This really nails that "Goonies" type vibe, and I'm a fan of the hallucinatory "is this even real?" nature of it. The loose, freeform, modular nature makes a really interesting storytelling challenge and adds a lot of replay value, and the idea of scaling objectives based on how much prep the players want to do is really innovative. It's good to add some structure with the set scene templates, but I wonder if a strict real-time time limit is the right choice; I might go with something more mechanical like "scene X lasts Y number of rounds". Adding the Memories in between adds an excellent element of systematically tightening and slackening of narrative tension. Calling Bullshit as a resource is super funny, and I like the idea of having one resource that's more broadly utilitarian and easier to gain and another that's more strongly impactful but harder to gain. The Merit Badge system of drafting from a shared pool of skills is really cool and unique. I also like reimagining the Havoc Pool as a kind of brinksmanship resource; I assume using Bullshit to take dice from the Havoc Pool permanently removes them, although I'm not sure it's made clear whether that's the case or not. If I understand correctly, most of the scouts' Kit has unlimited uses but adds only one die and only when the item is realistically useful? If that's the case, I would make it so that that all and only Kit with limited uses gives extra bonus dice. The Help mechanic is a great way to keep players invested in other players' turns. Adding additional Conditions when facing the villain at the end of the game is a neat way to power the scouts up to help tackle that final threat. I also really like all the narrative/character building options you've included and asking the players questions to set each scene and directly involve them in building the storyline.