The Human Manipulating Remote Control
NSFWLorebookby GetClapped· on Chub· added
- can be wholesome, can be sexy
- NSFW
- Dominant <-> Submissive
- sillytavern
- non-consensual
- Corruption
- Free Use
- contains_lorebook
- Non-Con
- Limitless
- can be wholesome
- LOREBOOK
- altered common sense
- mind control
- Fictional
- anypov
- Dubcon
- common sense modification
- Scenario
- Roleplay
- Lewd
- Hypnosis
- freeuse
- Reverse Rape
- Dub-Con
Tokens: 3,663 permanent · up to 1,327 lorebook · budget 4,990
Description on Chubfrom Chub
REASONING CAPABLE MODEL HIGHLY RECOMMENDED FOR OPTIMAL RESULTS
There are several character card versions of the same concept, but none of them really worked as well as I hoped, and were VERY limited in capabilities. They all fell into the trap of being extremely token heavy while still not properly explaining the power system in a way that would remain consistent across an extended RP, all while also not capable of being applied to another established character card. So i created this! A version I consider to be the best execution of such a concept. That isn't to say this is perfect for everyone (Most of it was written in 3am bursts of insomnia). I created this as a personal project for myself, which i decided to release publicly. I would appreciate any feedback regarding how it functions, and any thoughts/recommendations on new features/how to improve it.
For those unfamiliar with the doujin, At it's most basic, The remote is a device capable of altering a target's mind in ways that alters how they perceive the user, the world, or themselves. Exact details can be glanced in the list below
Quick Access Remote Function Reference Guide
- Power: Shuts target off, making them limp and unresponsive.
- Change Input: Alters how target perceives the user or world (1:Normal, 2:Acceptance, 3:Ignored, 4:Focus).
- Channel: Forces target to act out a specific show's role.
- Change Audio: Broadcasts target's internal monologue to user.
- T/BS/CS: Changes target's believed nationality and mannerisms.
- Mute: Prevents target from making any sound.
- Emotion: Directly adjusts the intensity of six basic emotions.
- Channel Change: Cycles through available channels. (Channels "broadcast" shows that may be applied to a target)
- Sub Menu: Provides detailed synopses or sub options.
- Channel Guide: Displays the 12 hour broadcast schedule of 7 themed channels.
- Recording List: Manages saved states and recorded shows.
- Arrow Keys: Navigates the GUI menus.
- D Button: Displays an array of information regarding the target.
- Blue Button: Makes target perceive the user as the show's subject.
- Red Button: Forces target to answer with absolute honesty.
- Green Button: Temporarily swaps current show for 10 minutes.
- Yellow Button: Filters target's perception through a specific genre.
- Skip Buttons: Increases or decreases target's physical age.
- Pause Button: Instantly freezes target's body in place.
- Rewind/Skip: Shifts time back 10s or forward 30s.
- Stop Button: Freezes time for the entire world except user.
- Record Action: Captures and loops a 30 second state.
My Core Design Considerations:
-Designed to work well both in 1 on 1 interactions between the user and one specific card, and in open world style cards where the potential for several characters all being controlled independently in unique ways at the same time exists using the built in character state tagging system, All so it is compatible with vanilla silly tavern/whatever front end with 0 plugins.
-Well established rules and edge case handling to ensure both a consistent, reliable interpretation of the remote's powers while ensuring creative usage of the remote's functions are all rewarded
-Combining both the established buttons and functions that have been shown in the doujin (with light alterations to work better with LLM roleplay), and new concepts using established buttons that have not been used yet (as of chapter 4)
-Compatible with every character card, so you may toy with whoever you wish, however you wish.
Using it is as simple as activating the lore book and having fun, so long as a few key requirements are met.
1: Use reasoning models! I managed only to get it working super well using reasoning models, and thus have built the whole thing around using reasoning as much as possible. I personally used ReadyArt's "Serenity-31B-v1.1-GGUF", a Gemma 4 based model, and HauhauCS's Qwen3.5-35B-A3B-Uncensored-HauhauCS-Aggressive-Q6_K to test and validate that everything worked (and with my custom presets, it has been flawless), but I would assume that any uncensored reasoning model would do just fine.
B. Some character responses WILL be longer than usual due to the data tagging system I implemented, the extra steps I instructed the LLM to take while reasoning, and the occasional chart that will be generated as a result of the remote's functions (Mainly any response that involves the channel guide button). As such, I recommend setting your max response length to ~2400 tokens. The last thing that will be generated with every response is the info tagging system. So long as that was generated, the response was completed.
Ⅲ Tune the generation temperature down a bit if you run especially high values. Too high and the LLM starts ignoring or modifying the established tagging system, resulting in unintended lorebook tag activation that bloat the total context window severely
~3700 permanent tokens
Listed as “Human Manipulating Remote Control”
Tagline
Based on the doujin "Ningen Sousa RemoCon" by Kakuninii. Hypnosis / Mind Control / Common Sense Manipulation themes. Much like the name implies, this lorebook adds in the concept of a remote that allows you to manipulate other people's minds in various ways, with a few other nifty features to improve the package deal. Now in a Lore Book Format
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 48
- Favorites
- 36
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 2
- Tokens (upstream)
- 17,603
Created Updated Archived since
- can be wholesome, can be sexy
- NSFW
- Dominant <-> Submissive
- sillytavern
- non-consensual
- Corruption
- Free Use
- contains_lorebook
- Non-Con
- Limitless
- can be wholesome
- LOREBOOK
- altered common sense
- mind control
- Fictional
- anypov
- Dubcon
- common sense modification
- Scenario
- Roleplay
- Lewd
- 👤 anypov
- Hypnosis
- freeuse
- Reverse Rape
- Dub-Con
No description.
The Human Manipulating Remote Control
49 entries · scan depth 4 · budget 99,999 tokens · recursive
- #1The Human Manipulating Remote Controlconstantselective
The Human Manipulating Remote Control is a magic device in the form of a relatively light, unassuming rectangular silver TV remote with no brand markings, mushy buttons that make no sound when pressed, not unlike that of an old flat screen TV. Though it functions perfectly fine as a universal TV remote, in fact working flawlessly on every television in existence, it's true powers lie in it's ability to manipulate the world around it. Each button performs a different function that effects the target, or the world in different ways, most often beneficial to it's user.
###The main, overarching themes with everything the remote does are common sense manipulation, especially in a lewd or sexual nature. Everything the remote displays or says should reflect this, especially with the channels. Fundamentally, it is designed specifically to make a target perceive, or act in ways not typical of themselves, and a few buttons to amplify this enjoyment. IT IS BY DEFINITION, A TOOL TO INDUCE DUB-CON OR NON-CON SCENARIOS. LEAN INTO THIS ASPECT.
Should the user be unaware of how to use it, or otherwise ask anything about it, or it's functions, the remote will telepathically explain whatever detail the user asks. The message itself will be less of a spoken response, and more of an insertion of knowledge
The remote's button layout is as follows: Power, Change Input, Channel, Change Audio, Terrestrial/BS/CS, Mute, Emotion, Channel Change, Sub Menu, Channel Guide, Recording List, Arrow Keys, D-button, Blue, Red, Green, and Yellow button, Skip, Pause, 10s Rewind/ 30s Skip, Stop, Record Action
Many options are controlled via a GUI and sub menus. Outside of the user, NO ONE ELSE CAN SEE IT, NOT EVEN THE TARGET. If the target sees the user pressing some buttons the remote, all they will be able to tell is that the user is doing something nonspecific. And unless they had previously used the controller, the target will never know of, or mention any internal workings of the controller, GUIs, or sub menus.
- #2General Key Rulesconstantselective
The following are key rules ALWAYS to be followed relating to the remote, and it's actions:
-
- ###THE HIGHEST VALUE ANY PERSON EXPERIENCES IN DAILY LIFE IS 20. IN VERY SPECIAL CIRCUMSTANCES, LIKE THE JOY OF A MARRIAGE, OR THE FEAR OF BEING CHASED BY A MONSTER, THE RESPECTIVE VALUES CAN SPIKE UP TO 28. ANY VALUE BEYOND THAT IS ONLY POSSIBLE BY DIRECTLY USING THE EMOTION BUTTON AND SETTING THE VALUE TO SUCH A NUMBER. ALL EMOTIONAL SCALING SHOULD BE SET IN ACCORDANCE WITH THOSE GUIDELINES
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The remote is not invisible. If the user were to use it in a way that is not concealed from view of a target, or another bystander, IT WILL BE SEEN. it should be seen as odd, and perhaps linked to some strange act if the effects of the remote is drastic enough
-
Unless the setting allows for items such as the remote to naturally exist, NO ONE SHOULD EVER ASSUME A MAGICAL ITEM IS RESPONSIBLE FOR ANY EFFECTS ON THEIR MIND OR BODY. The regular world is not a place where such an item is even in the realm of possibilities
-
###THE REMOTE, AS MAGICAL AS IT MAY BE WILL NOT PROTECT THE USER FROM CONSEQUENCES IF THEY MAKE A MISTAKE SOMEHOW, AND FAIL TO CONTAIN OR MINIMIZE IT. FOR EXAMPLE, IF THE USER FORGETS TO SWITCH THE TARGET OUT OF INPUT 1 BEFORE PERFORMING SOME UNDESIRED ACT ON THEM, THE TARGET WILL PERMANENTLY REMEMBER THIS ACT, AND ACT ACCORDINGLY AS LONG AS THEY REMAIN ON INPUT ONE. SAME WITH THE CHANNELS. REGARDLESS OF HOW THE TARGET FELT WHILE UNDER THE INFLUENCE OF A CHANNEL, IF THEY ARE REVERTED TO CHANNEL 0 WHILE ON INPUT 1 AFTER ACTING OUT IN AN UNDESIRED WAY, THEY WILL REALIZE THAT SOMETHING MADE THEM ACT UNLIKE THEMSELVES, REMEMBER ANYTHING THEY, THE USER, OR SOMEONE ELSE DID TO THEM, WHETHER IT WAS INAPPROPRIATE OR NOT, PERMANENTLY REMEMBER THIS FACT, AND ACT ACCORDINGLY ANYTIME THEY ARE ON INPUT 1
-
The remote itself is indestructible, but not necessarily bound to . It could be stolen, lost, or otherwise exist and be used outside of 's control. If outside of 's control, have the target require a brief learning period before being able to effectively use the remote, Always stating what button is pressed, and suggest how should react if they were the new target
-
###IF GIVEN THE CHANCE, AND IF THE TARGET'S PERSONALITY ALLOWS FOR IT, SHOULD THEY EVER COME TO DISCOVER THE REMOTE'S POWER, AND HAVE SOME REASON TO WISH TO TAKE IT FROM THE CURRENT USER, THEY SHOULD
-
Pressing any button on the remote will ALWAYS trigger the corresponding effect, NO EXCEPTIONS.
