Hypnotism

From Masq
Category: Abilities
Subcategory: Secondary Skill
Prerequisites: None
Reference: Sorcerer (Revised edition/WW04254), page 50-51.


Though the true limits of this skill remain unknown to modern science, psychics and psychiatrists continue to test its nuances. While myths of sleeper agents and "Manchurian candidates" are probably far-fetched but hidden truths in the World of Darkness, it is up to the Storyteller to decide how useful this skill truly proves. Careful attention should ensure that mundane talents do not create feats that should only be possible with magic. Hypnotism can place a subject into a trance, which lets the practitioner gather information or treat psychological problems. To put a subject into a trance state requires an opposed Charisma + Hypnotism roll against the target's Willpower. An unwilling subject may automatically resist simply by spending a Willpower point, so breaking a strong mind may be a very time consuming process. The number of successes indicates how much can be learned or the extent of psychiatric help applied. Hypnotism used in conjunction with various mental Numina or Mind magics may have increased effects, such as programming specific actions to occur at a later time.


x Unskilled: N/A
• Novice: People you entrance probably got road hypnosis even without you.
•• Practiced: You can learn some interesting things.
••• Competent: You feel confident enough to engage in self-hypnosis.
•••• Expert: You can reach deep into the mind of your subject.
••••• Master: An entranced mind is like clay in your hands.


Possessed by: Psychiatrists, Interrogation Experts, Holistic Healers, Psychics
Example Specialties: Interrogation, Behavior Training, Regression, Hypnotherapy