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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...
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.