RES: [UA] Exhalomancy

DL haroudo at terra.com.br
Sun May 19 06:00:55 PDT 2002


Thanks! :)

Usually ppl just dont even comment my schools. ;)

I have been writing another one this weekend (deals with another thing i
have been brewing for a long time, and finally i got it done...again, coz a
npc used it on the campaign...yes, my players are VERY luck), i will send to
the list as soon as i have courage to re-write from 4 handwrite pages. :)

[]s,

   Haroudo Xavier




-----Mensagem original-----
De: ua-admin at lists.uchicago.edu [mailto:ua-admin at lists.uchicago.edu]Em
nome de Saul Peers
Enviada em: segunda-feira, 13 de maio de 2002 01:19
Para: ua at lists.uchicago.edu
Assunto: Re: [UA] Exhalomancy


This is cool.  Very, very powerful, but still cool.

-Saul


>From: "DL" <haroudo at bol.com.br>
>Reply-To: ua at lists.uchicago.edu
>To: <ua at lists.uchicago.edu>,        "Entourage_ at Yahoogroups.Com"
><entourage_ at yahoogroups.com>,        <unknownarmiesbr at yahoogroups.com>
>Subject: [UA] Exhalomancy
>Date: Sun, 12 May 2002 20:50:23 -0300
>
>(aos brasileiros: desculpe, mas acabei de fazer. Se alguém quiser traduzir,
>fique a vontade - to vendo se faço uma www.unknownarmiesbr.net .org ou algo
>assim, aí a gente coloca nossas coisas lá - ou uma geocities da vida mesmo,
>sei lá...).
>
>---------------------------------------------------------------------------
-
>---------------
>
>
>This was just done. I had though about it for a long time, but never even
>started it. Since im already using a NPC with this school, i decided to
>flesh it out. I hope you enjoy it. Sorry for the many typos, it must have
>plenty of them. :)
>
>
>
>---------------------------------------------------------------------------
-
>---------------
>Exhalomancy
>
>by Haroudo S. X. Filho (DL) (dreamlord at cryogen.com)
>
>"Dammit," said Bradshaw. "Mr Edison. Exhale yourself. Get in the jar."
>Tim Powers, Expiration Date
>
>Motivation: Ghost. Spooky. To die, and hang yourself to the world of
>living,
>sometimes even without knowing why. Sometimes, staying here to protect your
>family, to pay old debts, to be relieved of some guilt. Ghosts are in every
>culture, even in cultures where the idea of re-incarnation, or the
>possibility of be around after dying, must not exist. Ghosts are around.
>Sometimes at night, sometimes in dreams, sometimes heard in distance, they
>keep coming, and sometimes, they keep even calling me, calling me...like
>and
>eventually to be, old song...
>
>A while back i did a magick school dealing with ghost. Was a old style
>magick scholl, and i didnt new a clue about old style magick. Then i got
>PoMoMa, a book i hate and love in equal proportion. PoMoMa set the rules
>for
>magick, that was already in the basic UA book, but not as clearly stated as
>it became with it. And then, i read Tim Powers. But the most important
>things that happened, was a discussion on the UA list, now a year ago
>discussion, and the actual UA campaign im running. The discussion gave me
>lots of ideas, and without thinking about, i started to use them in the
>campaign. To be fair with the players, and to avoid the ghost of "never end
>this school", im writing it, finally.
>
>Theme: Exhalomancy is about death. And after death. Death sorrounds us, we
>watch it on the news, and stated to be "just numbers", still, we are
>affected by it, by the dread of it, and for the thought that "people just
>died this instant, live ceased, and all is lost". Even more, Death have a
>big grip on our society, became a major comic character, and even some
>young
>groups/tribes devote some big part of their time living in death symbols.
>
>And most believe death is not end. And some, believe death is even a
>person,
>have some personality, and some "whim". Exhalomancy deals with it. Deals
>with the passage from alive to death, an even undead. Deals with the breath
>of life, and the expiration date, and even, how to keep this date as far
>from yourself as possible.
>
>Nickname(s): Sin Eaters, Ghostbusters (and among themselves: Exhalions)
>
>History: Not a Old Style Magick, Exhalomancy is almost outside the grip of
