Indoctrination

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Indoctrination (Espionage) by Taalismn

A specialization of Interrogation, Indoctrination is the art of brainwashing the old-fashioned way, without magic or psionics(though those simply make it easier). Via the use of techniques such as sensory deprivation, rote repetition, positive and negative reinforcement, and parlor hypnosis, a skilled indoctrinator (or team of them) can mold and manipulate the behavior of a subject, sometimes radically. While torture and intimidation can induce reaction out of fear, and instill trauma and insanity, an indoctrinator seeks more subtle effects, such as a change in behavior, attitude, and loyalties.
Indoctrination is essentially a battle of wills between the indoctrinator and the subject. While it is unlikely to be effective against PCs(who probably saw The Manchurian Candidate), this skill can conceivably used against NPCs with more effectiveness(and GM judgment).

Prerequisites: Interrogation, Psychology
Base Skill: 25% + 5% per level of experience + any bonuses from the indoctrinator’s MA or PB. A successful Interrogation or Psychology roll against the subject being indoctrinated adds a +5% to the chance of success of subsequent brainwashing attempts.
Saving Throw (Optional): If they're aware of an indoctrination attempt being made on them, the NPC being indoctrinated can attempt to fight an Indoctrination roll by rolling under their ME stat on a D20. If successful. their ME stat is SUBTRACTED from the indoctrinator's skill roll.
Modifiers:
  • Minor Changes---Minor changes, such as physical posture or a minor behavior such tapping a pen or holding a particular pose, can be easily induced(a classic example is of the psychology class that ‘trained’ their instructor to favor one side of the lectern by having all the class members visibly pay more attention whenever the instructor walked over to that side of the classroom). No penalties.
  • Modest Changes----This can include changes in lifestyle, such as giving up(or taking up) smoking, preferences for certain things, and a more open or closed mind on certain topics. -5%
  • Substantial Changes---This may include hesitation to use a weapon, an abreaction to certain things(like seeing spiders, bald men, or particular people), or obsessive behavior(food-hoarding, always leaving lights on, etc.). -10%
  • Radical Changes----These involve major changes in a person’s psyche, such as alignment shifts and changes in loyalties. -20%

Note that various other factors can modify the chances of success; sleep deprivation, certain drugs, Horror Factor, psionic or magic persuasion used in conjunction, and other things can be used(GM’s discretion) to break a person’s resistance and leave them more susceptible to indoctrination.