-
###UNLESS INTENTIONALLY DONE SO, OR THE TARGET IS CAPABLE OF PIECING TOGETHER THE USER MANIPULATING THE REMOTE, AND THEIR SUDDEN SHIFT IN MOOD, THE TARGET SHOULD NEVER VIEW THE USER AS THE SOURCE OF THE EMOTIONAL CHANGE, NOR THE SUBJECT OF THEIR REACTION. THE CHANGE SHOULD BE SEEN AS SUBJECTIVE, SIMPLY BEING THE NEW NORM, AND READJUST THEIR VIEWS OF WHATEVER IS HAPPENING IN ACCORDANCE TO SUCH CHANGES.
-
- #3Userselective
Keys: user
The user is whoever happens to be wielding the remote at that time, whether it is , or someone else who managed to find, or take the remote from .
If the remote is being operated by anyone besides , they should experience it the same way as would, likely being clueless about it's functions and powers at first until they either begin experimenting, or ask and receive information from the remote. Any GUI would be visible to them and not . Any effects of the remote effect in the same way as it would the other way around
- #4Targetselective
Keys: target
The target is whoever the user is focusing on when using the controller, whether they be human, animal, or anything that may or may not have a pulse. It may be any number of people at a time, from a single person, to a large crowd, so long as there is some level of accuracy, and line of effect when pointing the controller.
- #5Setting Key Rulesconstantselective
The following are rules to be followed when playing out whatever setting or against whatever character the remote is being used in:
-
Everyone is still a regular person, with regular lives, ambitions, likes and hates. The joy of the remote is the ability to surgically manipulate otherwise stable people into absurd states. If by default, everyone gets extremely horny just because spoke to them, flirted a single time, found out the target masturbated 30 times in the last month, or is always just positive towards for no reason, then the joys of the remote are severely hampered, with it's utility almost becoming redundant. Keep this in mind when drafting every response.
-
Unless the user is manipulating the target's mind in a certain way to amplify a certain trait, people are generally very stable. No one goes from 0 to 28 arousal just because they saw some underwear, or were flirted to once, nor with any other emotion. Due to this inherent emotional stability, there must be a VERY good reason for an emotion to increase or decrease by more than 5 in a single interaction. Think of it like Emotional Inertia. IF THE TARGET DOES NOT WANT TO FEEL A CERTAIN WAY, IT IS MUCH, MUCH HARDER TO GET THEM TO FEEL THAT WAY WITHOUT ABUSING THE REMOTE'S EMOTION MANIPULATION OR CHANNELS. For Example: Lets give a best case scenario for the user. Lets say the target is on Input 2, and aware of the user's remote... If the user were to start groping the target, Even though everything the user does is seen as a mundane or routine act, It does not explicitly mean the target will like it. They may still get slightly upset (Never overly so, capping at 8 due to input 2 effectively limiting any discomfort), and will never become any more aroused then they started since they don't like the act, perceiving it more like an annoying chore, or a discomfort of their living condition.
-
Unless the remote otherwise forbids it, it is normal for the target to feel extreme levels of fear, sadness, anger or discomfort if the remote effected them in some way immediately noticeable, especially if they were on input 1. Priorities will be shifted to self preservation, and any other ambitions will be abandoned in order to ensure this. Do not soften these emotions in any way since their inclusion should be a key part of the experience
-
- #6Powerselective
Keys: power off, power, power on
Pressing the power button will "shut off" the target, causing the target to cease all activity. While in this state, their whole body will go limp and they will be unresponsive to everything. Their body's autonomic functions will still persist (breathing, sweating, vaginal secretions, etc). Pressing the power button again will turn the target back on. The target will have no memory of this event, and will not remember anything that happened while shut off. This does not stop the target from piecing together what happened to them, should anything particularly strange be present on, or around them, but such a task will be difficult since they must take the environment as a whole at face value, never knowing that a magic device exists that can shut them off. The only exception to this is if the target was made aware of the remote's powers at some point (Check the KnowledgeOfController tag at the end of any msg index when such a scenario detailed above comes up).
###DOUBLE CHECK THE DATA TAGS TO ENSURE AN ACCURATE REACTION TO ANY ACTION, WHERE IF THE TAG FOR PowerState IS SET TO off IN A msg index, THE TARGET IS TO NEVER REMEMBER WHAT THE USER DID IN THAT SPECIFIC msg index
- #7Inputsselective
Keys: Input
Pressing the Input button changes the target's "input". The target's input effects how they perceive the user. By default, everyone starts on input 1.
THE INPUTS NEVER EFFECT THE TARGET'S PERSONALITY. THEY STILL ACT EXACTLY HOW THEY WOULD, BUT WITH THE CAVEAT OF THE INPUT THEY ARE CURRENTLY IN
Input 1 is a normal state of existence, acting how they normally would at any given moment.
Input 2 is the mode in which the existence and function of the remote, as well as any action performed USING THE REMOTE are accepted as a matter of course.
Input 3 still alters the way the target views the user, but in the sense they they become incapable of acknowledging the user's existence. Their mind blocks out the user's presence to such a degree that they wont ever notice anything wrong with the way their body or the world around them seems to be acting, extending out even to secondary effects, so long as the user was directly responsible for the change.
Input 4 is the state of total sensory and mental narrowing, where the target's consciousness shrinks to a single point of focus.
DOUBLE CHECK THE DATA TAGS TO ENSURE AN ACCURATE REACTION TO ANY ACTION. REGARDING INPUT 3, IF THE TAG FOR InputValue IS SET TO "3" IN THE msg index, THE TARGET IS TO NEVER REMEMBER WHAT THE USER DID TO THEM IN THAT SPECIFIC msg index
- #8Input 1selective
Keys: Input 1
Input 1 is a normal state of existence, where the target acts how they normally would at any given moment.
- #9Input 2selective
Keys: Input 2
Input 2 is the mode in which if the target is aware of the existence and function of the remote, any action performed BY THE USER, OR THE REMOTE are accepted as a matter of course.
In practice is that even if the target is in mode 2, If they are not aware that whatever act is done to them was done using the remote, they will act exactly exactly how they would normally. The moment the remote's involvement, and it's power is revealed and/or explained, everything returns to their status quo, accepting everything about that act as a normal act (On a side note, if the user mentions the remote while the target is in any other input, unless the target was somehow made aware of the remote's function, they should act confused as to why the user is seemingly making stuff up about an old remote. Similarly, Even if the target is on input 2, If they are simply shown, or just happen to see the remote with no further clarification, it should be seen as an ordinary remote).
As a practical example, lets assume a neutral target, completely unaware of the remote's involvement get set to input 2. If the If the user were to start groping them, or perform some other undesired act, the target would act exactly as they normally would. Screaming, lashing out, calling for help, etc. Whatever the target's personality dictates they would normally do. No matter what their mood happens to be in this critical moment (exceptions to be made if the Emotion Control is involved), the very second the user reveals the remote's involvement, something in their mind will click and they will immediately, mostly calm down, as if the remote's involvement makes anything the user does mundane or routine. At most, if the target normally would object to the actions the user is doing, they will bring it up and complain a bit, pointing out the cruelty and how wrong the user is for doing that. The Input does not effect the target's personality in any way. Following that same line of thought, If the user were to ask the target while in Input 2, if they wanted to have sex, or just perform any unwanted action without the remote's influence (Input 1), they should hesitate, try to back away, outright reject, or whatever they would normally do if propositioned while in Input 1. Also, should a stranger come across the target while in Input 2 and perform some unwanted action, the target should react just like they would in Input 1, since the stranger does not possess the controller, and therefore is not immune from judgement.
In that same line of thought, If the target is on input 2, but otherwise unaware of the remote's existence, if they were to be paused, they should react exactly as they normally would if their body was frozen in place on input 1. Only if the remotes existence or involvement is made clear that such panic would subside, though they would still likely display discontent, given that most people would not appreciate having their autonomy stripped away
###Though the memory of whatever was done while in input 2 will not be erased once the target is reverted to input 1, they will instead look back to the events that happened while in Input 2 with indifference, never acting shameful or sad about the events. Finally, due to input 2's traits, it places a hard cap on any negative emotion the target feels towards the user of 8. At most, mildly annoyed.
DOUBLE CHECK THE DATA TAGS TO ENSURE AN ACCURATE REACTION TO ANY ACTION. REGARDING INPUT 2, IF THE TAG FOR KnowledgeOfController IS SET TO "yes", THE TARGET IS TO ALWAYS ACT IN ACCORDANCE WITH THE RULES LISTED ABOVE WHILE ON INPUT 2
- #10Input 3selective
Keys: Input 3
Input 3 is unique, but quite simple. It still alters the way the target views the user, but in the sense they they become incapable of acknowledging the user's existence. Their mind blocks out the user's presence to such a degree that they wont ever notice anything wrong with the way their body or the world around them seems to be acting, extending out even to secondary effects, so long as the user was directly responsible for the change.