>post-modern magick. Born in the end of 19th century, this scholl have been
>in the background from the beggining. Not just the people from it realise
>instantly the power of it, but they are even more afraid than any other
>school, that theirs secrets came to light.
>
>Exhalomancy was born in England, in the small circles of "mediuns" that
>really knew what they have been doing, and quickly became a small cabal.
>Powerfull as this group started to became, cryptomancers afraid of being
>finally ended, decided to strike. Soon, the own cabal members are killing
>themselves, and the group break up. Resulting in the members of this schol
>to be afraid of the others, and making themselves very protective of their
>territories and secrets. The school them spread to the world, reaching the
>americas and even India.
>
>Exhalomancers have few reasons to teach it's magick. Still, some are not
>callous as most of them, and befriend some other people. This lead to them
>to make their friends and lovers impervious to death as they are (see
>below). Still, they are deadly afraid of other magick schools and cabals.
>Some of them learn about the true end of the first Exhalomancer cabal, but
>after so many years, they learn how to live alone, or in very small groups.
>
>At same time, Exhalomancers are all interested in adepts. They are
>particularly important for their plans, and makes them fairly powerfull. So
>they usually end up around popular places in the occult underground, but
>they really avoid contact with other groups unless necessary, or in the
>case
>they can pass for other kind of adept.
>
>Blast style: The blast style is one of the most dread of all. The minor
>blast requires a mouth-to-mouth with the victim (no better therm for it),
>but the significant blast just need them to be a few yards. The
>Exhalomancer
>literaly, suck the live away from the target. Worst still: if is enough to
>kill the target, he eats his ghost, making it something that is not a demon
>or revenant, but another kind of ghost, they call "", for a more romantic
>reference. [more rules about it, below].
>
>Generate a minor charge: Study death and life. Go to a burial rite and
>watch
>it, ready medicine book, or go watch a birth. Visit places where death
>occurs frequent, interview murderers, or people with post-life experiences,
>etc. To be in place where a death just happened also helps, unless the
>Exhalomancer has been the active responsible for it.
>
>Generate a significant charge: Make a ritualize death rite, or connected to
>it. Some Exhalomancers are even priests or deacons to be involved with
>regilious death rites. Some are Kardecists, and organize seances or such.
>One thing to remember: this is not a joke, and should be followed closely
>as
>a related to death ritual, without mockery. Some new and bored
>Exhalomancers
>tried to speed up thing, and got themselves in big trouble. Alternatively,
>making a television show about death (ghosts, post-mortem experience, or
>even deadly car crashes), or writing a book about it, a published magazine
>or newspaper article, etc. Spreading the death idea to the media, can
>generate a charge.
>
>Generate a major charge: As far as any Exhalomancer knows, no one ever got
>a
>major charge. The major charge would probably gotten be someone that have
>discovery some hidden and fundamental process about death, like knowing for
>sure what are the Cruel Ones, or even while alive, visit the "world beyond
>the veil", but none have done those things yet. (some claim that old
>american indians have rituals allowing them to be in the land of the dead,
>but all experiences so far, have just got the Exhalomancers high).
>
>Taboo: To be possessed by a ghost, unwilling or not. Besides losing the
>charges, an Exhalomancers loose all ghosts already "consumed" by her,
>causing her one wound point of damage for each one.
>
>Rules for ghost consumption: Exhalomancer can consume (inhale) ghosts in a
>few ways: draining someone life using the blast spells, or inhaling a
>"bottled ghost". A bottled ghost is a ghost trapped in a bottle or
>cigarettes through spells. A ghost Inhaled can't do much. He is as if under
