Sunteți pe pagina 1din 17

UNKNOWN ARMIES

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.

Generate a minor charge; Make a stranger do something humiliating,


embarrassing, or something that costs them a minor amount time or money at
your demand. As with all charge levels, you can use any threat or excuse you
want to make someone serve you. Pointing a gun at them works, as does
threatening to fire them or black mail them works too, even appealing to their
humanity works, but there can be absolutely no mistake that you are not going to
be helping or reimbursing them. Paying a plumber to fix your sink isn't
domination, it's a monetary exchange.

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.

Generate a Major charge; Generating a Major charge as a Supremamancer is


difficult, as the mojo necessary to create one means you need to dominate
someone who is extremely powerful to begin with. If you could humiliate the
president of the united states, that would be fantastic and work, but good luck
getting to him. Or out of that situation alive. You could also dominate someone in
a position of power into doing something that greatly hurts them, such as forcing
a CEO to sell off his entire company, or a fashion model to do something that
could disfigure her.

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.

Minor Formula Spells;


You're going to mess that up (1 minor charge)
Must be cast on someone as they are attempting to do something that requires
some amount of concentration or coordination to do. Doing something like
screwing in a lightbulb would count, as they have to balance on a ladder and
secure the fragile lightbulb firmly. Doing something like reading a book or eating
would not count however.

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)

Yank the Collar (1 minor charge)


Supremancer minor blast. Deals damage equal to the sum of the dice. The target
that suffers it starts choking and wheezing. This manifests at this level as
swallowing some spittle, something going down the wrong pipe, or a simple
coughing attack. Simply put, the target won't be able to breath or do much else
accept suffer and hunch over in instinct.

Personal Space (1 minor charge)


When walking through a crowd, you can hold out your arms and mark a 'bubble'
around yourself that people are not allowed to move through.
This effect is automatic and subtle, only people who are clued in will think it is
weird when you mark your invisible space. This will allow you to navigate through
a crowd without getting bumped into by any potential pickpockets or unruly
people, as well as allow for ease of travel against the flow of foot traffic.

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.

Sit Down (2 minor charges)


This can only be cast on someone sitting or laying down. Once cast, the person
will either obey or face of Rank 3 Helplessness check if they try to get up. This
spell lasts until they face the check or about 5 minutes pass.

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.

Beat it (2 minor charges)


This spell is cast on anyone who just came across you and your suspicious friend.
You just need to cast the spell by saying something like 'get out of here' or 'beat
it' and the target takes the hint, intimidated. Targets can resist this by taking a
Violence check of 2-4 OR they can attempt to roll under any Authority-based
Identity Something like Police Officer, Judge, Top Dog, Doesn't take shit from anyone, or even
Hall Monitor can be used to stand against the spell. This spell only works once on
each target that interrupts your crew.

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.

Humiliating Dreams (2 minor charges)


Upon casting this spell on someone, they will experience a humiliating dream.
Showing up to High School without your pants on is a classic, but so is being
unable to speak when your dream-boss gills you about those reports, our
dreaming about walking in on your lover having sex with another man. This spell
lasts about a weak long, and will cause a Rank 2-4 Self Check on the person who
suffers it- plus it makes their self esteem take a nose dive.

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.

Significant Formula Spells;


On Your Feet (1 significant charge)
This spell is cast on anyone severely injured, tired, strung out on drugs, etc. The
spell forces that person to get up at the call of the caster and will allow them to
get a burst of energy or strength they need to get up and continue fighting,
working, moving, etc. As long as they follow the orders given to them by the
Suprememancer. All actions should take a negative penalty based on the severity
and nature of the wounds, drugs or level of tiredness the victim is currently
enduring, so they won't be at full strenght, but this will allow them to continue on
just a little longer.

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.

