Hypnosis (Uncommon)

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 Hypnosis (Uncommon) (01%) 

The user is able to induce a trancelike state in a willing target who experiences heightened suggestibility, relaxation, and possible recall of forgotten memories. The limits of Hypnotism should be decided by the Keeper to fit their game; it may be that only the wiling subjects can be hypnotized, or the Keeper may allow it to be used on unwilling targets in a more aggressive manner.

This skill may be utilized as hypnotherapy on those suffering mental trauma, reducing the effects of a phobia or mania in a patient (successful use means that the patient overcomes the phobia or mania on one occasion). Note that a series of successful hypnotherapy sessions may be needed to fully cure someone of a phobia (minimum of 1D6 sessions, at Keeper's discretion).

Opposing skill/Difficulty level:


 * Hypnosis is opposed with Psychology or POW for an unwilling subject

Pushing examples: increasing your influence on the target by ensuring their full and undivided attention; assaulting the target's senses with lights or props; the use of drugs to make the target more susceptible to suggestion.

Sample Consequences of failing a Pushed roll: some past memory or trauma is brought to the surface, causing the target 1D6 Sanity loss; the target falls into a trance, causing them to walk in front of a bus at a later time; the target's mind (or the investigator's mind) is temporarily emptied, allowing possession by a malevolent entity.


 * If an insane investigator fails a pushed roll, their mind regresses to a childlike state until treatment is administered.