Gameplay
Whenever someone attempts to use either hypnosis or psychic influence on
a target they will have to input a list of three pressures as well as the
message to be followed.
The target will then see a message about the imprint, including the message
to be followed, they have about five minutes to either resist or accept
before they will accept automatically.
If they resist they need to enter the three pressures most likely to make
their character succumb to that imprint. These two lists are then compared,
in the case of hypnosis compulsions if the hypnotizer has perfectly
predicted the resistance imprints the imprint will automatically succeed and
will become locked, permanently sealing in place until someone unlocks it.
Otherwise the target will be given a cost in life force to resist the
imprint, this cost is higher the better the hypnotizer was able to predict
their vulnerabilities. They can then either accept the imprint, or resist
it and pay the cost in life force. If they do this the compulsion
backlashes and hurts the person attempting to influence them, charging them
about half the lifeforce it cost the target in return.
Other factors can also influence this cost, such as vampire blood, siren
songs, being angelborn, or being drunk. Generally psychic influence is much
more affected by these secondary factors than hypnosis is.
For these reasons characters who are particularly successful at influencing
minds need to be adept at understanding and or manipulating the psychology
of their targets, and skilled at picking compulsions that won't be resisted
at any cost by the target's player.
While in Haven when the Sanctuary spell is up no attempts to supernaturally
control or influence someone to violate sanctuary even against the
unprotected or themselves will fizzle. If the imprint covers several things
and only some of them are against Sanctuary those others will continue to
work and hold as per normal.
Hypnotism Mechanics
Whenever someone attempts to use either hypnosis or psychic influence on
a target they will have to input a list of three pressures as well as the
message to be followed.
The target will then see a message about the imprint, including the message
to be followed, they have about five minutes to either resist or accept
before they will accept automatically.
If they resist they need to enter the three pressures most likely to make
their character succumb to that imprint. These two lists are then compared,
in the case of hypnosis compulsions if the hypnotizer has perfectly
predicted the resistance imprints the imprint will automatically succeed and
will become locked, permanently sealing in place until someone unlocks it.
Otherwise the target will be given a cost in life force to resist the
imprint, this cost is higher the better the hypnotizer was able to predict
their vulnerabilities. They can then either accept the imprint, or resist
it and pay the cost in life force. If they do this the compulsion
backlashes and hurts the person attempting to influence them, charging them
about half the lifeforce it cost the target in return.
Other factors can also influence this cost, such as vampire blood, siren
songs, being angelborn, or being drunk. Generally psychic influence is much
more affected by these secondary factors than hypnosis is.
For these reasons characters who are particularly successful at influencing
minds need to be adept at understanding and or manipulating the psychology
of their targets, and skilled at picking compulsions that won't be resisted
at any cost by the target's player.
While in Haven when the Sanctuary spell is up no attempts to supernaturally
control or influence someone to violate sanctuary even against the
unprotected or themselves will fizzle. If the imprint covers several things
and only some of them are against Sanctuary those others will continue to
work and hold as per normal.