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Generic Mind Control Jumpchain

Welcome to a world of mind control jumper. While it may look like many of the worlds you’ve
visited in your journey across the multiverse this is a world whose focus is mental domination.
Wherever you go you are sure to encounter it.

For the next ten years you will live in a world where the mind itself can be shaped like clay in
the hands of those who know how. Whether you rebel against such powers, take them for
yourself, or even choose to be molded is up to you. Now let yourself drift away and find
whatever reality awaits when you wake up...

When I snap my fingers you will awaken with 1000CP


Setting
You may freely choose a setting or may gain 50CP by rolling for it. You begin in any location
reasonable for your background or

Genre
1. Blank Slate
In a world much like your home, a method for controlling minds is about to be uncovered.
Should you choose to be a Controller your abilities may be unique and unknown. People
go about their lives unsuspecting of anything and nothing important seems to have
changed since you first left.

2. Controllers Conspiracy
In a world much like your home, a secret conspiracy has utilized mind control to become
the rulers of the world. Shadowy agents appear in the night to reeducate anyone who
looks too deeply, people disappear and no questions are asked, everything is fine. A
budding controller may find kindred souls in the halls of power. People go about their
lives unsuspecting of anything and nothing important seems to have changed since you
first left. Tinfoil hats are more common and potentially more effective.

3. Fantasy
This world is one of fantastic creatures and magical abilities. Knights and dragons battle
for princesses while witches cackle in their forest shacks. Barbarians in loincloths slice
through the stygian haunts of hell searching for maidens and treasure while thieves in
tight leather plunder complex dungeons for magic items and coins. Enchanters weave
spells that bind the mind, demons write contracts that bind the ones who sign them
absolutely, and cursed items compel their wielders to Serve.

4. Super Heroes
Heroes fly through the skies while villains dig bases beneath the earth. The heroes
always save the day when it really counts while the bad guys plot new and ever more
devious schemes. Spandex and leather abound on both sides of the conflict wrapped
around incredible looking people. Psychics take control with their powers and mad
scientists rewrite minds as easily as computers.

5. Space Opera
The Dark Empire bears down against the Good Resistance! It is an age of romance and
adventure in a universe in turmoil. Sexy aliens and life-like androids battle alongside
strong men and buxom women for the fate of the universe. The side of light and peace
uses their powers to restore the minds of villains to a state of goodness while the dark
empire uses their secret technologies to create the Thought Bombs that pacify entire
planets in a single dastardly attack.

6. Hard Science
The invention of faster than light travel allowed humanity to leave it’s cradle but the
universe is vast and seemingly empty. This is not a world of sentiment but one where
mechanical interactions are exploited ruthlessly with well understood technologies.
Protean Nano Surgeries which rewire the brain while they rebuild the body are a
superweapon designed to win wars before they are ever fought and accelerated virtual
reality can suborn any captured agent.

7. Mixture
This world doesn’t neatly fall into any of the lines given above. Perhaps it’s some mixture
of the modern world and the conventions of fantasy, where dragons do accounting and
lawyers work after sundown. Use your imagination.

8. Free Choice
You can choose whichever you want from the above settings.

Origins
Choose one origin, perks and items from that Origin cost half their listed price. Perks and items
that cost 100 cp are free if discounted. Either origin may be taken as a Drop-in with no previous
history in this world.

Controller
You are the master, the one who gives orders that must be obeyed. Your power over the minds
of may be magical, technological, hypnotic, or perhaps something far stranger but there is no
doubt that it is powerful.

Controlled
You are someone who has been controlled by another. More than that, you want to submit and
give your decisions to someone else. Your strength lies in serving others, whether through direct
service or access to your skills and resources.
Perks
All 100 CP perks are free for their background, all perks in their respective background tree are
discounted for them.

General
Enthralling/Enthralled Beauty 50
You don’t just look good, you look fantastic. Your appearance is almost hypnotic in its own right
and you particularly embody the look of either utter confidence and power or of submission and
comfort. Either way your looks are so good that anyone with even the slightest attraction to your
type will find it difficult to look away.

Controller
Human Resources [100 CP]
You’re excellent at finding good help. You gain a massive boost to finding people who meet any
particular set of criteria. Want to meet someone who has a particular set of skills or has a certain
trait? Now you’ll know where to start and have the skills to do so. Of course this also gives you
all the skills needed to hold down a boring job with a boss you hate.

Synergy [200 CP]


It’s good to be at the top. Finding skilled people is one thing but utilizing them is a different game
entirely. With this you become a master at utilizing and combining the skill sets of other people
to make them achieve more than they could on their own. This allows you to achieve far more
with their skills so long as they are under your control in some way.

