MindControlRP

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**Rules for Public Mind Control RP**
Summary:

* Both parties must continuously OOCly consent to mind control roleplay, public or private. If either side of an IC non-consensual plotline (including mind control) ever wishes out of character to end it, please work together to do so. Contact full DMs / admins if there's an unsolvable disagreement.
* Purely private mind control RP is a negotiation between the players, as long as it's just one on one.
* If someone is mind-controlled in public, or they are in a situation where they might have to talk about what they did while mind-controlled, the rest of these rules apply.
* Be on the same page about how public and far-reaching you want the situation to become. Many players use mind control as a way to make sure a non-consensual RP scene doesn't involve any other players. Check in with your partner in tells to make sure you are both in agreement on what the mind controlled character will remember / how they'll act in front of a crowd.
* Certain mind control spells require an UBR to use. Read below if you're mind controlling with something other than charm person, confusion, or dominate person. Also read the UBR section if you're defending against mind control using something other than protection/magic circle or mind blank.

**To clarify:**

Public RP

It is RP where a character is in a public space and can be approached by any other characters even if they are in hiding they are still out in the open if they aren't locked inside a room somewhere.

**Private RP**

Private RP is when characters are somewhere no other character can come across them. Usually behind a locked door at an inn, club or a private dwelling. Because Mind Control RP might involve a group then areas of Guild halls only accessible to members will count as private. Any Mind Control that remains completely private is not covered by these rules.

The most important point to make is that ANY RP that moves outside of a �private� environment becomes public. This is a simple fact. You might all agree OOC to the mind control and be RPing it happily BUT the minute a character speaks to another character who is NOT part of that agreement then the RP has become public. This is because upon speaking to the character not part of that agreement, that character now has a chance to deduce something is going on. Unfortunately that can be rife with Metagaming possibilities so thus we need a way to handle such things.

1) If you are the player of the character being �mind controlled� do NOT hint IC or OOC that something is wrong to your buddies. IF a buddie gets suspicious IC then RP to the agreed parameters of the Mind Control. If they wanted more clarification or ask OOC tell them to raise a DM ticket.

2) If you are the player of the character engaging in mind control of another character you need to use the spells available IG as they are described to work IG OR apply for a UBR to use spells available within D&D but not on the IG spell list. You also need to accept that it could be possible for another character to work it out.

3) If you are the friend of someone you think something is going on with, you have to ask yourself a long list of OOC questions (for example, not limited to): A) Would I IC work out something is wrong? B) Why would I IC not believe the explanation given? B) Would I IC even have a clue what mind magic is to guess it might be that?

I am now going to break it down to the responsibilities of each 'group'

**Person/peoples suspecting something is going on**

It is really, really important that you do not jump ahead and decide you know everything. While you do have the opportunity to work things out far too many people Meta such things so when it comes to mind magic we will now have a process:

Take screenshots during your RP with the character so you can show how you worked things out IC. Obviously you don't screen shot every conversation you ever have BUT if you tell us they have previously stated they hate the fluffy bear clan and then you can show us a screenshot of them gushing on how they love the fluffy bear clan, we can check that and it will be justification for your character to be suspicious and starting to look into things.

At that point, raise a ticket. Put in your ticket the initial IC reason your character is concerned about character X's behaviour with evidence. Lay out how you plan to investigate this, why that is your chosen route to investigate and why your character IC would think of that. If you cite conversations had with other characters where your character has gained information, please once again evidence them with screen shots. As you progress along your investigation it will be over seen by the DM team who will ensure fairness to all sides involved and check for Meta.

Abide by the DM's decision. If the DM raises a concern things have been metagammed, listen and respect that. If the DM thinks that your character wouldn't be able to work out what is going on but would still be wary something shifty is happening, respect that.

Do NOT RP anything that accuses others without having raised a ticket and had it looked at by a DM first.

Accept that you might not *win* and be able to work it out.

Accept that it might not play out exactly how you wanted it to or envisaged. RP involving more than one person rarely does.
Person being Mind Controlled

Discuss at length with the player of the character planning to mind control your character and make sensible OOC agreements about what it entails abiding by the rules on spells. Do not then get inventive and change your agreed RP. Do not hint to your buddies about changes. RP your character within the parameters agreed. If you're IC buddies don't notice a change in your character? Sorry! If they do, do NOT hint to them.

Do NOT tell them what you think they will work out. Direct them to raise a ticket on their suspicions and then work with the DM who will oversee that.

