[UA] The Anatomy of Magickal Schools (Long Post!)

Chris Cooper insectking at yahoo.com
Thu Feb 12 02:07:57 PST 2004


Hey all.

I have been pondering about the growth and development
of magickal adept-schools in UA. I did a bit of
thinking in between various art doodles at the time.
During one difficult sketch I started thinking about
adepts and the charge-netting actions they perform.

Rather than let these ideas drift off, I decided to
type them down in breaks.

This is how I see adept ritual-to-charge structures
based on the information from various writers
commentaries.

And I put on my psychoanalyst hat and started writing.
If you want, this can easily be modified to a very
special Sleeper theft linking a dead case-worker
therapist and a missing adept.

I hope you enjoy it, cut it up as much as you want.

‘Sides, if Dr. Phil can get away with
trash-psychology; so can I.

Cheers,

Dr. Chris Crash, unlicensed psychoanalyst.

------------------------------------------------------------------------------------------------------------

Part One: Charging Rituals and Taboos

As a side note, I noticed something very quickly when
writing this out. There can never really be a single,
mechanical adept magic system, but rather a floating
pool of trends exhibited by different adepts. And from
this analysis, new adept schools or variants can be
developed and experimented upon within a loose
framework of common denominators.

The Elusive Paradox
Most of us can say that an adept school starts with an
obsession about a psychological compulsion that the
adept; this intensely skewed psychological
ritual-to-magick system rewards the adept for
reinforcing psychologically and physically damaging
habits. This is the paradox for all schools – get
magically rewarded for doing something potentially
hazardous to himself against basic self-preservation
codes and instincts.

All adept magic has a ritualised negative reward
scheme – do something unhealthy and potentially
damaging to yourself, and you’ll be rewarded with a
parcel of cathexic power, known as a charge; if the
adept elaborates or aggravates the reward-ritual, the
more powerful the charge, the more severe the
reinforcing of the compulsion.

Endodymanics 
All ritual-reward schemes are centred to and from the
adept-individual’s personal, deep neurosis. All the
reward-rituals primarily derive from neurotic coping
mechanisms: from a self-mutilator/self-injurers need
for tension release through self-inflicted physical
damage, to the alcohol-or-drug abusers desire to
self-medicate his addiction patterns, whether
hereditary or learned. 

An adept must, with forethought, personally exercise
his reward-ritual on himself in an internalised
feedforward-and-feeback looped cybernetic model to
receive the charge.

Charges: Denial on Lien
The charge by-product from the reward-ritual is what
allows the adept to continue committing the
reward-ritual it is the complete validation of his
neurotic behaviour, a very real reason to continue his
compulsions. 

The charge gained from the reward-ritual reinforces
the adept’s view of his place in society no matter how
unhealthy or damaging it may be.

Compulsiveness
The damaging reward-ritual quickly becomes a
compulsion if it was not already. I do stress that
this mindset is in no way delusional; the adept gains
a tangible, useful reward out of the damaging
reward-ritual charge.

It can be seen that certain adept’s compulsiveness is
focused on the reward-charge, and the reward-ritual is
merely an end-to-a-means, an even more
overly-ritualised addiction syndrome.

The ritual-reward, the charge, is the last powerful
ingredient in the feedback process. It psychically
reinforces the desire for self-damage.

This is a problem not dissimilar to an alcoholic’s
acknowledgement of alcoholism, but not acceptance of
the alcoholism. The problem is there, the alcoholic
admits, so I drink feeling falsely empowered by my
understanding of alcoholism. 

The adept psychological-system however is based on the
need for charging from the reward-ritual, but without
the initial neuroses-based reward-ritual, a potential
has to learn a neurotic behaviour to initiate the
reward-ritual to get reward-charges. 

To learn correct reward-rituals, the student-adept has
to adopt the specific neurotic system, and through
repetition and learned behaviour-responses in a slow
Skinner model, be able to gain a habit of thinking
neurotically.

While this is possible, it is the most cumbersome of
all the routes to the ritual-reward charge.

To reiterate the adept-case: the charge gained from
enacting the reward-ritual supports and reinforces the
adept’s initial deep-neuroses. 

The focus of the compulsion is the reward-ritual
scheme. The charge is a by-product of enacting the
reward-ritual. It is possible that the reward-ritual
is a result of the adept’s natural and original
inclination to the compulsive and neurotic behaviour.
The would-be- adept cannot simply enact the
ritual-reward scheme if lacks the underlying neuroses.

