Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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language without a translator.<br />
If the person being hypnotized is willing, this is the<br />
only requirement. If the subject does not realize he<br />
is being hypnotized, he gets to make an Intuition<br />
check. If he passes the check, the subject realizes<br />
what is happening and can not be hypnotized. If he<br />
fails the check, he can be hypnotized normally. No<br />
one can be hypnotized against his will if he realizes<br />
he is being hypnotized.<br />
A character may try to hypnotize only one subject at<br />
a time. Hypnotizing someone takes 1d10 minutes.<br />
The hypnotist can try to hypnotize a willing subject<br />
a second time if the first attempt fails. If the subject<br />
is unwilling, the hypnotist gets only one chance to<br />
hypnotize him. If the attempt fails, the subject gets<br />
to make another Intuition check to realize what has<br />
happened.<br />
Hypnosis can be used to give a character a +10<br />
modifier on all rolls to hit in melee. This effect lasts<br />
one hour, and can be used on a character only once<br />
every 20 hours.<br />
Hypnosis also can be used as an anesthetic. A<br />
wounded character that is hypnotized can ignore the<br />
wound modifier in combat. This effect lasts 1d10<br />
hours and can be used on a character only once<br />
every 20 hours.<br />
A hypnotist's most powerful ability is suggestion. A<br />
hypnotized subject will believe almost anything the<br />
hypnotist tells him. The hypnotized character will<br />
not do something that is against his moral code or<br />
religion, but he can be tricked into doing things he<br />
would not normally do.<br />
The hypnotist must give the subject a good reason<br />
to do something unusual, or convince him that the<br />
situation is not exactly as it seems. For example, a<br />
hypnotized guard will not let unauthorized persons<br />
into a restricted area. If the hypnotist tells the guard<br />
that he is authorized but has forgotten his pass, the<br />
guard will let him in.<br />
PSYCHO-PATHOLOGY<br />
Success Rate:<br />
30% + skill level<br />
Psycho-pathology subskill lets the specialist try to<br />
help characters or creatures that are psychologically<br />
disturbed. Extreme fright, isolation, or even unusual<br />
air and food chemistry can seriously affect an<br />
explorer's mental condition. A psycho-pathologist<br />
can help characters recover their confidence or<br />
forget their traumatic experiences. The specialist<br />
also can determine what will reassure or frighten an<br />
alien or primitive.<br />
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