The hypnotist cocentrates on one skill and player (Minotaurs can either negate "Always Hungry" or "Wild Animal"). You need one hypnotist for each player you want to negate a skill for .
The hypnotist can treat: Always Hungry, Off for a Bite, Take Root, Wild Animal, and the adverse effects of Frenzy.
For "Frenzy," make a roll as normal. If he succeeds, the frenzied person has the choice whether to continue blocking or stop.
Before the kick off, roll 2D6
Roll | Effect |
---|---|
2 | Hypnotist messes up; player acts like a chicken and can't play. |
3 | NSs unaffected; plays normally |
4-11 | Good job; negative skill negated |
12 | Extraordinary! Same as 4-11, but permanent |
If the Hypnotist rolls a 2, he may try again at half time only.
He can treat: Bone Head and Really Stupid.
For "Really Stupid" to become regular he must have double dosage(at double cost), but that heightens the danger (see below). For one dose they become a "Bone Head."
Well, there's a catch to everything:
(-1 for double dosage)
Roll | Effect |
---|---|
2 | Giganticism! The tonic caused the player's head to expand. Take a roll on the Giganticism chart. |
3-4 | Tonic just dosen't work. Play normally |
5-10 | Miracle of archaic technology. Skill negated |
11-12 | Permanent. Same rules as hypnotist |
Roll | Effect |
---|---|
2-9 | Just to Gigantic: can't play |
10 | He can play! However movement is reduced by one and player gaines "Foul Appearence." |
11 | He can play! Same as above, but ganes "Very Long Legs" instead. |
12 | Same as above, but ganes "Big Hand" instead. |