Basic Trope: A hero with remarkable personal magnetism gains friends and allies with astonishing ease.
- Straight: Hiro has no trouble making new friends in no time at all.
- Exaggerated: Hiro manages to influence and charm pretty much anyone he meets to become his friend or follower or like him a lot, including those that didn't even know him a minute ago.
- Downplayed: People see Hiro as a charismatic person, but he still has to put as much effort as anyone when recruiting allies and making friends.
- Justified:
- Hiro managed to learn great social skills early on and had a kind of personality, conviction and passion people can't help but be drawn to, thus his unconsciously mastered charisma.
- Hiro used to be a lonely, socially awkward child, so he became interested in finding out how social dynamics work.
- Hiro's had one similar role model or more in his life and it's about the role of nurture.
- Hiro's had an even greater share of social moments of embarrassment than many others would like to admit themselves, but he's resolved to learn from his goofs to the point he's a master at navigating around them.
- Hiro has a superpower that allows him to subconsciously befriend people faster.
- Hiro is a character from a video game or a tabletop game with a maxed out Charisma/Diplomacy stat, thus allowing him to recruit allies and influence people much easier than a normal person would be able to.
- Inverted:
- Hiro naturally bores, repels and/or comes across as a joke to everyone he meets.
- Hiro inadvertently antagonizes whoever he met, and he only made enemies in his entire life.
- Hiro's an Affably Evil Villain with Good Publicity/Faux Affably Evil Manipulative Bastard with many friends and/or allies.
- Hiro can be won as a friend and ally with astonishing ease.
- Subverted:
- Hiro does have his less desirable qualities, too.
- Hiro only appears to be this, only to turn out to be a Jerkass, a bore or just indifferent to things around him.
- Hiro's not necessarily a bad leader, but his teammates are more attracted to the cause he's pursuing, rather than to him personally. Within the group itself, he's really not that important.
- Double Subverted:
- However, Hiro grows out of them.
- It turns out to be a slanderous lie from some jealous scumbag.
- Hiro manages to turn his flaws into his advantage.
- Parodied: He's literally magnetic and people have to join him because they're stuck.
- Zig Zagged: Alice, The Lancer is the magnetic one. The team follows Hiro because they love Alice.
- Averted: Hiro isn't any more magnetic than other people.
- Enforced: The studio doesn't want to waste time with giving every character motivations to join in with the plot, so they just make Hire really likable, so people just follow him.
- Lampshaded: "Wow, Hiro, you attract people like you're the player character in a game or something!"
- Invoked: Hiro's mother seriously wants her son to grow up to be a success, especially socially, so she patiently raises him to be this.
- Exploited: Hiro knows how inspiring he is, and uses his charisma to accomplish things he couldn't do alone.
- Defied:
- "I'm no people-expert, Alice, much less a good persuader, so stop pleading me to help you, because I can't, pure and simple".
- "I'm not gonna let any of you follow me on my quest. I'm a loner."
- Discussed: ???
- Conversed: ???
- Deconstructed:
- Hiro becomes the only thing holding the group together, and as soon as anything happens to take him out of his leadership position, the group disbands.
- Hiro's magnetism is a form of More than Mind Control, which starts to have a negative effect on those around them as they lose their independence, whether Hiro wants that to happen or not.
- Hiro starts to abuse his influence over his followers to make them do things that they would morally object to otherwise.
- Hiro's personal magnetism is literally his only strength. In actuality, he has Feet of Clay when it matters most, and his followers suffer from mistaking style for substance.
- Reconstructed:
- Hiro takes advantage of his position as a leader to train someone else to take charge of the group if anything happens to him.
- It turns out that being under Hiro's leadership has more positives than negatives. Sure, his followers become a little dependent on him, but in exchange, they become a lot more competent at their unique skills and even begin to take on leadership roles of their own.
- Not only does Hiro have an influential effect on his followers, but his followers also have an effect on him, which keeps him from undergoing a FaceāHeel Turn because he couldn't betray his team like that.
Back to winning people over, you Magnetic Hero.