Anarchomancy

Stimson, Aaron AStimson at adp-ebanking.com
Thu Feb 4 10:13:24 PST 1999


Here's the full right up.  Any comments and new spells welcome

-----Original Message-----
Anarchomancy (Anti-Establishment Based Magick)
The essence of Government is power; and power, lodged as it must be in human
hands, will ever be liable to abuse. 
-- James Madison 
Good government is no substitute for self-government. 
-- Mahatma Gandhi
The ruling power within, when it is in its natural state, is so related to
outer circumstances that it easily changes to accord with what can be done
and what is given it to do
Remember that what pulls the strings is the force hidden within; there lies
the power to persuade, there the life,--there, if one must speak out, the
real man. 
-- Marcus Aurelius Antoninus
You have the God-given right to kick the government around--don't hesitate
to do so. 
-- Edmund Muske

	Of the many who flock to the banner of Anarchy, perhaps fully 1% of
these truly understand the irony of the Anarchy movement.  Of these, perhaps
1% understand the nature of power as it is seated in government.  These know
that power isn't just elected, wrested, or founded; Power is, and  as an
aspect of humanity's yearning for order, Power congregates into cohesive
masses.  This accretion of power manifests in Power groups: governments,
cabals, movements, religions, etc.  Of this small group of enlightened
anarchists perhaps 10% have to ability to manipulate that Power when it is
liberated from the establishment.  These are the Anarchomancers.
	Anarchomancers (or rebels, as they are known in the Occult
Underground) recognize that the Power of government is relatively untapped.
Even in countries where tyranny holds the masses in terror, the Power of
government is uncontrolled, primarily because it is bound up within the
structure it creates.  Establishments are like atoms, immense storehouses of
energy caught up in the fiery cycle of existence.  The rebel's power is
drawn from acts that disrupt the power and facade of establishments.  In
other words, the rebel is the magical equivalent of an atomic reactor,
breaking the structures of government to tap the power within.
	The essential paradox of Anarchomancy is that in order to preserve
their power a rebel cannot endorse or support any power structure or
establishment.  In fact, the only agreements or associations they can enter
into are those formed by mutual consent.  This may not seem like much, but
when an rebel is arrested they by necessity must resist, cannot accept a
court appointed lawyer, cannot accept the decision of the court, cannot
claim their rights from any legislation or written body, and cannot use the
appellate system for recourse.  Any such act would reinforce the Power
inherent in the System.  Thus rebels are usually either at large or dead.
	Anarchomancy Blast Style: For all the flash and violence associated
with anarchy, the Anarchomancy blast is surprisingly subtle; it simply
attacks the foundations of the mind.  Both blasts subject the victim to
Stress check verses the Unnatural.  Consider this as being subjected to a
concentrated summary of the rebel's world view, without the benefit of being
able to translate that world view into anything bordering on sense.  The
minor attack only 'blinds' the victim for a period of time, while the
significant attack 'paralyses' the victim.
Stats:
Generate a Minor Charge: Perform an act that disrupts a facet of any
municipal or local establishment from working normally.  (This could be
planting a false bomb and calling in a bomb threat, setting mutliple
separate fires in one fire district, or inciting day-long riots.
Alternately, sabotaging the sanitation department or stopping sunday
services at a local church.)
Generate a Significant Charge:  Disrupt an entire municipality or obstruct a
facet of a national establishment from working for an entire day. (Holding a
city hostage, aiding a virus to paralyse the IRS databanks for a day, or
fostering a state-wide poisoning scare.)
Generate a Major Charge: Entirely destroy a municipality's ability to
govern, disrupt any national entity for a week, or halt any international
organizational agreement from being implemented. (Destroying the government
of San Francisco permanently so it can never be restablished, holding the
Parliament hostage for a week, Devaluing the Euro so as to force the EA to
abandon it, etc.)
Taboo: The Anarchomancer cannot recognize any organization as having a
higher authority.  As stated before, this means that anytime any established
organization attempts to exert it's will on the rebel and the rebel obeys
s/he loses all charges generated.  This does not mean the rebel has to
reject stopping at traffic lights or spending money.  Stopping at traffic
lights is a consensual agreement for general safety, and a dollar is only
worth what you can get for it.  
Random Magick Domain: Anarchomancer magic is all about drawing magic out of
its concrete form in government and using it empower the individual.  In
short, Anarchomancy is about working outside the boundarys.  Unlike
Dipsomancy, which breaks the rules, Anarchomancy rejects the rules in order
to promote the individual's belief system.  As each form of magic is also a
viewpoint, so each rebel's viewpoint is established in his belief system.
Rebel magic holds sway over bringing down barriers, confounding magical and
natural laws, and changing the way people see things.
Starting charges: A new Anarchomancer starts with 3 minor charges.

Anarchomancy Minor Formula Spells

Break the Chains
Cost: 1 minor charge
Effect:  Breaks any chain a rebel is touching when spell is cast.

Look Again
Cost: 1 minor charge
Effect: Allows a rebel to reroll a failed roll once.  If this next roll
fails, then the action fails.  This may not be cast to allow a reroll from a
failed Look Again roll.

