{"id":18207,"date":"2025-05-28T19:00:11","date_gmt":"2025-05-28T23:00:11","guid":{"rendered":""},"modified":"2026-04-09T07:45:09","modified_gmt":"2026-04-09T11:45:09","slug":"mind-control-policy","status":"publish","type":"post","link":"https:\/\/havenrpg.net\/newsite\/2025\/05\/28\/mind-control-policy\/","title":{"rendered":"Mind Control Policy"},"content":{"rendered":"<p>Many PCs and NPCs in Haven have some kind of mind control abilities.<br \/>These abilities as well as things like drugs cause characters to have<br \/>various &#8216;imprints&#8217; telling them that they want to or need to do certain<br \/>things.<\/p>\n<p>With the exception of body-imprints characters are never aware of their<br \/>behaviour has been affected by a mind control ability and must rationalize<br \/>their behaviour.<\/p>\n<p>The more serious types of imprints, those that state a character needs<br \/>to do a certain thing can almost always be resisted by paying some life<br \/>force.<\/p>\n<p>In general how an imprint effects a character is the sole business of<br \/>the player controlling them. There is no policing of this and part of<br \/>the risk you take when you use those abilities is that you can&#8217;t control<br \/>how they will be followed\/interpreted. That makes it particularly unideal<br \/>to try to use them in a way adversarial to the interests of the target<br \/>character&#8217;s player.<\/p>\n<p>The only exception to this is where someone is serially and conspicuously<br \/>ignoring imprints, or when they have an option to resist an imprint are not<br \/>doing so but are then clearly ignoring it. In which case they might lose<br \/>their ability to imprint anyone else or eventually even be removed if it<br \/>continues.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Rationalization and Self-Awareness<span style=\"color:#008000\">]<\/span\/span>\/span<br \/>A person who has been imprinted is never aware that the desires or feelings he<br \/>has been given are not his own. He will always rationalize why he wants or<br \/>feels this way and, after the imprint has run its course, why he no longer<br \/>does.<\/p>\n<p>A person who has been imprinted does not act in a way that is robotic or<br \/>otherwise out of character and it should be extremely difficult for another<br \/>character to know he has been imprinted even if those characters know one<br \/>another intimately. The new desires and feelings are integrated into a<br \/>person&#8217;s personality so completely that he can rationalize any attempt by<br \/>others to suggest that he&#8217;s been manipulated in some way, even against massive<br \/>evidence. He feels entirely certain that he is still himself and all his<br \/>desires and feelings are his own.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Conflicting Imprints<span style=\"color:#008000\">]<\/span\/span>\/span<br \/>If a character has two or more imprints that conflict with one another, the<br \/>resulting RP should make this clear to some extent. If bringing it across in<br \/>RP isn&#8217;t feasible or the number of conflicting imprints becomes too great, it<br \/>is permissible to RP each as being weakened by the resulting confusion along<br \/>with some general emotional turmoil or something similar such as a serious<br \/>headache.<\/p>\n<p><span style=\"color:#008000\">[<span style=\"color:#008080\">Discovering Imprints<span style=\"color:#008000\">]<\/span\/span>\/span<br \/>When and after being under the influence of hypnosis or psychic persuasion, a<br \/>person has no awareness that they are being influenced or that they&#8217;ve been in<br \/>a trance. If an imprint is accepted the imprinted person has no awareness that<br \/>they are under another&#8217;s influence with the exception of &#8216;body&#8217; imprints, in<br \/>which case the character is aware that their own body is moving or behaving in<br \/>abnormal ways that are outside of their control but not necessarily how or why<br \/>or who might be responsible.<\/p>\n<p>If an imprint is rejected, the character has no knowledge that any influence<br \/>was attempted, and certainly no knowledge of what the rejected imprint<br \/>pressured them to do. External observers may recognize attempts at hypnosis,<br \/>but not psychic persuasion. While it is acceptable to believe that an<br \/>acquaintance behaving strangely may be under the influence of mind control,<br \/>your character should almost never be certain of it and should probably be<br \/>wrong more often than they are right.<\/p>\n<p>Tips and Notes:<br \/>* If you&#8217;re on the fence about whether you should follow an imprint or not,<br \/>follow it.<br \/>* If you think an inhibition or competing desire would stop you following an<br \/>imprint, ask yourself if that inhibition or competing desire has come out<br \/>clearly in your roleplay previously. If it hasn&#8217;t, you&#8217;re on pretty sketchy<br \/>ground.<br \/>* If you decide not to follow an imprint, it&#8217;s usually a good idea to at least<br \/>show through your roleplay that you&#8217;re thinking about following it or tempted<br \/>to follow it.<br \/>* Being &#8220;strong willed&#8221; or anything similar is a completely invalid reason for<br \/>not following an imprint.<br \/>* Having been imprinted several times before or being able to do mind control<br \/>yourself is not a valid reason to be aware of mind control or be more<br \/>resistant to it.<\/p>\n<p>Angelborn<\/p>\n<p>Angelborn are sensitive to the desires of others, and thus are essentially<br \/>always mind controlled.<\/p>\n<p>There are a few things it&#8217;s important to keep in mind when playing<br \/>angelborn. angelborn are to some extent natural victims, the fact that they<br \/>can be more powerfully hypnotized and in general more easy to coerce often<br \/>leads to them being an ideal choice if someone&#8217;s looking for a victim or<br \/>sidekick etc. You shouldn&#8217;t play a character like this if you&#8217;re too<br \/>worried about bad things happening to them. Also though, and probably more<br \/>importantly, angelborn are particularly resistant to angst. Even if one is<br \/>captured and tortured while the torture is going on they want it a little<br \/>bit, not enough to be ok with it, but it is not as bad as for others, and<br \/>afterwards they&#8217;re surrounded by people who want them to get over it.<br \/>Either because they&#8217;re their friends and want them to feel better, or<br \/>because they find it irritating. Which through their empathy causes them to<br \/>rebound fairly quickly. This is important because it means angelborn are an<br \/>extremely poor choice of character if you&#8217;re seeking to RP the aftermath or<br \/>seek sympathy.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n<h3>See Also<\/h3>\n<ul>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#rules\" target=\"_blank\">Rules<\/a><\/li>\n<li><a href=\"https:\/\/havenrpg.net\/newsite\/index.php\/game-info\/helpfiles\/#policies\" target=\"_blank\">Policies<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Many PCs and NPCs in Haven have some kind of mind control abilities.These abilities as well as things like drugs cause characters to havevarious &#8216;imprints&#8217; telling them that they want to or need to do certainthings. With the exception of body-imprints characters are never aware&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"categories":[124],"tags":[],"class_list":["post-18207","post","type-post","status-publish","format-standard","hentry","category-helpfile"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/18207","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=18207"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/18207\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=18207"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/categories?post=18207"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/tags?post=18207"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}