
by TowerCurator
Dyna Graves arrives at the Carroll Institute as a statistical anomaly, failing every single psychic test and guessing fifty coin flips wrong in a row. Agent Walter pulls her from the general population and takes her to Psychodynamics, an underground bunker lined with psionically shielded glass. Doctor Cross places her in a testing room with the Hopkins Hat, triggering a Class Three psionic cascade that warps the physical walls into a nightmare of chains and blood. This proves Dyna is an artificer, a rare psychic who bends reality by bonding with charged objects. Cross gives her a fake artifact, a ten-dollar compact mirror with a glued-on camera lens, to test her compatibility. When assassins ambush her in Idaho Falls, the mirror activates, its lenses turning black before displaying the exact perspective of a sniper aiming at her handler.
The worldbuilding operates on a strict rule: artifacts possess thematic resonance, and Dyna's latent power actualizes the fake camera lens into a tactical tool. The mirror only works when someone harbors lethal intent, forcing Dyna into terrifying situations where she must rely on an enemy's eyes to survive. This specific limitation strips away her safety, making every shadow a potential threat. Her escalation peaks when she is forced to touch the Aztec calendar to stop its lethal emissions, binding to a second artifact and proving her unprecedented potential. During a hypnosis session, Dyna discovers a blacked-out book in her mindscape and a faceless man at a childhood water park. This revelation shatters her trust in the institute. She realizes her perfect failure rate was a warped manifestation of her reality-bending potential. The inciting incident chains directly into her paranoia: she recruits Ruby to infiltrate the facility, leading to the discovery of a traitor and a collision course with a rival faction called Tartarus.
You have no control. In no aspect of your life do you have control over yourself.
Collective Thinking
Doctor Cross sends Dyna to an Idaho Falls hotel to bond with what he claims is a legendary spy artifact, though it is actually a ten-dollar compact mirror with a glued-on lens. Assassins in black suits ambush her on the streets, forcing Dyna into a desperate chase guided by Beatrice, the institute's AI. Cornered in a cafe, the mirror's lenses suddenly turn pitch black before displaying the exact perspective of a sniper aiming at Emerald from a nearby rooftop. Dyna uses this hostile-intent radar to warn Emerald, turning a fatal ambush into a brutal counterattack where Emerald uses her time-stopping pocket watch to shatter the assassins' kneecaps. This event proves the mirror is a real artifact bound to Dyna's psionic signature. The worldcraft dictates that artifacts require a thematic resonance, and Dyna's subconscious desire for awareness actualized the fake camera lens into a tactical tool. The mirror only activates when an observer harbors lethal intent, forcing Dyna to rely on an enemy's eyes to survive. However, the activation alerts Walter that Dyna's earlier psionic cascade drew enemy fire from foreign psychic factions. This realization forces Walter to lock her in the underground Psychodynamics ward for observation, setting the stage for her to undergo a hypnosis session that uncovers the institute's darkest secrets. Emerald's casual dismissal of the danger contrasts sharply with Dyna's terror, highlighting the brutal reality of being an artificer. Dyna realizes she is a target, and the mirror's blind spots mean she can never truly be safe. This paranoia becomes the engine for her next actions.
Dyna actualizes a fake mirror into a tactical artifact, drawing enemy fire and triggering her confinement in Psychodynamics.
During a hypnosis session led by the assistant Harold, Dyna's subconscious projects a sanctuary filled with floating books. She discovers a volume detailing a childhood water park birthday party, but one of the six children is missing. A faceless man with scribbled-out features lurks in the background of the memory, and a hidden note explicitly warns her that they want control. This proves her perfect failure rate on psychic tests was a defense mechanism against a wiped trauma. Refusing to be a passive subject, Dyna recruits the ten-year-old artificer Ruby for an unsanctioned infiltration of the facility's archives. Ruby, whose ruby choker grants her instantaneous biological regeneration, treats the mission as a tactical game. They sneak into the office complex, but Dyna's escalating paranoia causes her to hide in a closet when Harold returns. From the darkness, she overhears Harold making a treasonous phone call about delivering a package that Cross will not notice. This discovery shifts the mission from personal history to active espionage. The Carroll Institute's monopoly on memory alteration makes them the prime suspect, fueling Dyna's belief that her handlers are her jailers. Dyna realizes the institute is compromised from within. She steals a data drive from Harold's desk and convinces Ruby to abandon the archives. They must now track Harold into the city to find out who he is selling secrets to, dragging Ruby into a confrontation that will test their survival skills against a traitor. Dyna's transition from a compliant student to a rogue operative is complete. She arms herself with a pistol provided by Ruby, accepting that the world of psychics is built on lies and lethal force.
Dyna discovers her memories were altered and catches a trusted assistant stealing classified data, turning her rogue.
