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Old 07-04-2022, 05:23 PM   #1
Prince Charon
 
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Default [Social Engineering] Socially-threatening NPCs

Pretty much a thread for posting and discussing characters that are primarily dangerous to the PCs not because they are heavily armed and/or have great combat skills (or have significant combat-related powers, or spells, or whatever), but because of their social skills and connections, or abilities relating to same. People who aren't likely to bash your head in, but can make life difficult by making it harder for you to find who you're looking for, make deals with merchants, or who can get the town guards/local police to harass you, et cetra. Someone who opposed the Face characters, whether a major threat or a speed-bump.

Some of these are not necessarily opposed to the PCs depending on how you handle them, but the one I'm putting in the next post can also make escort missions a headache.
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.

Last edited by Prince Charon; 10-14-2022 at 10:47 PM.
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Old 07-04-2022, 05:25 PM   #2
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Default Re: [Social Engineering] Socially-threatening NPCs

Originally from here, and is one of the reasons I decided this thread might be useful:

Reginald Victor Smythe-Wallace III, 1938

Age: 23

Attributes

ST 10 [0]; DX 11 [20]; IQ 10 [0]; HT 12 [20]

Secondary Characteristics

HP 10; Will 10; Per 10; FP 12

Social Background

Languages: English (Native) [0]; French (Accented) [4].

TL: 6^

Cultural Familiarity: 20th century Western [0].

Subtotal: 44


Advantages

Independent Income 5 [5]
Luck (Ridiculous) [60]
Patron (Papa; Built on 150% of points; 12 or less) [20]
Status 2 (Includes +1 for Wealth) [5]
Wealthy [20]

Talker Talent 4 [20]

Perks

Honest Face. [1]
No Hangovers. [1]

Subtotal: 132


Disadvantages

Bully (12) [-10]
Callous [-5]
Cowardice (15) [-5]
Delusion (Major: 'Laws are for poor people.') [-10]
Greed (9) [-22]
Post-Combat Shakes (12) [-5]
Reputation ('Bad seed,' upperclass British people, all the time) -2 [-5]

Bad Businessman Anti-Talent -3 [-15]

Quirks

Imaginative. [-1]
Likes blondes. [-1]
Mild Lecherousness. [-1]
Tends to blame the victims. [-1]
Wine Snob. [-1]

Subtotal: -82


Features


Skills

Accounting [IQ/H] [1] 5**
Administration [IQ/A] [2] 7**
Carousing [HT/E] [1] 12
Connoisseur (Wine) [IQ/A] [4] 11
Detect Lies [Per/H] [1] 12*
Diplomacy [IQ/H] [4] 14*
Driving (Automobile)/TL6^ [DX/A] [1] 10
Economics [IQ/H] [4] 7**
Fast-Talk [IQ/A] [8] 16*
Finance [IQ/H] [2] 6**
Gambling [IQ/A] [2] 10
Games (Golf) [IQ/E] [1] 10
Guns (Shotgun)/TL6^ [DX/E] [1] 11
Hobby Skill (Stamp-collecting) [IQ/E] [2] 11
Literature [IQ/H] [1] 8
Market Analysis [IQ/H] [1] 5**
Mathematics (Applied)/TL6^ [IQ/H] [1] 8
Merchant [IQ/A] [1] 9
Psychology [IQ/H] [1] 12*
Riding (Horse) [DX/A] [2] 11
Savoir-Faire (High Society) [IQ/E] [2] 15*
Sex Appeal [HT/A] [4] 13
Smallsword Sport [DX/A] [2] 11
Sport (Golf) [DX/A] [2] 11
Tracking [Per/A] [1] 9

*Includes +4 from Talker Talent.
**Includes -3 from Bad Businessman Anti-Talent.

Techniques

Blame-deflection (A) Fast-Talk-0 [2] 18

Subtotal: 54

Total: 148


Equipment

Notes

Bad Businessman is an Anti-Talent (Power-Ups 3: Talents pp19-21) covering a range of business skills: Accounting, Administration, Economics, Finance, and Market Analysis.

A social villain of a particularly annoying type (what we'd call an 'affluenza brat' nowadays), though he can nonetheless be dangerous to unwary PCs - just not physically. As noted in the linked article, he can also be the principal of an escort mission, or other plot hook. Blame-deflection is probably a very common technique in that sector of society.

As the name suggests, Blame-deflection is the technique of convincing people in the moment that someone else is at fault. Sometimes, they will continue to believe it later, or will pretend to believe it because changing their minds would be embarrassing (or because the bribes have been paid). The maximum level is Fast-Talk+5.


