22.03.2013 Views

Alpha Dawn - Star Frontiersman

Alpha Dawn - Star Frontiersman

Alpha Dawn - Star Frontiersman

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

55

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!