You can teach an alcoholic the Dipsomancy
reward-ritual. But if he’s not a natural drinker, he’s
just never going to have the obsessive drive to drink.
Alcoholism surpasses the body’s natural ability to
metabolise the alcohol, and continues to drink after
the alcohol has reached toxic levels. 

Examples of the damaging reward-ritual charges and
elaboration:

The Dipsomanser gains a charge from the consumption of
alcohol and more that is consumed the more charges he
gets from being intoxicated. If the dipsomancer
elaborates his reward-ritual, such as drinking in
locations, out of a vessel, or a special alcohol
symbolic of his compulsion, the charges he gains are
scaled up in power.

The Epideromancer gains a charges from
self-mutilation, or self injury. The greater the
physical damage, the bigger the power of the charge.

The Entropomancer is similar to the Epideromancer, but
works on gambling personal safety on risks. The more
elaborate the risk. 

The Plutomancer ritual-reward scheme is purely about
hoarding money in the form of hard currency. The
Plutomancer’s compulsion, the acquisition of money,
excludes spending the money for even the most basic of
necessities, such as food and shelter. 

The Taboo and the crash
Taboos seem to be slightly varied as to how they work,
but all of them diverge contextually from the
reward-ritual scheme. A taboo is a gross violation or
inversion to the symmetry of the charge-gaining
reward-ritual act. The taboo must somehow disturb the
endodynamic model of an adept’s ritual-reward scheme.

A plutomancer’s basic survival premise is warped so
that the acquisition of money, in a context of
material-valued society, replaces the hunter-gatherer
instinct with raw currency as the sole requirement for
health and social status. The Taboo is that the
Plutomancer cannot spend his money to ensure he can
have these most basic of necessities.

An Entropomancer cannot let anyone take a risk for
him, anymore than he can allow anyone else to eat for
him, because his whole psyche is tuned to taking risks
as his reward-ritual.

An Epideromancer has to personally injure/modify his
own body. He disrupts the feedfoward-feedback loop of
his reward-ritual if he allows someone else to perform
it for him – the whole idea of someone else modifying
his body would be intolerably invasive to the
Epideromacer’s psyche; a profane blasphemy against a
sacred act.

All taboo systems derive from two reward-ritual
violations consequences: Both are assumed to be true
in any given magick school, extensions of the same
principle.

Profane Sacred Cows: Loss of Control
An adept’s reward-ritual is about self-control over
the reward-ritual no matter how much of an aberration
it is in society. All reward-rituals are about an
adept’s control over his life. By allowing someone
else that control destroys the adept’s personal sense
of propriety. An adepts magic is intimate with his
control. If an adept loses control to perform the
reward-ritual, he loses the ability to control the
gained charges  

Dyslogical exclusions: reward-ritual anomalies
Certain adept schools seem to carry additional,
senseless restrictions. These tend to be concurrent
with smaller, less developed schools. Such dyslogical
exclusions are the small-throw backs that will either
be excised from the school later one, or replace the
current reward-ritual system.
 
Adept Teacher-student relationships and Information
Fidelity
Well that is to say, adepts are often forced to invent
or apply different linguistic descriptors for
magical-conceptual relationships.

Also consider that adept cognitive reasoning isn’t.
Adepts are deep-neurotics, their ritual-reward scheme
reinforces their neurotic behaviour.

A student who wishes to be taught a school of magick
is learning half of what the teacher has learned and
half of what the teacher was taught – and often they
can be mutually exclusive agendas. 

This lack of information fidelity will generate a
substantial shift in each generation of adept.
Although not applicable, it is understandable that the
processes of the reward-ritual schemes for the same
school can diverge tremendously in differences in age
and location. A Epideromancer from South America
thirty years ago and a young Epideromancer adept from
your same city might display widely different
interpretation and execution of his reward-ritual and
his charge-manifestation.

The structural drift of adept schools displays a model
very similar to linguistic drift; the two are
patterned congruently.


Yes but what does it all mean?

Here are the charging rituals for adepts from UA2, and
various sourcebooks. See if you can mismatch them up
to get an alternative, variant charging ritual for a
school. With the alternative charging method, skive up
three or four new formula spells which reflect the
divergent school variant.

His is especially cunning for self-taught adepts.