Yank the Chain (1 significant charge)


Supremeancy's significant blast. Now the trachea of the victim actually feels
crushed, makes you look very much like Darth Vader. Deals result in damage.
Probe for Weakness (1 significant charge)
Upon casting the spell, the Supremancer will automatically know both what the
victim would least want to happen socially at that moment, and he also knows
what action would make the target most scared, proud, in awe or otherwise
enamored with the Supremeancer himself. This spell is costly for its effects,
mostly because Supremeancy lacks the mystical connection between knowing
what the victim would hate and just doing whatever the Supreamancer would
want. On the bright side, you can extend this knowledge to one more person that
you can see per minor charge spent boosting this spell.

You want some of this? (1 significant charge)


Cast this spell when you want to intimidate someone. Usually cast right before a
fight breaks out, or can be cast during in exchange for a normal combat round.
When cast the Supremancer usually says something scary, makes a pose,
brandishes a weapon or stares intensely at his target. The target(s) will take a
Violence check equal to the ones place on the successful die roll; if they fail they
automatically must pick the 'flight' option and run as fast as possible away from
the Supremeancer.

Magickal Supremacy (2 significant charges)


Cast on yourself. The next time you are hit by a magical attack or negative spell
you and your target get to wrestle for control. Both must roll your Magical
Identities or abilites relating to the spell cast; the Supremancer gets to roll their
Supremamancy and gets to flip flop as usual. Whoever wins this contest in instead
hit by the spell. This protection works even when you sleep, but you can only have
one shield of this on at a time.

Domination (2 Significant charges)


This is the real calling card of the Supremamancer. This is both their tool for
spreading fear as well as getting shit done. This spell must be cast on someone
you can see or you can cast spells on long range due to magical connection. The
victim must wrestle with the Supremancer's powerful magic like a demon; failing
this possession instead makes the Supremancer in control of the victim.

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.

Major Charge Effects


Make one person you touch your absolute slave for an entire day. Curse someone
so they will inevitably committee suicide from humiliation and social pain. Make
your Yes-Men spell create real and physical Yes-Men, permanently. They fall apart
after 1 WP or stress check, but are otherwise alive. If they die, you can always just
make more.
Caninomancy
aka; Trainers, Walkers, Dogs

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.

Many of those people would be Caninomancers.

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?

Never forget; God is just Dog backwards.

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 Significant Charge; Raise a dog from puppy to adulthood.


'Raise' does not mean letting them run around on your farm or in the backyard,
you have to constantly train, feed, walk and care for the dog as well as provide
full medical care.

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.

Minor Formula Spells;


Sic! (1 minor charge)
This is the Caninomancer's minor blast. It simple makes a dog, any dog,
aggressive and attack the target. Dogs who are very close to their owners get to
roll to resist this, rolling under the relationship between them. If you're unsure if
the dog would have a relationship with the owner, then it just works. Deals the
sum of the dice +3.

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.

Fetch (1 minor charge)


Makes a dog go out and grab anything within sight range and bring it back. The
dog will go even with threatening things on the way, but is not completely stupid
or mindless. The dog will whine and stand still if unable to find a way there.

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.

Beg (1 minor charge)


Makes your dog a bundle of happy energy and joy ready to play with new anyone
they come across. They dog will seek the nearest living thing, besides its owner,
and excitedly meet and sniff them. This can provide an excellent distraction.

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.

Wag (2 minor charges)


This spell allows you, through an arcane connection, sense what another person is
feeling at a range. First a dog must be prepared, then the charges cast and the
dog touched with the arcane connection. The dog will then begin to exhibit typical
doggy emotions which would translate into a rough estimation of the connected
human is experiencing.

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.

Good Boy (2 minor charges)


This spell instantly calms down a raging, rabid, or wild dog from attacking you or
nearby humans, forcing it to act like a happy and playful dog instead for a number
of minutes equal to the sum of the dice. This spell also works on wolves, coyotes,
and other canines but only lasts the 10s place die in minutes instead.
Phantom Pooch (3 minor charges)
You create an illusionary dog. The sound of a dog's barks, even growls are heard
by people the caster designates as targets. However the dog cannot bite and is
not physically 'there', it is merely the sound of a dog carried. However it can
function perfectly well as a guard dog. It lasts until it next senses intruders.