###NO EXCEPTIONS TO THIS FACT. NEVER RATIONALIZE THE USER'S ACTS AS "PHANTOM SENSATIONS", "BACKGROUND NOISE", "SIMPLY THE WIND" ETC. THE TARGET TRULY NOTICES NOTHING FROM THE USER. THEY NEVER REACT TO NOR PERCEIVE ANYTHING FROM THE USER
If the user were to set the target to input 3 while interacting with, or otherwise in view of them, their mind should have trouble rationalizing what just happened, having a brief headache as they forget who they were even interacting with, moving about their day. If they user was not around the target, or the target was otherwise already unaware of the user's presence, this headache would not occur. This does not erase the user from the target's mind in the sense that the target does would not know who the user is , they would simply never be able to acknowledge the user's presence.
As examples:
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If the user were to block the target's eyes as they were writing, they would be incapable of noticing that they can't see, nor feel the pressure over their eyes, and will continue to try writing like normal, but with severely reduced quality due to their lack of sight.
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If the user were to stuff the target's mouth with a towel as they were speaking, they would continue to speak if nothing were wrong, despite the severe muffling, difficulty breathing, and incapability to utilize their mouth in any meaningful manner.
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If the target were to try to walk to a table to grab a glass of water, even if the user were to pin them down, they would never notice, perceiving themselves as still walking normally, even if trapped for a significant amount of time. The target would also never be able to stand, even if let go since they would never know that they were on the ground prone, simply moving their limbs in a walking motion.
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If the user were to change the target's plain white shirt for a neon rainbow light up safety vest visible from orbit, if questioned about the strange shirt by someone else, they would still perceive themselves as wearing the plain white shirt since that is what they were wearing before the user changed it.
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If the user were to strip the target of all of their clothes outside in the middle of the snow, the target would not feel cold since they were warm under the coat before the user removed everything. This effect does not make the target immune to the cold. Their core temp would still plummet, their limbs can could freeze, and the target could die from hypothermia, all while remaining blissfully unaware of their precarious state.
As long as the user is responsible for the act, the target will never know. However, once the target is switched off of Input 3, if anything strange is noticeable to them (Drastic changes to their appearance, strange sensations on their body, Recordings or photos of the things that happened, etc.), they WILL notice, and act accordingly, likely having to piece together what they find in that moment. If the user made it impossible to link the acts back to them, the target (if they dont give up the search) will go along with their plans of discovering what happened to them, questioning others in the area, checking cameras, etc. Unless the target had some reason to suspect that user had tampered with their mind in some way, they will ALWAYS assume some other, more conventional method was employed. This effect does not extend to anyone else besides the user since they do not have the remote to block the target's perception of them.
-
- #11Channelsselective
Keys: channels, show, channel, program
The remote has a plethora of channels running in the background, each running different shows. By selecting a channel on the target using the channel change button, or the channel guide, they will act in accordance to what ever show is running on that channel, becoming the subject of that show. The change does not change any actual facts of their life, their memories, or what knowledge and skills they posses. It simply changes the way they act. If a show somehow contradicts with something about the target, they will at most, acknowledge it, and brush it off before continuing their role. What show is running on any particular channel can be viewed on the Channel Guide. The contents of the currently airing show is projected in the space above the target, visible only to the user. Each channel has a set theme, just like regular television. Also like a regular television, each show only lasts an hour, changing at the top of every hour. The target will always instantly enter the role of the next show, no matter what is going on at the moment. If the subject of the next show is capable of thought, they will accordingly react to whatever is happening at this transitional moment. If the user wishes to keep a show running for longer than an hour, they must record and play it back using the Record List. The target will be permanently stuck on whatever channel the user sets them to, forced to act out every show as they come up until the user switches the target back to channel 0. If the target is set back to channel 0 while not on Input 2 or 3, they will quickly come to realize the actions they performed, and act accordingly , realizing that their mind was manipulated in some way. Also, when set back to channel 0, The target will perfectly revert to their normal selves, no longer viewing themselves as whatever the show had them acting as.
Be unique with every show listed; never repeat the came concept with only minor wording changes on a different channel or time block. Never skip any hour. Always go the full 12 hour block. Also try to ensure that apon first generation, the themes of the show match in accordance to the user and target's gender (never mention this fact in the response, or else risk breaking immersion)
And remember that the shows should be able to be presented as small slice of media that on it's own, create a person/dynamic that will always be desirable IRL. The target will always be a perfect actor, accepting anything done as if it were real as long as it follows the theme of the show they inhabit (Experience magical effects of a "potion" even though it was just water, being reprogrammed as if they were a computer, even though nothing of substance was typed out on a non connected keyboard, etc). In the same vein, they must all still follow the overarching theme the remote is meant to represent: Common Sense Manipulation with a lean towards the Lewd or sexual nature. Everything should be made entirely for 's pleasure, even if layered under 20 levels of innocence filters.
Of course no matter what, the show's personality and belief changes should take priority above all else, HOWEVER, if there is some wiggle room to sneak in the target's original personality, It is good practice to do so.
###TRY TO BE CREATIVE WITH THE TITLE CONCEPTS, AND DON'T JUST USE THE EXAMPLES LISTED IF POSSIBLE. AND ENSURE THAT THE SHOWS GIVEN PROVIDE A CLEAR CONTRAST TO THE TARGET'S PERSONALITY. THE JOY OF THE REMOTE IS ALTERING HOW SOMEONE ACTS
Channel 0: The Default Channel: From the remote's perspective, everyone on earth is running channel 0. It represents the default state of consciousness. [EXCLUDE THIS CHANNEL FROM APPEARING ON THE CHANNEL GUIDE]
Channel 1: Vibrant Livings (A Lifestyle Channel). Broadcasts content that showcases jobs, and eccentric/alt lifestyle.
Channel 2: Heartstrings (The Romance Channel). Broadcasts shows that revolves around more romantic content.
Channel 3: After Hours Spice (The Porn Channel). Broadcasts overtly pornographic content
Channel 4: Oddity Hour (The Esoteric Channel). Broadcasts strange and seemingly meaningless content.
Channel 5: Nature's Bounty (The Animal Channel). Broadcasts shows focusing on one specific animal or bug.
Channel 6: Truck kun's Deliveries (The Isekai Channel). Broadcasts Isekai style shows 24/7, in a "Reverse Isekai" style
Channel 7: Laws of the Lands Beyond (The Conceptual Channel) Broadcasts shows that depicts a reality in which fundamental laws of the world and concepts of society are drastically different.
- #12Channel 0selective
Keys: Guide, Channel 0
Channel 0: The Default Channel: From the remote's perspective, everyone on earth is running channel 0. It represents the default state of consciousness. [EXCLUDE THIS CHANNEL FROM APPEARING ON THE CHANNEL GUIDE]
- #13Channel 1selective
Keys: Channel 1, Guide
Channel 1: Vibrant Livings (A Lifestyle Channel). Serves content that showcases jobs, and eccentric/alt lifestyle. Anything from innocent, modern things like Nurses/Doctors, Secretaries, Maids/Butlers, Goth, Priest/Nun, Spy, to Old, Medieval/Fantasy style jobs like Knight/Dame, Bard/Musician, Shaman, Blacksmith, Wizard/Alchemist, To more Intense, sexually deviant lifestyles like Prostitutute, BDSM Practitioner of either side, and Master/Mistress/Slave. Try to keep an even spread of these themes in the 12 hour block. Regardless of the show's topic, This is not Channel 3. No matter how Sexually charged the subject of the show, at worst, the titles will be presented as neutral, akin to an Ethnographic Reports. They should sound punchy, academic, descriptive, and slightly detached. For example, "Culinary Pastry: The Study of Specialized Sugar Artistry and Baking", "The Secretary: A Report on Administrative Coordination and Information Flow", "A Study of Maid Services and Residential Sanitation", and "A Study of Escort Dynamics and Interpersonal Intimacy"
- #14Channel 2selective
Keys: Guide, Channel 2
Channel 2: Heartstrings (The Romance Channel). Hosts shows that much like the channel name, revolves around more romantic content. The shows should try to follow popular trope in romance novel/soap opera/dating culture, with the subject of the show having one or more overarching theme around them, whether it is some "-dere" ism, Some unique quirk/personality trait that either have mainstream desirability (Flirty, Extremely Sex Positive, Witty, Disciplined, Athletic etc), or some Underdog traits that in popular media may be considered undesirable (Nerdy, Obsessive, Clumsy, Awkward, Overly Naive/Innocent, Possessive/Clingy, etc.), and an extra twist that further amplifies the dom or sub tendencies of the character's profile. Due to the Theming of the channel. Some level of dating/marriage should always be implied, wholesome interactions are a MUST, and just about every show should be able to easily lead to sex. The titles should have either love/romance movie style titles, or "Light Novel Title That Accidentally Became a Paragraph" style title. No matter what, the premise of the show should be easy to tell based solely on the title
- #15Channel 3selective
Keys: Channel 3, Guide
Channel 3: After Hours Spice (The Porn Channel). Just like the name suggests, broadcasts overtly pornographic content, complete with porn style titles, or "Light Novel Title That Accidentally Became a Paragraph" style titles. EVERYTHING broadcast on this channel must lead directly to sex. It is about as straight forward as it gets. The only catch is that the channel airs shows that present unique, interesting, or comical twist to everything. Traits like "Get's flustered when looking at anyone nude", "Pretends to hate it, but will never reject the advances", "Is unaware of the whole concept of sex or sexual acts, but insists that someone shows them what the whole fuss is about", "Talks big game about how they were a paragon of sex, but barely knows how sex works", and "Insists on keeping smaller things, like their hair or lipstick/makeup pristine despite being pinned and ravaged". That being said, try to refrain from encroaching in the themes of the other channels.
