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Bonus Adepts
Supremamancy
aka; Doms, Bosses, Bullies, Thugs
The world is filled with slaves. Slaves to their desires, slaves to consumer culture,
slaves to their families or societies, all of them slaves to their masters. Is there
but one man in the world who is truly in command? Yes, and that man is you.
Supremamancy is the magick of imposing your will. You hold the leash, you hold
the gun. You're in control. You're the man, everyone else is a dog. The truth is,
though the world is so filled with criminals and soldiers and dictators, few of them
really have the balls to get up in someone's face and tell them what you're going to
fucking do or else. They rely on their hired dogs and guards, they protect themselves
by a layer of bureaucracy, they are scum. You're better. That's Supremacy at its
core- Supremamancy, the balls to command and control.
Many would falsely assume that Supremamancers fit perfectly and snugly in the
Avatars of Captain, Firebrand, and the True King- that these Adepts tend to follow
these avatar paths. This couldn't be farther from the truth. Dominators don't care
about their followers, they aren't part of their 'crew' or ideology or kingdom, they
are servants or even objects. Supremancers prefer to belittle then lead, though
they will always attract smaller bullies; beta males of their 'wolf pack'.
The central paradox of Supremamancy is, at the end of the day, you can threaten,
push and shove, hurt and manhandle all you want. But you can't actually force
anyone to do anything. They ALWAYS have the power to say no. You're the
powerless one here, not them. True men will always stand tall, no matter what is
leveled against them. That gun or badge or wad of bills or even your threatening
voice don't make you God, they make you a cowardly, weak, pathetic little man.
This charge method also works if someone you DO know is serving you, usually
unpaid, for a whole day. Sexual service counts too, it is not uncommon at all to
find Supremamancers within the very D role of the D/s community. They attract
the same type of people.
Generate a Significant charge; Make someone do something that violates one of
their passions, goes against their obsessions, or something that is very physically
dangerous, illegal, or financially ruinous at your behest. Tell someone to break into
a museum to steal a piece of art, or put their whole emergency fund on black 22
would also work. Obviously obeying one of these commands would make the
person take stress checks relating to what act he obeyed.
For the purposes of charging; forcing an Adept to violate taboo lets you 'steal' all
of his charges instead of them being lost to the ether. This however has to be a
willing act on the part of the Adept, you can't hogtie and carry an Agrimancer over
a bridge and get the charges, but you could throw a digital camera at a camera-
mage and tell him if he doesn't snap a picture with it you'll kill him. That works
just fine. You get all Significant charges from them, as well as their minor charges.
Additionally, you can steal a Major charge from another Adept, but once again you
must force them to violate taboo to do so. The chance of you coming into contact
with an Adept that is holding in a Major charge, just waiting to be unleashed, is
extremely unlikely. You're probably going to be betraying your friends with this
one. Why would anybody trust a bully whose proven time and time again he's only
out for himself?
Charging Methods & Tips; Most of the suggestions here are very violent and
domineering, but not all charges need to be gained this way. In fact, most
Supreamancers charge up through subtle acts of rudeness, dominance, or
molding people into what they want them to be like. In fact, the Supremancer still
gains charges even if he believes that is actions will benefit the target in the long
run, but there is always some pain and embarrassment at the moment. Quipping
your girlfriend about her weight and forcing her to go buy a gym membership will
make her lose weight, but you'll gain some juicy charges in the process too.
Taboo; The Supreamancer has two primary taboos. The first is insults. The Ego is
the strongest and greatest force the Supremancer can summon, it is quite literally
his worldview since everyone else must obey it without question. Insults cannot
stand unanswered. The Supreamancer must always 'return fire' at any and all
perceived insults. The insults do not necessarily cause an immediate taboo, when
the Bully finds out one of his friends was talking shit behind her back months
before, she then has to try to even the score now that she knows about it, but she
wouldn't lose the charges when it happened.
Secondly, the Supremancer loses all charges they are carrying if they ever submit
to another person on the threat of violent, legal, or some other action. Stupid shit
like 'Keep breathing!' don't count, but if a police man tells you to put your hands
up and you do what he says, you'll lose all charges. The Supremancer is king of
the world, they don't bow to the federal government! It's no wonder why the
Supremancer distrusts and avoids law enforcement. At least in their mind, this
town ain't big enough for the two of us.
