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Showing posts with label Cryptworld. Show all posts
Showing posts with label Cryptworld. Show all posts

Thursday, May 9, 2019

Creepy Comic Conversion Issue 3 for Cryptworld!

The latest issue of Tim Snider's Creepy Comic Conversion series for Cryptworld is out in PDF and print on demand, and it's another winner! Each issue of the Creepy Comic Conversion series presents a pre-code horror comic and then converts it to a fully-stated Cryptworld adventure. Creepy Comic Conversion Issue 3 features "The Cave of Doom" from Chamber of Chills Magazine. I'm especially excited for this issue because some of my Chilling Tales Horror Roleplaying blog content is featured on the back cover in a very fun, novel way!

I wish I didn't break the lens on my smartphone camera recently so I could show you the print quality of these books. They are digest "zine" sized, with full color glossy covers and color interior pages printed on quality paper that do the reprinted comic book pages justice. DrivethruRPG's print on demand service really did a great job with Tim's excellent layout.

Back issues are available in PDF and print on demand as well:

Creepy Comic Conversion Issue 1 ("The Case of the Painted Beast" from Eerie Magazine)
Creepy Comic Conversion Issue 2 ("The Fleshless Ones" from Adventures into Darkness Magazine)


Friday, April 20, 2018

Carnacki the Ghost-Finder for CRYPTWORLD

William Hope Hodgson's occult detective Thomas Carnacki returns again tonight, this time as a player character for CRYPTWORLD by Goblinoid Games. For those who aren't familiar with this roleplaying game, CRYPTWORLD is a retroclone of the original 1984 CHILL RPG from Pacesetter Games. It's definitely old school but still a lot of fun. I'm a huge fan as you can see by a lot of the content on this blog.

Today I spent some time thinking about what other RPG systems I want to feature in this series of blog posts. Right now my short list includes Fear Itself/GUMSHOE, The Window, Masque of the Red Death (AD&D 2nd Edition), and Icons Superpowered Roleplaying (because I think Carnacki in a supers RPG would be awesome). Here's tonight's offering for CRYPTWORLD:

Thomas Carnacki, Ghost-Finder (CRYPTWORLD)

BACKGROUND NOTES
Profession: Occult Detective Education: Self-taught in matters of the supernatural
Nationality: British Place of Birth: Appledorn (South Coast England)
Age: 45 (1913) Year of Birth: 1868
Sex: Male Height: 5’ 9” Weight: 176 lbs
Hair Color: Brown Eye Color: Brown Features: Moustache
Residence: 427 Cheyne Walk, Chelsea, London

BASIC ABILITIES
Strength (STR): 48
Dexterity (DEX): 56
Agility (AGL): 52
Personality (PER): 60
Willpower (WPR): 62
Perception (PCN): 72
Luck (LUCK): 38
Stamina (STA): 62

BASIC STATISTICS
Unskilled Melee: 53 = (STR+AGL)/2
Penetration Bonus: 0
Current Stamina: 62 Stamina Recovery Rate: 5/round of rest
Wounds: 14
Current Willpower: 62 Willpower Recovery Rate: 10/hour of uninterrupted sleep

SKILLS
Humanities [History] Specialist: 82 = ((PCN+WPR)/2) + 15
Investigation Expert: 95 = ((PCN+WPR+PER)/3) + 30
Languages [Ancient Texts] Specialist: 82 = ((PCN+WPR)/2) + 15
Photography Specialist: 79 = ((PCN+DEX)/2) + 15
Preternatural Lore Master: 122 = ((PCN+WPR)/2) + 55

WEAPONS
Pistol [Revolver]: 56 (DEX) Range Modifier: -7 Ammo: 6 ROF: 4 Reload: 2 rounds

GEAR
Camera
Electric Pentacle
Carnacki tells his haunted tale after dinner.

Saturday, November 18, 2017

CRYPTWORLD House Rules

Below are some of my house rules I've used to good effect in my CRYPTWORLD games. I'm sharing these so other Crypt Masters (CMs) can give them a try and decide if they appeal to their tastes. Feel free to pick and choose (or totally ignore).

STARTING SKILL SELECTION
In CRYPTWORLD, the number of skills a Player Character (PC) starts with is randomly determined by rolling 1d10 and consulting the table of p. 11 of Chapter 2: Characters. While this works perfectly fine, it always felt a little too random for my tastes, especially considering that the starting number of paranormal talents has a little more verisimilitude to back it up by linking the values of Basic Attributes (specifically PCN and WPR) to the number of paranormal talents a PC can access. Below are three alternate ways of determining a PC's starting number of skills I have used, with my personal preference being the last.

