Probably party vs world, though it does depend on how the players want to do it. It's easier to run the party as a coherent group though, at least until I've seen how to do otherwise.
Sorcery is an option. The basic powers cover a wide variety of things including social manipulation and mindcontrol. Sorcery goes beyond them for large scale dramatic effects in a somewhat expensive and very obvious way.
Hmm, so they've actaully got a 'scope' for 'I control the populace?'. That was the problem I had with D&D - dominate, charm etc. was pretty much impossible beyond a 1-1 sort of scale.
OK, let's refine the concept a little. $insert_name_here is very charming and eloquent. He's not overtly 'nasty' but rather egotistical. To the point where he's fairly sure 'he's right, and everyone else is wrong'. Has moved through life being charming and diplomatic. Later on figured out that 'mind power' was proving very useful in this regard, starting with telepathy, and moving on to 'coercion' and maybe even outright control.
Tends to work in terms of 'convincing' people that he's great and should be trusted, rather than outright 'I take control of your brain' sort of things. Has actually done so on a couple of occasions, with people who are especially 'resistant' but useful.
Specialises in 'non obvious' sorts of magic, especially along the lines of telepathy/telekinesis but has a moderate capability for defense and maybe blowing stuff up.
Non-obvious magic doesn't exist. Just casting a spell will flare you up into brilliant gold beacons of light with the mantra of the spell whirling around you in the air whilst the glory of the sun falls down upon thee.
Social-whore charms do exist, and can at high levels do exactly what you're thinking of, even over massive mobs of people.
Side note: Tris, interested. No clue on character concept yet.
Probably have to attack you with a book sometime, really. The biggest thing is that you are literally divine. Mortals, if you're trying in the least, can't touch you. Charms are godly powers made manifest - incredible parrying maneuvers, the ability to quell any unruly mob into at least listening to you for the duration of your speech, knowing at an instant what single thing a person would do anything in the world for. Spells are even bigger. One of the 'baseline' spells (they're actually nowhere near that organized, mostly agreed upon by player and GM) turns the marrow of your target's bones into hot lead, whether they like it or not. Another calls up a pretty storm of magical butterflies that hideously slaughter all they touch. That sorta nice stuff.
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Sorcery is an option. The basic powers cover a wide variety of things including social manipulation and mindcontrol. Sorcery goes beyond them for large scale dramatic effects in a somewhat expensive and very obvious way.
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That was the problem I had with D&D - dominate, charm etc. was pretty much impossible beyond a 1-1 sort of scale.
OK, let's refine the concept a little. $insert_name_here is very charming and eloquent. He's not overtly 'nasty' but rather egotistical. To the point where he's fairly sure 'he's right, and everyone else is wrong'. Has moved through life being charming and diplomatic. Later on figured out that 'mind power' was proving very useful in this regard, starting with telepathy, and moving on to 'coercion' and maybe even outright control.
Tends to work in terms of 'convincing' people that he's great and should be trusted, rather than outright 'I take control of your brain' sort of things. Has actually done so on a couple of occasions, with people who are especially 'resistant' but useful.
Specialises in 'non obvious' sorts of magic, especially along the lines of telepathy/telekinesis but has a moderate capability for defense and maybe blowing stuff up.
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Social-whore charms do exist, and can at high levels do exactly what you're thinking of, even over massive mobs of people.
Side note: Tris, interested. No clue on character concept yet.
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