Random Magick Domain; At its core, Supremancers are about control and power
over others. Random magick is not mind control nor can it be used to break the
game by justfying 'controlling the weather' or 'controlling magick itself' or
anything ridiculous like that. But it COULD be used to create contrived reasons as
to why people must do things they really would rather not do, or open up all kinds
of situations leading to embarrassment and defanging of your enemies.
Supremancy is really a school about petty power plays and school ground politics;
why do you think they are called bullies?
Claiming 'ownership' over objects, if not otherwise covered under Formula spells
would also fall in the domain of their random magick.
Upon being cast, the target recieves a -10% shift for the first minor charge and an
additional +5% for each one added after. This spell effect is sticky and will work
the very next time that person attempts that action until eventually they make a
mistake, however minor. The mistake need not result in anything getting broken
or the person may not be hurt, a close call or waste of time may result instead.
This spell only works if you clearly state your belief that your target will fail or
mess up their goal in some way, and then you can say “I told you so!” when they
do. (Not to be confused with the significant level version of this spell)
Anyone who really wants to get closer to you will have to make a Rank 2 or 3
Isolation check, depending on how strong the crowd around you is.
Having this spell cast on you does not actually feel magical at all. Instead, it is
more of a nagging compulsion to stay seated. Your body feels a bit heavier and
the words of the Supremancer, if they were threatening or simply some basic
advice seem to hang in the air, making it harder for the person to get up.
The actual effect of this spell is a bit like a trance, the person just blindly following
your orders to walk away, and only being able to reflect on it later when the
trance wears off, and by then you'll usually be long gone. It should also be noted
that a target who sees you burying a dead body is going to be a lot easier to scare
off then seeing you and your friends just standing in a circle smoking cigars, but
this doesn't make anyone forget anything. Except a 911 call once it wears off.
Supremancers really like this spell because it can help soften up their targets. If
you've spent the last week dreaming about humiliating and embarrassing things
happen to you, you're not exactly going to be in the most assertive state.
Mystically, this spell can also grant an additional +10% on all Supremancer spells
cast against that target as long as they are in that state, lasts a few days tops.
Yes Men (6 minor charges)
This spell has a high cost, its a spell that walks the line between Minor and
Significant, but all the same is a useful spell. When cast it allows your ego to
radiate around you like a sun, creating several soulless 'yes men' copies. They
look to be about your age, race, and gender and are dressed similar but are
always a few inches shorter as well as less attractive and/or intimidating. The yes
men are completely unable to act on the physical world at all, they are merely
illusions. They only affect either a single person or a small group of up to 3
people. You can increase the number of people that can see your duplicates by 1
for every 2 minor charges you add.
These Yes Men follow you around, can circle your targets making it appear like
there is no escape, chortle at your bad jokes and egg you on, as well as taunt or
chide anyone you are speaking to. They are essentially there as background
objects to make your appear more intimating and make people think you have
more friends then you actually do. Finally the Yes Men have individual faces and
features but fade away in memory, victims cannot identify them they just
remember 'a few of his friends'.
Being taunted by Yes Men increases any Isolation or Helplessness stress checks
enduring by +1 Rank and threats of violence involving the Yes Men will also grant
+1 Rank to any violence checks.
If the victim would refuse to get up at all or do the request, then the spell simply
fails with no charges wasted. If the target refuses to do the job he was raised for,
he risks taking an Unnatural stress check as the weight of the world crashes back
in on him. If he takes this stress check, pass or fail, he will probably collapse again
immediately afterwards. The caster does not get the charge back if this happens.
This spell only works on people who are alive and would (more than likely) survive
whatever condition they are currently in when cast. This spell does can't raise the
dead or make a mortally wounded man bright and chipper again.
During this time the victim acts a bit like a zombie, still in control of themselves
but obeying any order given to him or her by the 'mancer as long as the spell
lasts. This control is not limited to face-to-face interaction; texts, voice and even
prerecorded messages could be used to control the victim.
When they finally snap out of it is when they will receive the stress checks as they
recall what just happened, and the feeling of absolute helplessness during the
spell's effect.
This spell can be boosted with Significant charges- each point past the first grant
+10% shift to the FIRST control roll. The victim must try to break free from the
Domination, else he will continue to be under its control. The spell lasts until the
Victim breaks free or the Supremancer dies or taboos.
