your special armour to fully resist a consequence of
chemical effects such as drugs or poison, or to push yourself on any
action when under the influence of drugs or chemicals.

3
Psychonaut
LUCID DREAMER
In your dreams you have voyaged through terrifying landscapes and seen
things stranger than mere devils. You can never be supernaturally terrified.
You can communicate with inhuman entities no matter how psychedelic.
Take +1d to CONSORT with inhuman intelligences.

P L AY B O O K :
MEGAPOLISOMANCY
The city dreams. The angles and crenellations of the city, the steel, stone,
paper and plumbing, snare loose mental fragments and aggregate them
into emergent consciousnesses.

You can ATTUNE to tap into the architecture of the city to summon one
of these paramental entities: a creature of angles and shadows, or stone
and steel, or electroplasm and dust, motivated by loose memories and
undreamt dreams. Roll on the Ghostly Secondary Effects table and the
Demon Desires table to describe the paramental entity and its drives. It
will follow its drive, and cannot be controlled, repelled or reasoned with
like a ghost or demon, although it may be vulnerable to oddities of
architecture and geometry.

WAKING NIGHTMARES
You can always discover what someone’s worst fear is, but by delving into
their mind you become subject to the same fears or phobias for the duration
of the score or situation.

Psychonaut itEmS
� Bandolier: A strap concealed beneath your clothes, fitted with specially
padded pouches to hold three alchemical agents. When you employ a
substance from a bandolier, choose one of: Black Lotus, Bloodneedle,
Dream Smoke, Trance Powder, Quicksilver, Spark, or one of your special
creations. [ 1 load ]
� Fine bottle of absinthe: A rare distillation with mild psychoactive
properties, potent both in its alcohol and its ability to impress [1 load ]
� Fine alchemical equipment: A fine set of glassware and implements for
alchemical work. [ 2 load ]
� Blowgun & darts, syringes: A small tube and darts that can be filled from
alchemy flasks. Empty syringes. [ o load ]
� A stray memory: A fragment of thought you found drifting on the breeze.
[ 0 load ]
� Ghost map: A map of ghost doors in the city, created by a lost
psychogeographer. [ 1 load ]

4
CREDITS

Created for the Unusual Suspects playbook


jam by Francis Gaskin at robotfrancis.itch.io
and @misterfrancis

Template by Justin Ford at moth-lands.itch.io

Cover photo by Adrien King on Unsplash

Original layout and design by John Harper.

Blades in the Dark is property of John Harper


and One Seven Design.

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