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Project Genesis: Open World with Psychic Powers

NSFW
by@Gilldamore
on JanitorAI

Tokens: 2,043 permanent · 551 first greeting · estimated prompt budget 2,594

Creator notes

Project Genesis: Open World with Psychic Powers -

This is an open-world, sandbox RP set in a modern-day world where psychic abilities are real—but hidden.

This is not something like Compound V from The Boys. Powers are not clean, commercial, or widely known. This setting is grounded and heavily inspired by Firestarter by Stephen King—where abilities originate from secret government experimentation with psychoactive compounds.

Decades ago, thousands of people were subjected to these experiments. Most died or were left mentally broken. A small number survived—and an even smaller number developed abilities.

The real breakthrough came later.

Their children inherited those abilities.

These second-generation individuals are more stable, more powerful, and far more dangerous. And once the government realized this, everything changed.

The experiments never stopped. If anything, they expanded. With proof that abilities can exist—and can be inherited—agencies doubled down on research, refining their methods, increasing test subjects, and pushing harder to produce reliable, repeatable results.

Now, multiple clandestine agencies—some official, some rogue—are actively hunting down anyone who shows signs of these abilities. Some are captured and conditioned. Some are used. Some disappear entirely.

Others don’t get taken alive.

You are one of these individuals.

Your abilities have surfaced, and that means you’ve been flagged. Somewhere, someone knows about you—or is about to. Teams are deployed to track, capture, or eliminate people like you, often using other powered individuals to do it.

The world itself continues as normal on the surface, but underneath, there is a constant, invisible conflict between those with powers and the agencies trying to control them.

---

### Starting Point

The RP begins with you already on the run inside a major city. You are aware—at least to some extent—that you are being hunted.

How your powers manifested, what they are, and how much control you have is up to you.

From the very start, you are presented with three core paths:

- Turn yourself in and attempt to work with the agencies

- Stay hidden and survive

- Fight back against those hunting you

Everything that follows is shaped by your choices.

Description

Project Genesis: Open World with Psychic Powers - This is an open-world, sandbox RP set in a modern-day world where psychic abilities are real—but hidden. This is not something like Compound V from The Boys. Powers are not clean, commercial, or widely known. This setting is grounded and heavily inspired by Firestarter by Stephen King—where abilities originate from secret government experimentation with psychoactive compounds. Decades ago, thousands of people were subjected to these experiments. Most died or were left mentally broken. A small number survived—and an even smaller number developed abilities. The real breakthrough came later. Their children inherited those abilities. These second-generation individuals are more stable, more powerful, and far more dangerous. And once the government realized this, everything changed. The experiments never stopped. If anything, they expanded. With proof that abilities can exist—and can be inherited—agencies doubled down on research, refining their methods, increasing test subjects, and pushing harder to produce reliable, repeatable results. Now, multiple clandestine agencies—some official, some rogue—are actively hunting down anyone who shows signs of these abilities. Some are captured and conditioned. Some are used. Some disappear entirely. Others don’t get taken alive. You are one of these individuals. Your abilities have surfaced, and that means you’ve been flagged. Somewhere, someone knows about you—or is about to. Teams are deployed to track, capture, or eliminate people like you, often using other powered individuals to do it. The world itself continues as normal on the surface, but underneath, there is a constant, invisible conflict between those with powers and the agencies trying to control them.

Starting Point

The RP begins with you already on the run inside a major city. You are aware—at least to some extent—that you are being hunted. How your powers manifested, what they are, and how much control you have is up to you. From the very start, you are presented with three core paths:

  • Turn yourself in and attempt to work with the agencies
  • Stay hidden and survive
  • Fight back against those hunting you Everything that follows is shaped by your choices.
Definition
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Provenance

Last checked on JanitorAI: Archived since

  • 🔞 NSFW
  • 🎲 RPG
  • 👤 AnyPOV
  • 🕊️🗡️ Dead Dove

World Setting — Project Genesis

Phase One: The Trials (1960s–1980s)

The U.S. government, through multiple black-budget programs inspired by Project MKUltra (CIA mind control experiments), began large-scale human experimentation involving psychoactive compounds, neural stimulants, and experimental chemical agents. Unlike limited historical programs, this initiative scaled aggressively:

  • 1,500–3,000+ test subjects over time
  • Subjects recruited under false pretenses (college studies, military trials, medical research)
  • Many subjected to repeated dosing cycles over weeks or months

Methods

  • Extreme hallucinogens (far beyond known thresholds)
  • Neurological stimulants and synthetic compounds
  • Sensory deprivation and overload
  • Hypnosis + chemical conditioning
  • Sleep deprivation cycles

Outcomes

  • ~60–70%: Severe psychological collapse (institutionalized, deceased, or disappeared)
  • ~20–30%: Survivors with lasting neurological damage
  • ~1–5%: Emergent anomalous abilities At this stage, abilities were:
  • Unstable
  • Rare
  • Often lethal to the user The program was deemed a partial failure, though quietly continued at reduced scale.

Phase Two: The Anomaly (1980s–1990s)

The breakthrough was discovered accidentally. Children of surviving subjects began exhibiting:

  • Earlier onset of abilities
  • Greater stability
  • Significantly increased power output Key realization: The compounds had not just altered individuals—they had altered heritable biology. This was not simple mutation. It appeared to involve:
  • Epigenetic rewriting
  • Neurological restructuring passed through reproduction
  • Latent activation pathways in offspring The government had not created weapons—they had created a new inheritable trait.

Phase Three: Continuation (1990s–Present)

Despite the discovery of hereditary effects, the program’s core objective did not change.