1. All PCs start with 5 starting skills (the average number of starting skills rounded up). Recommended for games set in the modern era and beyond.
2. All PCs start with 4 starting skills (the average number of starting skills rounded down). Recommended for games set in earlier eras.
3. Starting skills are determined by a PC's PCN (Perception) score. Note that with this method Basic Ability scores, profession, and one profession-related skill must be determined BEFORE selecting other skills in the character creation steps. PCs determine number of starting skills from the following table:

PCNStarting Skills
26-393
40-594
60-695
70-806

IMPROVISED WEAPONS

Steve knows!
Who doesn't love a good bar fight? Smashing a beer bottle on the bar and wielding it like a knife, or throwing a bottle of Jack Daniels at someone's head? And during the zombie apocalypse, sometimes you need to protect yourself by grabbing whatever is handy to use as a makeshift weapon, be it baseball bat, 9-iron, or garden pitchfork. You could even break the blade handle off of an office paper cutter and use it like a machete. Here's a quick rule of thumb I like to use:

Any character may use an appropriate object not normally classified as a weapon as an impromptu melee or missile weapon using their Unskilled Melee score or DEX score (for missiles) at a -20 penalty modifier. If they have a relevant Combat Skill (e.g. Dagger/Knife when using a broken bottle, Short-handled Weapons when using a baseball bat, Sword when using a office paper cutter blade handle as a machete), the penalty to their Unskilled Melee score or DEX score is reduced to -10.

CONCLUSION
So there you have it, feel free to give these for a spin the next time you break out CRYPTWORLD. If you do, please let me know what you thought in the comments, or feel free to share some of your own CRYPTWORLD house rules. Thanks for reading!

Monday, September 25, 2017

CRYPTWORLD Burial Plots Now On Kickstarter

Just a quick post to boost the signal for Goblinoid Games' latest Kickstarter for Burial Plots, a compilation of five adventures for the CRYPTWORLD horror roleplaying game. Written by Tim Snider, these adventures are also compatible with the original 1984 Pacesetter edition of the horror roleplaying game CHILL*. If you are a fan of CRYPTWORLD or just looking for some great horror adventures to adapt for your own horror campaign, please check it out!

And don't forget to visit Tim Snider's blog The Savage Afterworld for a closer look at the origins behind these original adventures!


*CHILL is a trademark of Martin Caron and is used here without permission. No infringement on this trademark is intended or implied. Goblinoid Games and CRYPTWORLD are not affiliated with Martin Caron or CHILL.

Sunday, September 4, 2016

New Cryptworld Skills: Combat in the Victorian Era

And we're back!

This blog has been on hiatus for far too long. It's time to get back to work now that summer is about to transition into fall, and Halloween is just around the corner. To get things started, I've returned to my mission to bring you new rules for injecting a little Hammer Horror into your CRYPTWORLD games. Hammer Films produced such rich and colorful productions with beautiful period costumes and atmospheric sets I can't help being inspired to recreate that same feeling when I run my games.

Today I have not one but three new CRYPTWORLD skills, this time focusing on combat. While I tend to lean toward the Victorian age in my own games, these new skills could certainly be used in other historical eras including modern times (albeit a bit eccentric). You might have some trouble getting a swordstick past the TSA though...

Swordstick
Swordstick
Exclusive: No
Base: (Str+Agl+Dex+Per)/4
Check: Specific

The swordstick (or cane-sword) is by all appearances a typical men’s walking stick or cane that conceals a rapier-like weapon within. By the late 18th century, carrying a sword in public became increasing less socially acceptable and practically unheard of by the Victorian age. The swordstick allowed gentlemen trained in the art of swordsmanship to carry the weapon on their person without appearing uncouth. The sword parasol is a variant of the swordstick preferred by women of the Victorian era wishing to conceal their socially unacceptable (for the period) knowledge of swordsmanship.

Cane-Sword
Having the Swordstick skill is not required to use the weapon, but it takes 1 round to withdraw the sword from concealment within the cane. Those possessing the Swordstick skill do not suffer this penalty.

Stick Fighting
I said "Good Day", Sir!
Exclusive: No
Base: (Str+Agl+Pcn)/3
Check: Specific

Stick fighting is a martial art where any type of wooden stick is used as a weapon. Examples include staffs, canes, walking sticks, even umbrellas and parasols. It does not include fighting with heavier wooden weapons like clubs or maces (see the Short-handled Weapons skill instead).

