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Old 04-24-2016, 09:34 AM   #1
starslayer
 
Join Date: Dec 2006
Default Dependency Valuation

My GM and I are having trouble deciding on the rarity of a dependency.

Dependency: Corrupt Someone (Convince them to do something that is against their nature)

Obvious examples would be convincing an honest person to lie, a greedy person to be altruistic, a murderer to spare someone's life, a charitable person to prioritize themselves, etc.

How rare is this as a dependency.

My initial thought is Rare- you can't buy compromising someone's principles; if their principles are for sale then it would not be a compromise to pay them to do something.

Since it requires compromising someone's 'nature' supernatural coercion like mind control would obviously not work to satisfy the requirement.

GM is not sure either
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Old 04-24-2016, 11:23 AM   #2
johndallman
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Default Re: Dependency Valuation

I'm having trouble seeing this as a physical dependency for a living character. An addiction for some kind of psychic vampirism or a spirit would make a bit more sense.

In Nomine Shedim have something rather like this. It's implemented in GURPS In Nomine for 3e with a specialised disadvantage, Dissonance Condition, which means that failing to corrupt anyone causes them to acquire the special disadvantage Dissonance.

Constructing this for 4e is probably most neatly done by taking the Pact limitation on something that matters a lot to you.
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Old 04-24-2016, 01:11 PM   #3
Christopher R. Rice
 
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Location: Portsmouth, VA, USA
Default Re: Dependency Valuation

Quote:
Originally Posted by starslayer View Post
My GM and I are having trouble deciding on the rarity of a dependency.

Dependency: Corrupt Someone (Convince them to do something that is against their nature)

Obvious examples would be convincing an honest person to lie, a greedy person to be altruistic, a murderer to spare someone's life, a charitable person to prioritize themselves, etc.

How rare is this as a dependency.

My initial thought is Rare- you can't buy compromising someone's principles; if their principles are for sale then it would not be a compromise to pay them to do something.

Since it requires compromising someone's 'nature' supernatural coercion like mind control would obviously not work to satisfy the requirement.

GM is not sure either
I'd call it Occasional if you only need to corrupt someone who has a quirk-level disadvantage or as you suggest Rare if you need to turn a good man into a bad one.
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Old 04-24-2016, 01:18 PM   #4
starslayer
 
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Default Re: Dependency Valuation

Quote:
Originally Posted by Ghostdancer View Post
I'd call it Occasional if you only need to corrupt someone who has a quirk-level disadvantage or as you suggest Rare if you need to turn a good man into a bad one.
Makes good sense. For it to be rare you need two things.
1. Someone with conviction (IE a suitable disadvantage)
2. To force that person to act against that disadvantage

I will see what the GM thinks. Thanks ghostdancer
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Old 04-24-2016, 01:24 PM   #5
starslayer
 
Join Date: Dec 2006
Default Re: Dependency Valuation

Quote:
Originally Posted by johndallman View Post
I'm having trouble seeing this as a physical dependency for a living character. An addiction for some kind of psychic vampirism or a spirit would make a bit more sense.

In Nomine Shedim have something rather like this. It's implemented in GURPS In Nomine for 3e with a specialised disadvantage, Dissonance Condition, which means that failing to corrupt anyone causes them to acquire the special disadvantage Dissonance.

Constructing this for 4e is probably most neatly done by taking the Pact limitation on something that matters a lot to you.
By no means is this intended for a 'natural' dependency, but for a supernatural dependency is an appropriate one I believe. You can have a dependency on having a magic amulet or ring, or eating brains, or some specific act.
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Old 04-24-2016, 01:34 PM   #6
Christopher R. Rice
 
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Default Re: Dependency Valuation

Quote:
Originally Posted by starslayer View Post
Makes good sense. For it to be rare you need two things.
1. Someone with conviction (IE a suitable disadvantage)
2. To force that person to act against that disadvantage

I will see what the GM thinks. Thanks ghostdancer
Sure, man. Glad I could help.
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