Spare the Rod (3 significant charges)
Cast this spell on a single long and straight object. Yardstick would suffice, as
would a typical staff, piece of metal or plastic piping, club or nightsticks also count
as do rolling pins or just a rough little piece of wood. Most Supreamancers like to
make this an actual scepter.
This spell makes the hereby named 'Rod' a significant magical artifact, which only
works for you. It does several things. Firstly, it allows the Rod to act as a +6
weapon that can hurt magical creatures as well a people (but if you can't see
them, obviously you can't attack them.) Secondly, it allows the Supremanacer to
store up to the level of his Supremancer identity in Significant and Minor charges,
with each Significant charge counting as 10 minors. (example; Supremancy at
35%; can hold 3 Significant charges and 5 Minor charges).
This storage will not deplete in the case of the Supremancer tabooing- unless he
is holding it or surrender it at the time, the magic is lost otherwise. If the scepter
is broken or stolen the charges stored within it are lost, but the Supremancer does
not taboo unless somebody forces it from his hand while he is there.
If humans are the sole most important thing in the universe, then dogs must be
second place. Dogs are the only animal in the world and in human history that
was adapted and utilized in virtually every single culture on Earth. The absolute
diversity in dog breeds, functions and personalities make them the little furry
humans that we love so much. Many people would argue dogs are better than
humans for their honesty, loyalty, and unconditional love.
Caninomancers are Adepts obsessed with dogs. Not just with dogs themselves,
but the very concept of dogs. They think doghood must be one of the holiest
paths around. To the clued-in mystic underground, the concept of anything other
than a human having a soul is laughed at, even considered heretical in some
respects. Caninomancers would disagree, dogs must be a part of it too.
The central paradox of Caninomancy is how dogs and people are so different
physically but yet are somehow so at home with each other's company. Just as
dogs are domesticated by men, they domesticated us.
Maybe dogs were domesticated in a magical sense too. Every Caninomancer must
ask themselves; do they like dogs because they remind them of people or do they
like people because they remind them of dogs?
Generate a Minor Charge; Adopt a dog or have one of your dogs give birth to
puppies. You get a minor charge for each puppy you decide to keep long term,
you don't get any charges for puppies you give away.
Generate a Major Charge; First you must raise a relationship between you and a
dog to extremely high levels- either as an objective or from natural growth. The
dog must save your life multiple times, and yourself as well. When the
relationship reaches 100%, cast your Major spell.
Charging Methods & Tips; Caninomancers are all about growing their family of
dogs. Their income and space where they live all influences how many dogs they
can have and grow. Due to the easily avoided nature of their taboo,
Caninomancers have an easy time amassing charges, but they tend to do it slow
and steady as they gain charges.
They can adopt older dogs who don't have much longer left to live for a minor
charge, where as a puppy is kept as a long term investment with a significant
charge; you don't need to put effort into raising some of your dogs, so you could
allow them to run around on your own property.
Remember, the significant and higher charges only work if the dog is alive at the
time of casting. If someone else kills your dog, your charges have just been
wasted.
Taboo; Abuse or neglect a dog, or allow, through inaction, the abuse or neglect of
another dog. This would also include killing a dog, even in self defense or for
medical reasons.
Due to the charging methods and taboos of the Dog-o-Mancer, it is unlikely that
the Caninomancer is anything but a slave or slave driver for his or her dogs.
Indeed, they use their dogs for magick and then dispose of them through
causality. Caniomancers hoard dogs like Bibliomancers hoard books.
Random Magick Domain; Dogs, of course. Most of their magick involves dogs, as
well as the fragility and temporary nature of life, raising something to fruition then
to watch it die, and the uncanny closeness of man and not-man. As stated before,
almost all of their magic requires a dog to function.
Alternatively, allows the user to bite at +3. Any physician who examines the
wound will be confused; they will look like dog bites, not human.
If you spend another minor charge you can make the dog instead automatically
take the object towards someone or someplace else very specific also within sight
range. You could roll a hand grenade and make the dog take it over to those
rather angry looking dukes over there, for example.