Characters with the Stick Fighting skill at the Expert or Master level may choose to use the unarmed combat results key instead of the armed combat results key to reflect their training and ability to “hold back” their blows. This determination must be made during the declaration step of the Sequence of Play. All others including characters without the Stick Fighting skill may only use the armed combat results key. Anyone fighting with a stick may still make a called shot.



†Cloak
Dry Clean Only!
Exclusive: Yes
Base: (Str+Dex+Agl+Per)/4
Check: Specific

The art of fighting with a cloak was developed by various sword fighting schools during the Renaissance but saw a resurgence in popularity during the Victorian era when one did not walk around armed and armored in polite society. Cloaks may be used to deflect sword blows, cause confusion, obstruct an attacker’s vision, and entangle opponents. Characters trained in this skill are able to entangle their opponents with their cloak, cape or coat.

A cloak has no effect except on a “C” result. A “C” result indicates that the defender has become entangled in the cloak. As long as the defender is tangled in the cloak, they must make a general Agility check each round to remain standing. If they fail the check, they immediately fall down and are considered “on the ground” until they stand up—which also requires a general Agility check. The entangled defender may use no melee skill in attacking, and they defend in melee on column 1 while entangled. See the notes on the Bola in the core rulebook for the defender’s chance to free themselves (or be freed); the same rules apply.

At the Expert or Master level, characters with this skill may also use their cloak, cape or coat as if it were a small shield shifting their defense column one column to the right. All restrictions for shield use apply normally: protects against only two attacks per round and offers no protection from firearms or paranormal attacks.
Steampunk Tony Stark or Pulp Sherlock Holmes?

Wednesday, November 11, 2015

New Cryptworld Unsettling Power: Automatic Writing

One of my favorite things about CRYPTWORLD are the unsettling powers, little supernatural abilities for things designed not necessarily to harm the PCs but add flavor, mood, and atmosphere to encounters and trigger fear checks. They are also a lot of fun to design, and I have a few in the recently released MONSTERS MACABRE supplement for CRYPTWORLD and here on my blog that came about from my horror movie viewing. I have to admit to watching horror movies lately through a CRYPTWORLD lens and actively looking for moments that would make great unsettling powers.

Here is a new unsettling power for your CRYPTWORLD games expanded on from the Ghost entry in Chapter 7: Things.

Spirit Writing
Automatic Writing: This power allows an undead thing (typically a ghost) to communicate with the living by temporarily taking control of a character’s hand to deliver a written message or warning. This usually requires the presence of paper and a writing implement such as a pen, but a planchette and spirit board (commonly called a ouija board) may be used instead. This costs 10 WPR per minute. In extreme cases, a knife or other sharp object might be used to carve a message on a surface like a wooden table or a wall at a cost of 10 WPR per round. All written communications resulting from this power will appear to be in the handwriting of the thing using the power. The hand of the character chosen (left or right) will be the same dominant hand the undead thing had in life.

I've got to say "hello" to an old friend...

Wednesday, October 28, 2015

New Cryptworld Skill: Psychiatry

Halloween is fast upon us, so it's time to celebrate with some new content over the next few days! Up first is a new skill for CRYPTWORLD based once again on a skill found in the original Pacesetter CHILL roleplaying game. My version of Psychiatry presented below includes the NPC sanity determination from the original skill, but I've added a little something extra for dealing with the results of fear checks. As always, this skill is not intended to be a factual representation of psychiatry but to emulate the conventions found in horror movies that touch on madness instead.

For added flavor, characters that take the Psychiatry skill may also be interested in taking the Hypnotism skill presented earlier on this blog as well.

Tell me about your early childhood...
*†Psychiatry
Exclusive: Yes
Base: (Pcn+Wpr+Per+Luck)/4
Check: General

Psychiatry is a medical specialty that encompasses the diagnosis and treatment of mental disorders. Characters with the Psychiatry skill are medical doctors referred to as psychiatrists although they were commonly called alienists from the late Victorian era up until the early 20th century when the term fell out of use. This skill may only be taken if the character has the skill Medicine at the Expert level.