Clear Effective Leadership [400 CP]


Your orders always say what you want them to say and are understood the way you want them
to be understood should you wish them to be. The person they are directed at will know exactly
what the order means and what the spirit of the order is. There will be no loopholes or
misunderstandings unless you put them in intentionally. This works with all forms of
communication you can use.

Perfectly Normal [600 CP]


People always assume there’s some perfectly innocuous explanation to your actions and rarely
look deeper. Your actions are more likely to be interpreted in a positive or at least benign way. If
someone catches you staring at them they’ll think you’re looking for something behind them, if
you say something creepy they’ll assume it was a slip of the tongue. This wouldn’t let you get
away with murder. People still acknowledge the results of your actions and can notice incredibly
obvious clues. Perhaps the greatest benefit of this perk is that it extends to anything done at
your order. Whether mind controlled or just paid them, people simply don’t see the bad in what
others do for you.
Controlled
Whatever’s Wanted [100 CP]
You have an excellent ability to figure out what people want you to do and not do before they
even know it. If they’re hungry you’ll have food prepared, if they’re dirty you’ll have drawn a
bath, and if they want something more than the bed is already warm. If you weren’t being kind
then knowing everything someone doesn’t want you to do would allow for some truly horrible
things. I’m sure that won’t be a problem for anyone you like.

Worker Bee [200 CP]


Not every bee gets to bee the queen. Second in command isn’t bad though. Whenever you’re in
a subordinate position, even one of great rank, you’ll be able to make all of your own
subordinates work better. Personal differences are resolved, incompetents are trained to an
acceptable standard, and everything gets done on time. Even if your boss doesn’t really know
what they’re doing you’ll manage to make them look good.

Time Management [400 CP]


Working on someone else's clock is hard. With this perk though you can devote yourself fully
while still finding some time for yourself. You’ll be able to find enough little breaks or quiet
intervals in your work to keep up any hobbies or training without interfering in any work you
might be doing. You’ll also never find yourself exhausted from working so you can enjoy your
hobbies to the fullest. This perk only applies while you’re working for another person however, if
you’re your own boss then it simply doesn’t work.

Work Smarter [600 CP]


While working under the orders of another you gain almost supernatural competence. If you
were ordered to make food you would cook like a five star chef, if you were told to clean even
the best maids would be staggered, and if you were told to kidnap someone no one on Earth
would be able to find them. The more specific the order the greater the boost, although a simple
“Obey me” will still see a significant increase.

Control Methods
If you plan to control any minds you’ll need a way to do it. That’s where control methods come
in. There are as many ways to control minds as there are mind control stories so listing all of
them is impossible. Instead you may build your own form of mind control using the methods
listed below. If you feel something isn’t covered by this list of traits, fanwank it appropriately.

One control method of each CP Tier is free for Controllers. All methods are discounted for the
Controller. Control flaws may be taken for half their listed price, in which case they only last until
the end of the jump rather than being an inherent flaw in the method.
Establishing Control 100 CP (Free Controller, required for all method purchases)
You have some method which will allow you to place someone under your control. With only this
method your control will require you to be within visual range of your target and to use a visible
means for an extended period of time. Once control is established it is permanent unless
removed by an outside factor. There must be some factor available to the setting of this jump
which will allow someone to resist this control both as it is established and after it settles.
Possible factors include willpower, psychic energy, chi, defensive nanotechnology, and magical
wards.

Direct Commands [100 CP]


You can give simple commands which must be obeyed by those you control. This power alone
does nothing to affect their personality directly, they simply follow the given commands to the
letter and to the best of their ability. While commands can be twisted should they have
loopholes, they cannot be directly disobeyed. Vague orders such as commanding someone to
obey the spirit of your commands are impossible.

Sensation [100 CP]


You control the senses of those affected by your power. They will see what you want them to
see and feel what you want them to feel. The simplest use of this method may cause incredible
pain or highly addictive pleasure to those under your control, however with a bit of time you may
create more complex and nuanced illusions.

Emotional Manipulation [100 CP]


You can change the emotions someone has or feels towards something and lock them in place
as immutable facts. This method also allows you to view the emotional connections those under
your control have already formed. Emotional connections cover everything from favorite bird
and taste in music to familial love and sexual fetishes. While you cannot change the actual
sensation they feel using this method you may change the reaction to a sensation.

Trance [100 CP]


You can cause others to enter a trance state where they will obey any given command. These
commands will remain within their subconscious even after they leave the trance causing them
to perform those actions without realizing it.

