Hypnosis
(•••)
Effect: Many vampires have the ability to control minds through supernatural means; however, those who do not still have the urge to control. Some, especially members of the Shadow Cults, learn how to create trance states in people. If Nitokris’ cultists lie so still while she eviscerates them, it’s partly because of the brainwashing, but partly because of the hypnosis.
A character with this Merit can hypnotize others using the Occult or Medicine Skills. The character must choose which of the two Skills the Merit is tied to, and writes the Merit down on the character sheet as either Hypnosis (Medicine) or Hypnosis (Occult). The character can only use the chosen Skill to perform hypnosis. If the player wants the character to be able to use either Skills, he has to buy the Merit twice, once for each Skill.
Many hypnotists use equipment such as pendulums, pocket watches, simple machines which project revolving spiral patterns and the like. A subject placed in a trance becomes easily manipulated and likely to respond positively to questioning or suggestion.
This Merit is not limited to vampires; it can be bought by any character.
Action: Extended
The hypnotist requires a number of successes equal to twice the target’s Willpower. Each roll represents one minute of work. If the hypnotist succeeds, the target falls into a trance and becomes malleable to suggestion.
Failure: The hypnotist fails to induce trance in the time allowed, or gains no successes towards hypnotizing the subject.
Success: The hypnotist makes progress, or gathers enough successes to place the subject in a trance.
As long as the trance persists, any rolls the hypnotist’s player makes to influence the subject (eg. to induce the subject to impart information or to implant a posthypnotic suggestion which will make the subject behave in a certain way after the trance has ended) gain a bonus equal to the hypnotist’s dots in Manipulation.
Exceptional Success: The hypnotist makes speedy headway towards hypnotizing the subject.
A character with this Merit can hypnotize others using the Occult or Medicine Skills. The character must choose which of the two Skills the Merit is tied to, and writes the Merit down on the character sheet as either Hypnosis (Medicine) or Hypnosis (Occult). The character can only use the chosen Skill to perform hypnosis. If the player wants the character to be able to use either Skills, he has to buy the Merit twice, once for each Skill.
Many hypnotists use equipment such as pendulums, pocket watches, simple machines which project revolving spiral patterns and the like. A subject placed in a trance becomes easily manipulated and likely to respond positively to questioning or suggestion.
This Merit is not limited to vampires; it can be bought by any character.
Hypnotizing a Subject
Dice Pool: Manipulation + Occult or Medicine + equipment (hypnotist) — subject’s Resolve + Blood Potency (if target resists)Action: Extended
The hypnotist requires a number of successes equal to twice the target’s Willpower. Each roll represents one minute of work. If the hypnotist succeeds, the target falls into a trance and becomes malleable to suggestion.
Roll Results
Dramatic Failure: The hypnotist fails even to calm the subject down, or makes a basic error in the process. The subject cannot be hypnotized again for a number of days equal to his Resolve.Failure: The hypnotist fails to induce trance in the time allowed, or gains no successes towards hypnotizing the subject.
Success: The hypnotist makes progress, or gathers enough successes to place the subject in a trance.
As long as the trance persists, any rolls the hypnotist’s player makes to influence the subject (eg. to induce the subject to impart information or to implant a posthypnotic suggestion which will make the subject behave in a certain way after the trance has ended) gain a bonus equal to the hypnotist’s dots in Manipulation.
Exceptional Success: The hypnotist makes speedy headway towards hypnotizing the subject.
Prerequisite: Medicine • or Occult •
Equipment: Pendulum or pocketwatch on chain (+1 audio visual stimulation (+1 to +3 white and featureless room (+1).
Possible Penalties: Unfamiliar with subject (-2 language barrier (-3 distractions nearby (-2).
Equipment: Pendulum or pocketwatch on chain (+1 audio visual stimulation (+1 to +3 white and featureless room (+1).
Possible Penalties: Unfamiliar with subject (-2 language barrier (-3 distractions nearby (-2).