A character with the Psychiatry skill may attempt to mitigate the result of another character’s fear check. After a character makes a fear check, a psychiatrist can immediately make a general Psychiatry check to prevent the character from running away (or hiding) and improve their fear check result by one category. For example, failure on the fear check becomes an S (scared) result, an S result becomes an L (loathing) result, an L result becomes an M (misgivings) result, and an M result becomes an H/C (heroism) result. Failure on the general Psychiatry check means the psychiatrist has had absolutely no effect on the victim’s fear reaction. Unlike the Medicine skill, a psychiatrist may not use Psychiatry for self treatment.

Straight Jacket Required
This skill may also be used to determine if a seemingly insane NPC patient is in fact telling the truth about a supernatural encounter with a thing, or merely making up stories, rambling incoherently, or hallucinating. After a character with Psychiatry spends 1-5 hours (1d10/2 rounded up) with the patient, the CM makes a general check for the PC in secret. If the check fails, the PC is convinced only of the patient’s insanity whether they truly are insane or not. Success reveals the truth as determined by the CM: the patient did indeed experience a supernatural encounter with a thing and is quite sane (or perhaps was driven insane as a result of the encounter), or the patient is completely insane and their persistent belief in or deception about having an imaginary encounter with a supernatural being is symptomatic of their mental disorder.
This Nice Padded Room Awaits You...

Wednesday, September 9, 2015

New Cryptworld Unsettling Power: Slam

I was recently reading through the old Pacesetter THINGS supplement and rediscovered an Evil Way discipline called Slam that I thought would make a nice addition to CRYPTWORLD. I've rewritten and reworked it as an unsettling power and added a little something extra - your CRYPTWORLD investigator might not be playing the piano for awhile!
Get out. GET OUT!!!!
Slam: This power allows a thing to forcefully slam shut any single portal (door, window, or gate) within a range of 100’ that it has previously shut normally. No amount of human effort can reopen the portal while the slam remains in effect, although the portal can be destroyed by extraordinary means (e.g. using explosives on a door or throwing a heavy object through a glass window). If a character is unfortunate enough to have their fingers caught within the slammed portal, they remain trapped until the thing relinquishes control of the portal and suffer a -20 penalty to DEX for 24 hours afterward. Use of this power costs 5 WPR per round of use.

Sunday, August 16, 2015

New Cryptworld Paranormal Talent: Séance

Séances have long been a spooky staple of ghost stories and horror films. They were a popular form of entertainment during the mid 19th through early 20th century when interest in spiritualism and the occult was high. Most participants were looking to make contact with the spirits of departed loved ones, and charlatans looking to line their pockets off of their grief were in no short supply. In fiction and on film, a medium is typically called in to conduct a séance as a last resort by the victims of a troublesome haunting. The medium goes into a trance to make contact with the offending spirit and help the participants achieve some sort of resolution or closure. The spirit is seldom happy about this. It will manifest itself at the séance in frightening and powerful ways as it speaks through the medium.

For CRYPTWORLD investigators, a séance can be a powerful tool to gather information about what supernatural threats they face. Contact may be made with spirits, both malevolent and benign, to get the answers they seek. Investigators must therefore always be on their guard against not only dangerous things welcomed into their midst but charlatans purporting to be mediums as well. For mediums who are the real deal, however, I present the following new Paranormal Talent for CRYPTWORLD:

Séance
Base: (Wpr+Pcn+Sta)/3
Willpower Cost: 50
Check: Specific
Time Required: 30 minutes
Range: NA
Duration: Time of use

A character with this PT may attempt to communicate with spirits of the dead to receive and relay messages from the beyond to the living. Characters possessing Séance are known as mediums. When conducting a séance, the medium typically enters a trancelike state and becomes a conduit for the spirit to communicate with those present. Because of this trance, the medium may or may not remember the event and information obtained from a successful use of Séance. At the conclusion of the séance, the medium should make a general Perception check to remember with failure indicating the medium has no memory of anything that transpired.

A spirit is an incorporeal entity of an individual who has passed on from mortal existence to the afterlife but is not necessarily malevolent. In addition to the spirits of the departed, Séance may be used to contact incorporeal things, particularly ghosts. These attempts are not without risk; incorporeal things summoned by a séance have full access to all their powers and may even choose to manifest and attack the medium or the other participants.

At least three participants (including the medium) are needed to conduct a séance. The participants sit around a table and must join hands either by holding hands or placing their hands flat on the table with thumbs and pinky fingers touching. Conducting a séance also requires total darkness save for a single lit candle placed in the center of the table. All participants in the séance (not just the medium possessing the paranormal talent) must maintain total concentration at all times (i.e. no movement or other actions taken; a successful attack against any character breaks their concentration). In addition to maintaining concentration, the participants must continue to hold or touch hands and not break the circle, and the candle flame must remain lit (e.g. the flame might be extinguished by a thing using the phantom wind1 unsettling power); otherwise, the duration of the paranormal talent comes to an abrupt end.