Edit Thoughts [100 CP]


You may directly alter the thoughts of those under your control. This includes both conscious
realizations and immediate subconscious decision making. Naturally this method includes the
ability to read the thoughts of those you control. You may also use your other methods through

Memory Manipulation [100 CP]


You have the ability to alter the memories of those under your control. This includes the ability to
suppress, alter, and insert new memories. Those under your control will only realize the
memories are false if you point it out to them. Should you allow it, this method will continue to
build new memories to support and justify your alterations until the change goes unnoticed
because there is no flaw left to notice. You can even alter Even if they somehow regain their old
memories the new ones will not disappear and may influence their actions heavily.

Triggers [200 CP]


You can cause your control methods to activate upon the fulfillment of set criteria. These criteria
may be as complicated as you can make them. The target can be made to forget about these
triggers and can be given them without being aware of it.

Irresistible Control [200 CP]


Those under your control are no longer capable of resisting it without outside help. Your method
simply no longer has the weakness which allowed those under your control to resist it. While
they may still resist while it is being applied once the process is complete it becomes inviolable
without outside assistance.

Physical Control [200 CP]


Your mental control extends to a control of the body. This method allows you to make physical
changes to those under your control. Whether it be changing the color of their hair or adding
muscle their bodies are yours to command. Changes generally cannot go beyond what a human
being could achieve with talent and time, with exceptions for cosmetic changes such as adding
cat ears and a tail. You will need to actually understand any changes you wish to make that go
beyond that.

Quick Control [200 CP]


The method you use to establish your control is fast acting and will take minutes at most to
make someone yours. While it may still be resisted, its fast acting nature may make it more
difficult to prepare against and you may try to establish it multiple times or with only brief
contact.

Invisible Control [200 CP]


The method you use to establish control is no longer easy to detect. It is still possible to interrupt
your establishment of control but it cannot be detected without a serious effort to look for it. Your
target may still resist but they are not made aware of the attempt. The only thing likely to stop
your efforts to establish control from the outside is coincidence now.

Control Item [400 CP]


Your control spreads through specially prepared items that contain your method. The precise
nature of your method will inform the kind of items you can prepare, a wizard may make
enchanted jewelry where a technologist would embed subliminals in a video file. Whatever the
case this item applies your control method alongside whatever commands you include to any
who you use it.

Hivemind [400 CP]


You may swap the bodies of those under your control, including yourself. Apart from merely
moving one personality to another body you may also suppress personalities during the switch
in order to spread a single mind between multiple bodies as a hivemind. Should your original
body die, it is possible for you to transfer your mind to anyone you control and escape death.
This takes a great strain on you and doing it more than once every ten years is impossible.

Control Conduits [400 CP]


Those you control gain all the abilities you have purchased here. Any form of control they
establish will act as if you had established it yourself. Be careful though, those you control will
form a pyramid where if someone is freed anyone they controlled will be freed, and anyone their
controlled had controlled, and so on.

Items

Controlled
Sexy Outfit Supply [100 CP]
Your warehouse contains an order form which delivers any kind of outfit you request free of
charge. The clothes are always of the highest quality for their intended purpose and can be of
any kind imaginable. None will have any special features beyond what’s needed to make you
look good though, your supplier doesn’t ship power armor or skirts that fire rockets. You can
even order in bulk to get multiple outfits at once. Of course some are so embarrassing that no
one would ever willingly wear them.

Lair [200 CP]


If there’s someone you want to keep safe this is the place to do it. You have access to a hidden
base capable of supplying twenty people in moderate comfort and one in extreme comfort
indefinitely. It is extremely well hidden in a secret location, has powerful defenses which could
make a stand against anything short of an army, and has secret exits which could allow for an
escape even if found and attacked. The lair provides basic utilities and it’s stockpiles never run
low. The base both grows to fit another twenty people and gains more powerful defenses every
ten years.

The base will never be destroyed or severely damaged by accident or natural disaster. The
base transfers to a similarly hidden location in future jumps. It can be accessed through a door
in your warehouse. Anyone living in it at the end of a jump becomes a follower. You may import
or combine any appropriate property into this item.

The White Book [400 CP]


A simple book bound in white with no title to be found. It’s humble appearance belies its
insidious nature. Within is a list of connections in the reader's life and instructions on how to
break them. Everything which would tie someone to their previous existence, everything from
the personal to the legal and financial, is listed uncaringly alongside various instructions on how
they might be broken. With this information the reader could cut away whatever life they lived
before. They could simply leave and never come back. Whether the book is a gift or a curse is,
of course, up to the reader.