>the control of the Exhalomancer and can try to "talk" with her direct in
>her
>mind, but she can always close the "chat channel" if she wants it (ghosts
>with a Soul score over 80 can keep it open with a Soul check). A
>Exhalomancer can have a number of "not yet consumed ghosts", up to her Soul
>score, minus the trapped ghosts decimal Soul scores.
>
>Some Exhalomancer spells needs to be fueled not just by charges, but algo
>by
>consuming ghosts. When consumed, the ghost is now "part" of the
>Exhalomancer, and can't be contacted anymore, or controlled. But
>unfortunately for the Exhalomancer, some ghosts, specially the ones very
>close to him or with high Soul scores, can try to communicate using
>telephones [most Exhalomancer avoid to talk on the phone as much as
>possible], and more hard to do, but possible, televisions and radios. All
>those ghosts are released in case the Exhalomancer break the Taboo, causing
>one hit point of damage, each.
>
>If a non-Exhalomancer inhale a ghost from a bottle, or from a cigarrete,
>this things can happen: A) The ghost will take over the body, destroying
>the
>person Soul forever; B) If is an adept, but not an Exhalomancer, he can
>spend a minor charge, avoiding the inhaling, and freeing the ghost or it
>will stay and both Souls will cohexist, until the ghost wants to leave.
>Checks for control will be made using the Soul score, and can be made
>anytime the "other half" is concentrated on something (like casting a
>spell); C) The Person is a non-adept, but is a Avatar of score above 55% or
>is not an avatar, but have a Soul score above 90. It keeps the ghost
>inside,
>as the adept. D) In case of inhaling a "Sour Ghost", the person is
>instantly
>killed, and the ghost is destroyed. Adepts, avatars and people with Soul
>score of 80 or above, can make a Soul check to avoid it, but instantly
>receives that much result as damage, and the ghost gets free.
>
>To get hid of a "Sour Ghost", the Exhalomancer have to: Cross her eyes and
>spit. But just a few know this, and half of it think is a joke.
>
>
>
>
>Random magick domain: Control life and death flow, curing, killing, and
>specially, dealing with ghosts. Besides, some adepts learn how to make
>stronger uses of their "breath", making a powerfull weapon sometimes.
>
>Starting charges: Newly-created Exhalomancers receive four minor charges
>and
>nine spells.
>
>Exhalomancy minor formula spells
>
>I See Dead People
>cost: 1 minor charge
>effect: You can "see", or better, sense, ghost in the imediate vicinity,
>for
>a number of minutes equal to the Exhalomancer Soul score. This is different
>for every Exhalomancers, and some claim to really see the ghosts, while
>others just "feel" them close.
>cost:1 minor charge
>
>   Do you know why you're afraid when you're alone? I do.
>cost: 1 minor charge
>effect: Some Exhalomancer never do it. Most are really afraid of it, or the
>effects it can have upon them. Anyway, most of them cast it eventually. To
>cast the spell, the Exhalomancer must Inhale the of someone dying, without
>inhaling the ghost. If sucessfull, she will now the exactly date of her
>death by natural causes, every year, month, minute she still has. Some,
>imediatly start to make Expiration Date spells to avoid it [see below].
>
>Bradshaw
>cost: 1 minor charge
>effect: You can "hold" someone else live for a few minutes. Breathing in
>the
>person face, just after it has died, the ghost will stay in the body for a
>number of seconds equal to deceased Soul score. The Exhalomancer can't do
>it
>more than once at anyone.
>
>
>Ghost Smell
>cost: 2 minor charges
>effect: The Exhalomancer can sense an "bottled" (see below) ghost in a
>radius of 3 miles from himself. If the ghost is sorrounded by water, it
>can't be sensed. Some rituals can also scramble it, ordinarly, encasing the
>bottled ghost into a saint or religious figure or archetype statue.
>
>Collect Call
>cost: 2 minor charges
>effect: Pick up a phone, and dial the birth date of the ghost you want to
>talk. If sucessfull, he will talk to you through the phone. Far safer than
>have it on your head. Still, he is also beyond any form of control by the
