

Sanguine Sands
Psychic Hypnosis
Many hypnotists promise results. Some even produce them. Psychics with hypnotic powers dwarf the abilities of the best carnival hucksters. Through their abilities lack the speed of a vampires mental command.
Roll: Manipulation + Expression
• Trance State
The hypnotist can place a willing subject into a hypnotic trance. While in the trance the subject’s memories become clearer. He may also exhibit greater control of his physiology. Though the hypnotist cannot command the subject the person in the trance automatically becomes relaxed and restful. He may regain one point of willpower for every two successes the hypnotist achieves. The psychic may, if she chooses, hypnotize themselves. Roll against diff 6 in either case. Placing the subject in a trance takes five turns. The subject will come out of the trance if shaken or disturbed.
•• Sideshow Suggestion
After placing the subject in a deep trance, which takes 5 turns, they hypnotist may command the subject to perform actions while in the trance state, each command taking a round. In the trance state the subject will perform any action he would not be opposed to doing. Additionally the entranced subject has far greater control of his autonomic responses. A hypnotized person could walk on hot coals, require less oxygen to breathe or even ignore would penalties. The hypnotist could also cause the subject to forget pervious actions that happened in the trance state. Roll diff 6 for simple commands, diff 7 for embarrassing commands and to forget actions that happened while hypnotized. Diff 8 for controlling pain response. The subject will not break the trance until commanded.
••• Delayed Action
The subject now performs actions commanded once the trance has been broken. The psychic implants any command or improved memory recall from the lower levels of hypnosis, but this time it is programmed to happen at a certain time. The commands are implanted as with Sideshow Suggestion, but the diff is +1. Every success on the roll gives the hypnotist one command to implant. Each extra condition requires a success as well. It takes five turns to hypnotize the subject, plus one turn per command to program them. The hypnotist can make on of the commands to be to instantly fall into a trance state at a later time.
•••• Fast Trance
At this stage, the hypnotist has become so adept at inducing trances, that he, by a powerful act of will, may do so with a glance. This costs 1 willpower and the player must make the normal roll at a difficulty of the subject’s willpower. If the effect succeeds, the subject is entranced for one round per success. While the target is in a trance, the hypnotist can then use an of the lesser hypnotic powers on the subject.
••••• Manchurian Candidate
With this ability the psychic can perform major feats of brainwashing on the target. With this level of deep programming the subject will do anything the hypnotist command even to the point of death. The target must be placed in a trance, which takes ten minutes and may not be done with fast trance. After that the hypnotist spends an hour per command implanted programming the subject. Spend two willpower and roll Manipulation + leadership (diff 7 for commands that are simply against the target’s morals, diff 9 for commands that lead to the subject’s death.) As in the delayed action power, the number of commands and the number of conditions attached to them depends on the number of successes.