For advanced classes, take your variant school back
fifty years and then track its mutation forward –
Voila! Instant School, Feeds Seven, Seats Four!
Minor Charges

Risk something personal or pertinent to your
obsession.
Spend at least $100 on a special obsession-related
purchase
Consume a substance that is adept-obsession related
Visit a location of trivial, but significant to the
adept’s obsession.
Cause physical or mental harm in a trivial way
Spend an hour performing a task pertinent to the
adept-obsession
Spend a day working to fulfil a problem or task 
Exchange more than $100 but less than $1000 in a
one-way, obsession-related transaction.
Study material adept-obsession related for four hours.

Significant Charges
Acquire a unique item that caters to your obsession
Consume a substance that is out of something of
significance
Spend a fair bit of time constructing something
adept-obsession related 
Give up something of significant value to the
adept-obsession.
Visit a place that has notable adept-obsession
significance
Interfere with something adept-obsession related that
affects bystanders
Risk something personal or pertinent to your obsession
that has extreme consequences
Cause extreme physical mental or physical trauma.
Spend a day totally absorbed in a task adept-obsession
related.
Exchange more than $1000 but less than $100 000 000 in
a one-way, in an obsession-related transaction.
Re-enact an event pertinent to the adept-obsession.

Other considerations…

Blast Style
Some schools do and some don’t. Some schools that
don’t have variants that do.

Random Magick
A school that is fresh is pretty much all Random
Magick, unless it’s built up of interlinking
pseudo-formula, half-spells. 

Accessibility and Flexibility
Is the school/variant a single-sorcerer school, or is
it a single-school for sorcerers. A single-sorcerer
school may only have one significant formula spell
that is carries the school.

A single-sorcerer school need not be developed any
further than a duke with quirky charging and effects.

A single-school for sorcerers can be whipped up as a
bone fide school.


Formula Spells
A dog-bitten, old, old school like Caduto will have
gads of formula spells and some of them might not
work. They have no random magick. There philosophy is
a needle in a rut, it’s so worn-in that magick works
by rote and not by compulsion. 

A fresh, new school like has few formula spells, and
those that work might not even work for all its adepts
– it might split into lots of little splinters, or a
dependably repeatable magick may come from it.

Examples to ponder…

A teetolling Dipsomancer that gets charges like
Personomancy by acting out famous drunks, or like a
pornomancer/cliomancer re-enacting Dylan Thomas’
death.

The self-immortalising writer that gets a day extra of
life for every book he’s written that’s published and
printed (although he can never meet people).

The gravedigging Ahumator that gets one escape-clause
from unnatural death for every famous person he
buries.

A fleshcrafter that gets a minor charge for every hour
spent tattooing/bodymodding clients. 

A boxer that trains so he can beat respect and love
out of people in a scary annihilomancy/amoromancy mix.

An Acquisurgist who gets charges from pouring over and
collecting arcane debris and magical fall-out from
unnatural phenomenon.

Two Examples: a School and a Duke

LUCREMANCER (Fiscaleers)

Money buys magic; the consuming shopping enjoys
consumer spiritualism; disposable income is the mantra
for junk spiritualism. Miracles are on special during
two-for-one Wednesdays! 

The Lucremancer is another spin-off variant of the
Plutomancer, much like the Plutophage, and in Unknown
Armies three-of-a-kind is a full house that beats
two’s company. Unlike, the other two, the lucremancer
is usually the best dressed, and have mounds and
mounds of crap.

The Lucremancer seeks to dress his deep-bitten sense
of worthlessness with an external mask of material
worth. The more money a Lucremancer spends for
material goods, the more intense the comforting the
false high, the stronger his magic gets.

Like all novelty consumers, the lucremancers magic
stales, the magic burns up with the accumulating
disinterest, and is discarded and the next best thing
is the next best thing and it must be had no matter
what the cost. Lucremancers spend, and spend and
spend. What they buy is always crucial at the time, it
fills the hollowness in their souls, they feel
fulfilled but afterwards it becomes apparent what crap
it is, and the crash happens.

VALIDATION
Unlike any other currently known adept, lucremancers
can charge up on credit. They get the charge when the
purchase is made, but until the purchase is theirs –
in their hands – it isn’t validated. Spending
unvalidated charges are fine, but if the purchase
doesn’t arrive within the accepted date or is tampered
during delivery, the lucremancer suffers a massive
psychological trauma.