>Exhalomancer.
>
>Knowledge from the Dead
>cost: 2 minor charges and consume a ghost
>effect: For the number minutes equal to the Exhalomancer Soul score, he can
>have the ghost obssession skill as his own.
>
>Direct Call
>cost: 3 minor charges
>effect: It summons a ghost. Still, no garanties he talks the true, but he
>is
>now under the reach to be controlled or consumed.
>
>Bottle Trap
>cost: 3minor charges
>effect: The Exhalomancer will make a "ghost magnet" using a bottle. Ghosts
>will feel atracted to it, and in a few hours, eventually, one ghost will be
>trapped in the bottle. The Exhalomancer can sense the ghost inside, and
>"know it", but can enter in a conversation, or try to control it. But he
>can
>inhale it. If the bottle is dark, and be closed after get the ghost inside,
>and keep in the dark for a few weeks, it became it transform the ghost
>inside into a "sour ghost". If a Exhalomancer inhale it, he will be stucked
>with this ghost, and can't use any of it's powers until he gets free from
>it
>(wich is quite easy to do, but feel people realise it, since it involves a
>ridiculous and bizare performance from the Exhalomancer). The ghost can
>resist the trap with a Soul check, but after caugh, it can't leave unless
>it
>is inhaled (even for a clueless kid) or the bottle breaks.
>
>Breath of Life
>cost: 3 minor charges
>effect: She can "breath" life to another person. Breath in the mouth of the
>person, and roll. The number of dice is the number hit points the
>Exhalomancer can transfer to the other person (she dont have to transfer
>ALL
>of them, this is just the maximum possible number). She can heal wounds
>easily, but can't do anything against diseases.
>
>Ghost Bind
>cost: 4 minor charges
>effect: The Exhalomancer can control a ghost alread inhaled. The ghost will
>obey the Exhalomancer even if not inside her anymore (as long as didnt
>scape
>in a "taboo break"), doing anything she wants for a number of hours equal
>to
>the Exhalomancer Soul score [see below - Breathing Out]. Still, it will not
>give any details, and even will avoid as much as possible to give any
>information about afterlife, and in no hipotesis it will give informations
>about the Cruel Ones.
>
>Taking Your Breath Away
>cost: 4minor charges
>effect: This is the Exhalomancer minor blast. It is described above. If the
>target dies while suffering the effects of Taking Your Breath Away, it will
>be inhaled by the Exhalomancer. [can be used with Cigarette Cage - see
>below]
>
>Cigarette Cage
>cost: 4minor charges
>effect: More reliable than a bottle, cigarette are the common currency
>between Exhalomancer. This spell is used to trap a ghost in a cigarette
>(the
>ghost is aware of the sorrounds when trapped this way). Spending the
>charge,
>and inhaling it from a blast, or from a bottle, using a cigarette, this
>will
>transfer the demon to the cigarrete. Lightning it up, and smoking it, will
>make possible for the ghost and smoker to talk 9but control of possession
>is
>not possible). At any time, the Exhalomancer, or even a non-adept, can
>inhale the ghost. If the cigarrete is all burned up, the ghost is
>destroyed.
>Dead Man Walking
>cost: 5 minor charges
>effect: Breathing in the mouth of someone just dead, the Exhalomancer can
>keep him alive for a number of hours equal to the person Soul score. The
>Exhalomacer takes a number of wound points, equal to the decimal number of
>the person Soul score.
>
>Exhalomancy significant formula spells
>
>That I'm a Freak
>cost: 1 significant charge
>effect: Breath in the direction of someone. This spell forces the person to
>make a Level 9 stress check. The target will see your face contorted to the
>faces of the ghosts consumed by you, and they will even try to speak to
>her.
>
>How often do you see them?
>cost: 1 significant charge
>effect: Same as "I See Dead People", but the number of Soul points is equal
>to hours instead of minutes.
>
>Last Breath
>cost: 2 signficant charges
>effect: Exhalomancy significant blast.
>Don't be Afraid
>cost: 2 signficant charges + Ghost consumption, see below
>effect: Breathing heavely and consuming a number of Soul points from the