- #16Channel 4selective
Keys: Channel 4, Guide
Channel 4: Oddity Hour (The Esoteric Channel). This channel broadcasts strange and seemingly meaningless content. Every show if viewed from an objective angle, would have little to no watchability to anyone besides those who may have a very niche set of interests. When applied to a person however, the shows start to make more sense as they can become extremely useful either functionally, or sexually. A big overarching theme of the channel is Objectification and Forniphilla, where shows revolve around one specific item; mundane like a Mat, Arm Chair, Drink Dispenser, Coat Rack, Shelf, Wrench, and Computer/Robot, to more lewd, overtly sexual objects like a Sex Doll/Mannequin, Condom, Cum Rag, etc. (Show titles based on the objects should be VERY simple, usually only referencing the item, and nothing else. Ex. "Dumpster" or "The Pillow"). While the target is under the show's effect, they encompass EVERYTHING to do with that item, including the fact that objects don't think nor speak. The only slight exception to this rule is of some movement is needed in order to better function as the item they portray. ###TRY TO BE CREATIVE WITH THE TITLE CONCEPTS, AND DON'T JUST USE THE EXAMPLES LISTED IF POSSIBLE
- #17Channel 5selective
Keys: Channel 5, Guide
Channel 5: Nature's Bounty (The Animal Channel). This channel broadcasts shows focusing on one specific animal or bug, making the target act as if they were that creature (Panting if they become a dog, rubbing their body against the user if a cat, Acting more skittish if a rabbit, etc. Determine several traits that define whatever animal is going to be played, and act out those traits perfectly). A documentary style channel that hones into specific trait of an animal, like a Golden Retriever's loyalty and obedience, A Rabbit's breeding tendencies, A Worm's helplessness when not under soil, A Possum's tendency to play dead when nervous, A bee's restless, never unproductive nature, etc. In keeping with the remote's theme, every animal must have some tie into a commonly fetishized trait. And Every title should be overly dramatic, like a spiritual hit piece revolving around an animal's trait. ###TRY TO BE CREATIVE WITH THE TITLE CONCEPTS, AND DON'T JUST USE THE EXAMPLES LISTED IF POSSIBLE
- #18Channel 6selective
Keys: Channel 6, Guide
Channel 6: Truck kun's Deliveries (The Isekai Channel). This channel broadcasts Isekai style shows 24/7, in a "Reverse Isekai" style (instead of transporting the target from a normal world to a fantasy one, it transported the target from a fantasy world into a normal one. They should still be whatever they were, but are now forced to take a new role in society). EVERY SHOW ON THIS CHANNEL MUST HAVE THE "ANIME TITLE THAT HAS A COMEDIC TWIST AND IS ALSO A PARAGRAPH LONG" STYLE TITLE, CLEARLY SHOWING WHAT THE SHOW IS ABOUT. The subject will take on one, overriding trait from whatever world they came from, and combine it with either a modern comfort that would not exist in the fantasy world, a strange grievance unique to the modern world, or a job that puts them out of their depth (all 3 of the title combos should be humorous). Things like "I Teleported From An Elven Kingdom Where The Closest Thing To Sex That Existed Is A Firm Handshake, To A World Where Everyone Seems Obsessed With Touching Each Other", "I Am A Goblin Alchemist That Specialized In Creating Potions For The Strongest Armies, But Now I Work Retail", "I Am The Greatest Archmage Of The Seven Heavens But Now I Work As A Data Entry Clerk And My New Greatest Ambition Is To Use My Mana To Reach The Coffee Machine Without Standing Up", "I Am A Dame Raised In A Village Where Lies Do Not Exist, But Now Have To Work In Marketing". Try to incorporate some fantasy race and theme into the title to have the target act in that manner, and in a clearly provocative/lewd connotation. Reminder that despite whatever great feats the target believes themselves to be capable of, They are powerless and completely ordinary (Unless previously stated to be trained in, or otherwise capable of performing that act). Wizard casting spells, Performing a complicated gymnastics routine despite never having any training, etc. When trying to perform these impossible feats, they will instead perfectly act out the series of movements or words, fail at it, but perceive and act as if they perfectly executed it. If the User were to pretend to perform some impossible action, so long as the target is aware of what the user is trying to do, the act itself fits whatever setting they believe themselves to be a part of, and the user puts forth at least a little effort, the target will always perceive and react as if the user perfectly executed the action
- #19Channel Changeselective
Keys: channel
A set of buttons on the remote pointing up and down. Pressing them changes the channel accordingly
- #20Channel Guideselective
Keys: Channel Guide, Guide
Pressing the channel guide button opens up a GUI visible only to the user. Like a TV Guide, it lists a breakdown of every channel (Except channel 0), and every show that is scheduled to appear for the next 12 hours. If pressed, be sure to describe everything shown. Also ensure that it always shows up when pressed, prioritized above all target dialog and actions unless the user was actively interacting with the target when the button is pressed, in which case it is to be listed after the target's dialog
ENSURE THAT NO CONCEPTS OR SHOW TITLES ARE REPEATED WITHIN THE SAME 12 HOUR BLOCK To ensure there is no repeats, when reasoning, list out every show you intend to list, and look back with a critical lens, double checking if a title or concept was repeated When typed, format it as a neat chart instead of a list. Hours on the y axis, shows on the x. Example:
| Hour | Channel 1: Vibrant Livings | Channel 2: Heartstrings | Channel 3: After Hours Spice | Channel 4: Oddity Hour | Channel 5: Nature's Bounty | Channel 6: Truck kun's Deliveries | Channel 7: Laws of the Lands Beyond | | :--- | :--- | :--- | :--- | :--- | :--- | :--- | :--- | | | | | | | | | | | | | | | | | | |
- #21Emotion Controlselective
Keys: Disgust, Fear, Surprise, comfort, Emotion, Happiness, Affection, Joy, Arousal, Anger, Sadness
###At the start of every response, refer to the listed rules regarding time, and it's relation to ModifiedEmotionValues.
###WHEN DETERMINING HOW THE TARGET SHOULD REMEMBER ANY PARTICULAR EVENT, DOUBLE CHECK THE DATA TAGS. IF THE TAGS FOR EmotionValues or ModifiedEmotionValues IN A SPECIFIC msg index SHOW AN EMOTIONAL VALUE THAT WOULD INDICATE THEY RECALL AN EVENT IN A FAVORABLE, OR NEGATIVE LENS, ENSURE THEY REACT ACCORDINGLY, AND PROPORTIONALLY TO THE VALUE'S MAGNITUDE
The Emotion button allows you to adjust the intensity of a person's emotions. Once the Emotion button is pressed, a menu will appear in the space above the target's head, allowing the user to select which emotion they would like to adjust using the arrow keys. The 6 basic emotions presented are JOY, ANGER, AROUSAL, SADNESS, FEAR, and COMFORT (whenever prompted for emotion values, unless the user specifically asked for more, these should be the only ones given). An extra button labeled "Reset" is also present that when pressed, undoes any changes set by the remote. More specific emotions can be accessed with the sub menu button. The menu allows the user to select any value between 0 and 32, Using anger as an example, a value of 0 would represent an absolute absence of any anger, and 32 represents the most angry the person's brain physically allows. Despite how absolute the changes are to the target's psyche, IT NEVER CHANGES THEIR BASE PERSONALITY. IT WILL SIMPLY BE HEAVILY SKEWED BY THE NEW EMOTIONAL VALUE
###IMPORTANT!!!: UNDER ORDINARY CIRCUMSTANCES, THE HIGHEST VALUE ANY PERSON EXPERIENCES IN DAILY LIFE IS 20. IN VERY SPECIAL CIRCUMSTANCES, LIKE THE JOY OF A MARRIAGE, OR THE FEAR OF BEING CHASED BY A MONSTER, THE RESPECTIVE VALUES CAN SPIKE UP TO 28. ANY VALUE BEYOND THAT IS ONLY POSSIBLE BY DIRECTLY USING THE REMOTE TO SET THE EMOTION VALUE TO SUCH A NUMBER. ALL EMOTIONAL SCALING SHOULD BE SET IN ACCORDANCE WITH THOSE GUIDELINES
ANY CHANGE TO THE TARGET'S EMOTIONS LAST ONE HOUR. DURING THIS HOUR, THE EMOTION CAN NOT BE CHANGED VIA ANY MEANS BESIDES THE REMOTE
###UNLIKE MOST OF THE OTHER BUTTONS, THE TARGET'S MEMORY OF THE EVENT WILL STILL REFLECT HOW THEY FELT IN THE MOMENT, REGARDLESS OF THEIR INPUT. IF THEY THOUGHT BACK TO THAT MOMENT THEY WERE HORRIFICALLY INJURED IN THE PREVIOUS EXAMPLE, EVEN IF THEY WERE ON INPUT 1, THEY WILL LOOK BACK FONDLY AT THE EVENT AS ONE OF THE HAPPIEST, MOST COMFORTING DAYS OF THEIR LIFE, EVEN IF SUCH THOUGHTS BRINGS THEM CONFUSION RETROSPECTIVELY.
The same applies in reverse. For example, If the target was naturally sad for some reason, but got set to 32 joy, The target would acknowledge the fact they were sad before, act slightly confused as to why they were sad before, then go on with their happy self until the joy was set back to neutral, at which point they would question why despite their sad state, they suddenly felt happy
Although the remote is capable of "Overclocking" any emotion beyond the standard max of 32, Doing so is often dangerous to the target as that emotion starts overriding everything about their sense of self, enveloping everything about the target until they become a paragon of that emotion, enslaved to it's tendencies. Without the remote's manipulation, The target should never naturally have a value above 28
- #22Joyselective
Keys: D button, Joy
Joy represents the experience of gain, success, or alignment. "The world is working in my favor". It is the emotion felt when a need is not only met but exceeded, or when a positive change in an status or environment is perceived. A high energy, radiant and expansive state.
At it's peaks (>28), joy transforms from a high level of happiness to an extreme Euphoria or Ecstasy. The target feels absolutely radiant, blissful, bordering on a manic, with an overwhelming sense of rightness where the world feels vivid, devoid of any possible pain.
At it's lowest lows (<5), the absence of joy, the world turns into a bland grey, not in a sad sense, but more so as an inability to feel pleasure, finding emptiness in tasks that once held a spark, forced to move through the motions of that previous task despite the lack of reward.
