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Old 07-06-2015, 03:42 AM   #15
vicky_molokh's Avatar
Join Date: Mar 2006
Location: Kyv, Ukraine
Default Re: Seeking Cinematic Social abilities *short of* mind control / reading / supernatur

Originally Posted by Peter Knutsen View Post
Well, the only idea I have, relevant there, then, are Always-On switches
These exist as Quirks, and are generally disadvantages due to risking a failure and/or inappropriateness.

Originally Posted by ArchonShiva View Post
In the vein of Cosmic, negating any penalties to a type of social roll coming from the target's personality, beliefs, oaths, situation, and so on. This works best for seduction or bribing, but selling fridges to eskimos (the mythical version, of course - eskimos have fridges like everybody) seems like the typical example.
Penalty-negators are generally boring, but I guess some sufficiently outrageous ones can be interesting.

Originally Posted by ArchonShiva View Post
Your actions of a certain type do not trigger demands of exclusivity from partners. The obvious example is sexual, but this is a pretty cool thing for politicians, mercenaries, journalists, information brokers, spies, or weapons manufacturers that sells to all sides.
Hmm, now that is an interesting idea![/QUOTE]

Originally Posted by Peter Knutsen View Post
One of mine, that might be relevant to Vicky's project:

Manipulating the mental disads of other characters so that they are made less likely or more likely to trigger. One use is generally friendly, the other hostile - I tend to see it as two different abilities, although some character concepts will want to have both.
Social Engineering provides a related but not identical mechanic, where Psychology allows one to leverage someone's disad into a bonus to convince someone to behave in some way (usually either in accordance with, or indirectly triggered by the disad). It's risky like all forms of manipulation if you get caught.
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
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cinematic, influence, social engineering

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