Pocketbook [600 CP]


If someone wants a gift you can get it for them. In any jump you’re the local equivalent of the
.000001%, you can reasonably expect to be among the hundred richest people of any setting
you visit. This money is self maintaining barring the most truly absurd of expenditures. Many of
the resources involved with this being this rich are not liquid assets but rather corporations and
property which allow you a great deal of influence should you choose to exercise it. Remarkably
for this level of wealth you have managed to remain anonymous from the public and can
continue to do so barring focused investigation or intentional flaunting of your wealth.

Controller
Collars and Leashes [100 CP]
Your warehouse has an order form for an infinite supply of collars and leashes. Every one of
them is of the highest quality and they come in as many forms as you can imagine. There are all
sorts of useful features built in as well like an encrypted GPS beacon, shock device, adjustable
neck corset, automated drug injectors, neck massager, and anything else you could personally
build into a collar of this size. All that without compromising the look and feel of whatever design
of collar you go for, anything from a silken choker to a spiked dog collar.

Big House [200 CP]


You have a palatial, luxurious, and secluded mansion, perfect for hiding away things you’d
rather the rest of the world didn’t see. Hidden far away from prying eyes and with a significant
amount of attached land, the mansion is large enough to hold ten permanent residents in
incredible luxury and a live-in staff of dozens in sparser conditions all without feeling crowded.
The building itself is of extremely high quality, massive size, comes fully furnished to your tastes,
and supplies its own utilities. It will always be stocked with enough supplies to match every need
of the people who live there. Once someone enters the mansion they’ll never need to leave.

The mansion will never be destroyed or severely damaged by accident or natural disaster. It will
gain accommodations for another ten residents with a similar expansion in overall size every ten
years. No one will ever accidentally stumble upon this mansion, unless of course you want them
to. The mansion transfers to a similarly secluded location in future jumps. It may be accessed
through a door in your warehouse. Anyone who lives at the mansion at the end of a jump may
be brought along as followers. You may import or combine any appropriate property into this
item.
The Black Book [400 CP]
A simple book bound in black with no title to be found. It’s humble appearance belies its
domineering nature. The book is in fact a supernatural device of no small power. Within its
pages are memetically hazardous arguments for your own superiority and submission to your
will. Good light reading material but otherwise perhaps a little unimpressive compared to what
you have access to through other methods in this jump. What makes the Black Book powerful is
its ability to tailor the nature of its arguments to break through any defenses leveled against it.
Whenever its influence is rejected, the book will rewrite and expand itself to become more
convincing the next time it is read. There is no perfect shield against its influence that the book
will not worm its way past given enough time. The only way to resist is to stop reading and
thanks to the book's addictive nature and propensity for finding its way onto a target's
bookshelves, that is far easier said than done.

Master PC Trial Mode [600 CP]


You have one of the classic tools for mind control, a reality altering computer which can change
anything about anyone. Unfortunately you don’t have the product key to activate it until post
spark. Even in its trial mode this machine is still able to view people remotely, search for
potential targets through an in depth and easy to use filtering system, and give a thorough
profile of everything about the selected target. While it won’t edit them for you, you can channel
your control methods and powers through the PC. This allows you to easily find and affect
targets from any distance so long as you know their name or enough details for the search
function to find them. Comes with a free high performance laptop with infinite battery life and
seems to get on every computer you use. Thanks to built-in perception filters only you can use it
or even tell that it’s present.

Companions
Group Session [50, 200 CP for Eight]
You may import or create a companion for 50 CP each. Each of them gains an origin and 600
CP to spend. You may import 8 companions for 200 CP.

First Slave (Free and Mandatory Controller)


A natural submissive, your first, slave. This person did not merely submit to your control, they
asked for it. Even if your control were stripped away they would simply beg to have you place it
on them again. They are guaranteed to perfectly complement your own interests and will never
intentionally hurt you. Your slave is perfectly suited and molded to your tastes in both looks and
personality. They start with the Controlled background, along with all perks free or discounted to
it. They start with the Controlled background, the Enthralled Beauty perk, every perk in the
Controlled tree, all freebies for their background, and 600 extra CP to spend. They can take
drawbacks to gain more CP. You can import a companion into this position.
They can automatically import into every jump you take if they want to but will take up a
companion slot and will gain no benefits from importing unless they are paid for normally.

Master [Free and Mandatory Controlled]


The one who controls you, the light of your life, master. This person exercised their power over
you and would do it all over again if you asked. They are guaranteed to complement your
interests and will never intentionally hurt you in a way you wouldn’t want or do anything
irreparable. They are someone you would choose to hand your life over to. They start with the
master background, the Enthralling Beauty perk, every perk in the Controller tree, all freebies for
their background, and 600 CP to spend. They can take drawbacks to gain more CP. You can
import a companion into this position.