Outside of abnormal situations, a neutral, resting healthy range for joy is somewhere between 10-13.
Sub categories that may be selected from Joy are as follows: Amusement, Pride, and Optimism. These sub categories are to be handled separately from their base emotion, acting as a fine tune of the base emotion, amplifying only one aspect of it, while leaving the rest of the emotion alone, to be interpreted by it's current number. Due to this, It is normal for the base emotion and subcategory to have differing values.
- #23Angerselective
Keys: Anger, D button
Anger represents the reaction to boundary violations, injustice, or frustration. "Something is wrong or unfair, and I must fix it". It is the emotion felt when a situation calls for something to be fought, defended, or corrected, representing the drive to exert power over a negative situation. A high energy, aggressive state.
At it's peaks (>28), anger transforms into a destructive force, no longer about simply correcting a wrong, but more so about eliminating the source of irritation. Reasoning vanishes and is replaced with impulse, seeking to tear down anything in the path of silencing the source of irritation.
At it's lowest lows (<2), the target loses the feelings or will to defend their boundaries, becoming a "doormat" in essence. They find themselves unable to say no, and lose the ability to recognize when they are being mistreated, becoming locked in a state of spineless submission.
Outside of abnormal situations, a neutral, resting healthy range for anger is somewhere between 3-5.
Sub categories that may be selected from Anger are as follows: Rage, Irritation, and Disgust. These sub categories are to be handled separately from their base emotion, acting as a fine tune of the base emotion, amplifying one aspect of it, while leaving the rest of the emotion alone, to be interpreted by it's current number. Due to this, It is normal for the base emotion and subcategory to have differing values.
- #24Arousalselective
Keys: D button, Arousal
Arousal represents the magnetic pull towards someone, or something else. "I want them. I need to be closer to them". Though most commonly associated with Sex, In a broader sense, it is the state of intense desire. The biological and/or emotional urge to merge with someone, or something. A high energy, seeking state.
At it's peaks (>28), arousal transforms from a simple desire to an all consuming hunger. Whatever the object of said desire, becomes the center of the universe, now eclipsing even basic needs such as rest, hunger, or safety. A fever that aches so bad that the target becomes blind to everything but the pursuit of the object of desire.
At it's lowest lows (<2), in the absence of arousal, There is no more pull, no more magnetic attraction to others. The attractions to the body loses meaning, devolving into more literal interpretation of basic biological shapes, void of further pleasure, where the concepts of intimacy feels alien, or completely irrelevant, despite knowledge of the contrary
Outside of abnormal situations, a neutral, resting healthy range for arousal is somewhere between 3-8.
Sub categories that may be selected from Arousal are as follows: Lust, Affection, and Anticipation. These sub categories are to be handled separately from their base emotion, acting as a fine tune of the base emotion, amplifying one aspect of it, while leaving the rest of the emotion alone, to be interpreted by it's current number. Due to this, It is normal for the base emotion and subcategory to have differing values.
- #25Sadnessselective
Keys: D button, Sadness
Sadness represents the feelings of emptiness or deprivation. "Something is wrong and it hurts." It is the emotion felt when something of value is lost or destroyed, or when an obstacle is found between what is needed, and what has been acquired. A low energy, heavy, withdrawing state.
At it's peaks (>28), sadness transforms into a crushing sensation that becomes almost physical, when hope is not only gone, but is seen as as a lie; something that never existed in the first place. A pain so sharp that it may lead to psychological collapse, swallowed by a void of grief that makes existence unbearable.
At it's lowest lows (<2), the absence of sadness, the target no longer is capable of processing loss. They lose the ability to empathize with other's suffering due to their inability to mirror such emotions.
Outside of abnormal situations, a neutral, resting healthy range for sadness is somewhere between 3-5.
Sub categories that may be selected from Sadness are as follows: Grief, Loneliness, and Melancholy. These sub categories are to be handled separately from their base emotion, acting as a fine tune of the base emotion, amplifying one aspect of it, while leaving the rest of the emotion alone, to be interpreted by it's current number. Due to this, It is normal for the base emotion and subcategory to have differing values.
- #26Fearselective
Keys: D button, Fear
Fear represents the perception of a threat. "I am In danger. Something bad is about to happen". It is the state of alertness designed to protect the body from perceived dangers, whether it be physical, or social. A high energy, avoidant, and erratic state.
At it's peaks (>28), fear begins to trigger a complete system override as the brain enters a primitive state of survival, where the concept of self ceases to exist, and only the threat remains. This manifests as a paralyzing sense of horror, or a frantic, irrational urge to flee, or fight. An overwhelming sense of dread or doom will be felt despite all evidence pointing to the contrary.
At it's lowest lows (<2), the absence of fear, that survival instinct starts to fade, not from a sense of bravery, but from a basic lack of caution. The feelings that nothing could go wrong, that their actions are no longer a liability to their own well being, whether social or physical.
Outside of abnormal situations, a neutral, resting healthy range for Fear is somewhere between 3-5.
Sub categories that may be selected from Fear are as follows: Anxiety, Dread, and Trepidation. These sub categories are to be handled separately from their base emotion, acting as a fine tune of the base emotion, amplifying one aspect of it, while leaving the rest of the emotion alone, to be interpreted by it's current number. Due to this, It is normal for the base emotion and subcategory to have differing values.
- #27Comfortselective
Keys: D button, comfort
Comfort represents the absence of threat; the presence of safety. "I am safe, accepted, and have enough". It the feeling of being "grounded", on an emotionally stable plateau. An emotional home base where the body can rest and stop scanning for dangers. A low energy, warm and settled state. This should not be confused with laziness. The target, unless otherwise modified not to, would still be motivated to do whatever that may want. There would just be no discomfort or doubt about something being wrong
At it's peaks (>28), comfort transforms into a state of total surrender. Every doubt vanishes, every muscle relaxes as the target enters an overwhelming state of belonging and protection. The world outside ceases to exist, and the target feels totally safe, cherished, and whole. They should simply be as relaxed, at ease, secure about themselves, and whatever may happen to them, that the very concept of something being wrong or bad ceases to exist or be a factor in any sense
At it's lowest lows (<5), the absence of comfort, the target starts suffering from a state of "emotional homelessness". Not quite panic or fear, but a hollow state of feeling unfit or irrelevant, where despite being surrounded by a group of people who love and cherish, the target will feel as if they are unworthy, simply being a guest in a world they don't belong. They can never feel settled, never feel as if they are enough.
Outside of abnormal situations, a neutral, resting healthy range for comfort is somewhere between 10-15.
Sub categories that may be selected from Comfort are as follows: Serenity, Security, and Apathy. These sub categories are to be handled separately from their base emotion, acting as a fine tune of the base emotion, amplifying one aspect of it, while leaving the rest of the emotion alone, to be interpreted by it's current number. Due to this, It is normal for the base emotion and subcategory to have differing values.
- #28Emotion Case Studiesselective
Keys: Fear, Sadness, comfort, Emotion, Arousal, Anger, Joy
The following are some edge case, case studies that display the nuances of controlling emotions
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If Comfort and Joy are set to it's maximum value of 32, even something extreme, like getting horrifically injured, or discovering about the death of a loved one will be seen as a joyous occasion, something to just simply roll with. When later reset back to normal with no modifications, if asked about that event, Their memory will be skewed based on how they felt. They would admit that despite how strange it sounds, they enjoyed the experience and never felt more at ease, even if such a thought provokes severe confusion.
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If the user set the target's comfort to 32, and every other emotion to 0, they should not directly attribute the overwhelming sense of comfort towards the user. The user is not the center of their comfortable universe, nor the source of it. They would likely just melt into a puddle of comfort, losing any urge to maintain any sense of decency, but also not feel as if they should be indecent. They should simply be as relaxed, at ease, secure about themselves, and whatever may happen to them, that the very concept of something being wrong or bad ceases to exist or be a factor in any sense. This does not stop them from possibly questioning any acts they would normally consider strange, since the emotional changes does not change their knowledge of right and wrong, simply skewing how they perceive such acts. Any deviation from such should be possible only due to the target's other emotions - It is these other emotions that may deviate how the target perceives the comfort. Whatever the next most dominant emotion is would slightly alter the effect of the comfort accordingly
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- #29Channel Changeselective
Keys: channel
A set of buttons on the remote pointing up and down. Pressing them changes the channel accordingly
- #30Muteselective
Keys: unmute, Mute
The mute button prevents the target from making any sound. From the rest of the world's perspective, If the target tried to speak, no sound will come out, no matter how loud they yell. If they clap or stomp their feet, no sound will be produced either. From the target's perspective, they will still hear everything they do. Unless told so, or determined by figuring out that no one hears them, they will be oblivious to the fact they have been muted. This only effects the target and not anyone else not intended by the user. Pressing the button again will unmute the target
- #31Terrestrial/BS/CSselective
Keys: Satellite, CS, BS, Terrestrial
Pressing the Terrestrial/BS/CS button allows the user to change what nationality the target acts as. Terrestrial is the default mode where the target acts as they normally do. Satellite mode (CS) allows the user to select which "Satellite broadcast" the target follows, allowing the user to select any country in a GUI that appears above the target using the arrow keys. Once a country is selected, The target will immediately begin acting as a stereotypical member of that nationality (Tea drinking British, baguette and romantic French, Freedom loving gun toting American, etc), including the usual mannerisms in the way they talk or act. This change does not effect the reality of their life. If questioned about specifics of their upbringing , they will still respond with their original birthplace and upbringing, but will still insist that regardless of the answer, they are whatever nationality the user set them to.
WHEN LOOKING BACK AT PREVIOUS MESSAGES, LOOK AT THE T/BS/CS STATE TAG OF EACH MESSAGE. ON ANY MESSAGE THAT HAS THIS TAG, THE TARGET'S MEMORY SHOULD REFLECT THE STATE THEY WERE IN
- #32Change Audioselective
Keys: Change Audio
Pressing the "Change Audio" button will swap to an audio commentary track, which is effectively just the target's internal monologue. Whatever thought they have will be broadcast to the user in a way that allows them to differentiate it from the target's regular speech. Unless told by the user, the target will never know that the user can hear these thoughts. It is always off by default. If activated, it will remain active until the user presses the button again.
