Hypnotist - 1 in Primal Dawn | World Anvil
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Hypnotist - 1

Value: 1GP
(Voluntary)
Requires Neural Connection - 1, AND Mentalist - 1.
You can perform the following Active mental incursions on Humans. Contact must be established between your bare hand and the target's head, without hats or helms interfering. All rolls require an Opposed Roll. The resisting roll gives the difficulty of your roll, and the GM can add or substract to that, depending on how difficult is what your trying to do.
  • Suggestion [Long, Lingering]: You can modify peoples own usual emotions or unconscious reactions towards a specific trigger, in mild and subtle ways that are not overtly destructive towards your target nor the trigger. For example, you could instill into your target a fear of spiders, or remove it, or make someone laugh whenever he's afraid, or dislike or like someone in specific, or modify his eating habits, or addictions. You cannot instill deep emotions such as true love, or homicidal hate, though. This is more about reflex and unconscious reactions. The GM is encouraged to modify difficulty when the suggestion deviates from the target's common feelings, habits or behaviors. Victims remember that you messed with them, but they don't recall what did you do to them. When they perform the suggestion, it seems perfectly normal to them, and they cannot control it. You can repeat the same suggestion to the same target once per consecutive day, to a maximum of 3 days, and accumulate raises. Roll Manipulation & Command v/s Will & Control of the target.
    • Critical Failure - You are victim of your own suggestion, for a whole day.
    • Failure - You focus but it doesn't work.
    • Partial Success - it won't work always, or it won't be performed properly.
    • Success - One suggestion for one day.
    • Raises - One extra suggestion per raise, or scaling timeframes: 1 week, 1 month, 1 year, forever.
  • Implantation [Long, Lingering]: You can implant a specific and detailed one-time order into the target's brain. Orders can be ellaborate, and you can specify triggers and conditions. They include attacking other people. The GM is encouraged to modify difficulty when the target is ordered to perform actions that deviate from his common behavior. Victims remember that you messed with them, but they don't recall what did you do to them. When they perform the suggestion, it seems perfectly normal to them, and they cannot control it. Roll Manipulation & Command v/s Will & Control of the target.
    • Critical Failure - You are victim of your own order, for a whole day.
    • Failure - You focus but it doesn't work.
    • Partial Success - It won't be performed properly or timely.
    • Success - One order that remains in force for one day.
    • Raises - One extra order, or scaling timeframes: 1 week, 1 month, 1 year, forever.

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