Dyna and Ruby track Harold to a diner in Idaho Falls, where he meets a cyborg operative named Grafton. Through her mirror, Dyna sees a sniper aiming at Harold and fires a warning shot through the window, shattering the glass and sparking a civilian panic. In the chaos, Grafton escapes with the Aztec calendar, an artifact Cross deemed a portent of apocalypse. Emerald arrives and subdues Harold with a stun grenade, but the artifact's containment foil tears during the struggle. The Aztec calendar emits a raw psionic wave that causes bystanders to bleed from their eyes and collapse in suicidal agony. The worldcraft establishes that unshielded artifacts emit lethal radiation, and only an artificer's personal psionic field can nullify it. To stop the massacre, Dyna is forced to touch the bare stone. She binds to a second artifact, an act that should be impossible without hostile resonance frequencies destroying her mind. This unprecedented feat neutralizes the calendar's wave but proves her latent power to actualize and control multiple artifacts. Walter locks Dyna in a decontamination chamber for three days to monitor her brain for hemorrhaging. Dyna's decision to touch the calendar cements her status as a high-value asset, drawing the attention of Tartarus, a rival organization led by the mysterious Id. When she emerges, she discovers her childhood friend Matthew is alive and being hunted in Wyoming by the entity that wiped her memories. The theft of the calendar and the revelation of the Hatman's existence force Dyna to leave the safety of the institute. She and Ruby embark on a road trip to Casper, unaware that a Class Two Phase-Wandering entity is waiting to erase them from reality.
Dyna binds to a lethal artifact to save civilians, proving her unprecedented power before hunting her missing friend.
Dyna and Ruby track Matthew to a booby-trapped house in Casper, where the paranoid psychic has spent years hiding from the Hatman. Ruby breaches the door but is crushed by a spring-loaded bowling ball trap, forcing her to use her ruby choker to regenerate her shattered skull. A man in a wide-brimmed hat appears on the street, his face obscured by scribbled black marks. He alters their memories simply by looking at them, causing Ruby to forget her own objectives and drop her weapon. They rescue a severely injured Matthew and flee to a local hospital, but the Hatman corners them in the lobby, turning the medical staff into bleeding, suicidal husks. Tartarus intervenes with an armored truck, providing psionic-shielding masks. During the chaotic extraction, the Hatman's power washes over them. Dyna wakes up in the truck to find Ruby completely erased from her immediate memory and physically gone. Walter reveals that the Hatman is a Class Two Phase-Wandering entity, a manifestation of the collective unconscious that shifts its victims out of reality. With Ruby trapped in an imperceptible state, Walter strikes a prisoner-exchange deal with Tartarus, releasing the cyborg Grafton in exchange for their tracking technology. Dyna must trade Chief Engineer Ado's specialized goggles to forge a new artifact capable of perceiving phase-shifted reality. Stripped of her ten-year-old protector, Dyna embraces her role as an artificer, preparing to hunt an inhuman entity that weaponizes human belief to save her only friend. This milestone completely upends the power dynamic. Dyna is no longer the protected asset; she is the sole operative capable of navigating the cognitive blind spots of the Hatman. Her desperate improvisation with the goggles proves that her artifact creation is not limited to mirrors, setting up a climactic confrontation where she must bend reality to pull Ruby back from the void.
The Hatman abducts Ruby, forcing Dyna to ally with Tartarus and forge a new artifact to save her.
Dyna starts as a control subject who fails every psychic test, only to discover her bad luck is a reality-warping ability that actualizes artifacts. After bonding with a compact mirror that reveals hostile perspectives, she uncovers a conspiracy involving her wiped childhood memories. Her defining trait is her escalating paranoia; she trusts no one, not even her handlers, which drives her to make reckless, unsanctioned decisions like breaking into the archives and confronting the Hatman. When Ruby is abducted, Dyna's desperation pushes her to attempt forging a second artifact on the fly.
Ruby is a former feral child whose mind was rebooted by the Carroll Institute. Her artifact, a ruby choker embedded in her throat, grants her perfect biological clairvoyance and instantaneous regeneration, allowing her to survive a crushed skull from a booby-trapped bowling ball. She acts as Dyna's aggressive protector and tactical mentor, favoring explosives and firearms over diplomacy. Despite her hardened exterior, she deeply resents being treated like a child. Her abduction by the Hatman shifts the story's momentum, leaving Dyna without her most lethal asset.
Emerald operates as a mother figure to Ruby and a handler for the Carroll Institute. Her artifact is a pocket watch that allows her to stop time, though she still expends calories and ages while in the frozen state. She uses this ability to gather intelligence, disarm assassins, and teleport by moving while time is stopped. Emerald's serene smile masks a ruthless efficiency in combat. She is sidelined during the Wyoming mission, a narrative choice that strips Dyna of her safety net and forces the protagonist to face the Hatman's memory-altering terror alone.
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