Gameplay
[Rationalization and Self-Awareness]
A person who has been imprinted is never aware that the desires or feelings he has been given are not his own. He will always rationalize why he wants or feels this way and, after the imprint has run its course, why he no longer does.
A person who has been imprinted does not act in a way that is robotic or otherwise out of character and it should be extremely difficult for another character to know he has been imprinted even if those characters know one another intimately. The new desires and feelings are integrated into a person's personality so completely that he can rationalize any attempt by others to suggest that he's been manipulated in some way, even against massive evidence. He feels entirely certain that he is still himself and all his desires and feelings are his own.
[Conflicting Imprints]
If a character has two or more imprints that conflict with one another, the resulting RP should make this clear to some extent. If bringing it across in RP isn't feasible or the number of conflicting imprints becomes too great, it is permissible to RP each as being weakened by the resulting confusion along with some general emotional turmoil or something similar such as a serious headache.
[Discovering Imprints]
When and after being under the influence of hypnosis or psychic persuasion, a person has no awareness that they are being influenced or that they've been in a trance. If an imprint is accepted the imprinted person has no awareness that they are under another's influence with the exception of 'body' imprints, in which case the character is aware that their own body is moving or behaving in abnormal ways that are outside of their control but not necessarily how or why or who might be responsible.
If an imprint is rejected, the character has no knowledge that any influence was attempted, and certainly no knowledge of what the rejected imprint pressured them to do. External observers may recognize attempts at hypnosis, but not psychic persuasion. While it is acceptable to believe that an acquaintance behaving strangely may be under the influence of mind control, your character should almost never be certain of it and should probably be wrong more often than they are right.
Tips and Notes:
* If you're on the fence if you should follow an imprint or not, follow it.
* If you think an inhibition or competing desire would stop you following an imprint, ask yourself if that inhibition or competing desire has come out clearly in your roleplay previously. If it hasn't, you're on pretty sketchy ground.
* If you decide not to follow an imprint, it's usually a good idea to at least show through your roleplay that you're thinking about following it or tempted to follow it.
* Being "strong willed" or anything similar is a completely invalid reason for not following an imprint.
* Having been imprinted several times before or being able to do mind control yourself is not a valid reason to be aware of mind control or be more resistant to it.
* If an imprint is something that your character normally wants to do and sometimes does, it's unreasonable to have additional resistance to it.
[Last edited December 1, 2021]
Psychic Persuasion
Imprinted Roleplay
[Rationalization and Self-Awareness]
A person who has been imprinted is never aware that the desires or feelings he has been given are not his own. He will always rationalize why he wants or feels this way and, after the imprint has run its course, why he no longer does.
A person who has been imprinted does not act in a way that is robotic or otherwise out of character and it should be extremely difficult for another character to know he has been imprinted even if those characters know one another intimately. The new desires and feelings are integrated into a person's personality so completely that he can rationalize any attempt by others to suggest that he's been manipulated in some way, even against massive evidence. He feels entirely certain that he is still himself and all his desires and feelings are his own.
[Conflicting Imprints]
If a character has two or more imprints that conflict with one another, the resulting RP should make this clear to some extent. If bringing it across in RP isn't feasible or the number of conflicting imprints becomes too great, it is permissible to RP each as being weakened by the resulting confusion along with some general emotional turmoil or something similar such as a serious headache.
[Discovering Imprints]
When and after being under the influence of hypnosis or psychic persuasion, a person has no awareness that they are being influenced or that they've been in a trance. If an imprint is accepted the imprinted person has no awareness that they are under another's influence with the exception of 'body' imprints, in which case the character is aware that their own body is moving or behaving in abnormal ways that are outside of their control but not necessarily how or why or who might be responsible.
If an imprint is rejected, the character has no knowledge that any influence was attempted, and certainly no knowledge of what the rejected imprint pressured them to do. External observers may recognize attempts at hypnosis, but not psychic persuasion. While it is acceptable to believe that an acquaintance behaving strangely may be under the influence of mind control, your character should almost never be certain of it and should probably be wrong more often than they are right.
Tips and Notes:
* If you're on the fence if you should follow an imprint or not, follow it.
* If you think an inhibition or competing desire would stop you following an imprint, ask yourself if that inhibition or competing desire has come out clearly in your roleplay previously. If it hasn't, you're on pretty sketchy ground.
* If you decide not to follow an imprint, it's usually a good idea to at least show through your roleplay that you're thinking about following it or tempted to follow it.
* Being "strong willed" or anything similar is a completely invalid reason for not following an imprint.
* Having been imprinted several times before or being able to do mind control yourself is not a valid reason to be aware of mind control or be more resistant to it.
* If an imprint is something that your character normally wants to do and sometimes does, it's unreasonable to have additional resistance to it.
[Last edited December 1, 2021]
See Also
ImprintPsychic Persuasion