purpose_of_the_goggles: (Default)
[IC Information]
Character Name: Razputin Aquatos
Series: Psychonauts
Gender: Male
Age: 10

Species: Human.

Appearance: Short, with a pilot's leather jacket and aviator goggles over a striped shirt. There's brown hair under those goggles, but it's almost never obvious.

Personality: There's a reason why Raz is a main character; he's smart, talented, agile, and inquisitive, and that's all the requirements you need. He's pretty much a straight-out Marty Stu, and there's really no getting around the fact. At least he's amusing enough and pleasant enough that his more egregiously competant characteristics are easily overlooked.

Furthermore, while he has a much more adult mentality than the average kid -- although, perhaps, not the average kid at Whispering Rock Summer Camp -- he's still got a bad case of "ooh shiny" syndrome that any kid his age ought to have and does have. He's excitable and prone to doing things just because they "look cool." He has a massive collection of comic books and will swear to you that anything that happens in them -- at least so far as the Psychonauts are concerned -- are 100% truth unless you provide him REALLY SOLID EVIDENCE that it's not -- and then he'll just assert that it would've been cooler if that HAD been how it went. Finally, he's got a schoolyard kid's sense of pride; dare him to do something, and doggone it he's gonna do it. He'll stand up to bullies and the like, but he can be rather easily led into situations if you hit his ego.

That said, Raz is quite heroic, willing to leap head-first into dangerous situations, and willing to ask the questions other people might not be so willing to answer. He's also got something of a sarcastic sense of humor at times -- which is pretty much all you need to be a bona fide jumpsuit wearing satellite prisoner these days.

History: Raz was born to a family of traveling acrobats, members of a circus that traveled the country with no one place to call home. At a young age, Raz discovered he had psychic powers, but his father, primarily out of concern for his safety, but mistaken by Raz to stem from a hatred of psychics, strongly discouraged Raz from using or developing his gift. There was only one thing that continued to convince Raz that his abilities were a gift, meant to be utilized for the betterment of others -- True Psychic Tales, a comic book series which detailed the exploits of Psychonauts, psychic secret agents capable of delving into the minds of criminals and saving the world from their madness.

Then one day, in the middle of training, Raz was handed a pamphlet by a mysterious stranger for Whispering Rock Summer Camp, a camp whose stated aim was to train young psychics to hone their skills for the purpose of eventually becoming full-fledged Psychonauts. Raz was thrilled; his father less so. Worried for his son, his father harshly tore up the pamphlet. Raz, however, had memorized every word, including the location, and so in the dead of night he stole one of the circus attractions, the World's Smallest Pony, and in an ironic turnabout ran AWAY from the circus, making his way to where he remembered the camp to be.

He made a rather dramatic entrance during the induction ceremony, called out and pulled to the forefront by the Councilors. Because he had not officially gotten parental permission and enrolled, though, he was told that he would not be allowed to stay and participate, only sticking around as long as it took for his father to arrive. Knowing that this was his only chance to become a Psychonaut, Raz decided to work extra hard in the few days he had and become a Psychonaut before his father arrived, thus showing him once and for all that he didn't need him.

With some covert encouragement from a few of the other councilors -- and one particularly famous former agent -- Raz soon began to gain badges at a faster rate than most. At the same time, he began to uncover a sinister plot -- one of the councilors was conspiring with an evil dentist to steal psychic brains to power tanks that could be used to take over the world! Eventually, Raz became the only one left who could stop this evil plot, and so he set forth, eventually reaching the abandoned Thorney Towers Home for the Disturbed in the middle of Lake Oblongata. He was able to stop the perpetrators, helping a few people with their mental issues in the process, but accidentally gets his own brain extracted in the process. He manages to get his brain into some preserving fluid...

...and merges mentally with one of the villains. Raz's final battle was to overcome a nightmarish amalgamation of his nightmares and his enemy's, culminating in a battle with a terrible mixture of both their fathers. Just when things seemed grim, Raz's REAL father -- who, as it turns out, is psychic himself -- punches into the mindscape, assuring Raz that he never hated him for being a psychic, and merely was worried for his well-being. His faith in his father renewed, Raz teamed up with him to defeat the nightmarish mental problem once and for all, helping his enemy back on the route to rehabilitation -- and earning his right to become an official, fully fledged Psychonaut!

...which apparently didn't work out quite as planned considering at some point he managed to get knocked out and tossed on a giant satellite with a bunch of smartasses, but we digress.

Extra notes: Raz has a problem with water. A SERIOUS problem with water. As in getting close to large bodies of it at all causes something known as the Hand of Galochio to manifest and try to drag him under. This stems from a curse from a rival gypsy family that stated that all members of Raz's family were to die in water; whether this is an actual psychic hand of some sort or a manifestation of Raz's FEARS of such is never fully explained.
purpose_of_the_goggles: (Default)
Some multifandom RPs may suddenly find themselves with a whole new method of developing their characters the moment a Psychonauts character enters the scene. Psychonauts, after all, features as its central conceit the ability to enter the minds of anybody and wander around their mindscapes with abandon. Subsequently, a player might be interested in exploring this avenue and developing their own mindscape.

