Although not truly a psychic power, Hypnotic Voice is certainly capable of eerie effects. Whether through training in psychology or simply through having a deep, soothing voice, a character with this Merit is capable of hypnotizing others into trance states. The character can hypnotize anyone given the opportunity, but it is much easier if the subject is willing. While in a hypnotic trance, a subject can be given suggestions or forced to confront repressed memories, possibly memories stolen by vampiric Disciplines or repressed due to Lunacy triggered by werewolves, or Disbelief invoked by vulgar magic.
Inducing a Light Trance
In order to begin the process of hypnotizing a subject, Manipulation + Persuasion or Science (depending on which Skill is used as the prerequisite for the Merit) is rolled. If the subject is willing, the roll is extended but not contested, and the hypnotist must accumulate [subject’s Resolve x5] successes, with each roll representing 10 seconds of induction. If the subject is unwilling, he can resist with Composure + Supernatural Advantage in contested rolls; resistance is reflexive. If the subject ever gets more successes in a single roll, he realizes what the hypnotist is attempting and any further attempts to hypnotize the subject fail automatically. If the subject and hypnotist ever get the same number of successes in a roll, the subject does not begin to enter a trance, but doesn’t realize what the hypnotist attempts either, so the performer can proceed. If the hypnotist’s successes on a roll are ever five or more and exceed the subject’s in that period, the victim begins to enter a trance despite himself and suffers a –1 penalty on all subsequent contested rolls. The hypnotist must have a target’s undivided attention. She cannot hypnotize someone carrying on a conversation with someone else, or who intently watches television while paying the hypnotist no mind.
Once the player accumulates enough successes, the subject is successfully placed into a light trance. The subject is not able to initiate any hostile actions until he wakes up, and is highly suggestible. The hypnotist can induce an entranced subject to give up any non-intimate information or to perform almost any non-hazardous action with a successful Manipulation + Persuasion roll. A light trance lasts for a scene before the subject comes out of it. The trance ends automatically if someone makes a loud noise or even physically shakes the subject, and the hypnotist can wake the subject whenever she desires. If the hypnotist attempts to get the subject to do something that violates her Morality or her Virtue, or that is obviously dangerous or suicidal, the trance ends immediately.
Cost: None
Dice Pool: Manipulation + Persuasion or Science (Hypnotherapy Specialty), possibly contested by Composure + Supernatural Advantage
Action: Extended (subject willing) or extended and contested (subject unwilling). The hypnotist must accumulate successes equal to the target’s Resolve x5, with each roll representing 10 seconds of speech.
Roll Results
Dramatic Failure:
The hypnotist fails to entrance his subject and loses any accumulated successes. If the subject was unwilling, she automatically knows that the hypnotist was attempting to hypnotize her and may react accordingly. Any subsequent attempts to hypnotize the subject (or indeed, anyone else who saw what happened) fail automatically.
Failure:
The character gathers no successes at this time.
Success:
The character gets the required number of successes and the subject is placed in a light trance.
Exceptional Success:
The character gathers five or more successes than required. The character gains a +2 bonus on any Social rolls against the subject for the remainder of the trance.
Dice Modifiers | Situation |
---|---|
+2 | The subject is intoxicated, drugged or otherwise mentally impaired. |
+1 | The subject is under peer pressure to submit to hypnosis, most commonly during a stage-hypnotist show. |
Deepening the Trance
Once a subject is put into a light trance, the character can attempt to hypnotize him further. The player must roll Manipulation + Persuasion (– the subject’s Composure). While such a deep trance lasts, the hypnotist gains a +2 bonus on all Social rolls against the subject (+5 with an exceptional success), she can persuade him to perform almost any non-dangerous action, and she can give post-hypnotic suggestions that can affect the subject’s perceptions or even beliefs (such as the stereotypical depiction of the hypnotist making a subject bark like a dog). A deep trance lasts for a scene, after which the subject goes into a normal sleep and stays out for hours unless awoken by mundane means.
While the subject is in a deep trance, the hypnotist can attempt to get him to perform actions that violate his Morality or Virtue, or that are obviously dangerous or suicidal. The hypnotist must phrase such commands in a manner calculated to work around the subject’s beliefs, however. A conservative preacher might rebel at being ordered to strip down in front of strangers, but if persuaded that he was a male dancer, such inhibitions can be overcome. Commands calculated to overcome Morality or Virtue or that place a subject in grave danger suffer a penalty in a Social roll based on how well the hypnotist works around the subject’s inhibitions.
Cost: None
Dice Pool: Manipulation + Persuasion – subject’s Composure
Action: Instant, although the roll can be made only after at least five minutes of induction
Roll Results
Dramatic Failure:
The hypnotist fails to entrance the subject, who instantly awakens.
Failure:
The character fails to induce the subject to enter a deep trance. Other attempts can be made if time permits.
Success:
The subject is placed in a deep trance. The character gains a +2 bonus on any Social rolls against the target for the remainder of the trance.
Exceptional Success:
The subject is placed into an exceptionally deep trance. The character gains a +5 bonus on all Social rolls against the subject for the rest of the trance.
Dice Modifiers | Situation |
---|---|
+2 | The subject is intoxicated, drugged or otherwise mentally impaired. |
+1 | The subject is under peer pressure to submit to hypnosis, most commonly during a stage-hypnotist show. |
Memory Recovery
Once a subject has been put into a deep trance, the hypnotist can attempt to help him to recover repressed or stolen memories, although doing so might be highly traumatic for the subject depending on the experiences’ nature. The player must roll Manipulation + Persuasion, resisted by the subject’s Resolve + Supernatural Advantage, and accumulate [the subject’s Resolve x5] in successes, all as part of an extended and contested action. The player’s dice pool also suffers a penalty according to the nature of the memories recovered. The hypnotist must achieve an exceptional success (gather five or more successes than needed in the time allowed or under the circumstances) for the subject to be able to recall the repressed memories after waking from the trance. If more successes are ever achieved for the subject in any contested roll, that memory cannot be restored by the hypnotist in this effort. Another attempt may be made after 24 hours.
Cost: None
Dice Pool: Manipulation + Persuasion versus the subject’s Resolve + Supernatural Advantage (resistance is reflexive)
Action: Extended and contested, with each roll representing 30 minutes of hypnotherapy
Roll Results
Dramatic Failure:
The hypnotist’s attempts to dredge up the lost memories traumatizes the subject, inflicting a mild derangement on him.
Failure:
The character gathers no successes at this time.
Success:
The character gets the required number of successes. The subject is able to recall the lost memories while under a trance, but does not recall them while awake.
Exceptional Success:
Five or more successes than required are accumulated. The subject recalls the lost memories after awakening.
Dice Modifier | Lost Memories |
---|---|
— | Non-traumatic events that have simply been forgotten. |
-2 | Traumatic but mundane events such as childhood circumstances or a sexual assault. |
-4 | “Unintentional” supernatural influences that have affected the subject’s memories, such as Disbelief triggered by the actions of a mage or Lunacy triggered by a werewolf. |
-5 | “Deliberate” supernatural effects intended to alter the subject’s memories, such as vampiric Disciplines or effects created with the Mind Arcana. |