Re: [Basic] Advantage of the Week: Mind Control
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Originally Posted by johndallman
If the GM required that the subject's disadvantage total didn't change, this gets harder, because there aren't many mental disadvantages that it's ethical to give people in trade for their existing ones. Sense of Duty to family, and other culturally-specific groups, such as churches, organisations or countries qualify, as do some Codes of Honour, and Honesty.
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Possibly a deep sense of gratitude (Sense of Duty) to the one who cured them could also work. Though, there is some room for abuse there as well, and its value would only offset a portion of the cost.
Some of the issue is that it is one hour of therapy. If the time required scaled according to the value of the Disadvantage being removed, that could be another solution. Just use the rules for learnable Advantages, and apply them to removing the Disadvantage. What is more, the character providing the "therapy" also loses that time, so it is hardly a way to cheat the system. If monetary compensation can sufficiently burden the players, that might also be appropriate as well. Certainly, the one providing the "therapy" has likely earned it.
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