Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-16-2015, 04:27 PM   #1
lvalero
 
lvalero's Avatar
 
Join Date: Jan 2015
Location: Madrid, Spain
Default [DF] Not obvious spell - magery enhancement

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
__________________
"Imagination is more important than knowledge" Albert Einstein
lvalero is offline   Reply With Quote
 

Tags
dungeon fantasy, magic


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:42 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.