Thoughts?
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Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 07-04-2022, 05:36 PM   #3
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Default Re: [Social Engineering] Socially-threatening NPCs

Jimmy Noonan, 2015

Age: 23

Attributes

ST 11 [10]; DX 10 [0]; IQ 9 [-20]; HT 11 [10]

Secondary Characteristics

HP 11; Will 11 [10]; Per 10 [5]; FP 11

Social Background

Languages: Modern English (Native) [0]

TL: 8

Cultural Familiarity: 21st Century Western [0]

Subtotal: 15


Advantages

Attractive [4]
Independent Income 5 [5]
Patron (his father; 9 or less) [10]
Wealth (Comfortable) [10]

Aspect 1 [4]
Suggestion 1 [10]
Telereceive (Shallow) 1 [9]

Perks

No Hangover. [1]
Synchronize. [1]
Skill Adaptation (Suggestion based on Will). [1]
Skill Adaptation (Telereceive based on Per). [1]

Subtotal: 56


Disadvantages

Alcoholism [-15]
Bully (12) [-10]
Callous [-5]
Lecherousness (12) [-15]
Overconfidence [-5]
Selfish [-5]

Quirks

Orange 'tan'. [-1]
Loves 'em and leaves 'em. [-1]
Sleazebag hairstyle. [-1]

Subtotal: -58

Skills

Acting [IQ/A] [2] 9
Area Knowledge (City) [IQ/E] [1] 9
Body Language [Per/A] [2] 9
Brawling [DX/E] [1] 10
Carousing [HT/E] [2] 12
Computer Operation/TL8 [IQ/E] [1] 9
Connoisseur (Strip joints) [IQ/A] [2] 9
Current Affairs (Pop Culture)/TL8 [IQ/E] [1] 9
Dancing [DX/A] [2] 10
Fast Talk [IQ/A] [2] 9
Professional Skill (Party Planner) [IQ/A] [2] 9
Sex Appeal [HT/A] [2] 11

Aspect [Will/H] [4] 11
Suggestion [Will/H] [2] 10
Telereceive [Per/H] [2] 9

Subtotal: 28

Total: 41

Equipment

Smartphone
Wallet, keys, et cetra

Notes

Based on Figleaf23's Douchebag from the GURPS Modern Folks thread (the link leads to the thread, but the post isn't where I can find it). His Patron would have a higher Frequency of Appearance if he still lived in the town where his father is a judge, but he wanted to go to the big city. His money comes partly from his father, partly from his 'job' as a party planner (his Carousing skill helps with that, since he also attends those parties), and partly from mooching off his friends. Naturally, he abuses his psi abilities to help with that, and frequently Takes Extra Time on this to improve his chances.

He serves as an example of a rather petty sort of evil telepath that PCs might have to deal with. He could be anywhere from a speedbump to a serious inconvenience, and could be made massively troublesome with just an increase to his intelligence, or other mundane traits, and perhaps dropping his Alcoholism. His brother Henry, below, is an example of that.
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Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 07-04-2022, 05:38 PM   #4
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Default Re: [Social Engineering] Socially-threatening NPCs

Henry Noonan, 2015

Age: 30

Attributes

ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 11 [10]

Secondary Characteristics

HP 10; Will 12 [5]; Per 13 [10]; FP 11

Social Background

Languages: Modern English (Native) [0]; Modern French (Accented) [4]

TL: 8

Cultural Familiarity: 21st Century Western [0]

Subtotal: 49


Advantages

Attractive [4]
Independent Income 5 [5]
Patron (his firm; 9 or less) [10]
Wealth (Comfortable) [10]

Aspect 1 [4]
Suggestion 1 [10]
Telereceive (Shallow) 1 [9]

Perks

Honest Face. [1]
Synchronize. [1]
Skill Adaptation (Suggestion based on Will). [1]
Skill Adaptation (Telereceive based on Per). [1]

Subtotal: 56


Disadvantages

Bully (15) [-5]
Callous [-5]
Enemy (Reporter, As powerful, Hunter, 9 or less) [-10]
Lecherousness (12) [-15]
Overconfidence [-5]
Selfish [-5]

Quirks

Mild Alcoholism. [-1]
Loves 'em and leaves 'em. [-1]
Snappy dresser. [-1]

