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A demagogue is a gifted orator, negotiator, politician, and statesman. He is charismatic, ambitious, and extremely dangerous. A demagogue’s weapon is not his sword, but his tongue. A demagogue understands the innate power of words and how to use them with people. They are masters of will and perception, and make their business the subtle persuasion of others. A demagogue is not interested in interacting directly with the world, but in convincing others to act in accordance with his wishes. A demagogue is an invaluable member to any political body. Those who attempt to challenge the political machinations of a city without one find themselves quickly outmatched. Those who follow the path of the demagogue start out in many walks of life. Those who train as demagogue are typically ambitious and egotistical, although the most powerful of demagogues are selfless champions of the good. Those with aspirations of becoming a lord typically train to become demagogues. Characters must be skilled in reading, writing and speaking two languages at rank 8 besides their original language before they can become a demagogue. As a demagogue advances in rank he or she may choose one of the following abilities as they advance in their training. They may choose one ability per rank, but all begin with delay at rank 1.
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Delay: All demagogues begin their training with the ability to persuade a person to listen to them for a moment unless they are already in combat. The success percentage is ([10 x Demagogue's Rank] - [2x Being's Willpower]) %. This ability can effect (2 + [2 x Rank]). Those affected will pass for the next two pulses unless attacked.
Willpower]) %. Those affected make all non-combat rolls at -20% and if they decide to attack Willpower]) %. Those affected make all non-combat rolls at -20% and if they decide to attack they suffer -10 IV for the first pulse. This ability takes 3 pulses to take effect and will remain in effect as long as the demagogue continues talking or combat ensues. effect as long as the demagogue continues talking or combat ensues.
Pacify: Perhaps a demagogue’s most useful defensive ability, pacify allows a demagogue to calm and stop opponents in combat. To pacify an opponent or group of opponents, a demagogue must spend two pulses doing nothing but speaking to them calmly in a language they understand (evading is permissible). Allies of the demagogue, even those perceived as allies, must not attack during the pulses in order for the power to have any chance of being effective. At the end of the pulse, those hearing the demagogue must roll under 4 X WP – 5% for every rank the demagogue has achieved. If the willpower roll fails, all opponents stop fighting and listen to what the demagogue has to say. The effect of pacify lasts while the demagogue speaks to the opponents and for 1d10-5 pulses thereafter. Any hostile actions even those perceived as being hostile break the pacify effect.
Outrage: A demagogue has learned to direct his words to inspire anger, outrage, and action in those who hear them. This ability is normally used to direct someone’s anger at another, although it is possible to use it as a taunt to try to incite violence against the demagogue. To use this ability, a demagogue must speak upon the ills of the target of his outrage for a full minute to willing listeners. The demagogue is free to perform other nonverbal actions as long as they serve to fan the fires of his outrage. At the end of the minute, all who hear and are able to comprehend must roll under 5 X PC or their attitude becomes hostile toward the target. This effect lasts for one hour per rank of the demagogue. If the targets of outrage have less perception and willpower then the demagogue they subtract 15% from their resistance.
Convey: A demagogue learns to speak in such a way that all within earshot, regardless of language, can understand the meaning of his words. This ability has a duration of 10 minutes, and any of the demagogue’s other abilities can be used in conjunction with convey. This ability does not work with creatures that do not possess a spoken language. This ability cost 2 FT to use.
Tempt: A demagogue can spend a full minute speaking to an individual in order to implant into its mind an intense desire for something. Typically, this desire is to possess an object, but it can take many forms. A person may be tempted to eat a particular morsel, to mate with a certain individual, or to undertake a quest. The tempted creature is allowed to roll under 2 X WP. If the roll is failed, the individual becomes obsessed with what has been offered and does all he can to possess it. A tempted person may commit foolish, but not suicidal, acts. This effect lasts for one hour per rank the speaker has taken in demagogue, or until the temptation has been sated. Failure for a creature to follow through on its temptation results in a -20% all attack rolls, and skills checks and actions take twice as long to accomplish. Should a creature fail to adequately fulfill its temptation by the expiration of the temptation, the negative effects remain in place for 24 hours. This ability cost 3 FT to use.
Convince: A demagogue becomes adept at convincing others to form particular opinions. In order to use this ability, the demagogue must argue the point with someone for at least a full minute. At the end of that time, the creature is allowed an opportunity to resist. A person listening to the demagogue must roll under 5 X PC – 5% for every rank above 5 that the demagogue possesses. If the roll fails, the creature’s mind has been changed on a particular issue. If the target resist by rolling under 15% (what is needed for endurance), they react in a hostile manner to the demagogue. Creatures with a deeply seated belief against the argument posed—such as a priest’s faith in his god or the code of a templar—cannot be affected by this ability. This change is permanent, but does not prevent a character from changing his mind again if further evidence, arguments, or events lead him to other conclusions. For example, a demagogue may convince a moneylender that he is able to repay a particular loan if it is given to him. The moneylender then believes this to be the case until the demagogue doesn’t make his payments, at which point he again believes the demagogue to be a scoundrel. This ability cost 3 FT to use.
Humiliate: A demagogue now begins to understand how to use his words to make an individual look laughable in the eyes of others. To use this ability, a demagogue must speak to an audience for at least a full minute, convincing them of the subject’s fallibility. Anyone who hears the speech must roll under 4 X PC, or look upon the subject in a new light. Whenever a creature under the effects of the humiliate ability sees or hears of the subject, he will be unable to refrain from laughing out loud, chuckling, or otherwise acting in a suitable manner. This effect lasts for one day per rank the speaker has taken in demagogue. The demagogue may influence up to PC + rank number of individuals.
Filibuster: A demagogue gains the ability to captivate the attention of all who can understand his speech. This ability lasts as long as the demagogue continues talking. Anyone within range of his voice is unable to perform any actions other than listen intently and stare at him. If a listener attempts to break his attention, he must roll under 2 X WP to do so. Failure means that he is compelled to listen to the demagogue as long as he continues to talk. This ability has no effect on someone engaged in a fight, and it is immediately broken if the listener is attacked. A character may use any of his other demagogue abilities while filibustering. Filibuster is used most frequently as a stall tactic, but it also may be used to force a listener to be exposed to other abilities.
Control crowd: A demagogue learns to magically amplify and project his voice over a sizable area. Anyone within range of the demagogue’s voice is able to make out his words clearly, regardless of other sounds or noises, and can be affected by any of his abilities. Creatures still have to be able to comprehend the language spoken in order to be affected, although control crowd can be used with any combination of the demagogue’s other powers, including convey. Magical silence and one foot of wood or rock keeps this ability at bay. The range of control crowd is 250 + 4 X WP ft. This ability cost 2 FT to use.
Incite a riot: This ability takes 5 minutes minimally to work and cost 4 FT. The demagogue gives a rousing speech to outrage and convince his or her listeners to demand physical or financial restitution from an individual or institution. After 5 minutes those listening to the demagogue they must roll under 5 X WP -5% per rank of demagogue or they will heed the words of the demagogue. This effect last until the goal is accomplished; the riot is quelled, or dispersed by the death of the demagogue or 25% of the mob. A demagogue must posses the abilities of outrage and convince before choosing this ability.
Quell the masses: This ability has the opposite effect of incite a riot, and can enable a demagogue to stop a riot or persuade a mob. Those hearing the demagogue must roll under 4 X WP -5% per rank of the demagogue or they will stop rioting and disperse. This ability takes 2 minutes to take place and cost 4 FT. A demagogue must possess the abilities of pacify and filibuster before being trained in this ability.
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