Psychic powers exist. And they're terrifying.
Like with any powerful tool, accidents happen, and malicious people can do much worse. Your brain could be rewritten, the floor could catch fire right where you stood, or you'd suddenly find yourself fifty miles due north! The fact that anything could happen in the blink of an eye, and it was impossible to see coming, meant that the world of psychicstry was a dangerous one.
In an effort to combat the nebulous powder keg that was psy-crime, the Extrasensory Securement & Protection (ESP) Agency was formed, which picks up the slack the rest of the world's governments leave behind - they might be able to identify and watch over those who have psychic powers, but they can't realistically stop anything bad from happening. The ESP does that and more, from psychic clean-up to extrasensory protection.
People are complicated, though. The most dangerous psychics are the ones that fall through the cracks. The ones that can't overcome the problems in their own head. When an insecure mind gains phenomenal powers, there's no telling what could happen. So there's another, much more secretive facet to the ESP: projecting into a person's psyche and manipulating it from within. These operations are rare, however, as precious few psychics are truly able to do so.
Luckily, you're one of those psychics!
Unluckily, that fact just got you in a heap of trouble with the ESP.
Something big is happening, though, and your detainment might have come at the best possible time, both for them and for you. You new skills will be put to good use, for the greater good of course, and you might just learn how to use 'em right while you're at it.
It doesn't matter who you are, where you came from, or what you can't do. With the ESP, everyone will be...
~ ~ ~
P R E M I S E
Like with any powerful tool, accidents happen, and malicious people can do much worse. Your brain could be rewritten, the floor could catch fire right where you stood, or you'd suddenly find yourself fifty miles due north! The fact that anything could happen in the blink of an eye, and it was impossible to see coming, meant that the world of psychicstry was a dangerous one.
In an effort to combat the nebulous powder keg that was psy-crime, the Extrasensory Securement & Protection (ESP) Agency was formed, which picks up the slack the rest of the world's governments leave behind - they might be able to identify and watch over those who have psychic powers, but they can't realistically stop anything bad from happening. The ESP does that and more, from psychic clean-up to extrasensory protection.
People are complicated, though. The most dangerous psychics are the ones that fall through the cracks. The ones that can't overcome the problems in their own head. When an insecure mind gains phenomenal powers, there's no telling what could happen. So there's another, much more secretive facet to the ESP: projecting into a person's psyche and manipulating it from within. These operations are rare, however, as precious few psychics are truly able to do so.
Luckily, you're one of those psychics!
Unluckily, that fact just got you in a heap of trouble with the ESP.
Something big is happening, though, and your detainment might have come at the best possible time, both for them and for you. You new skills will be put to good use, for the greater good of course, and you might just learn how to use 'em right while you're at it.
It doesn't matter who you are, where you came from, or what you can't do. With the ESP, everyone will be...
~ ~ ~
P R E M I S E
Inspired by Mob Psycho 100, Psychonauts, AI: The Somnium Files and a smattering of Persona, Kept In Mind is a roleplay set in a world where people can possess psychic powers. One such power, a rarity among the psychic populace, is the ability to project themselves into another person's mind, a mental world to explore and manipulate. For obvious reasons, this kind of power is kept under wraps, most of the psychic community not knowing of its existence. Your characters will have this power, and because of it, are under the ESP's thumb - as a detainee for now, but eventually, as an agent.
It won't be all telekinetic sunshine and psychedelic rainbows, though. The shadows you're put up against are moving, schemes arising, problems forming, problems you might not have made but you will have to face. A mind's an awfully fragile thing, too. One wrong move could make things a whole lot worse...
I N F O
This section will have, well, info! About the setting, about rules, and about everything you'd need to know.
Note, this RP will most likely tackle topics that can be distressing, dreary, or sensitive. I have no way of knowing what, exactly, but its nature lends itself to representations and explorations of mental illness, trauma, and other similar areas. All I can do is assure everyone that I will try my best in keeping the overall tone light and showcasing such things with tact and empathy. Anyone wanting to join should do the same.
C H A R A C T E R
And now, all the bits about Characters. You're free to fill this out however you want, the structure is more a guideline, the 'least' it should be. If you can make it fancier than me, go ahead! You can also work on it wherever you wish, can do it as a WIP in the OOC, PM it to me to keep it all secret hush-hush, or some other third thing that might not exist as an option!
Like I said before, the maximum cap for the RP (for now at any rate) is 12, which might already be too high but I'm willing to take that chance. If there's spots left open after we start for any reason, you can still apply to join, but may have to wait a bit to actually get in.