Subtotal: -49

Skills

Acting [IQ/A] [2] 11
Area Knowledge (Washington, D.C.) [IQ/E] [1] 11
Body Language [Per/A] [2] 13
Brawling [DX/E] [1] 10
Carousing [HT/E] [2] 12
Computer Operation/TL8 [IQ/E] [1] 11
Connoisseur (Wine) [IQ/A] [2] 11
Current Affairs (Business)/TL8 [IQ/E] [1] 11
Current Affairs (High Culture)/TL8 [IQ/E] [1] 11
Current Affairs (Politics)/TL8 [IQ/E] [1] 11
Dancing [DX/A] [2] 10
Diplomacy [IQ/H] [4] 11
Erotic Art [DX/A] [4] 11
Fast Talk [IQ/A] [2] 11
Professional Skill (Lobbyist) [IQ/A] [2] 11
Psychology [IQ/H] [2] 10
Savoir-Faire (High Society) [IQ/E] [2] 12
Sex Appeal [HT/A] [2] 11

Aspect [Will/H] [2] 11
Suggestion [Will/H] [4] 12
Telereceive [Per/H] [4] 13

Subtotal: 44

Total: 100

Equipment

Smartphone
Wallet, keys, et cetra

Notes

Henry Noonan is as big a sleazebag as his little brother Jimmy, but he's smarter, and thus more subtle about it. He makes his living as a lobbyist for a big lobby firm, and can occasionally call on his company for help. In theory, he could call on his father also, but his personal pride wouldn't let him, and a small-town judge has little influence in Washington, D.C., anyway.

His Enemy is a reporter who has noticed his high success rate (specifically with people he shouldn't have been able to shift on the issues they shifted on), and is strong-willed enough to resist his powers... so far. The Enemy might be one of the PCs (adjust Henry's power level as necessary, in that case), or a friend thereof.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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Old 07-04-2022, 06:18 PM   #5
Willy
 
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Default Re: [Social Engineering] Socially-threatening NPCs

Reminds me of a real life person I met.

Just 2,10 high a bit over 120 kg all muscle, build like a armored safe, and a clothing habbit that looked as if he sleeped in them. A normal face and a soft voice for such a big person. But he had a gaze which make passants cross the street and moved like being ready to start a fight, even when being in the best mood. A vegetarian and pacifist, but the cops didnīt know of course, therefore we were asked about our papers and what do we wanted in this street, the usual stuff 3 times on one day! and no the rest of our group were of the shelf students.

On the other hand we were never molosted by wannabe thugs or drunks while with him.
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Old 07-04-2022, 09:48 PM   #6
KarlKost
 
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Default Re: [Social Engineering] Socially-threatening NPCs

For the "anti-face", I always like to follow what I call "Othelo scheme"; my anti-face will usually be moved by jealousy - because jealousy is the worse and most destructive feeling of all. A jealous NPC will be a formidable enemy no matter what, even without a formidable sheet, just because of the lenghts it will be willing to go into to destroy that which he cannot achieve. So, if the players are supers, the "anti-face" may be a general constantly concocting smearing propagandas, convincing politicians about how dangerous the players are, sometimes even making behind the doors deals with shady organizations... If the players are knights, the bishop may be constantly poisoning the Duke's mind against them... Anyway, stuff like that. So, Othelo from Shakeaspeare is perhaps the best source of inspiration for that.
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Old 07-05-2022, 01:50 AM   #7
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Default Re: [Social Engineering] Socially-threatening NPCs

A particularly nasty sort of socially threatening NPC is the Social Destroyer who can cancel or destroy a PC's social advantages. For example, the rumor-monger or identity thief who destroys good Reputations, the assassin or blackmailer who destroys or weakens Patrons, or the disinformation artist who befuddles Contacts. They can be particularly nasty because they don't necessarily engage the PCs at all, but instead work around the PCs to neutralize their social clout, by attacking less capable NPCs. The PCs might not even be aware of such threats until they've already done their damage, forcing the party onto the defensive.

If the PCs have exploitable disadvantages, another nasty social NPC might be the Enabler or Tempter. This person might be pose as a friend, or be a friend, who just happens to have exactly what the PC thinks they want, but really don't need. Really good booze for an Alcoholic, a great party for a Compulsive Carouser, another risky business venture for a Greedy character. Since the enabler might have useful skills and might even be an Ally or a Contact, the players might be reluctant to cut ties even when it's obvious that they're doing the PC no favors.

If you want straight-up social opposition, create an Intimidator, with no serious disadvantages, plenty of social advantages, and an extensive social network to enforce their will. The intimidator can be anything from an upper class matron, to a mob boss, to a high school bully. The goal of the campaign can be to avoid rousing the intimidator's ire, taking down or subverting their social network to isolate them as a social threat, or to coax the intimidator into becoming a powerful Patron or Ally. To make things more complex, the intimidator could be a basically good person with goals similar to the PCs own, but just different enough that they clash.
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