Seeing is Believing
Cost: 2 minor charges
Effect:  This is the Anarchomancy minor blast.  The victim suffers a level 6
Unnatural test & must roll -30 versus Soul.  If the victim succeeds, they
are blinded for only one combat round (appropriate penalties apply, and
victim cannot see anything during this time).  If the victim fails, they are
blinded for rounds equal to the sum of the dice.  (Example: The rebel Luke
is being menaced by a leather-clad biker.  Luke decides to give the biker a
shock and spends the 2 charges for Seeing is Believing.  The Biker first
check's his Unnatural rating and with a whopping 0, so he makes a roll under
his 45 Mind.  With a result of 92, the biker fails, and must take a failed
notch under unnatural.  The biker chooses to frenzy.  Before he can begin
flailing his limbs, though, he must make his -30 soul roll.  The biker's
soul is also 45, so he has the unfortunate task of rolling 15% or under.
Once more the dice favor Luke, this time with a 48.  Because the biker
fails, he must spend (4+8) 12 turns blind to his surroundings.  Ouch!)

Fizzle
Cost: 2 minor charges
Effect: The rebel must declare that he is preparing to cast this spell
before the target spell is cast.  When cast, this spell negates 1 spell just
cast.  Period.  While the rebel is prepared to cast Fizzle, they may not
cast any other spell.  If the rebel is injured or majorly distracted,
preparation is lost.
(Example: Luke is hiding out from an Entropomancer that he's pissed off.
Luke declares that he's preparing to cast the Fizzle spell. Within moments
the Entropomancer comes around the corner, and after a lucky roll, spots
Luke's hiding place.  He decides to pop off a Killing Stare at Luke.
Spending the significant charge he rolls a 32, which is under his 50%
Entropomancy skill, and prepares to roll up painful damage, but Luke has
been preparing to cast Fizzle all this time.  Luke is casts Fizzle, and the
Killing Stare disolves into so many bad looks.  Since the spell was
successfully cast, the Entropomancer cannot reclaim his significant charge.
If he didn't hate Luke already, he does now.)

Fire
Cost: 3 minor charges
Effect: Implants the idea in all persons within 20' that someone just
yelled, "Fire!".  People react accordingly.

All Hell
Cost: 4 minor charges
Effect: All alarms go off, all radios start sounding full blast, all sirens
sound within 100'.  These all remain on until shut off.

Anarchomancy Significant Formula Spells

False Witness
Cost: 1 significant charge
Effect: For the next hour, every person who sees the rebel during this time
must make a -30 shift Mind test to recall the rebel's appearance correctly
when questioned.  If the viewer fails, they will instead remember some
random composite person in the rebel's place.  (Example: 'He must have been
7 feet tall, Asain, blond, curly hair, and 5 or 6 nose rings.'  'No, he was
5'-3", black, bald, maybe 500 lbs.'  'You're both wrong!  That he wasn't
even a he.  That was a woman in drag!')

Fake ID
Cost: 1 significant charge
Effect: Must be cast upon some sort of card (any will do).  For the next
hour, anyone who looks at the card will see what they expect to see.  The
card might look like a driver's license or detective's permit to a cop, a
security card or press pass to a security guard, or a AAA membership card to
a tow-truck driver.  All numbers or date's required will be generated by the
mind of the viewer, but these will not appear physically on the face of the
card, nor will they fool a machine.  This spell will not break the taboo of
the anarchomancer through it's use. (Example: Posing as a member of the FBI
with this spell will not break the taboo about supporting a major
establishment.) Be aware that each person who looks at the card will see
what they expect to see, not what others expect to see.

Breaking Down the Wall
Cost: 2 significant charges
Effect: This is the significant version of the Anarchomancer's blast.  The
victim still makes an Unnatural-6 test, and then a -30 verses Mind test.  If
they succeed at the Mind test, they are blind and paralysed for only 1
combat round.  If they fail, they are blinded and paralysed for rounds equal
to the sum of the dice. (Example: Luke needs to take the pissed
Entropomancer out.  He decides to burn 2 significant charges and cast
Breaking Down the Wall.  Rolling a 56 he makes his 60% Anarchomancy skill.
The Entropomancy rolls for his Unnatural (He has 4 callousness notches
marked off, so he's still susceptable), and gets a 24, well under his 65
Mind, so mark off another callousness notch.  Then he has to roll under his
70 Soul -30 (40).  This roll is a whopping 98%, so he's frozen and blind for
17 turns!  Now the decision Luke has to make is if he wants to leave the
frozen adept alone or cut him up proper.)

Damn I'm Good
Cost: 2 significant charges
Effect: The rebel must designate a skill this effects.  For the next 20
minutes this skill can be used as rested in stress situations, or in combat,
the rebel may flip-flop.

The Other Door
Cost: 2 significant charges
Effect: Temporarily creates a door in a wall the rebel designates.  This
wall must be within arm's reach of the rebel.  This door dissappears as soon
as anyone passes through it.

Get Away
Cost: 3 significant charges
Effect: This creates a mysterious bolt-hole behind the rebel.  When the
rebel (or anyone else) jumps through, they will be transported to the
nearest safe place from where they are.  This bolt-hole will close after
someone passes through. (Note: This safe place may not be the best place to
escape to.  For example, the rebel may be cornered in a closet in the City
Hall building, with police closing in.  Casting Get Away could take them to
the basement of the building, outside to an alleyway, or even to the back
seat of an empty squad car.  Matched rolls could well improve this
location.)

Clean Slate
Cost: 4 significant charges
Effect: Clears the rebel name from any document anywhere.  This includes any
virtual (computer) document, but not from living memory. Any problems this
causes are not solved. (Make sure to collect on a contract, or receive a
shipment before casting this spell.

Anarchomancy Major Effects
Allow the rebel to pass through walls. Change their appearance at will.
Bring down buildings/bridges/other structures instantly. Remove all trace
(memory and physical) of the rebel.  It boggles the mind. 




More information about the UA mailing list