Because Lucremancers exist in such a vicious cycle and
buying to avoid depression, there magic suffers the
same problem of being burned up before too long.
Apparently tight-fisted only refers to another
institute blacklisting the lucremancer’s credit
history.

As a note, the lucremancer cannot charge up from
theft, it always has to be a legitimate sale agreed to
by all parties without undue duress.

LUCREMANCY BLAST STYLE: Lucremancers have only one
devastating blast spell, they can literally buy
someone else’s damage, squirrel it away and then blow
it at a target later. All other blast spells
regurgitate up magically amped-up negative feelings in
the target.

STATS
GENERATE A MINOR CHARGE
Generate a minor charge: Spend more than $100 but less
than $1000 on a single sale. Two sales of $55 each
will not gain the charge. The lucremancer does not
charge up from charity gifts – he has to spend the
money. Where the money comes from is irrelevant. The
lucremancer may not spend money on anyone else for
whatever reason. A lucremancer cannot donate money for
any charitable reason.


GENERATE A SIGNIFICANT CHARGE
Spend more than a $1000 but less than one hundred
million dollars in the sole purchase of one single
item.

GENERATE A MAJOR CHARGE
Spend one hundred million dollars on a single item
during a single purchase.

TABOO: lucremancers only charge up if they spend money
on themselves. As soon as they spend money they
charge. Items bought through Television Shopping
Networks are credit charges; they can be spent before
the lucremancer has the item in hand, but if isn’t
there when the universe wants to collect, its
repossession is harsh.

The lucremancer must get a new possession out of his
money; every single time. Therefore loans and
mortgages are great for getting funds, the lucremancer
loses all his charges if he keeps up payments. It’s
nice to keep putting money on my lifelong investment,
but those shiny Hummel figures must be bought! 

Even giving away even spare change for a worthy cause
will instantly bomb the lucremancer, costing him all
his charges. He needs to buy shit with his whole
heart.

A lucremancer only worries about shopping for items,
buying it, and then coveting it at home alone. It
matters diddly-squat where the lucremancer obtained
the money; if your credit card goes missing, the
thieving lucremancer can mercilessly chunk up on your
overdraft. Tough for you, hey?

Even better, the lucremancer doesn’t actually have to
pay money, once he has the purchase from a legitimate
sale – buying on store credit is an acceptable form on
non-payment for the lucremancer.

VALIDATION
If the lucremancer buys something through any form of
homeshopping, he can spend the charges before he gets
the items. The player must keep tabs on these items
charged on credit.

The lucremancer can spend the charges, but if the
purchase doesn’t arrive within fourteen days (two
weeks) and hasn’t been tampered or damaged in any way,
he’s safe. If it isn’t the lucremancer automatically
gets notches in his Self gauge; there is no roll
available, it’s automatic. 

Minor charge – get one failed notch.
Significant – get four failed notches
Major – get seven failed notches.

For two or more charges just add one more failed
notch, otherwise the potential lucremancer player will
never, ever charge on credit. 

DEPRECIATION
The lucremancer must keep the objects until the
charges gained by them are spent. At this time the
lucremancer loses interest in the acquisitions and
they are left to whatever must happen to them. But he
cannot willingly get rid of them. If any item goes
missing he suffers a rank-4 Violence check as the
invasion becomes rape-like in intensity for the
lucremancer. The lucremancer doesn’t lose additional
charges, though.

If the Lucremancer spends $145.64 on groceries he
cannot eat them, and if one stalk of celery goes
missing, he might suffer validation problems if he
cast the magic.

The Lucremancer does not know if the purchase is still
whole or not.

RANDOM MAGICK DOMAIN
The lucremancer is about transaction; the ability to
purchase self-worth; strength through exchange of
values; the paradoxical transaction between abstracted
worth and physical objects, buying items which are not
available to by in any sane reality; doing
numerological readings off people’s credit card
numbers, know the buying habits of an unknown person;
and the ability to magick up your puchases so they do
as advertised.

Despite being an old, but quiet, unassuming school,
lucremancers are not the most imaginative lot, they
tend to stick by what’s been taught. Self-taught
lucremancers will have two to three unique formula
spells derived from random magic experiments.

