Acceleromancy

Gregory Paul Stolze holycrow at mindspring.com
Fri Feb 19 07:20:50 PST 1999


At 07:07 PM 2/18/99 -0800, Chad Underkoffler wrote:
>Hidey-ho, list.
>Generate a Minor Charge: Acceleromancers generate charges by moving
>fast. Going faster than 120 miles per hour for one minute is worth a
>minor charge. You get the minor charge for crossing the boundary line
>of 120 mph; if you went 240 mph for a minute, you would not get 2
>minor charges. However, if you went 120 mph for a minute, dipped below
>120, then accelerated again over 120 mph for a minute, you *would* get
>2 charges. Please note that this holds true only if you are the driver
>or pilot of the vehicle; if you are a passenger, the time required to
>build the charge is increased to 10 minutes of high speed! Win a foot
>race or high school track meet.

Or maybe just win a race of any sort?  Assuming there's serious competition
at your level, of course: racing against a turtle makes a mockery of the
magick...

>Shortcut
>Cost: 1 minor charge
>Effect: Because of his connection to the concepts of speed, motion,
>and inertia, the Acceleromancer can sense the fastest and simplest
>path to follow to reach his destination. This may not always be the
>best way to go, but it will always be the one that will get you there
>the fastest. This spell also works on less topographic routes as well:
>a speed demon asking "How do you get to Carneige Hall?" when casting
>this spell could receive a "vision" of which streets to follow to
>reach the building, if that’s what he meant, or if he wanted to play
>Carneige Hall he might receive the response "Practice, practice,
>practice," if that is the shortest way. Of course, the shortest way
>for the latter may be something like "Go and marry the stage manager
>of the Hall," or some other advice akin to that. 

MUNCHKIN: Okay, I'm going to spend one minor charge and find out the
shortest way to replace Alex Abel, steal all his money and take over TNI.

>Steal Speed
>Cost: 1 significant charge
>Effect: Because of his connection to the concepts of speed, motion,
>and inertia, the Acceleromancer may "bleed off" speed from a system, a
>force, or an event, forcing things to shift down to a slower pace, or
>even seemingly shift into "slow motion." A green traffic light may
>have it’s speed stolen to extend the length of time it remains lit; a
>freeway can have speed stolen to cause a traffic jam; a security guard
>may have his speed stolen to slow his reactions to the alarm bell
>going off on his console. The "siphoned speed" is automatically used
>to help generate some of the effects of this spell, but because of the
>Law of Transaction, an Acceleromancer still needs to put in a
>significant charge to jump-start the effect. 

Some rules effects for this might be good - cast it on a person to make
them fail all their initiative rolls for several turns, or reduce their
Speed stat or something...

>Irresistible Object
>Cost: 4 significant charges
>Effect: Once this spell is cast, the Acceleromancer becomes a
>juggernaut, unable to be stopped, or turned, or swayed in his passage
>for the next 15 minutes. (This also affects any vehicle the speed
>demon is piloting when he casts this spell.) He can plow through
>walls, fall down a chasm, run through a hail of bullets, swim through
>a lake of burning oil, take repeated anti-aircraft missiles, absorb
>enough damage to take him to beyond the point of death—and still,
>somehow,  continues on his path
 until his time runs out. If the 15
>minutes ends with the speed demon at 0 Wound Points or less, he’s
>dead. Game over.  Witnessing something like this is a rank-7  stress
>check against The Unnatural. 

So you still take damage?  Okay then.

-G.
1899 Phrenologist: Your son has the sloping forehead of a sexual deviant:
better put him in an asylum.
1999 Gene Therapist: Your fetus has the "date rape" gene.  Better abort.




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