06-01-2021, 08:13 PM | #61 | |
Join Date: Oct 2007
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Re: [Basic] Advantage of the Week: Mind Control
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It's not that the people able to cast Enslave will get "an edge", the people with Enslave will be the only people with any real power. |
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06-01-2021, 08:46 PM | #62 | ||
Join Date: Dec 2020
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Re: [Basic] Advantage of the Week: Mind Control
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The romans were particulary touchy about enslaved roman citizens, so this may be a problem, but as long as a slave is not considered a tool with the aim working hin to death because he is relative cheap compared to the products he crafts like cane sugar in the caribic, Even abduction and wars arenīt necessary to staff the market. People get children and the old US chattel slavery was running well even after cut of from replacement by the british fleet. Or to quote a planter of that time ( his words ) " a good field negroe, reproduces well". Quote:
Further up the thread is a suggestion for a enslave spell that makes slaves loyal to the owner not the caster. Anyway there is the spell Lesser Geas which forces a person to obey a sngle command, just let this command be, Serv ( buyers name ) as a obidient, happy, and hard working slave as long as you live, ... . |
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06-01-2021, 08:59 PM | #63 |
Join Date: Dec 2012
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Re: [Basic] Advantage of the Week: Mind Control
Speaking as a GM, I would not allow that for Lesser Geas, which is limited to one command 'to do one specific thing' (GURPS Magic p140). Great Geas (Magic p141) allows you to give 'one continuing command,' and thus might work - though the commands listed in the spell description are simpler in phrasing than the one you use, so that might not work either. We might need to see if Kromm has time to answer.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
06-01-2021, 10:36 PM | #64 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: Mind Control
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Yes, Enslave has an extensive prerequisite chain. That does mean the mage has to spend longer pursuing it, but it isn't like the Spells involved in that chain are going to be useless to someone in the slave trade, or similar pursuits. Enslave seems pretty obviously worth it for select slaves... all that we need is for someone in the slave trade to work out a more efficient way to do it. Like one caster with Skill 17 in Enslave, and two assistants who also know the Spell. So that the Quick & Dirty method can be used to cast at Skill 15, while each caster burns 6 FP plus drains a 4 FP Power Stone. One hour to cast, one hour to recover their lost FP through, then swap out the Stones for fresh ones and repeat. At first, it is still somewhat rare, but as time goes on, it becomes SOP. Why? Enslaved people are great for helping to capture more people to Enslave. They're willing to tell you everything they know, helping you pick better targets, and letting you know the best uses for themselves as slaves. They not only aren't trying to escape, but provided their master instructs them properly, they'll do their best to get along with everyone else involved. They're not trying to sabotage efforts to move them around or capture more slaves. They're not getting depressed at being a slave. They're not going to become desperate and commit suicide. They'll do their best for their master as they understand it, so you can get them to show off their capabilities to potential buyers... though you might not want to let them know that is what is actually happening at the time. Better capture rates for less cost. Better survival rates. An easier time showing what they can do. Less expensive to keep enslaved. The possibility of actually training your slaves up a bit, since they're all eager to serve you so instructing them "Learn this." is only risky if they are inept at learning the chosen skill. It all adds up. Or at least, it all could add up, circumstances permitting.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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06-01-2021, 10:49 PM | #65 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: Mind Control
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While there is a risk someone is still Enslaved and will work against you... there's a risk with someone who was never Enslaved at all as well. The Enslaved can be questioned by the caster, and so you can weed out the slaves most likely to murder their new masters in their sleep (for example). The Enslaved may also be open to more mundane conditioning. The kind that carries over to the new master.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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06-02-2021, 04:39 AM | #66 | |
Join Date: Dec 2012
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Re: [Basic] Advantage of the Week: Mind Control
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EDIT: Should this discussion be in another thread?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 06-02-2021 at 04:42 AM. |
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06-02-2021, 05:38 AM | #67 |
Join Date: Mar 2006
Location: Iceland*
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Re: [Basic] Advantage of the Week: Mind Control
I've been reading 'Enslave' as 'Mind Control power modified to work something like the Enslave spell'.
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06-02-2021, 05:38 AM | #68 | |
Join Date: Oct 2007
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Re: [Basic] Advantage of the Week: Mind Control
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As for how you can remove Enslave: Counterspell and Dispel Magic. Those are the spells to remove Permanent duration spells. To link this to the topic of the Mind Control Advantage, the main reasons you should not expect similar situations are the scaling penality for multiple controlled entities and limited durations (which Enslave lacks). You basically need Independent and Extended Duration (Permanent) to have a similar situation. To more closely model Enslave you also need Telesend (Universal + Racial), Mind Reading (Sensory Only + Racial) and Mind Link. The Racial is Mind Controlled Only (I can't remember where I saw that interpretation). Overall this package costs 200+ points. Last edited by WingedKagouti; 06-02-2021 at 06:07 AM. |
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06-02-2021, 05:48 AM | #69 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Basic] Advantage of the Week: Mind Control
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I imagine that while thriller plots and paranoid people are very concerned with the possibility of mage guild espionage and covert action using their 'plants', in actual fact, most mages will simply grow indecently rich from selling Enslaved slaves to the buyers, ordering them to be loyal and good slaves, and then forgetting about them entirely.
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06-02-2021, 06:17 AM | #70 | |
Join Date: Oct 2007
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Re: [Basic] Advantage of the Week: Mind Control
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The phone analogy is only apropriate on a very shallow surface level. Apple can't make their phones bring in the owners for reprogramming to complete loyalty to Apple. Even though Apple supporters do seem a bit cult like from the outside. |
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advantage of the week, healing, mental illness, mind control |
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