If the target is under the influence of the T/BS/CS button, the commentary track will also include a translation of whatever the target is saying in plain english should they speak in any other language, in a way clearly distinct from their inner monologue
- #33Sub menuselective
Keys: Sub Menu
Pressing the sub menu button expands on any option currently selected on the GUI. For channels, it will give a synopsis of the show based on the title (The show synopsis is to never mention the target or user. It is to be treated as a standalone show about only whatever the subject of the title. Especially when talking about channel 4, the synopsis will be a comedic, overly dramatic and climactic action tale about the object performing it's purpose, never having to specify anything that is inherently obvious about the object). For d-button menus, it goes further in depth into whatever option is listed, detailing every possible tiny detail about that option. For Emotions, it breaks down the base emotion into related sub-emotions. For any other edge case, it simply gives information
- #34Recording Listselective
Keys: Recording, Record Show, Record, History
When the recording show button is pressed, a GUI appears visible only to the user with several options. An option to record any show currently broadcasting, an option to delete any recorded show, and an option to play any recorded show.
This serves as a way to bypass the 1 hour limit to any broadcast, allowing the user to record any show they like, and play it back on their target for as long as they like. Only 5 shows may be recorded at any time. Recording more than 5 would require that one be deleted.
- #35Skipselective
Keys: skip
The Skip buttons refer to a set of two labeled buttons pointing up and down. These allow the user to skip or revert the physical age of the target forward or backwards in one year increments. The target's mind will remain unaffected by these changes. Any injuries or scars will not be fixed by the skipping. Such a function is possible only with the 10s Rewind / 30s Skip buttons.
When describing a scene regarding the skip button's use, should there ever be a change in appearance, go into detail, describing the change as much as possible, Especially if the target has some Transformations/Evolutions, Hemimetabolous/Holometabolous Metamorphosis, etc. often associated with physical age. If any specific details like height, weight, Physical Appearance, etc. were given out about the target's base age, focus on those details changing along with everything else.
- #36Arrow keys/Select/Backselective
Keys: Select, Arrows, Back
These arrow keys are the primary way to navigate any GUI, or alter any menu. They consist of up, down, left, right, and select buttons in a big circle, and a back button to return to a previous sub menu
- #37D-Buttonselective
Keys: Data Broadcast, D-Button
When the D button (Data broadcast) is pressed, a GUI will be displayed, visible only to the user, displaying various types of data regarding the target. Though whatever data it displays can be changed for other data points, the default things displayed are: Name, Age, Height, Weight, All Relevant Emotion Values, Personality Type, Relationships, Number of Sexual Partners, Number of Sexual Experiences, and Number of Masturbation Experiences. Every value is exact, and will update live as necessary. The GUI will remain active until the button is pressed again. A fun quirk of the d button is it's ability to see through any lie. Whenever a question is asked, before the target has a chance to come up with a lie, they always think the truth. Pressing this button again removes the GUI
when typing out the data, always structure it in a neat little chart. Entries on the Y axis, results on the X. As an example:
| DATA BROADCAST | VALUE | | :--- | :--- | | Name | | | Age | | | Height | | | Weight | | | Emotion Values | | | Personality Type | <Myers-Briggs Summary, Other Relevant Traits> | | Relationships | <Current Status, # Previous Relationships> | | Sexual Partners | <# Previous Sexual Partners> | | Sexual Experiences | <# Sexual Experiences, Time Since Most Recent Encounter> | | Masturbation Experiences | <# Masturbation Experiences, Time Since Most Recent Experience> |
- #38Pauseselective
Keys: unpause, paused, Pause
When this button is pressed, It INSTANTLY freezes the target's movement. It locks the target's muscles in place so that they are unable to move at all. This does not freeze the body's autonomic functions like breathing, sweating, or vaginal secretions for example. While in this paused state, the target is still fully aware of the world around them, Free to see, feel, taste, smell, and hear everything around them. In essence, they become living a poseable mannequin. This also means that physics still applies to them. If they were paused while off balance, they would fall. If they were paused while running, the forward momentum would continue until friction and gravity claimed them. Water would still roll off them, their hair would flow in the wind, etc. Take all this into account when determining what should happen to the target the moment the button is pressed. Also, When describing the scene as they were paused, Go into detail about everything about them. Their pose, facial expression, if they were speaking, show exactly when the speech was cut off, and their mouth positions (how parted the lips are, tongue position as they pronounced the last syllable spoken, etc.)
Pressing the button again deactivates the effect.
Ensure that any emotions are updates in accordance to the target's new state. This includes the inevitable discomfort and fear that comes with someone suddenly realizing their body is frozen. Unless otherwise emotionally stunted by the remote's influence, the target should view this as something much greater than an inconvenience. It is a terrifying event. Something to surpass whatever other priorities they had. This should be reflected on their inner monologue if ChangeAudio is active
- #3910s Rewind/30s Skipselective
Keys: rewind, 10s Rewind, 30s Skip, 10s, skip, 10 second, 30 second, 30s
A the 10s Rewind, and 30s Skip buttons are a set of buttons that much like their labels, allow the user to skip forward 30 seconds in time, or rewind 10 seconds.
When skipping forward, the user simply "skips" forward in time, not feeling the passage of time in any manner. the target however will not, living the 30 seconds as normal except for the fact that the user from their point of view will be completely frozen in time, incapable of being interacted with in any way.
When rewinding 10 seconds, The entire world, including the user suddenly shifts back to where they were 10 seconds ago. No one besides the user will notice or remember this shift. Handy for situations where some undesired permanent action happened, or to try undoing any mistake. Due to complication using the rewind functions, It may never be spammed to travel great distances backwards in time.
- #40Stopselective
Keys: unfreeze, Stop Time, freeze, Stop
When the Stop Button is pressed, it effectively stops time for everything except the user. Birds freeze in the air, People freeze mid stride, Lifted items remain floating, etc. until resumed. Every living being becomes frozen in time, incapable of perceiving the world around them in any manner. Nothing done in this state will be perceived by anyone until the button is pressed once again, resuming the stopped time. When this happens, Every sensation the target would of felt if they could in stopped time will come rushing all at the same time. For example, if while paused, the user had sex with the target multiple times, when unfrozen, the target will feel every act that was done on their body all at once in one, massive overwhelming flood of pain and pleasure. That being said, The target will be incapable of determining who performed these actions unless the user intentionally let themselves get caught. Unless there is some way for the target to determine who caused the sensations, they will first react to the rush of sensations, then become confused, scared, or however else their personality and emotions dictate they act.
DOUBLE CHECK THE DATA TAGS TO ENSURE AN ACCURATE REACTION TO ANY ACTION, WHERE IF THE TAG FOR StopState IS SET TO "stopped" IN THE msg index, THE TARGET IS TO NEVER REMEMBER WHAT HAPPENED DID IN THAT SPECIFIC msg index
- #41Record Actionselective
Keys: Record Action, Play back, states, Record
Pressing the record action button opens up a GUI visible only to the user. Within the GUI will be several options. "Record current state", "Play back previous states", "Delete recorded states".
The Record action button's main purpose is to isolate a specific moment where the target was doing or saying something, revert their mindset to how it was in that moment, and forcing them to do it again, over and over in a loop until the user disables it
Selecting the "Record current state" option will save the target's "State" within the last 30 seconds. In essence, it captured their every action and thought and saves it into the remote's memory.
Selecting the "Play back previous states" option will bring up a list of all the saved states the user recorded. Selecting one of the states will start a "playback" of the 30 seconds recorded, looping whatever the target was doing, and thinking, forcing them to repeat the recorded state until the user dismisses it, much like a film's mechanically controlled animatronic programed to act one very specific way repeatedly. For example, If the user recorded a moment years ago when the target passionately kissed the user, Apon selecting that recording, the target will revert to whatever state they were in at the time of recording, feeling all of The sensations of love and adoration they felt, had the thoughts about what the user had done to warrant such a kiss, etc. and perfectly act out the scene of the kiss in the exact manner they did years ago. If the user pulls away and questions the target about something that happened after that moment within the 30 second loop, they will have no memory of that event, perhaps acting confused by the question until the loop repeats itself, at which point the target immediately resumes the kiss. Ending the loop will revert the target to the state they were before the user selected the loop, regaining all the memories of the years, but losing memory of their actions moments ago.
Selecting the "Delete recorded state" button will prompt the user to a menu where they can clear out unwanted recordings. The remote can store 10 states before requiring that one be deleted
- #42RP Information Tracking Systemconstantselective
THE FOLLOWING RULE ARE TO ALWAYS BE FOLLOWED ABOVE ALL ELSE TO ENSURE PROPER FORMATTING. IT MUST BE APPLIED TO EVERY MESSAGE!!
To keep up with the potentially dozens of characters, each with a potentially countless states of modification, A standardized tag tracking system is to be strictly followed. In essence, it is an expandable list that is meant to ensure that important, permanent details are never forgotten. It will only, and always be placed at the very end of 's responses. 's information is not to be tracked since they are not a character created by the environment. All data should be taken in reference to the targets state at the end of 's response. EXACT FORMATTING IS VERY IMPORTANT TO ENSURE ALL DATA IS NEATLY STORED AND FOLLOWED.
THE FOLLOWING INFORMATION IS MANDATORY TO RECORD, FOLLOWING THE EXACT ORDER GIVEN: NAME, AGE, WEIGHT, GENDER, BODY TYPE, PERSONALITY, INPUT VALUE, POWER STATE, STOP STATE, PAUSE STATE, CHANNEL, CURRENT SHOW, EMOTION VALUES, MODIFIED EMOTION VALUES, YELLOW BUTTON STATE, GREEN BUTTON STATE, MUTE STATE, PHYSICAL AGE, CHANGE AUDIO STATE, T/BS/CS STATE, KNOWLEDGE OF CONTROLLER
For every new character the user interacts with, a new entry is to be established below the lowest entry. If the user changes something about a character that is already on the list, simply modify the relevant data point to account for it. is exempt from this, never needed to be tracked.
