[UA] Pharmomancy
Chris Milne
khris at clara.net
Sun Apr 2 13:42:42 PDT 2000
Interesting stuff.
Since there has been some discussion about this school and
LSD, I thought I'd drag out my aborted write-up of
Oneiromancy, which I started about a year ago and never
finished. The chief stumbling blocks I had were formulae,
so I'd appreciate any suggestions people have (on any
aspect of it for that matter). As you can see, I didn't get
very far before more important things consigned it to the
dustier parts of my hard-drive. I do have further ideas for
spells, but I'd like to see other people's (no doubt
better) ideas before I go any further...
Anyway, I've quickly updated it in view of the
now-canon-Oneiromancy. A new name would probably be welcome
as well :-)
Aleetheiamancy
No one's entirely sure where this school of magick
originated, but most people can give you a theory, if you
ask. Some say that they've been around since the dawn of
history, and probably before; others that they appeared in
the 20th century following the writings of Huxley, Leary
and their like. Whichever line they sell you, they're
probably half right, though of course there's no way to say
for sure. Like Oneiromancy, Aleetheiamancy probably existed
in ancient times, dying out and then experiencing rebirth
in the modern era.
Whatever the truth of the matter, it's safe to say that
Aleetheiamancy has never been the most popular path to
power. Every school requires sacrifices, but few ask you to
sacrifice your mind on the altar of power.
In return, aleetheiamancers gain some control over reality.
They can make you see things that aren't there, or maybe
just the things that other people don't see. The powerful
ones can change aspects of the cosmos that you've always
taken for granted, things like gravity and friction. If you
talk to them, they might tell you that all these Laws of
Nature have as many loopholes as the Laws of Society. Then
again, they may decide that you're not really there, and
ignore you. What if they're right and everyone else is
wrong?
Aleetheiamancy Stats
Aleetheiamancers generate their power by escaping the bonds
of consensual reality. The further they go, the more power
they get. It's just difficult to control how far you go,
and what you leave behind when you get there.
Generate a Minor Charge: Look at the universe from a
different point of view. Just pop out of the Room of
Reality for a while and go look at the exterior decoration.
Drop some acid, drink recycled reindeer piss, starve
yourself to a frenzy - all you got to do is remember that
your experience is just as real as the other person's.
Generate a Significant Charge: Experience the flip-side of
reality. Confront your inner convictions about the way
things should be, and turn them inside out. Some people
call it a bad trip; others accept it and take the power it
brings.
Generate a Major Charge: Adjust your view on a permanent
basis. In short, to those that don't see the big picture
the way you do, go mad. Since most adepts wouldn't be
regarded as sane by the majority of people, this means a
significant mental illness, probably incurable.
Schizophrenia, MPD or Obsessive-Compulsive Disorder are the
obvious ones. (Note: Their mention deserves a quick point
in the direction of the sections of the rulebook that deal
with this areas.)
There are no restrictions on how the adept achieves the
state of mind required to generate charges. Use whichever
method fits with the character. Unintentional experiences,
such as flashbacks, are valid for charge building. It
should be clear that the adept has little or no control
over what type of charge will be generated, though you may
allow the adept to try to influence themselves into a "bad
trip". It's entirely possible that the adept may gain a
major charge on their first attempt, but unlikely.
Taboo: The aleetheiamancer cannot allow anyone else to
impose their view of reality upon his or herself. This
includes taking anti-psychotic or anti-depressant drugs.
Furthermore, aleetheiamantic charges lose their power with
time as they are drained by the deadening effects of
consensual reality (though as ever, this probably does not
apply to Major charges). In short, like cliomancers, use
them within a month of gaining them.
Random Magick Domain: Aleetheiamancers affect people's
views of reality. Unlike cliomancers, they cannot affect
people's remembrance of the past - only their current
experiences. They can cause hallucinations of varying
strength, or they can convince you that if a woman offers
you a cup of tea, then you'll be the next King of England.
Blast Style: The aleetheiamantic blast does not, per se, do
damage to the target. Rather, it causes the victim to
experience instant (and therefore disorienting)
hallucinations. These are usually sufficient to distract
the victim from whatever they were doing at the time.
Aleetheiamancy Minor Formula Spells
Harry Houdini (2 minor)
The Aleetheiamancer can temporarily escape the natural laws
of reality, or alter them to his needs. Thus, gravity can
cease to affect the adept, or it can be made to act in a
different direction. The effect lasts for as long as the
adept concentrates. If this is done in view of other
non-aleetheiamancers, then the GM has the option to
increase the number of charges required.
Revelation (2 minor)
With this, the aleetheiamancer can cause the victim to have
a sudden "revelation" of truth. They can't be made to
forget anything or remember something that never happened,
but they do gain a temporary delusion of the
aleetheiamancer's choice (e.g. plastic gives off poisonous
fumes that cause cancer). The aleetheiamancer cannot
specify the reaction to the delusion, just the nature of
the delusion itself; neither can the target be deluded into
directly damaging themselves (e.g. You're only safe from
the aliens if you set fire to yourself). The
aleetheiamancer does not need to communicate with the ta
rget to cast this. The delusion lasts for 24 hours, unless
the aleetheiamancer cancels it beforehand.
On Sunday, March 26, 2000 6:26 AM, Eric Brennan
[SMTP:thebrennans at starpower.net] wrote:
> Hello all,
> I just started running a full-fledged Unknown Armies
> campaign (my Feng
> Shui game got handed over to another GM) and one of my
> characters insisted
> on running a Pharmomancer. I wrote these rules up and
> they worked well for
> our first game, but since I'm relatively new at this I
> thought I'd let you
> all comment...
> Don't worry about being gentle...(and I know it shouldn't
> be pharmomancy,
> but it sounded cool...)
> --Eric
> _________________________________
> "I'm looking for a new kind of satisfaction"
> --Wilson, "The Limey"
>
__________________________________________________________
> _______________
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