Use the following key to determine the results of a séance:

L = Limited contact: The medium makes contact with one incorporeal entity (spirit or thing) that can only communicate the answers to yes/no questions nonverbally (e.g. by flicking the candle flame or rapping in a “once for yes, twice for no” fashion).

M = Moderate contact: The medium makes contact with one incorporeal entity (spirit or thing) that can only communicate the answers to yes/no questions verbally using the medium’s voice. Alternately, the medium may make contact with two distinct entities as an “L” result.

H = High contact: The medium makes contact with one incorporeal entity (spirit or thing) that can fully communicate the answers to any questions asked of it verbally using the medium’s voice. Alternately, the medium may make contact with four distinct entities as an “L” result, or two distinct entities as an “M” result.

C = Colossal contact: The medium makes contact with one incorporeal entity (spirit or thing) that manifests itself in the room for all to see and can fully communicate the answers to any questions asked of it directly without having to use the medium’s voice. Alternately, the medium may make contact with eight distinct entities as an “L” result, four distinct entities as an “M” result, or two distinct entities as an “H” result.

K = Not applicable.

Failure of the check means no spirits are contacted by the medium during the séance. The accuracy and truthfulness of any answers provided by the entity is left entirely up to the CM.

1The phantom wind unsettling power may be found in the upcoming MONSTERS MACABRE supplement for CRYPTWORLD.

Design Notes
I won't claim that my version of Séance presented here is in any way an accurate representation of how séances are actually conducted in the real world (aside: I'm not a believer in spiritualism or the supernatural), although I did a lot of reading and research on the subject beforehand. My goal was merely to recreate the atmosphere and experience of a séance similar to what you might see in a horror movie for the CRYPTWORLD tabletop horror roleplaying game. Look more to Dark Shadows or The Legend of Hell House for my influences.

This paranormal talent (PT) is a little more involved than the PTs found in CRYPTWORLD. There are a lot of places where things can go wrong and concentration (by any of the participants) broken. Again, this is meant to emulate the way séances are portrayed in horror movies.

During a séance, there are a lot of opportunities for the Crypt Master (CM) to inject a little more atmosphere and mood into the mix, especially if the medium makes contact with an incorporeal thing. Don't be afraid to use unsettling powers like phantom wind to blow the windows and shutters open and possibly extinguish the focus candle, minor telekinesis to move small objects, or have an object of significance apport during the proceedings.


Tuesday, August 11, 2015

New Cryptworld Skill: Photography

Mama don't take my Kodachrome away!
Like the Hypnotism skill posted previously, Photography is another skill found in the original Pacesetter CHILL RPG that didn't make the cut in CRYPTWORLD. Since CRYPTWORLD attempts in part to be a little more contemporary in setting than its predecessor, this exclusion makes sense in our modern world of digital photography where everyone has a camera on their smartphone, an Instagram account, and access to YouTube. Traditional film photography does have its role to play as witnessed in many classic horror movies predating the digital age (both in terms of setting and theatrical release date), so I've decided to add it back in.

Here is my conversion of the Photography skill updated and re-written for the rules and terminology found in CRYPTWORLD:

†Photography
Exclusive: Yes
Base: (Pcn+Dex)/2
Check: General and Specific

Brown Lady of Raynham Hall
The Photography skill encompasses both traditional still photography and moviemaking requiring the use of film (or photographic plates for early still photography in time periods prior to the late 19th century). Characters with this skill can take photographs or make movies with professional equipment as well as process and develop their work as a general check; failure means something went wrong such as poor lighting, overexposure, uneven development, or the lens cap was accidentally left on. This exclusive skill is not required, however, to use consumer friendly point-and-shoot instamatic cameras and instant self-developing cameras, or when using more modern digital photography including digital cameras and smartphones to take pictures or films.


Characters possessing the Photography skill may also attempt to determine specific facts about  an existing photo or film such as how it was taken, its age, the type of camera, film, or paper used, or if the photo has been faked or doctored in any way. This is a specific check using the Knowledge check result key.