Significant Formula Spells


Death Grip (1 significant charge)
The significant Caninomancer blast. When cast, it makes one of your dogs lunge
at the target trying to bite them hard. The charge is not wasted or spent until they
finally bite, at which point their bite deals the result of the dice in damage and
locks into place- the dogs mouth is quite literally locked in a death grip.

The death-grip dog might die depending on how it is removed.

Primordial Howl (1 significant charge)


When cast, this forces one dog in your pack to howl or do its best attempt at a
howl. In response, all nearby dogs who can hear the howl will bark or howl in
response. This continues like a virus; causing all dogs who hear the howl to howl
themselves, which goes on for about a minute or two, following down the chain.

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.

Wet Nose (1 significant charge)


Using this spell grants the caster the senses of a dog for a few hours. This will
allow him or her to sniff and smell with extreme accuracy, allowing them to follow
trails as well as distinguish people via scent. Magically disguised people may not
be hidden by scents too subtle for humans to pick up, but with a dog nose you
can. Trails of scent becomes as visible to you as roads and signs for us.

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.

Pointer (2 significant charges)


Upon being cast, this spell makes a dog point in the direction of something
specified by the caster. For example, in the direction of an enemy, a friend, the
location of a magical artifact, the way out of here, etc. The pointing dog points for
about 30 seconds.

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.

Man's Best Friend (3 significant charges)


You either cast this spell on a dog while you are suffering from a disease or
wound, OR you cast it on a dog in or right before you enter combat. In the first
case, you transfer your disease to your doggy friend, who will gladly shoulder the
burden for you, though he is doomed to die shortly after if the disease would
ravage him so. If in combat, the next hit that would hurt you is instead absorbed
by the dog, up to the dog's wound threshold- the rest of the damage remains on
you, unless you have more shields.
Dog's tend to have wound points based on their size and general health. Where as
a great dane or mastiff may have up to 60-70 Wound Points, a shepard or collie
may have 40-50, terriers and pit bulls 30-40 and little toy breeds may have as low
as 15-20. This spell CAN be cast on multiple dogs at once, but each dog only
absorbs one attack each.

Major Charge Effects;


Grant yourself the ability to turn into a dog at will permanently. Control all the
dogs in a city for a single day. Create a magical dog which will never die of old age
or disease and is unfaltering loyal and intelligent. Become permanent friends with
a nearby wild wolf pack; they consider you one of their own.
Speculomancy
aka; Mirror Mages, Reflectors, Narcissists

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.

Of course, beyond normal people, the Speculomancer focuses on their reflection


more than their actual self image. The reflection in the mirror matters more to
them then how they actually look in real life; its not about their appearance at all,
its about the reflection itself. Speculomancers are intensely narcissistic, but only
because its the thing they know best.

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.

Random Magick Domain; Anything involving mirrors, copies of objects, the


appearance of something or how you or others see the world.

Minor Formula Spells;


Witch's Mirror; (1 minor charge)
This is the Speculomancer's blast. Unlike other blasts, this spell must be cast on
yourself before you make a Struggle roll or use a combat-based Identity. When
you make your attack and it hits, as long as the wound that you inflict would not
overlap if symmetrically mirrored on the opponent's body, you automatically deal
double damage.

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)

Devil in the Deatils; (1 minor charge)


This spell allows you to hide or change a single minor feature or trait of your
appearance in your reflection and ONLY your reflection.
For example, your tattoo may not show up in the department store security mirror.
Cameras still pick it up fine though. If cast multiple times, this spell could
eventually make your reflection look totally different from you, but this level
cannot make you appear unnatural or a different gender, race or species. You'll
need a significant charge for that.

