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#1 |
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Join Date: Jan 2015
Location: Madrid, Spain
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Hi all!
This is my first message in this forum. My name is Luis and I am from Spain. Please forgive my english, as it is not my mother language :) I have begun a DF campaign and I have created my own versions of the "normal classes" as warrior, wizard, rogue, paladin, etc... Now I am creating some derivative classes as "Inquisitor", "Frontier/Peasant Hero", "Warlord"... Now I am trying to create a cool "social" class named "the demagogue" who can modify the behaviour of the masses and who have a knack on dealing with people.... nearly magical! It is like a bard because he "plays" but he doesn't play an instrument, he plays as an actor in stage using oratory and "actor tricks" (false tears, etc...) I would like to give him some "tricks of the trade" like "ritual magic" spells based on "High Oratory (VH)" or similar VH skill but I don't want the spells to look like spells. So, for example if the demagogue casts "Presence" and his final skill is 14 he will need to say some words and a gesture BUT only a highly trained wizard or other demagogue could recognize it as magic because the "words" and "gesture" seems like normal words and gestures, perhaps only with a little strange "accent" or "voice". Normal people couldn't notice that the demagogue is casting a spell! How would you price "Not obvious spell" enhancement? By the way, these are the enhancements and limitations that I will probably give him +10% Switchable: You need a ready maneouver to activate your magic but, remember, you can ready at the same time you speak because speaking is "free action" ! +20/+40% Subtle Aura: Even when you "switch" your magic it is very difficult or impossible to see your aura as "mage flagged" -xx?% Preparation required: You need some time speaking before being able to cast or -xx?% Activation required: You need to activate your magery using "Fast-talk" (when dealing with one person) or "Oratory" (when dealing with a group) -20% Always verbal component: All your spells need verbal component, at least some words, even if your skill is high. -10% Barrier of language. If your victim cann't understand or hear you he is immune! -20%: Two collegues only (Path of communication, Path of mind control) +xx?%: Not obvious magic. The verbal and somatic components of your spells are not obvious. How would you price each level of magery? Ideas of advantages/disadvantages for this class and criticism will be highly welcomed! Luis
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"Imagination is more important than knowledge" Albert Einstein |
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Another way to do this would be to use the Enthrallment skills, on pages 191-2 of the Basic Set.
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#3 |
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Join Date: Nov 2008
Location: Yukon, OK
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I would just price 20% No Signature on Magery
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#4 |
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Join Date: May 2005
Location: Lynn, MA
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Welcome to the Forum!
You are sure to find helpful GURPS enthusiasts here when you have this sort of question. I agree that "No Signature, +20%" is the enhancement you are looking for. |
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#5 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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I'd say Low myself if other mages and demogogues can detect him.
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#6 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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You want the Easy Casting enhancement from GURPS Thaumatology (p. 28). It's +40% a level and basically lets you treat your spell as five levels higher for the purpose of rituals only (p. B236). You'd probably need at least a level - mostly likely two. Skill 20 requires no gestures and skill 15 needs only a small gesture (maybe something like the Clinton "thumb") and a few words (easily masked as tying into the speech or the like.
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| Tags |
| dungeon fantasy, magic |
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