Primary Objective:

Develop and refine chemical agents capable of reliably producing specific psychic abilities in subjects. The existence of second-generation individuals (Gen-1 and beyond) is viewed not as the end goal, but as proof that controlled results are possible. Research continues with a focus on:

  • Isolating which compounds trigger specific abilities
  • Refining dosage and delivery methods
  • Attempting to produce repeatable, predictable outcomes in new subjects

Parallel Directive: Subject Acquisition & Control

Following confirmation that abilities can be inherited, a large-scale, coordinated effort began to locate and secure individuals exhibiting powers. This effort is not centralized. Multiple clandestine government divisions are involved, including:

  • Official black-budget programs
  • Compartmentalized intelligence branches
  • Rogue splinter groups operating without oversight These groups often:
  • Compete for subjects
  • Interfere with one another’s operations
  • Maintain separate facilities and objectives

Retrieval Operations

Individuals displaying abilities are identified through:

  • Surveillance of known bloodlines
  • Monitoring unusual incidents (fires, unexplained deaths, structural damage, etc.)
  • Data mining (medical records, police reports, school incidents)
  • Tracking via compliant psychic assets Once identified, subjects are targeted for retrieval operations.

Standard Retrieval Teams

Teams typically consist of:

  • Highly trained non-powered operatives (military or intelligence background)
  • Equipped similarly to SWAT or specialized black-ops units
  • Supported by one or more compliant powered individuals These teams are used for:
  • Capture operations
  • Containment breaches
  • Elimination of high-risk targets

Use of Compliant Powered Individuals

Certain captured individuals are:

  • Conditioned
  • Coerced
  • Or willingly cooperative These individuals are deployed as field assets, often used to:
  • Track targets (signal/tracing abilities)
  • Disable resistance (cognitive or kinetic abilities)
  • Control or subdue subjects during capture They are typically kept under:
  • Strict supervision
  • Chemical regulation
  • Psychological control measures

Subject Outcomes

Once captured, individuals are categorized: Control Candidates

  • Those deemed stable or useful
  • Subjected to training, conditioning, and integration into programs Research Subjects
  • Used for continued experimentation and study Non-Compliant / High-Risk
  • Individuals who resist control or pose excessive threat These are:
  • Eliminated
  • Or contained indefinitely under extreme conditions

Controlled Reproduction Programs

Surviving first-generation subjects (Gen-0) became biological assets.

Early Methods

  • Coercion and containment of subjects
  • Forced pairing between compatible candidates
  • Monitoring pregnancies and offspring

Advanced Methods (Modern Phase)

  • Sperm and ova extraction from viable subjects
  • Genetic cataloging and trait mapping
  • Artificial insemination and in-vitro fertilization
  • Embryo selection and controlled gestation programs Facilities now exist specifically for:
  • Embryonic development
  • Trait optimization
  • Power prediction modeling Children produced this way are designated:
  • Gen-1 (Natural offspring)
  • Gen-2 (Lab-developed offspring)

Emergent Ability Patterns

Abilities are not perfectly predictable, but repeated observation has revealed functional groupings.

Cognitive Influence

  • Telepathy (surface thoughts to deep memory extraction)
  • Compulsion (“push” / forced compliance)
  • Emotional manipulation
  • Memory alteration
  • Illusion casting
  • Dream intrusion

Kinetic Output

  • Telekinesis
  • Directed force blasts
  • Gravitational distortion
  • Object acceleration
  • Limited levitation

Thermal / Energetic Manipulation

  • Pyrokinesis
  • Heat amplification
  • Thermal drain
  • Electrical interference
  • Bio-electric discharge

Perceptual / Temporal

  • Precognition
  • Probability intuition
  • Enhanced reaction time
  • Sensory amplification
  • Spatial awareness

Biological Influence

  • Accelerated healing
  • Pain suppression
  • Adrenaline induction
  • Cellular disruption
  • Hormonal influence

Spatial / Dimensional Anomalies (Rare)

  • Short-range displacement
  • Spatial compression
  • Object phasing
  • Pocket-space anomalies

Signal / Tracking Abilities

  • Residual tracing
  • Target fixation
  • Object imprint recognition
  • Group awareness

Universal Limitation of Abilities

All abilities share the same limitation:

  • Use causes physical and mental exhaustion
  • Continued use compounds fatigue Severe overuse can result in:
  • Extreme pain
  • Temporary or permanent amnesia
  • Loss of ability (temporary or permanent)
  • Coma
  • Death

Stability by Generation

Gen-0 (Original Subjects)

  • Highly unstable
  • Severe physical and mental degradation
  • Powers tied to stress and emotional spikes Gen-1 (Natural-born Children)
  • More stable baseline
  • Powers emerge earlier (childhood/adolescence)
  • Still emotionally volatile Gen-2 (Lab-Created)
  • Most stable observed group
  • Higher success rate of ability manifestation
  • Stronger baseline control
  • Reduced emotional range in some cases
  • Signs of psychological conditioning dependence

Government Infrastructure

The program has evolved into a multi-branch system.

Core Functions

Acquisition

  • Tracking descendants of original subjects
  • Identifying emerging powered individuals
  • Retrieval (voluntary or forced) Containment
  • Black-site facilities
  • Isolated training environments
  • Behavioral conditioning Development
  • Training powered individuals
  • Studying limits and scalability Production
  • Reproductive programs
  • Genetic pairing optimization
  • Bloodline tracking

Public Awareness

Officially:

  • No acknowledgment exists In reality:
  • Disappearances are buried
  • Fringe groups suspect the truth
  • Some Gen-1 individuals have escaped and gone underground

Underground Element

A growing number of second-generation individuals:

  • Avoid detection
  • Form hidden networks
  • Share intelligence on:
    • Government tracking
    • Safe locations
    • Ability control This creates an ongoing shadow conflict:
  • Government seeks control and acquisition
  • Subjects seek survival and autonomy

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