psychology

Use: Unskilled use penalized. Macro skill.
Sample specializations: Treating cyberpsychosis, treating
mental damage, brainwashing, environmental psychology
Axiom: Social 17
Psychology is used to treat or condition a person’s mind and
emotions. It’s primary uses in game play are to help characters
accept cyberware, to help a character heal mental damage, extract
information or alter a character’s attitudes through brainwashing
and to create a desired emotional state in a character through
environmental cues and stimuli.
Healing mental damage: This is handled with the same rules
given under the medicine skill except that there are no Tech axiom
modifiers and psychology cannot be used to treat physical or
spiritual damage.
Overcoming cyberpsychosis:
Characters with cyberware can undergo
therapy designed to reconnect them to their
alienated sense of humanity and become less
susceptible to cyberpsychosis by reducing
the character’s cyber value. These therapy
sessions require a week of peace and rest so
characters cannot engage in any stressful or
dangerous activity while receiving therapy.
At the start of therapy, the character
chooses one piece of cyberware for which
she wants help. At the end of the week, the
psychologist makes a psychology skill check
against the target character’s total cyber value.
If the check is successful, the cyber value of
that piece of cyberware is reduced by one point,
also reducing the total cyber value by one point.
No piece of cyberware can have its cyber value
reduced to zero. If the psychology check fails by
more than five points, increase the cyber value
of that piece of cyberware by two points.
See Chapter Twelve for more information
about cyber values and cyberpsychosis.
Brainwashing: Brainwashing uses
psychological pressure to change a character’s
perceptions and attitudes. An attempt to brainwash
a character requires a number of days equal to the
victim’s Spirit attribute. It can be attempted in less
time but that increases the difficulty. At the end
of this time, the brainwasher generates a psychology skill check
against the victim’s Spirit attribute. If the process was rushed, the
difficulty is increased by +2 for every day less spent on the attempt.
The success level of the skill check determines the outcome.
• Minimal or Average success: The brainwashing was not successful
but the victim’s resolve has weakened. The difficulty of further
brainwashing attempts is reduced by the result points of this
attempt.
• Good or Superior success: The brainwasher may reduce the difficulty
and repeat the process in order to get a better result or may select
one of the following results:
the victim will answer any questions to the best of his ability. He
will betray any secret, giving the brainwasher any information
she asks for.
the victim will assume a base attitude of friendly or hostile to any
individual or organization the brainwasher specifies, regardless of
the character’s previous attitude towards them
the victim will carry out any commands that do not directly harm
himself or his friends. This is handled using the rules given for
planting post-hypnotic suggestions under the hypnosis skill except
the brainwashed victim is a willing participant and remains aware
of his actions. Also, instead of using Mind to see if the character
“snaps out of it” when performing the commands, the character
uses his Spirit attribute instead.
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• Spectacular success: The victim forgets about being brainwashed
and is fully cooperative with the brainwasher. In addition to the
preceding effects, the brainwasher may choose one of the following
results:
the victim will assume a base attitude of loyal or enemy to any
individual or organization the brainwasher specifies, regardless of
the character’s previous attitude towards them.
the victim will carry out any orders given to him, even if they will
be harmful to himself or to his friends.
Environmental psychology: The psychologist can create designs,
color schemes and placement of objects to arouse a specific emotional
response in anyone exposed to the designed environment. The
difficulty is determined by the gamemaster using the Difficulty
Number Scale and treated as a power push (see Chapter Four.)
The result of the power push becomes a modifier on actions taken
within the designed environment, according to the desired emotional
context.
The gamemaster determines how the modifier is applied and
to what kind of actions based on the emotions the environment is
meant to invoke in characters. For example, a room designed to relax
people might enhance charm and persuasion attempts but reduces
intimidation and taunt attempts. An environment that arouses anger
might increase attack totals but reduce defensive values
The psychologist herself is immune to the effects of her own
creation, and can condition others to resist

psychology

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