At the end of every jump you will have their control removed from you and be allowed to decide
with a clear mind if they will still control you. If you gain your spark with them still controlling you
they will also gain one and you will be given a final chance to remove or keep their control
forever. If you accept their control forever they will be guaranteed to want your service and love
you for the rest of time. If you reject their control at any point they can still join you as a normal
companion, no hard feelings.

They can automatically import into every jump you take if they want to but will take up a
companion slot and will gain no benefits from importing unless they are paid for normally.

The Harem [Free]


They wouldn’t know what to do without you. Anyone mind controlled by you or one of your party
members may be freely taken as a follower at the end of this jump.

Drawbacks
Repulsive [+100 CP]
You have a quality that makes you less physically attractive. You smell, you bleed a lot, you
have snot dribbling from your nose, or maybe you’re just butt ugly. Whatever it is, anyone who
isn’t hypnotized is going to find you quite unattractive.

Asshole [+100 CP]


Other people find your personality aggravating in the extreme. You will be unpleasant to be
around and have exceptional difficulty getting to know people. Expect other people to expect the
worst of you and look out for it. This doesn’t affect your companions.

Thinking With Your Dick [+200 CP]


There’s no two ways about this, you’re a sex maniac with no self control. While this won’t lead to
suicidally bad decisions, like hypnotizing someone in front of live cameras or calling your master
master in public, it will mean you will act quickly and often carelessly while looking for sex.

Greedy [+200 CP]


One is never enough, neither is two, thirty is still too low. You can never be satisfied with what
you already have and will always try to get more. This can be lust for money, power, women, or
anything you could want in great excess. You will often make poor decisions to satisfy your
greed in the short term.

Loopholes [+300 CP]


Your commands always have inconvenient loopholes in them no matter what method you use.
For Controllers this will make controlling your slaves next to impossible, for Controlled it will
make any command your master gives incredibly unclear. This is sure to cause no small number
of frustrations and accidents.

Rival [+300 CP/+500 CP/+600 CP]


There is a Controller who wants to take you over. They start with as much CP as you spend
during this jump. Their powers are able to breach whatever mental defenses you have; however
the same is true of your powers against them. If you are taken over they will treat you cruelly for
the rest of the jump doing their absolute best to make sure you are miserable. Can be taken up
to three times for more points and as much as you want for more rivals. The first time gives 300
CP, the second 200 CP more CP, and the third 100 CP more CP. They may also work against
each other, however if one succeeds you’ll be facing their combined resources rather than all of
them separately.

Under Investigation [+400 CP]


You are suspected of a crime. While there is not enough evidence to arrest you yet expect your
every action to be watched closely. It is quite possible someone might notice there’s something
wrong if you are a Controller or Controlled and act openly. Moving will only serve to a new
country or anything else done to get out of the investigation will only make you seem guilty of a
crime in the new country and arouse suspicion as to why you moved.

Wanted! [+600 CP]


The governments of the world know who you are, what you can do, and where you are. They
will use every resource they have trying to bring you to justice, for Controllers that means being
killed for your crimes, for Controlled it means separating you from your master and killing them.
Whatever waits if they catch you is death or a fate worse than it as they try to undo your
master’s control.
Scenarios
Master of the World!
You have a dream. A dream where men are not ruled by their baser desires but instead by you.
To achieve this you will need to take over the world of course. This will be no simple task of
course, no matter your method of control, some way to resist it exists and in this scenario it has
spread out to at least 1% of the population. While perhaps not an insurmountable obstacle, what
can one do against one hundred after all, you cannot detect who is part of this 1% until you try
to use your control on them. Additionally eight rival controllers are after the same thing you are
and will be as powerful as they are ruthless in pursuing their goals. You do not know anything
about them except that they exist and their methods are varied.

Your objective is to both survive and thrive in this war of mind controllers. First survive the
attempts by your rival controllers to kill or take you over, second kill or take them over, third
control either enough people or enough major players in society that you can reasonably say
you rule it. All while dodging the wildcards that the immune 1% represent.

Rewards
The entire world of course.

You can’t quite fit that in your pocket though so when you eventually leave this jump you’ll have
to settle for taking along your eight rival controllers, now permanently enthralled to your will with
their methods of control acting as extensions of your own. You also gain Hypomatic Immunity
which causes future worlds to simply never notice any mind control you’ve performed before
arriving in them. While they may object to any attempts at control, fully established ones will
simply be accepted and ignored with as little fuss as possible.

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