This is not as easy as it sounds. It is far too easy to fall into the trap of relying too heavily on a character's past or present as a mindscape setting, subsequently missing the point of why the past or present may be so heavily involved. A mindscape, rather than an objective representation of a character, is in fact a highly representational one, and thus can be very difficult to flesh out effectively. Therefore, I have written this guide in order to try and help people who might be interested in figuring out the way their character's minds work. Even if there is no method of entering a mind, this guide can help to gain some insight on how your character views the world.

Ignoring the basic game mechanics (censors, figments, cobwebs and the like), a few things must be taken into consideration when building a mindscape:

ARCHITECTURE

The theme of a character's mind is, quite simply, a literal representation of how they view the world. While one could theoretically use the past as a structure, such a thing would inevitably indicate that the character him or herself is stuck in the past, not that it represents them. When considering the theme of the world, consider what major structural elements fit into their world view. In Psychonauts, for example, Gloria Von Gouten's mindscape is that of a theater because her life's work has revolved entirely around it. Edgar Teglee, on the other hand, has a mindscape represented not by his entire life, but solely by the artwork he produces as a matter of therapy, because that is currently his main focus. Take into consideration not just the scope of your character's life, but what might be the primary element which they use to structure their understanding of life.

LAYOUT

If the architecture represents the character's viewpoint, the layout represents the way their minds currently work. There is a difference; one highlights what they use to represent the world, and the other shows the way their brain functions. Some examples: Boyd Cooper, a paranoid schizophrenic, has a convoluted, warped mindview that reflects the twisted way he interprets the world. It's disorienting and somewhat frightening, much like a paranoid schizophrenic might twist things. Edgar Teglee's world, meanwhile, can be interpreted as a circle because his constant rage over childhood wrongs causes him to constantly think in circles, eventually looping back to what he blames for his downfall.

A talented and well-trained psychic can actually shape the layout consciously. Sasha Nein maintains a world that is both logical and straight-forward and yet can be manipulated and shaped as he pleases; Coach Oleander's world fits in with his military obsession, but he has full control over the elements within it. This requires a good deal of awareness and psychic strength, however.

INHABITANTS

Each mindscape is its own little world, and often contains inhabitants which represent various aspects of the person's psyche. Most of the time, these inhabitants work with the character, creating a cohesive and functioning whole. However, a troubled individual may have conflicts which too are represented by inhabitants. Gloria Von Gouten's entire mental world grinds to a halt because of one particularly caustic critic representing her self-doubts. Boyd Cooper's entire world is occupied by shady figures conspiring against him because his mind is so dysfunctional at this point that even his own mental inhabitants are something to be feared. When planning the inhabitants, bear in mind that not everybody is going to have an overwhelming conflict; if someone is sane and well-adjusted, the other inhabitants will be more than enough to combat the conflicts. Someone with serious mental maladjustments, meanwhile, might have the conflicts essentially taking over, which is where a Psychonaut tends to come in. Both Raz's and Coach Oleander's issues with their fathers, for example, manifest as malevolent monsters when their minds meld. When planning such things out, make sure that the conflict fits the theme of the world along with the inhabitants.

SELF REPRESENTATION

The mindscape is nothing without its creator, and each person often has a representation of themselves within the mindscape. This should be fairly straight-forward, but can often be easily as complicated as the mind around it. Coach Oleander, for example, presents himself as a series of recruitment video screens throughout his mindscape. Fred Bonaparte sees himself locked in an eternal game of Risk with his more famous ancestor. Perhaps most notable is, again, Edgar Teglee, who generally looks like himself until he gets angry, in which case he becomes the very bull that endangers his mindscape. Again, a strong psychic typically has more control than a non-psychic, but in general the avatar is going to be how the person sees themselves in relation to the world. That said, only a strong psychic will be able to actively recognize and admit/reject outside influences, like Psychonauts.

MEMORY VAULTS

Most of the in-game collectibles are easily overlooked in a Psychonauts RP mindscape. Memory vaults, however, can be highly representative and are encouraged to be included. Such memories take the form of a Viewmaster-esque slide show, and generally are suggested to be condensed into about eight representative images. No more than one vault is needed, but three are standard, and can include as many as someone desires.

Furthermore, WHERE the vault is can represent your character too. The less a character likes to discuss or show off a certain memory, the more difficult it will be to locate it. Milla Vodello's worst memory is hidden in an out of the way location in what is otherwise a party of a mind, a quiet nursery sitting on top of a burning hellhole in conjunction with her buried guilt of the orphanage she had worked at burning down. Coach Oleander keeps a false memory out for students to find so he can show off while hiding the true reality in a hard-to-access alcove. Where your character keeps memories within the mindscape can reflect the importance of these memories and how your character relates to them.

Mindscapes are complicated, but can be quite rewarding to create, and fun to allow access to. Hopefully, this guide will assist in producing the best one possible for your character. Happy braining!