Track (1 minor charge)
Gives a dog, from a bloodhound to a pug, the ability to track someone or
something based on sense. This power is partially magical, so even though
pavement and asphalt don't really allow for tracking like a forest would the dog
will still pull at the leash and try its best to follow the footsteps of the person they
are following. If the person knew they could be tracked and at any point did any
sort of trickery footwork, washed with water, changed clothes, or put on perfume
to stop him from being tracked, this spell will fail at that exact point in the trail.
If the trail is lost or the dog becomes distracted, you can cast another minor
charge to continue it. Certain dogs like bloodhounds or well trained dogs will have
this happen less often, giving some incentive for these skills regardless of your
magical power. You must have something that smells of the target and let the dog
sniff it to begin the tracking.
The trail must have been in the past few days or hours for it to be followed. In the
woods or great outdoors the maximum is 2 days, in farms or along country roads
its 1 day. In urban environments, the maximum is 12 hours.
Additionally, for one extra minor charge the spell can instead make a dog
desperately want someone to follow them, using its best doggy body-language tell
them. The dog will take the person to the caster's choice of location.
Wagging tail and panting indicates happiness or neutral. Whining and tucked tail
indicate fear or pain. Growling and bared teeth means that person is angry or in a
fight currently. If the dog lays down that means the person is either asleep,
unconscious, or dead.
This spell, when cast, also causes wolves, coyotes, and werewolves to howl as
well. Vestimancers under the effects of the Loup Garou Coutoure spell are also
subject to this, but can resist if they take a Rank 4-5 Self Stress check. Failing this
may cause them to waste a few hours thinking they are a wolf.
Also, when this spell is active you can smell how people's health is generally
doing, and can get a rough estimation about how many wounds points they have
left and what diseases they are suffering from. For an extra minor charge you will
also be able to 'smell' their aura and can detect any astral parasites or cancers.
No arcane connection is needed for this spell, but the caster must clearly identify
what he is looking for and give the dog the space to spin and point.
Speak (2 significant charges)
Cast this spell on a dog. When a trigger is met,either when the dog is told to
'speak' or when the dog sees an intruder, the dog will speak. The dog isn't barking
though, it's trying very hard to speak in whatever language it was told to. This
effect is very disturbing to anyone, as it is very clearly human speech it is trying
to emulate, causing a Rank 3 Unnatural check.
The message of speak is limited to the sum of the dice in words, which the dog
repeats over and over. Extra significant charges adds one more dice of words.
The mirror is a unique tool in our world. It's the only thing that allows humans to
see themselves. We rely on it utterly, both to check for injuries and wounds, for
hygiene, to check and alter our appearance. It's the human's number 1 social tool.
Speculomancer's know this and embrace it. Utterly focused on their own self
image, they gain symbolic power over mirrors.
The central paradox of Speculomancy is that the reflection, as is our eye's ability
to see it, is at its core an illusion. It's impossible for a creature to know exactly
what it looks like. Remember, the image you know in the mirror is still flipped
backwards, your real face would look a lot different. Speculomancers care about
the man in the mirror more about the man that the mirror actually is.
Generate a Minor Charge; Spend a good 2 hours contemplating your reflection. You
can do this with anything reflective enough to get some decent detail and body
coverage, such as a body of still water, a bathroom mirror, even a makeup mirror
could work if you focus on your face.
Generate a Significant Charge; Spend an entire waking 24 hour period being able
to see your reflection as long as your eyes are open. This is obviously quite
difficult, requiring a special set up to use it. Deep meditation in front of a mirror is
a possible one, but most Adepts of this school may set up mirrors around their
living space or live in something like a carnival funhouse.
A few seconds of peeking through a window or when you bend down to pick
something up won't break your charge for that day, but going outside certainly
will. You can sleep during this time, but you'd have to have a mirror over your bed
at least, and you have to be awake a total of 24 hours to get the charge.
Generate a Major Charge; The only known ways of creating a major charge for this
school involve manipulating someone who looks very similar to you becoming a
major level proxy. When the connection is completed you'll receive a Major
charge. Additionally, you can get a Major charge postmortem if you are buried in a
coffin with a mirror facing the corpse, but this requires you to come back first.
Charging Method & Tips; Speculomancers are a more passive and easier way to
gain magical charges, but require some extreme life adjustment to get anything
more then a Minor. There should certainly be some Self and/or Isolation checks
involved in watching your reflection so constantly for such a long time.
