Reprogrammable

Reprogrammable (B150 [-10]) is an exotic mental Disadvantage where you can be "programmed" to obey a master.
==vs Duty==
B151 indicates you'll try to fulfill both but that when there's direct conflict, programming comes first
==Slave Mentality==
prevents option to choose to creatively interpret by "letter or spirit": slaves are "strict letter" only.
Example: "throw the rock at the soldier" would lead to immediate throwing of a rock (strict letter) even if the soldier was behind bulletproof glass and cover had no chance of hurting them. A non-slave cold creatively interpret the "spirit" of the command (throw the rock so it hits him and not cover that is in the way) and wait until the soldier pops up from behind cover to throw the rock at him, plus take initiative to do things to facilitate that rock-throwing like walk around cover, pull the cover out of the way, etc.
Slaves could do those things too, but they would need to be instructed to do it. They could be commanded to be creative, but if they are Hidebound (as Automatons are) they would have trouble coming up with ideas on their own even if commanded to do so.
==AI==
*B262 includes it in that meta-trait. In that case the mechanic is using Computer Programming to affect their Digital Mind.
**B48 mentions combination is common but not mandatory
The not Reprogrammable on B309 is a reciprocal advantage modifying this up to 39 points
==Mind Control==
B68 mentions "In effect, he temporarily gains the Reprogrammable disadvantage (p. 150), with you as his master."
==Zombies==
*M152 templates all have it, plus Slave Mentality via merit of Automaton
The effect of Turn Zombie is "turns and flees" and "will avoid the caster".
This must be stronger than a (social) Duty if it over-rides master's commands. Sense of Duty is mental but doesn't fit. This might possible be Compulsive Behavior of "avoid one person".
==quotes==
===Kromm===
2007 http://forums.sjgames.com/showpost.php?p=440104&postcount=34
Many spells in GURPS date to the original GURPS Fantasy for GURPS, First Edition, which dates back to 1986 or thereabouts and predates all editions of Psionics, Supers, etc., that had superhuman advantages and all editions of Aliens, Fantasy Folk, and the like that had nonhuman advantages. Thus, there's a substantial body of spells -- including most of the ones we're discussing -- that you can't easily represent using advantages. I suppose that an Affliction that gives the target Duty (Involuntary) and Reprogrammable might come close.
Category:Disadvantages
Category:Exotic Traits
Category:Mental Traits