PERMISSIONS

Jul. 5th, 2020 09:30 pm
purpose_of_the_goggles: (and yet not -- Hats)
Razputin, unlike most of my other characters, has a rather wide set of powers, and a few of them are somewhat intrusive. These are the following:

Telepathy: Raz has something in his hat which, for the most part, keeps this under control. There may be times where the hat comes off, though, so I'll need to know if it's okay for him to read your character's thoughts.

Clairvoyance: In which he uses a possession of yours in order to try and see through your eyes and perceive the world as you perceive it. It's more of a quirky thing than anything, but could potentially be used to spy on delicate information and as such needs a permission request.

Confusion: In which he just boggles your mind. Literally. He's not likely to use this outside of his work, but may feel capricious enough sometimes to just do it for the hell of it if you annoy him. So again, permission.

Mind Door: This is the big one, the core of the gameplay. It's also the least likely to be used outside of a plot context. Still, he may need to use it, so I need to know a.) if he can and b.) how much he'd actually be able to FIX of your little neuroses via this method. Note that it's apparently not PERFECT, since a true loony like Coach Oleander still needed therapy after Raz was done.

That's all, I think.
purpose_of_the_goggles: (Raz Human 2 -- Hats!)
It was a weird dream, to be sure, but he seems to have woken up from it. He dreamt he was two people at once, and both people were him. His mind's reeling from the experience; for a while, he seemed to have memories of things that never truly existed -- memories of a place known as The Nexus.

Rationally, he dismisses it as his mind recalling his discussion with Henry a while back. He'd mentioned something about the Nexus, but didn't go into much detail about it. That's gotta be it; he's never been to the Nexus a day in his life.

That's what he THINKS, until he's flipping through his notebook later that day, and finds a hastily scrawled note on one of the pages:

"Remember the Nexus."

He mutters a curse under his breath. It's coming back to him now. Greeeeat.
purpose_of_the_goggles: (by Takhys)
- Connected to gas leak? Isak: sudden mental shutdown (vision); something in basement, very bad. Seal? No seal? Why? What is it? What's for lunch?

Found so far:

#1 -- Sadness. No image. Very, very bad feelings attached. Found in an alcove in the library. Not going near the damn thing again if I can help it.

#2 -- Girl, happiness yet badness, somewhere in MAHS? #2 not a podium, but a parking lot.

#3 -- MAHS? Something's not right, though. Some girl with a swollen stomach (REALLY HOPE SHE'S JUST PREGNANT). Found on a stone tile on roof; very worrying. (It's part of the building itself!)

#4 -- Reaching for something, can't get it. VERY bad stuff. Scary. Sort of a feeling you can never get what you're looking for. Found in the basement.

How many more? What are they for? Who am I seeing?
Seal of Metatron? Will it help?

TO DO:

- Talk to Counselor Serensky (postponed; Serensky out of town)
- Talk to Henry about findings from Tetu (might have to talk to Tetu myself; Henry seems reluctant)
- Find other pillars and get visions from them
- STOP IF A THREAT (though how?)
- Superglue this journal to me

*the following is pasted into his journal:* http://i23.photobucket.com/albums/b355/bekalabird/sealofmetatron.jpg
purpose_of_the_goggles: (Raz Human 2 -- Hats!)
Raz sits in front of a computer, tension and annoyance showing on his face. Beside him sits a notebook; originally designated to help him note ideas for his campaign, it's now filled with notes about podiums and gas leaks and numbers. Among other things.

These notes aren't the source of his frustration. It's what's on the screen.

Nothing. Nada. No results at all.

This is, to him, ridiculous. This isn't just any database; this is the Psychonauts Central Database, information central to all agents abroad. It knows everything about anything that's gone on in the world, from the tiniest little psychic burps to massive centralized insanity events. Monsters and madmen alike are catalogued here for the Psychonaut seeking information. And there is literally. Nothing. At all. Not about the school, not about numbered pedestals, nothing. Even the history of MAHS is muddled and inconsistant, as if the school's historians were deliberately misrepresenting events so that nothing could be figured out.

He doesn't find anything out. Which makes him want to find out more than ever.

Even though he's already terrified of what he DOES know.
purpose_of_the_goggles: (Default)
Raz paces in the parking lot of Whispering Rock Summer Camp. He's chosen this spot specifically for the Psitanium alloy lying underneath the surface. Ford Cruller, his mentor, had mentioned that Psitanium made psychics more psychic; frankly, he needs all the help he can get on this.

He fights down a momentary feeling of panic. It's been washing over him on and off ever since he discovered the burnout in his brain; not so much for the loss of psychic abilities, per se, so much as the fact that it could mean the end of his Psychonauts career before it started. It was so unfair to lose his chance after he'd worked so hard and done so much to make it in. His career would be over before it'd even started, and it'd be back to circus oblivion for him. He shudders at the thought.

He taps his foot. Bakura should be here any moment.

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Razputin Aquatos

September 2020

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