Accept that it might not play out exactly how you wanted it to or envisaged. RP involving more than one person rarely does.
Person engaging in Mind Control

Discuss at length with the player of the character you are planning to mind control and make sensible OOC agreements about what it entails abiding by the rules on spells. Do not then get inventive and change your approved RP.

Do not try to tell other players/characters what they can and cannot work out or tell. If you have a concern someone else is metagaming or RPing things concerning the mind control without DM approval, raise a ticket.

Accept that you might *lose* and someone else might work it out.

Accept that it might not play out exactly how you wanted it to or envisaged. RP involving more than one person rarely does.

**The spells present within the game engine suitable for mind control are:**

* Charm person - the spell affects person. Targeted creature will feel no threat from the caster and will not turn hostile, as long as the caster doesn't take hostile action against targeted creature. Charmed creature will often stand idly, in state of awe and fascination. It will not take any action, but being is state of awe, it might be manually directed to another location, without expressing full consciousness of its environment.

* Charm monster - as charm person, but effective against monsters. Full outsider like demons are proper target of this spell.

* Confusion - the target of the spell will choose any basic action available, based on their judgement. Basic actions include fight, flight, babbling and normal behaviour. The player rolls 1d100 for his action, every 10 rounds

01-10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible). In mind-control role play attacking not necessary needs to be armed melee attack, but depending on spell subject's persona, can be any form of hostility that the individual would usually express.

11-20 Act normally.

21-50 Do nothing but babble incoherently.

51-70 Flee away from caster in haste.

71-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject�s self). In mind-control role play attacking not necessary needs to be armed melee attack, but depending on spell subject�s persona, can be any form of hostility that the individual would usually express.

* Dominate person - The target must be a person. Targeted creature must obey all commands of the caster. Commands need not to be said, but instead are issued through telepathic link between the caster and spell target. For each new command, the target is entitled to a will save against the spell, if they resist the command. The dominated creature can never perform action that is against their nature. If such command is issued, the spell fails.

* Dominate monster - as dominate person, but affects monsters. i.e. full blooded devils and angels.

* Protection from good/evil - The target is protected from mind effects of creatures of selected alignment. When a character attempts mind control over creature protected by this spell, they need to OOCly state their alignment. If the protection spell in place is one that counters the alignment, the spell is ineffective.

* Magic circle against good/evil - As Protection from good/evil but instead of single creature, creatures selected by caster that remain in his proximity are also protected by the spell. When casting the spell for RP purposes, please state OOCly which characters, other than Yourself You are targeting, for purpose of later verification.

* Lesser mindblank - Target is immune to mind affecting spells and mind reading spells (regardless of alignment)

* Mindblank - Selected targets are immune to mind affecting spells and mind reading spells. (regardless of alignment) When casting the spell for RP purposes, please state OOCly which characters, other than Yourself You are targeting, for purpose of later verification.

Countering spells have the normal duration of the spell in game (meaning that if spell expires during RP, you are no longer protected by its effects. Disspelling protections is also handled mechanic-wise, meaning that if any magic dispelling removes effect of your protection spell, your character is no longer protected by its effect.

**Following feats are considered when countering mind control:**

* Slippery-mind - You may roll a second save against mind control, whether you are being taken under control or trying to break from mind control.

* Perfect self - The character is immune to mind-control

* Indominatable soul - You may roll twice and choose the highest roll as your save against mind control.

Any other spell will need an UBR application to use with very clearly laid out effects and expectations of how it will be RP�ed and agreement from the character to be mind controlled that they are happy to RP it that way. Moving outside the parameters of the agreed UBR will invalidate it and the RP resulting from it.
UBR spells

Detect thoughts Hypnotic pattern Hypnotism Suggestion Lesser geas Rainbow pattern Telepathic bond Dream Nightmare Magic jar Repulsion Geas/quest Mass suggestion Symbol of persuasion Insanity Irresistible dance Symbol of insanity Mindrape

This is not comprehensive. If there is a spell you wish to use that is NOT available within the NWN engine, then it will need a UBR. If you wish to use a spell within the NWN engine in a way differently to how it works within the game engine, it will need a UBR. This is NOT Pen and Paper.

If you have concerns that someone is metagaming concerning the mind control RP, raise it in a ticket and it will be investigated by a DM. Be sure to include as much evidence as possible. Accept and respect the DM's decision. You might not believe that X character couldn't work it out BUT if the DM has reviewed your evidence and their evidence and decides they could, respect that.

The most important thing to remember is that everyone should have a sensible and equal chance where IC applicable to hide things and discover things. It is the job of the DM team to make the final decision on what is IC applicable.