Photography can be a valuable tool when collecting evidence of the existence of the supernatural and preparing to confront it. While this evidence may easily be dismissed as a hoax by the scientific community or general public, those aware of the supernatural’s existence can sometimes find the answers they seek hidden within. The Photography skill can be used to discover information about the subject matter of a photo or film including mundane facts like where and when it was taken, or more esoteric insight as to the nature of the supernatural occurrence or thing depicted. This is a specific check using the Research check result key.
Old Camera - photo by George Hodan

Sunday, August 2, 2015

New Cryptworld Unsettling Power: Apport

Apported Objects
In the CRYPTWORLD horror roleplaying game, things (i.e. monsters) can possess certain abilities called Unsettling Powers designed to invoke an atmosphere of fear without necessarily causing physical harm to the PCs. The core rulebook contains ten Unsettling Powers (Bloody Message, Chill/Warm, Extinguish, Minor Telekinesis, Silence, Swirling Mist, Touch of the Grave, Vermin, Voice Projection, and Warp Wood), and the upcoming MONSTERS MACABRE sourcebook will contain ten more including five contributed by yours truly (Haunted Portrait, Mirror Scare, Phantom Wind, Rotting Decay, and Stench of the Grave). Below is an all new Unsettling Power I came up with recently to add a little more chill to my incorporeal undead.

Apport: A thing possessing this power is able to instantly transfer an object from one place to another in a 100’ range. Unlike minor telekinesis where objects are seen to move and levitate, apport causes an object to materialize out of thin air in solid form from an unknown source. Such objects are typically small (no larger than a book and weighing no more than a brick) and of some personal significance to the thing. The apported object is usually meant to serve as a sign or warning to those witnessing the transference. Apport is frequently associated with incorporeal undead such as ghosts and poltergeists. Use of this power costs 20 WPR for each apported object transferred.
Did the Ghost of Elvis just apport that guitar?!?

Wednesday, June 24, 2015

New Cryptworld Skill: Hypnotism

CRYPTWORLD is a horror roleplaying game from Goblinoid Games that is in every way the spiritual successor to the original (or first edition) CHILL RPG published by Pacesetter Games back in 1984. While it still uses the same "old school" Action Table resolution system found in the original, CRYPTWORLD differs from CHILL in that it is missing the original setting material (like S.A.V.E. and The Evil Way) and has also been updated to better emulate the horror movies from the 1980s and early 1990s. And while you can certainly use CRYPTWORLD to run a campaign with a Hammer Horror vibe (horror movies dating back to the late 50s, 60s and early 70s), there are still a few skills missing that were found in the original CHILL that I think fit the classic horror movie genre very nicely, particularly Hypnotism, Photography, and Psychiatry. Since first edition CHILL and CRYPTWORLD are so close mechanically, I decided to go back to the original game and adapt those missing skills for my own games. Here's the first of those skills updated and re-written with the rules and terminology found in CRYPTWORLD specifically in mind.

†Hypnotism
Exclusive: Yes
Base: (Pcn+Wpr)/2
Check: General

Characters with the Hypnotism skill are able to hypnotize any living human character as long as they agree to be placed under hypnosis of their own free will. Once hypnotized, the subject (the hypnotized character) is under the direct control of the hypnotist (the character possessing the Hypnotism skill). Hypnotism may never be used under any circumstance by a hypnotist to force a subject to do anything that would cause the subject embarrassment, physical harm, or go against their ethical principles. Hypnotism allows the hypnotized subject to:

  1. Recall any repressed, altered (e.g. due to the mass implantation or memory alter powers), stolen, or otherwise forgotten memory. The subject will immediately forget any recalled memory upon awakening from hypnosis.
  2. Repress any memory by forgetting the event ever happened. The subject will no longer recall the memory after awakening from hypnosis.
  3. Later act upon any suggestion implanted by the hypnotist after the subject awakes from hypnosis in response to some trigger event. For example, upon next seeing a particular person or thing as a trigger, the subject will act upon a suggestion to contact the hypnotist immediately to report the sighting.
  4. Act as if in a particular emotional state or state of pain upon awakening from hypnosis. Conversely, the subject may be made to act upon awaking from hypnosis as if they are no longer in a particular emotional state or state of pain they were in before undergoing hypnosis.
  5. Reveal the name and general nature of any person or thing that is using the demonic influence, domination, manipulation, mesmerize, or similar power against the subject if that information is known. At the CM’s discretion, the hypnotist may contact this person or thing through the hypnotized subject directly who will then communicate with the hypnotist using the subject’s voice. The person or thing holding this undue influence over the subject, however, is not considered to be hypnotized.