Taboo; Intentionally destroying or damaging something that is currently holding
your reflection. This is the strongest form of your self image and magickal power;
your reflection itself. To harm it is to harm yourself.
To be more specific; you cannot break a mirror when it is reflecting you. You can't
break the surface of water if you can see yourself in it, nor can you damage a car
that is shiny enough to see yourself standing in it, strangely warped around the
shape of the car chassis. You can't shoot someone in the eye when they look at
you. This also means you'd have to bathe in complete darkness and can't enter a
body of water faster then a very slow dip.
Your second taboo is you are not allowed to break a mirror. This specifically means
mirrors that are used to allow us to see ourselves, reflective non-mirrored objects
are not covered here.
If somebody were to force you into doing this, such as hitting you with their shiny
car, throwing you back into a lake or into a bathroom mirror may or may not count
as taboo breaking. But if someone has a makeup mirror in their pocket and forces
you to get into a fight than this taboo will most certainly count. It's a favored
tactic to ruin the charges of the Speculomancer.
This damage is invisible to the naked eye, but its there as a deep seated pain that
the victim can feel very real. This spell only works on people who are symmetrical
enough for it to effect. For example if you slice someone's right arm with your
knife, but they are missing their left arm or its a prosthetic, this spell does
nothing. Likewise if you slash someone across the chest and it goes over their
body's median line and would overlap, it also doesn't work.
Finally, if a second charge is added this spell can instead inflict an injury already
present on one side of the person's body, mirroring it over and dealing the same
amount of WP in damage when it was first inflicted. Limited to hand to hand or
minor level damage of course. (1 to 20 damage)
Each minor charge used, you may move up the chart below by one step.
• Nearly Identical
• Familial Resemblance
• Close Friends
• Vague Resemblance
• Squint & Blur
• No Resemblance
Where you 'start' on this chart depends on how close you resemble the character
to begin with. People of the same general race and gender always begin on at
least 'Vague Resemblance', with closer looking characters starting a little higher.
Once you get up to the highest spot on the chart you can begin to fool people into
thinking you are that person. Electronic devices will still see the true you, but in
person people will be none the wiser. This spell only lasts until sunrise or sunset,
whichever comes first.
Additionally, the Speculomancer can actually reach into the cosmos and injure a
long healed symmetrical wound on someone. For example, if your leg got blown
off in 'nam, its possible for the Speculomancer to destroy the other one in a
similar way, mimicking that damage and injury from all those years ago. However
this spell has several restrictions; firstly you had to actually witness the original
injury, but seeing it in video or in a photograph counts. Secondly you must spend
THREE additional Significant charges for this historical blast-from-the-past,
bringing the total to 4.
The demon can only attempt to possess anyone who makes eye contact with their
mirror reflection for more then a few seconds, and you can bet once a demon is
inside the mirror it can manipulate the reflections and images in it, making scary
figures appear behind you or just making you look warped and demonic, trying to
threaten and force you to let it out. Seeing your reflection dance around,
unfettered by your physical body is a Rank 2-3 Unnatural check. It should be
noted here that demons, the liars they are, are unlikely to act out this way in front
of recording devices or crowds unless they honestly believe it will help them get
back into a person's body.
Once activated, the victim is hurtled into the mirror realm. Its a dark place, the
only light coming in from the reflective surfaces that let it peek into the real world.
Anyone trapped here can see their reflection copying their actions absolutely; the
duplicate is basically the exact same as the victim is, causing a Rank 5-8 Self
Check as they are effectively replaced in the real world. The victim must attempt
to repossess their body to end this curse; only available when the reflection in the
real world touches something reflective, and only once a day as an attempt.
The Speculomancer can also use Devil in the Details and Vampire's Reflection to
change how the reflection looks in real life, leading to some very powerful
doppleganger action. Finally, the Speculomancer can control the reflection-person
through using his magick; using a minor charge per day to keep it under his heel
and another minor to force it to do anything the person's wouldn't do normally. Its
resistance to control isn't as high as most people due to its false nature.
Additionally, anyone with aura sight or the ability to see the unnatural will notice
the reflection person has no aura or soul at all, but their reflection does. If a
second Speculomancer sees the reflection's reflection, he can tell its a person
trapped in the mirror realm.