Hypno- Don't go

umungus's picture
April 28, 2010 - 1:36pm
The characters go to a hypno training center, to improve some skills. What they don't realize is that a Sathar agents runs the place and intends to implant a secret Sathar mission into the characters.

If the chracters get too suspicious, some more Sathar agent goons will show up and try to force the characters into the Hypno pods.

What do ya think Jedi....?

Should go with it?

At least I got to scare an alien rabbit thingy......


Anonymous's picture
w00t (not verified)
April 28, 2010 - 2:05pm

jedion357's picture
April 28, 2010 - 8:00pm
nice this could be a simple one off or a spring board for more

Couple questions though-

1. How do you "play" the secret mission?
This is the trickiest part because the players will feel rail roaded if you hand them a card that says after your training you feel compelled to steal secret military plans and bring them to the creep hypno guy.

2. any covert sting, unless run by an idiot, aught to be well enough run to not give itself away that the goons shouldnt be neccessary to force people into the total recall hypno chair- However goons showing to force you into the chair/booth thing is simple and meets the requirements for the encounter competition


My take on this as I pondered what the answers to my own questions is run it straight. Players take up their training and report for and or are hired for their next mission.

again play the hiring for the mission straight but begin to drop clues as the mission goes on that something is not right and mysterious.

The story is that the mission they hired on for "as normal" is the implanted "memory" and as the mission goes on "cracks" begin to appear that tell them something is up.

How to do the "cracks"
1. an NPC they have never met approaches and starts talking to them like they should know who he is and what he's talking about

2. an NPC they do know is mad at them for something they dont remember

3. if the mission goes on for several days game time hand out index cards with weird dream sequences written on them- to simulate a dream give the card to the player, let him read it once and take it back 60-90 second latter- what they remember is what they remember of the dream and its tough to communicate it to the other players because it is a dream.

4. insert your favorite plot hook/twist from the wierd shows like Lost. or from Total Recall or etc.

However what I've gone off track describing here is really a whole adventure not a simple encounter.

I suppose it depends on how you want to play the hypno mission thing- if its obvious that something is up then the players will not get into the booth/chair and the encounter will play out as a fairly fast 1 session encounter. One way to make them suspicious is to have a known NPC acting on a sathar implanted mission and acting wierd but since the NPC is a close associate of the PCs they decide to see whats going on- they check his digs and find a brochure with a cut out coupon for 1 free hypno training session. That leads to the creepy hypno guy and his goons.

or a spouse/parent etc hires the PCs to clear he/she/its loved one of a recent espionage charge siting that its totally unlike him/her and there have been a rash of espionage charges against equally unlikely spy/theives.

I think this could work for an encounter (but I might have to steal it for a full blown adventure and rewatch Total Recall)
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
April 28, 2010 - 8:05pm
I'm very currious to see what you'll do with this.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

iggy's picture
April 29, 2010 - 12:04pm
For a one off encounter this could be turned to the PCs exposing voter fraud.  Some politician or his zealous supporter is programming those who frequent the hypno-training shops to vote for him.