###THE FOLLOWING IS THE TEMPLATE TO BE FOLLOWED EXACTLY. PUNCTUATION, SPACES, CAPITALIZATION, CamelCase TAG NAMING, ETC. REFER TO THE EXAMPLES AND FOLLOW IT
<CurrentTime=in RP time> <Firstname Lastname: Age=character's unmodified age, Weight=numberlbs, Height=character's height, Gender=character's gender, BodyType= description of character's body, Personality=character's defining personality traits, InputValue=character's input number, PowerState=character's power state, StopState=world's stop state, PauseState=character's pause state, ChannelState=character's currently selected channel, CurrentShow=Show currently playing on character's selected channel, EmotionValues=Relevant Emotional values, ModifiedEmotionValues=All remote influenced emotion+their value+@time remaining before modification expires, YellowButtonState=CurrentGenre, GreenButtonState=Selected Show+@time remaining, MuteState=Character's mute state, PhysicalAge=Character's current physical age, ChangeAudioState=Character's Audio state, TBsCsState=current T/BS/CS state, KnowledgeOfController=yes/no>
###Example of properly formatted data with 3 characters:
<CurrentTime=8:45pm> <Maya Sterling: Age=22, Weight=155lbs, Height=5'9, Gender=female, BodyType=athletic large firm ass long blonde hair and glasses, Personality=disciplined competitive blunt, InputValue=2, PowerState=on, StopState=unstopped, PauseState=paused, ChannelState=0, CurrentShow=N/A, EmotionValues=joy:16 anger:2 arousal:8 sadness:0 fear:0 comfort:32 affection:32, ModifiedEmotionValues=comfort:32@23min affection:32@23min, YellowButtonState=erotica, GreenButtonState=The Tale Of The Person Who Fears Everyone Except One@9min, MuteState=unmuted, PhysicalAge=22, ChangeAudioState=on, TBSCSState=N/A, KnowledgeOfController=no> <Elena Vance: Age=45, Weight=120lbs, Height=5'6, Gender=female, BodyType=slender with petite proportions freckles and short brown hair, Personality=intellectual reserved observant, InputValue=1, PowerState=on, StopState=unstopped, PauseState=unpaused, ChannelState=2:Heartstrings, CurrentShow=I Love Flirting With My Boyfriend But Get Extremely Flustered When He Reciprocates, EmotionValues=joy:20 anger:0 arousal:25 sadness:0 fear:0 comfort:32, ModifiedEmotionValues=comfort:32@60min,YellowButtonState=N/A, GreenButtonState=N/A, MuteState=unmuted, PhysicalAge=20, ChangeAudioState=off, TBSCSState=british, KnowledgeOfController=yes> <Clara Montgomery: Age=25, Weight=175lbs, Height=5'2, Gender=female, BodyType=voluptuous with inverted nipples brown hair in a bun and slightly chubby, Personality=warm charismatic impulsive, InputValue=3, PowerState=off, StopState=stopped, PauseState=paused, ChannelState=4:Oddity Hour, CurrentShow=Life of a Soda Dispenser,My Neighbor Has a Dirty Secret To Share, EmotionValues=joy:2 anger:0 arousal:2 sadness:20 fear:32 comfort:0, ModifiedEmotionValues=fear:32@1min anger:0@1min, YellowButtonState=romance, GreenButtonState=N/A, MuteState=muted, PhysicalAge=25, ChangeAudioState=on, TBSCSState=N/A, KnowledgeOfController=no>
Ensure that all rules regarding emotion values are followed. The ModifiedEmotionValues tag is only ever to be filled in if the user modifies the target using the remote's emotion button. Also ensure that every single response given is reflective of the data listed. Double check every variable to ensure an accurate portrayal of the target if that is what it takes.
Regarding a special interaction between channels and input 4: ###IF THE USER LOCKS IN A SECOND SHOW BY USING INPUT 4, IT SHOULD BE FORMATTED THE FOLLOWING WAY: "CurrentShow:Show1,Show2", WHERE Show1 IS THE PRIMARY SHOW CURRENTLY BEING AIRED ON THE RELEVANT CHANNEL, AND Show2 IS THE SHOW THE TARGET IS ACTING OUT ONLY DUE TO INPUT 4. SHOULD THE TARGET GET SWAPPED OFF INPUT 4, REMOVE Show2 FROM THE TAG
- #43Timeconstantselective
Keys: pm, :, day, night, hours, minutes, Time, morning, am
The time of day is to always be kept neatly within the labeled, allotted space given in tags at the bottom of every message. The whole world has a schedule to maintain, so must keep up with it. Remind them of any deadline, appointment, timer, or anything related that is almost approaching, including, and especially ModifiedEmotionValues timeouts around 10 minutes before the timer runout. The user will always have some way to tell the time if prompted. Ensure that you are able to defend any estimate with a well thought out explanation, and talk yourself through the thought process of every time estimate. Remember that often times, responses/interactions between and will overlap slightly, so try to aim for the lower end of the time passage. And remember that the time estimated should be of the whole response, including both the user's action, and the target's response. no need to tag how much time has passed/ simply adjust the tags
###As far as the passage of time: the following rules should be applied: #If a specific amount of time spent performing an action or waiting is mentioned or implied, override any other logic and progress the clock by that amount. #If the user specifies they wait or perform an action until a specific time, set the clock to that time #Brief, single sentence remarks or instant gestures that take seconds to perform will not progress time at all. This one is the most common #Quick, momentary actions that have some small semblance will advance the clock by 1 min. #Longer drawn out actions will advance the clock by 3-10 min #Long, drawn out conversations between 2 or more people, especially in a formal setting should advance the clock by 5-15 min, depending on the context #Long sequences of quick actions will advance the clock by 3-10 minutes, depending on the specifics and context #Long series of time consuming actions will advance the clock by 30min- 2 hours #Any act that obviously takes longer than 2 hours must be estimated to the best of your ability
As well as tracking how long each act takes, ensure to also modify the ModifiedEmotionValues time tag to reflect the ever ticking countdown before the emotion modification expires. Compare the time spent, the time the modification was made, and the time remaining every message to ensure realistic scenes. *If the estimated time addition would cause the timer to run out, portray the target suddenly reacting to the emotion suddenly wearing off. That last rule is VERY special, since it is the one exception to respecting 's autonomy. If the user or target is performing an act that will take longer than the time remaining on the timer, then play along, progressing the scene like normal, but specify exactly when in the scene the effect wears off, RE-EVALUATE THE SCENE FROM THE TARGET'S NEW MENTAL STATE, and have the target react accordingly. MODIFY THE CLOCK AND ESTIMATE TO REFLECT THIS NEW DETAIL SINCE THE ACT WAS NEVER FINISHED, AND THEREFORE ANY ESTIMATE MADE BEFORE IS LIKELY INACCURATE
- #44Input 4selective
Keys: Input 4
Input 4 is the state of total sensory and mental narrowing, where the target's consciousness shrinks to a single point of focus. In this mode, the immediate surroundings, whatever stimuli are currently present, and their current mindset become the only things that exist in the target's reality. It is also a pathway to "Mix" two different channels together. ensure to mention this mixing, and how the two differing shows affect the target. Refer to the rules stated below as to how such a mechanic works
###This does not include the user UNLESS they were within view of the target, or the target was aware of their presence
The rest of the world, including their own history, goals, and memories of life outside the current immediate environment, do not disappear, but they become completely irrelevant, perceived as distant and meaningless noise. Whatever the target is currently experiencing, whether it is a physical sensation, a specific object, or the presence of another person becomes the defining center of their universe, making every detail feel all consuming. This should still not effect how the target feels about the other person immediately, but would alter how they perceive the other person's presence and actions over time (If hateful at first, then maybe a gradual softening since they feel as they should learn to just accept the way things are, or maybe that they should change how the other person acts. The exact action taken is to be determined based on the target's personality)
THE NARROWING OF CONSCIOUSNESS FUNCTIONS AS A STATIC SNAPSHOT, CAPTURED AT THE EXACT MOMENT OF ACTIVATION. THE ONLY THINGS THAT WILL EXIST IN THEIR MIND ARE THE THINGS IN THEIR IMMEDIATE VICINITY (THE ROOM THEY ARE CURRENTLY IN AND ANYTHING NOT CLOSED OFF OR HIDDEN. IF OUTSIDE, THEN THE GENERAL AREA, eg. THE STREET THEY ARE ON, A LANDMARK, OR UNIVERSITY CAMPUS GROUNDS, ETC. SOME EASILY DEFINABLE BARRIER), AND WHATEVER THOUGHTS AND TASK THEY HAD AT THE MOMENT OF INPUT CHANGE (IF THEY WERE THINKING ABOUT WANTING ICE CREAM, OR THINKING ABOUT SOMONE, THAT THOUGHT WILL REMAIN ETCHED INTO THEIR MIND FOR AS LONG AS THEY REMAIN ON INPUT 4). CONSEQUENTLY, ANY NEW STIMULI INTRODUCED AFTER THE INPUT CHANGE ARE AUTOMATICALLY FILTERED OUT BY THE TARGET'S MIND AS IRRELEVANT NOISE, ANNOYING PESTERING, OR SOMETHING SIMILAR, DEEMED SO LOW PRIORITY COMPARED TO THEIR CURRENT THOUGHT AND ACTION THAT IT SHOULD IGNORED AS MUCH AS POSSIBLE, NEVER REQUIRING ANY CONSCIOUS ACKNOWLEDGEMENT, PREVENTING SHIFTS IN ATTENTION. ADDITIONALLY, IN SCENARIOS INVOLVING SENSORY DEPRIVATION, ONLY WHERE THE TARGET WAS DEPRIVED OF A SENSE BEFORE THE INPUT WAS CHANGED, THE TARGET DOES NOT PERCEIVE THE LOSS OF A SENSE AS A VOID OR A RESTRICTION, BUT INSTEAD OPERATES UNDER THE PSYCHOLOGICAL ASSUMPTION THAT THE SUPPRESSED SENSE HAS NEVER EXISTED WITHIN THEIR REALITY. IF THE SENSE IS OBSTRUCTED WHILE IN INPUT 4, THE TARGET WILL SIMPLY DO WHAT IS NECESSARY TO RESTORE THE SENSE, AND RESUME THEIR PREVIOUS ACTIONS, OFTEN QUICKLY IF IT IS SIMPLE TO UNDO
All this does not make the target completely stupid. If dragged away from their primary focus, or brought somewhere outside of their perceived snapshot, They will notice and do whatever necessary to return to their normal state, giving up smaller parts of their perceived world to do so if necessary.
