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* [[Push]] practically exemplifies this trope to the letter; it's the entire basis of the movie.
* The Jedi Order in ''[[Star Wars]]'' averts this trope. Not all Force users are expected to join it, and leaving is allowed, though their indoctrination from childhood means that only twenty masters have (legitimately) left over the thousand generations of the Order's existence. (Of course, Dark Jedi and Sith aren't counted as having left "legitimately", and no information is given on Knights or Padawans.)
** YMMV, the recruits, post-Ruusan, are harvested at infancy, cut off from ''all'' family ties, put through [[Training
** In the [[Star Wars Expanded Universe]], during the time of the Sith Empire's war with the Old Republic, all Force-sensitives in the Empire are by law required to be given over to the Sith Academy to be trained to serve [[The Emperor]] under the pain of death. The attempt of one droid-maker to keep her daughter out of the hands of the Sith is a major plot point in the novel ''Fatal Alliance''.
* The NSA (in this case meaning "National Supers Agency") from ''[[The Incredibles]]'' is another example of a benevolent version of this trope, since they take Supers and give them a common altruistic objective, equipment, training, and a support network, while largely respecting their autonomy. When superheroes were outlawed, they were reorganized to provide a means of allowing Supers to quietly reintegrate into normal society, particularly cleaning up after breaches of [[The Masquerade]] and relocating the Supers and their families in such event.
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* The Psychology Service from James H. Schmitz's Hub stories uses a semi-voluntary version of this, similar to the above. The Service ostensibly exists in order to tag and control all telepaths, but is actually another arm of the Overgovernment. In order to maintain its semi-monopoly on telepathy and psionics, telepathic machines are installed in all spaceports, and if the device gets a response from a telepath, the telepath is tagged and implanted with a compulsion that strongly suggests the individual in question seek out the Service to learn about themselves. A few, such as Telzey, are able to overcome the compulsion, and the Service will generally leave them alone (or actively work with them) if the telepath has demonstrated that they know the rules and will not muck things up.
** And the rules are actually very permissive. The Psychology Service routinely turns a blind eye to psis who use their powers to enrich themselves, even to the point of felony crime—just so long as the crimes are neither Masquerade-breaching or killing innocent bystanders. The Psychology Service sees its mission solely in terms of preventing psis from hurting themselves, inadvertently or deliberately causing crisis situations, or summoning/creating Outside Context Problems; law enforcement is strictly optional.
* The Bondsmagi of Karthain from the [[Gentleman Bastard Sequence]] series are part this, part criminal family. The whole venture started when one powerful mage went to a less-powerful mage and said, "Join or die." The two worked their way out to three, and so on. They have an exclusive monopoly on sorcery in the world, and if they find anyone practicing who doesn't want to join with them... well, they aren't going to be practicing much longer.
== Live Action TV ==
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== Tabletop Games ==
* In ''[[Warhammer
** Though the ones who are used for said purpose are actually apparently the best treated psykers in the Imperium, being sacrificed to preserve the life of a [[Physical God]] is apparently treated by the Imperial Priests similarly to [[Martyrdom Culture|martyring oneself to help the Imperium]].
* While the core ''[[Mutants and Masterminds]]'' game doesn't usually invoke this trope, the spin-off Paragons universe has it in spades including two competing Christianity-based cults, multiple mercenary and terrorist groups, and even the Paranormal Professionals Society, which is a combination legal fund and temp employment agency for paranormals complete with a Las Vegas trade show. The degree to which the various groups [[Gotta Catch Em All]] is, of course, up to the GM.
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== Video Games ==
* The Terran Ghosts in ''[[
** The ever-practical Arcturus Mengsks restores the Ghost Academy upon crowning himself the Emperor of the Dominion, knowing the value of psychic assassins to be used against his enemies.
** Also, as mentioned in the ''StarCraft: Nova'' novel, all psychics slated to be Ghosts (some weaker psychics act as "sniffers" of rogue telepaths) are mind-wiped in order to ensure their past experiences will not interfere with their duties.
* After the Vell-Os (a psychic offshoot of humanity) were defeated in ''[[Escape Velocity]]: Nova'', they were enslaved by the then-government of most of humanity, the Colonial Council. This was kept up through the collapse of civilisation and reconstruction all the way to the start of the game, although at some point the official stance became that they were willingly serving the Federation. It is made clear in the Vell-os storyline that you ''aren't'' one, but as you are an unregistered (and, at first, unaware) telepath the Bureau that has jurisdiction thinks you are one and enslaves you.
* In ''[[Mass Effect]]'', Kaidan, a member of humanity's first generation of [[Mind Over Matter|biotics]], reveals that when news of the [[Bizarre Baby Boom]] first went public, a military corporation called Conatix "[[Double-Speak|encouraged]]" all human biotics to go through [[Training
** Cerberus still kidnaps and experiments on biotic children.
* In ''[[Dragon Age]]'', all mages are required to join the Circle or be killed by [[Knight Templar|templars]]. The reason for this is twofold: first, because mages who are not formally trained are prone to suffering [[Demonic Possession]], and second, because the Chantry still remembers that the ancient lords of the Tevinter Imperium acted [[A God Am I|very irresponsibly]] with their magic.
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{{reflist}}
[[Category:Speculative Fiction Tropes]]
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