CHARGING TIPS
As with the Plutomancer and Plutophage, the
lucremancer depends on income. A full-time job is
fantastic for getting cash for those shopping sprees.
There is one seedy loophole; if the lucremancer takes
the purchase from a legitimate sale and he didn’t pay
money for it, he breaks taboo if pays any money later.
It isn’t the lucremancers fault Aha! If he doesn’t pay
and the shipped purchase arrives in his paws, the
charging is legit.

MINOR FORMULA SPELLS

Everything Must Go
COST: three minor charges
Everything must Go is the lucremancy minor blast
spell. For a period, everyone must make rank-8
Self-checks in order to motivate themselves against a
sudden, crippling self-loathing of their own hollow,
pointless existences. This spell lasts until the
targets all make three successful Self checks. The
character does not actually pick up notches if
succeeds or fails. The whole experience afterwards
seems distorted and illusionary, almost as if it
wasn’t the character suffering the turbo-charged
angst.

Security Blanket
COST: four minor charges
When the lucremancer is in direct physical contact
with a recently purchased object all FA damage is
convert to H2H. All H2H is converted to the lowest
face from the two dice. This spell lasts until the
lucremancer loses contact with the item; the item is
destroyed (15 wounds); the damage roll is a critical
or matched pair.

As Seen On TV
COST: six minor charges
Any item purchased by the lucremancer gains a
permanent +5% handling bonus when used with a
particular skill. Each item may only be increased
once.

Guaranteed, or Your Money Back!
COST: One significant charge
The product the lucremancer has just bought works just
as advertised, it could almost be magical! The
purchase has to relate to one of the four Stats and it
and its governed skills all increase by 1% permanently
to a limit of 10% among ten skills. Not stat or skill
can be raised above 85% this way.

I’d Like a Bunch of Those
COST: One significant charge
A lucremancer can buy 5% off a skill from another
character and keep it for himself. This skill remains
at 5% until experience is spent on it. Remember no
skill can be rolled until it is at least 10%. 

Rough Yard Sale
COST: Five Significant charges
Lord knows how the lucremancers worked their way
around this one to make it work, but it was either
genius, luck or some lucremancer giving Satan oral
pleasure. The lucremancer must find someone who has
taken more than 50 wounds and is still living. In this
state, the wounded character must agree to sell his
injury to the lucremancer for the cost of the spell
(five thousand dollars).

The seller is immediately healed and the lucremancer
has a floating permanent wound equal to the sum of two
dice of a random roll. The lucremancer keeps this
wound until he spends a minor charge and flings the
current floating damage to the victim. After the
damage has gone, the floating damage is rerolled.

The lucremancers wound levels cannot be healed beyond
the floating damage level, it immediately reverts back
down to the floating damage level.

------------------------------------------------------------------------------------------------------------


And the solitary duke with his solitary magick

EL POLLO DIABLO

Alcatraz- B&D Birdman

He is hairless except for a crest of multicoloured
feathers on his head and elbows. He has weird, scaly
skin on his chest, upper legs and behind his ears.
These are snake-like scales and slow-growing feathers.

Obsession: Alcatraz fancies himself the incarnation,
son of, and high-priest of Quetzacoatl. He wishes to
hide his gnawing shame of doing extreme violence with
a magically half-baked religious zeal.

Rage: Insults. Al’s twitchy anger will construe
anything as an personal attack on his manhood.
Fear: Something big and terrible than him is going to
take him down with good reason.
Noble: Being admired for what he is, a
sorcerer/shaman/thing on his own path.

BODY 40
General Athletics 15
Struggle 15

SPEED 60
Dodge 20
Drive 15
Initiative 30

MIND 55
Incomplete Education 10
Hide 15
Notice 15

SOUL 65
Being Angry 50%
Avatar: Demagogue 40%
Magic: Sculpt Flesh 55%
Reputation: Demonic Horror from Mexico 25%.

Sanity Gauge	Fail/Hard
Violence	2/4
Unnatural	0/5
Helplessness	1/3
Isolation		0/1
Self		1/5

Alcatraz and his cronies have taken over a little
Mexican village known for its tiny, stony Aztec shrine
featuring Quetzacoatl, the feathered serpent.

The shrine is actually faked. It’s a tourist
attraction made fifty years ago.

In this shrine, Alcatraz will enact the rite he most
desperately wanted; the Hatching Ritual of the
Basilisque.

Known amidst his freaked out crew and the terrified
villagers, Alcatraz has taken to scaring the crap out
of the disobedient locals with what they know as El
Pollo Diablo, The Devil Chicken.