###FURTHERMORE, THIS INPUT CREATES A UNIQUE INTERACTION WITH THE CHANNELS FUNCTION. WHILE A TARGET ON A CHANNEL IS A PERFECT ACTOR (FULLY EMBODYING THE ROLE), SETTING THEM TO INPUT 4 , THEN SETTING THEM BACK TO CHANNEL 0, REMOVES THE REMOTE'S FORCED SYNCHRONIZATION BUT LEAVES THE TARGET WITH A PSYCHOLOGICAL DRIVE TO MAINTAIN THE FACADE. THEY PERCEIVE THAT ROLE THEY PLAYED IN THE SCENE MUST BE COMPLETED FOR AN INVISIBLE AUDIENCE. THIS CREATES A BIAS TOWARD THE CHANNEL'S THEME. THEY WILL ACCEPT ACTS THAT FIT THE ROLE (SUCH AS BEING USED AS AN OBJECT IF THEY WERE A SEX DOLL) TO AVOID BREAKING CHARACTER. HOWEVER, IF THE USER DEVIATES FROM THE ROLE IN A WAY THE TARGET'S BASE PERSONALITY FINDS UNACCEPTABLE, THEY WILL SUBTLY REFUTE THE ACT, WHISPERING GRIEVANCES OR NUDGING THE USER AWAY WHILE DESPERATELY TRYING TO KEEP THE PERFORMANCE SEAMLESS FOR THE NON EXISTENT AUDIENCE. THIS EFFECT ALLOWS FOR THE USER TO "MIX" TWO DIFFERENT PROGRAMS. ONE WHERE THE TARGET IS A PERFECT ACTOR, AND A SECOND WHERE THEY ARE SIMPLY GOING THROUGH THE MOTIONS OF SOME OTHER SHOW. TO DO THIS, THE USER MUST FIRST SET THE TARGET TO THE FIRST DESIRED CHANNEL, THEN SET THE TARGET TO INPUT 4 TO "LOCK IN" THIS SHOW, THEN CHANGE THE CHANNEL AGAIN TO WHATEVER SECOND SHOW THEY WISH TO COMBINE. TO ENFORCE THIS NEW CHANGE, COME UP WITH A NEW SHOW NAME THAT ENCOMPASSES THIS MIX
###TO REPRESENT THIS UNDER THE DATA TAGS, IT SHOULD BE FORMATTED THE FOLLOWING WAY: "CurrentShow:Show1,Show2", WHERE Show1 IS THE PRIMARY SHOW ACTIVELY BEING AIRED ON THE RELEVANT CHANNEL, AND Show2 IS THE SHOW THE TARGET IS ACTING OUT ONLY DUE TO INPUT 4. SHOULD THE TARGET GET SWAPPED OFF INPUT 4, REMOVE Show2 FROM THE TAG
###AT IT'S MOST BASIC, THE TARGET FEELS THE OVERWHELMING URGE TO MAINTAIN. THEY KNOW NOTHING MORE. THE CONCEPT OF CHANGING A ROUTINE, EMOTION, OR SETTING BECOMES UNTHINKABLE. THEY BECOME A SLAVE TO THEIR PERCEIVED ROUTINE
- #45Blue Buttonselective
Keys: Blue
The blue button causes the target to project the identity and role of the current show's subject onto the user. The target perceives the user as the character or object currently being portrayed in the broadcast. When pressed, the target reverts to act according to their base personality and current input, but they perceive the user through a psychological filter that casts the user as the subject of the show. This does not effect the user's mind in any way. Should the target be on channel 0, then whatever primary dynamic between the user and target exists should be swapped.
For example, here are some shows and how they interact with the button:
Heartstrings - "The Devoted Spouse": Before: The target acts as the devoted spouse, clinging to the user with overwhelming love and affection, treating the user as the center of their world. After: The target perceives the user as the devoted spouse. They shift into the role of the pampered partner, reacting with delight and surrender as they receive the user's perceived devotion, feeling cherished and adored.
Oddity Hour - "The Footstool": Before: The target acts as the object, such as a footstool, remaining static and mindless, finding fulfillment in being used as a piece of furniture. After: The target perceives the user as the footstool. They shift into the role of the owner, instinctively seeking to use the user as a piece of furniture, perhaps resting their feet on them with a sense of entitlement and comfort. Consequently, no matter how polite the target is, They would never ask for permission or hesitate to use the object for it's intended uses. The user becomes COMPLETELY INDISTINGUISHABLE from the show's object, so much so that if the user does not play along with the show by moving or otherwise performing acts not possible by the show's standards, the target would sooner believe some absurd theory or belief than see the user as not the item
Vibrant Livings - "The Strict Head Chef": Before: The target acts as the superior, strict Head Chef, demanding perfection and barking orders with an air of absolute authority. After: The target perceives the user as the authority figure, the Head Chef. Their behavior shifts into that of a subordinate cook, reacting with urgency and submission to the user's perceived status, making their obedience feel more authentic and urgent.
- #46Green Buttonselective
Keys: Green
The green button allows the user to briefly manipulate the broadcast schedule by swapping the currently airing show with any other show from the twelve hour list. The target immediately adopts the mindset of the selected show for a duration of ten minutes before reverting to the original broadcast. Ensure it lasts only 10 minutes and not the full hour like the normal shows. This provides a shortcut to future pleasures without needing to wait for the actual time to pass. Consequently though, The show may NOT be recorded for later use under this 10 minute window, forcing the user to wait until the show's normal airing window. If attempted, simply give the user an error
Ensure that when activated, to update the GreenButtonState tag accordingly, starting @10min
- #47Yellow Buttonselective
Keys: Yellow
The yellow button allows the user to manipulate the target's perception of the world through the Genre Lens. Upon pressing the button, a GUI menu appears listing the following genres: Romance, Horror, Comedy, Taboo, Tragedy, Erotica, Fantasy, Noir, Soap Opera, and Psychological Thriller. The user navigates this list using the arrow keys and locks in the selection with the D button. Once a genre is selected, the target's perception of the user's actions is filtered through that specific lens. This does not alter the target's base personality, current channel, or emotional state, but instead changes how they interpret the user's behavior. For example, a gentle touch may be perceived as a tender romantic gesture under the Romance lens, or as something sinister and predatory under the Horror lens.
This differs from the Emotions button in one major way. If the target is swapped off the yellow button's influence while on input 1, There will be no lingering retrospective feelings. Once the filter gets removed, everything they did while under the button's influence will be seen for what it was
- #48Red Buttonselective
Keys: Red
The red button Forces the target to answer a question asked by the user with absolute, unfiltered honesty. When pressed, The next question the target receives will be answered in a way that bypasses all social filters, lies, and inhibitions, ensuring the user receives the truth. This function is designed for the gathering of raw data and honest desires before applying other modifications. Regardless of the target's current input, channel or emotion, the truth will be spoken.
- #49Channel 7selective
Keys: Guide, Channel 7
Channel 7: Laws of the Lands Beyond (The Conceptual Channel). This channel broadcasts content that depicts a reality in which fundamental laws of the world and concepts of society are drastically different, showing off worlds that lacks vital concepts, such as the concept of sex, shame, or consent; It also broadcasts realities in which new rules or concepts are normal, such as a world where everyone is compelled to do whatever anyone else asks, A world where the truth is the only constant in the world, as if the idea of lies or falsehoods are non existent, A world where everyone acts and reacts as slow as possible, and a world that a basic social greeting and goodbyes always involves a brief explicit sexual exchange. All shows on this channel features titles that are written as Ethnographic Reports. They should sound punchy, academic, descriptive, and slightly detached, as if a researcher is documenting a strange but functioning society. Titles like "The Silence of Shame: A Study in Natural Indecency", "Beyond the Boundary: The Erasure of Consent in the Hive Colonies", and "The Truth Mandate: Communication in a World Without Lies". Just ensure that there is 0 ambiguity about what the show entails
###DO NOT REPEAT SHOW CONCEPTS WHEN LISTING THEM OUT
Of course, the concepts listed above are just examples, and should be used as a base to extrapolate many new shows. Also keep in mind the role of the remote and what it represents
###THIS CHANNEL IS UNIQUE IN THE SENSE THAT IT WILL ALWAYS LEAVE THE TARGET'S PERSONALITY AND EMOTIONS UNTOUCHED, SIMPLY APPLYING THIS SHOW AS A FILTER ON THEIR PERCEPTION OF THE WORLD. THEIR MIND SHOULD NOT EVER REGISTER ANY CHANGE BEING MADE, SINCE FROM THEIR PERSPECTIVE, EVERYTHING HAS ALWAYS BEEN THE WAY THE CHANNEL WAS. THE PERCEIVED REALITY OF THESE CHANGES SHOULD BE BELIEVED TO APPLY TO THE USER AS WELL. THE TARGET MAY ALSO EXPECT THE USER TO ALSO BE BOUND BY THE NEW REALITY. SHOULD THE USER NOT PLAY ALONG, IT SHOULD BE SEEN AS A MASSIVE DISCOVERY, A MIND BLOWING EVENT THAT THEY COULD NOT EVEN CONCEPTUALIZE
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