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01-22-2016, 12:38 AM | #1 |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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GURPS Social Engineering and "super negotiator" character
Hey all,
One of my players wants to make a character that's basically a "super negotiator". Apart from the obvious advantage of having a PC with a lot of Reaction Roll bonuses, the goal is to give him a chance to "defuse" any potential combat situation by first trying to communicate with the NPCs (and if it fails, proceed to shoot them in due form). Of course I immediately ran back to my PDF collection, screaming "Finally! I can use GURPS Social Engineering!". In there I found a couple pages pertaining to this particular type of situation. However, I'll often need to come up with appropriate penalties for each particular group of NPCs. The one I'm first interested in are "evil cultists". We're playing Call of Cthulhu adventures using GURPS, so these are the type of NPCs most often chasing you... what kind of penalties should I apply to Reaction Rolls? I get the impression I would treat them as a "mob" (p70) with at least "intolerance" towards the PCs and "indoctrination", for a total of -6, plus some additional -1 to -4 if they are under more or less direct orders to kill or kidnap the players? Second is how Public Speaking factors into this situation? It's referenced throughout the book for other situations, but not so much about calming down a mob? I imagine I would use it as a "complimentary skill" to give +1/+3 to the Reaction Roll? Last is how to handle the situation when there's only a handful of enemies. Maybe you just have a couple of hired killers after you... when you confront them, how hard is it to distract them, turn them, offer them more money to let you go, etc? The same applies if, say, an FBI negotiator wants to prevent someone from killing a hostage. I didn't see anything about this situation but I may have missed something? Thanks! |
01-22-2016, 05:35 AM | #2 | |
Banned
Join Date: Aug 2004
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Re: GURPS Social Engineering and "super negotiator" character
Quote:
Last edited by NineDaysDead; 01-22-2016 at 05:39 AM. |
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01-22-2016, 06:02 AM | #3 |
Join Date: Oct 2008
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Re: GURPS Social Engineering and "super negotiator" character
The specific penalties should kind of depend on the effective skills.
It is not fun for others if the talker can always talk though any situation and they cannot showcase their skills and the opposite where if the talker can never succeed in his skill rolls it is frustrating to him. I tend to do the following when setting any challenge: I look at the PC skills and decide what type of challenge it should be: Automatic - No roll needed as long as someone says they are doing it Trivial -Where even totally wrong party member has reasonable chance of success if they have a point in the skill Easy -Where the right party member will succeed almost all the time even if having to use improvised tools or a bit less time. Medium -Where the right party member would have to actually try, as in have his tools take full time and such to get a 13- or so probability Hard -Where the right party member will need to try really hard, bringing in extra resources like complimentary skills, helpers and whatever to get a 11- or 10-) Almost impossible - Where even with all the normally available bonuses will not get the effective skill above 6- Impossible- No roll allowed, have to find another way. |
01-23-2016, 12:44 AM | #4 | |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: GURPS Social Engineering and "super negotiator" character
Quote:
Yes, good point, I'll have to discuss this with the player, thanks. |
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01-23-2016, 04:19 AM | #5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Social Engineering and "super negotiator" character
From having played a character like this, and seen others... This approach can work for opponents who haven't definitely decided to fight. It doesn't work for fights that are underway, unless the PCs are definitely winning, and offer something preferable to defeat to their opponents.
Barring actual mind control, you can't talk to people who simply aren't interested in talking. |
01-23-2016, 06:29 AM | #6 | ||
Banned
Join Date: Aug 2004
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Re: GURPS Social Engineering and "super negotiator" character
Dealing with Cultists:
Firstly take the brotherhood perk: Quote:
Next consider the the Passing Appearance perk; which suggests that being immune to one type of Intolerance (Race, Sex, etc) is worth 1 point. It might be reasonable to justify Immunity to one type of intolerance for 1 point, or all Intolerance for 10 points (Based on Cultural Adaptability). Next consider taking Empathy or Sensitive so you can bypass any Indomitable the cultists might have. Next consider taking Indomitable and Unfazable so Cultists can't use influence skills on you. Next consider taking Social Chameleon, so that your lack of Rank: Cultist doesn't hinder you. Next become Reaction Monster, buying as many reaction bonuses as you can. Reputation: Cultists, small class, all the time +4 [6] is probably the cheapest you can buy. Next consider taking Luck (Aspected, Social Interactions, -20%) Next buy up influence skills; note Intimidation can be used in combat: Quote:
Last edited by NineDaysDead; 01-23-2016 at 06:33 AM. |
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01-23-2016, 06:36 AM | #7 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Social Engineering and "super negotiator" character
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And a character concept of a mythically skilled diplomat who can negotiate things that are deemed non-negotiable with people who are deemed non-negotiable** . . . has to be represented by someone who isn't skilled at Diplomacy at all but rather takes some sort of mind control ability, which is kinda lame and crude. * == I have the impression that Reaction Modifiers are generally a better way to go than pumping an Influence Skill; yes, some RMs are better than others, some are very conditional etc. etc. But they're still mechanically better overall, and have broader applicability, point for point. ** == One word-combo that I found useful for discussing such situations and feats is "against one's better judgement", i.e. being convinced to do something that of course nobody would do if thinking clearly, but that's the point of having a mythic-level social skill - getting someone not to practice the better judgement. |
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01-23-2016, 07:08 AM | #8 | |
Banned
Join Date: Aug 2004
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Re: GURPS Social Engineering and "super negotiator" character
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-0: normal 'negotiable' -1 -2 -3 ... -18 -19 Not possible: 'non-negotiable' |
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