The OAO in San Francisco has learned of Alcatraz and
his Basilisque. The Ordo Ab Ovo desperately wants the
Hatching Ritual and sends a team out to retrieve it
before Sleeper-crony Moscow hears about it.




Alcatraz magic: Sculpt Flesh
A bizarre adept – an inflexible mutation of the
fleshcrafter and mechanomancer schools – is a thin
bird-like piece of work called Alcatraz.

Alcatraz can Body Sculpting or work and mould flesh in
the same way a mechanomancer can build automata.
Alcatraz’s magic is treated as Authentic Thaumaturgy
but it is his Obsession: Body Modification.

Whenever Alcatraz Body Sculpts someone they gain a
Soul Skill called Circus Freak at equal to the sum of
the Body Sculpt roll – even if it’s a failure. Certain
features require a minimum skill requirement. Keep
adding all the successful rolls until it’s successful.
On bad cherries the work is messed and needs to be
started again.

On a bad cherry or fumble, the victim takes the roll
as damage as his or her body cannot take the strain
and goes into shock. The sculptee takes 10 points per
round until all the damage is resolved or the sculptee
is dead.

Being Sculpted makes the scultptee make a Rank-1
Unnatural Stress check. Every 10% increases the stress
rank by one up to Rank-4 at 40%). 

Being worked on by Alcatraz is always a Rank-4
supernatural check and seeing the results is a Self-4
check). Most of the gang has been worked on.

All of Alcatraz’s sculpts fall into the minor category
of magic. A significant sculpt could make him
drastically alter the physical form but not add
anything new features, cure paralysis regenerate
severed limbs, undo his hobbling, missing eyes etc,
rearrange organs.

With major workings alcatraz could grow anything that
isn’t there to begin with; working wings, fuse people
together, grow clones, spontaneously regenerate, grow
extra heads, etc.

With each successful day of working he can: 

• Extrude claws (Sculpt minimum 25%) or fanged teeth
(Sculpt minimum 35%) 
+3 on relevant hand to hand damage. 

•Leather skin (Sculpt minimum 50%)
All H2H damage is reduced to the High Pick reduce the
damage modifiers by one +3. 

•Hobble (Sculpt minimum is the victim’s Body)
Reduces the victim’s Speed score by the sum of the
last roll to reach Sculpt minimum.

•Weird adornments
(Increases the Circus Freak skill) 

•Simple facial remodelling (Sculpt Minimum is the
sculptee’s Circus Freak)
(Can remove the Circus Freak skill by the sum of the
roll) 

•Heal (Sculpt minimum is the victim’s Wound level)
Sculptee heals by the sum of the last dice roll to
reach Sculpt minimum.

Hatching of the Basilisque
Cost: nine minor charges

The caster takes a fertilised egg and kills the laying
hen by decapitation. The magician sprays the blood all
over the egg. The magician takes a snake and drugs it
and winds it around the egg. The egg is then incubated
for the time.

The snake dies at some point

What hatches is the basilisk. The first thing it does
is eat the dead snake.

It isn’t very impressive. It’s a large chicken whose
feathers contain a highly potent, skin-contact,
powdery venom-dandruff. The venom only works if it
becomes wet.

The venom does H2H damage every round until the victim
can roll under his current, damaged wound score. Then
he stabilises.

The venom is neurotoxic and quite fast. It paralyses
the victims motor-nervous system. The victim collapses
and dies of dehydration, exposure, thirst, getting
eaten, etc.

The basilisk actually never lasts long – especially in
wet weather – when it’s trail of destruction make it
an easy target, and the oily, combustible nature of
the poison-dandruff, makes the basilisk burn well.

BASILISK STATS
Use BODY and SPEED from cat familiar stats from To Go
and a MIND and SOUL of 5 each. It’s still as stupid as
a chicken.

The basilisk is essentially a bigger chicken. It has
snake eyes and is vaguely carnivorous, scavenging dead
flesh or pecking insects.

The Hatching is really is a pointless throwback
ritual. Alcatraz to makes it a magical weapon of mass
destruction by breading a lot of poisonous chickens
and let them loose as an army of feathered beasts.




=====
The little bird that is the song in my heart
is too tired to be carried
by its battered wings.

It falls, crashes...
... and is still in its bone cage...

Dead Inside from Atomic Sock Monkey press.


                                      www.atomicsockmonkey.com

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