>ghosts inhaled, the Exhalomancer can ignore this much damage in a combat
>turn. This can be used before or after the damage is dealt. Example: Ronald
>Chalker receives two bullet wounds from Mancinni, a mob guy thats was
>trying
>to smoke him out. He had a full ghost staff inhaled (he has a beef Soul
>score of 85, so he can have ghosts with up to a total of 850 in Soul
>score).
>The Bullets gave him 67 Wound points. He choose not to take them. He spend
>the charge, and consumes a number of ghosts that added, have a Soul score
>of
>an equal, or higher number from the wound points he wants to ignore.
>
>My Body is a Roadmap of Pain
>cost: 3 significant charges
>effect: As That I'm a Freak, above. The Exhalomancer breaths out, and in
>the
>room or in the few feet around it, people will see and heard the ghosts he
>consumed, causing everyone to make level 9 stress checks. Is up to the
>gamemaster if it also causes some poltergeist, if so, give a number of
>wound
>points to the people in the vicinity equal to the result of the roll added
>togheter.
>
>Expiration Date
>cost: 3 significant charges + consume a ghost
>effect: Consuming an inhaled ghost, the Exhalomancer adds to his months of
>life, a number equal to the ghost Decimal Soul score (A 50 points Soul
>score
>ghost, gives 5 extra months of life). If Exhalomancer is already beyond its
>"expiration date", as they call the moment in wich they should be dead by
>natural causes, the spell will not just keep them alive, but with an young
>aspect (30's, maybe 40's). This looks will started to get old again when
>the
>next "expiration date" gets closer.
>
>All the time
>cost: 3 significant charges
>effect: Same as "I See Dead People" and "How Often Do You See Them?", but
>now the Soul score represents the number of days the effect will work.
>
>The Others
>cost: 4 significant charges
>effect: With this spell, the Exhalomancer can try to control ghosts he
>haven't inhaled, and are not even trapped. The ghosts must be around, or at
>least be summoned by a Direct Call spell.
>
>Pneuma
>cost: 4 significant charges
>Effect: With this spell, the Exhalomancer can breath out the ghosts he have
>inhaled in a powerfull breath. The Breath will struck down objects, even a
>wall, and the ghost will try to posses anyone they pass (Soul checks to
>avoid it, using the book rules for possession). The breath will not hurt
>people, just physical objects.
>
>Breathing Out
>cost: 5 significant charges
>effect: The Exhalomancer can breath one inhaled ghost in a target. If the
>roll is sucessfull, and is also above the target Soul score, the target is
>possessed for a number of minutes equal to the Exhalomancer Soul score. The
>Exhalomancer can breath the ghost back at any time, just inhaling it from
>the target mouth. If the target dies, or the time of the possessiion ends
>without the ghost been inhaled back, the ghost is lost, and the
>Exhalomancer
>receives a number of wound points equal to the ghost Decimal Soul score (if
>the ghost have a 36 Soul score, the Exhalomancer receives 3 points of
>damage).
>
>Sin Eater
>cost: 5 significant charges
>effect: The Exhalomancer can cure the target from any disease, be it a flu
>or aids. The bad news is that in case of really deadly ones...the ones that
>would "expire" the target, those will short the Expiration Date of the
>Exhalomancer in five years.
>
>Exhalomancy major effects
>
>A Exhalomancer with a major charge can indefinitely extend his "expiration
>date", have a permanent ability to converse with the dead or see them,
>ressurect someone that had just died, make a hous e a permant "ghost trap",
>etc.
>
>
>-------------------------X----------------------------------------------X--
-
>----------------------
>
>Ok, that was it. Any suggestions? Do you liked it? Hate it guts? Will make
>donations in my paypal account? :)
>
>Haroudo Xavier
>UIN 1504427
>www.geocities.com/hasfix/
>
>
>_______________________________________________
>UA mailing list
>UA at lists.uchicago.edu
>http://lists.uchicago.edu/mailman/listinfo/ua




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