How to Create a Manchurian Candidate


Advice

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I know we have spells like Dominate or suggestion, but I am looking for some way to create a true manchurian candidate. Basically, someone who can go for years before hearing or seeing the trigger that sets off the dominate or suggestion.

Any ideas?


How about magic jar them... Cast a contingency then attach either modify memory, suggestion, malicious spite or geas, using the contingency as the long term trigger.
You won't web need to modify their memory after the initial programming since they would be under the effects of the magic jar and thus not aware what was happening to "themselves"...


Contingency only a day per level though I missed that... Hmmm

Silver Crusade

While you couldn't do it with any spell as such, various enchantment and illusion spells, cast over a period of time with a helpless subject, would do a wonderful job of brainwashing.


There was a spell in vile darkness called Mind Rape. You could completely rewrite somebodies memories, to your whim. I no longer have any of my 3.5 stuff, but I think it also allowed trigger words. Might be mistaken on that.

It was redone under a much friendlier name in Complete Arcane as Programmed Amnesia. Don't know if Pathfinder has an equivalent spell.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

hmm... You would think it would something possible with all the spell options.

Maybe a home brew spell. Something that can last for a long time but ends as soon as the desired deed is completed. It would probably be a higher level spell too.

Thanks for the help.


By any chance could you be specific about the situation? As in how long the dormancy what trigger, what action etc.


The Master Spy prestige class might prove helpful as well. Of course, the character wouldn't know they have the class. But the programmed "deep" identity could use it to conceal itself.

Dark Archive

3.5 Psionic power / 3rd party
- this might help you a bit for some framework.
Hypnosis

Skill: Telepath (Int)
Cost: 10
Duration: Special
Preparation Time: 1 turn
Area of Effect: 1 person

- This skill allows the Telepath to plant a hypnotic suggestion in a
willing or unknowing mind. The only way to plant a hypnotic
suggestion in an unwilling mind is to first subdue their will with
an attack.
- The suggestion can be simple or complex. All hypnotic
suggestions must have a trigger that will activate them. The
trigger can be an action, a word or phrase spoken, a time of day, or
a place seen. Once the trigger is activated the hypnotic suggestion
will come into play. The suggestion itself will usually concern an
action to be taken by the target of the hypnotize. The action can be
simple or complex, but must be one action. To deliver a message,
steal something, fall asleep, etc. Any action that the target could
do of their own accord they will do. A target cannot do something
they lack the skill to perform. Several hypnotic suggestions can be
placed on one target, no more than the target's Int bonus. One
hypnotic suggestion can be placed on any target over animal
Intelligence. Each hypnotic suggestion must have its own trigger.
The triggers can be the same or different. If the target is
unknowing or unwilling, they receive a single Will save, DC 10 +
SLE + psionic's ranks in hypnotize, to not perform the action
suggested at the time the suggestion goes into force. Until that
time they will be unaware of the fact that a hypnotic suggestion
has been planted.
- The target will carry out the suggested action to the best of their
abilities, messages will be remembered in full for one telling, no
matter how well, or poorly the target normally remembers.
The cost of hypnotize is for planting the suggestion only.
Planting a hypnotic suggestion in an unknowing mind requires a
successful probe, in an unwilling mind a successful attack.

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