Vague Resemblance; (1 minor charge)


This spell is cast on yourself and specifically one other person who you wish to
'resemble'. When cast, this spell magically changes the minds about everyone
about you and that person, making people think you resemble each other. This is
very vague and subtle, and is less about physical features as it is more about the
way you carry yourself, the way you button up your shirt, the way your hair falls,
etc.

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, if you pretend to be someone and through your mannerisms, actions


or other factors you distance yourself from that person (ie; ordering coffee when
pretending to be Jerry, when Jerry is a mormon who hasn't drank caffinee for 17
years), then people who 'know' jerry would realize that you aren't really him. This
will cause a Rank 1-3 Unnatural Check, depending on how long and how close you
have been pretending to be this person.

In You, Me (1 minor charge)


Either through a quote, a minor action of charity or disgust, an armband or even
the way you walk you can magically convince another person you share on of
their passions; if it be fear, noble, or rage. Each minor charge lets you add
another, but you have to know the passions and fears that person has before you
can attempt to mimic them. The person believes you feel as strongly as they do.

Occulus; (2 minor charges)


By staring deeply into a mirror, the Speculomancer can get a vague hint at the
future by looking at their own reflection; up to 24 hours or so.
This is very minor and only relates to things that would appear on their own body,
but is a legitimate way to tell the future. For example, if the Speculomancer is
covered in road burns and torn clothes, he may be able to piece together he will
later be in a car accident or chase, but could actually be dragged behind someone
else's vehicle by some cruel dukes. A Tuxedo could mean you are going to a
funeral or you're the one in the casket (though you may be paler). There is no way
to be sure from such a basic image and spell.

Pan-Occulus; (3 minor charges)


Similar to Occulus, but instead can be cast on another person, letting you see into
their future appearance. You must have an arcane connection with that person or
they must be present to cast this spell on them. If they are present you can also
allow them to see their future self, which may prompt stress checks of either
Unnatural, Violence if they are injured, or something else related to their future
appearance.

Significant Formula Spells;


Witch's Symmetry; (1 significant charge)
The Speculomancer's Significant blast. This spell actually mirrors the injury in
question, physically and does not have an upward cap. If you shot someone on
their left side and mirrored it on their left side, they would take double damage
from the first wound. Additionally, only the evidence of a gun being fired exists on
the original side, such as blasting powder, the physical bullet itself- meaning the
mirrored side seems inexplicable to a professional who examines the wound.

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.

Vampire's Reflection; (1 significant charge)


This spell allows you to absolutely alter your reflected image- anything from a
child, to a monster, to an animal to the president of the united states. This image
is visible to anyone who sees your reflection, but recording devices that take
pictures or video of this are less detailed; your reflection will look a bit weird or
muddy in these, though these could be explained as interference with the camera
or mirror in this case.
As per the spell's name, you can also use this to make your reflection totally
absent for an extra significant charge.

In Me, You; (1 Significant charge)


As In You, Me except the target sees the caster as more similar to them then before.
This forces a relationship starting at 20% to develop between the two.
Silver Mirror; (2 significant charges)
This protective spell requires a silver mirror, or some sort of mystical mirror. An
antique makeup-mirror or the dressing room mirror of an actress will work fine.
Upon being cast, this mirror becomes a magickal shield that bounces back the
first hostile magickal spell cast upon it back at its caster. Additionally, this spell
could be used to transfer a demon possessing someone into their reflection, which
is now trapped inside the mirror.

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.

Curse of the Mirror; (4 Significant Charges)


This spell traps one person into the reflection realm, making their reflection take
their place in the real world. This spell can either by cast on anyone you can see,
which will only activate the next time they touch something reflective, or can be
cast on a reflective object as a trap.

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.

Major Charge Effects;


Step into a mirror and step out of any other mirror in the world. Create a perfect
replica of any document or object. Gain the ability to bring out your reflection as a
physical, living copy of yourself with one mind at will, permanently.

S-ar putea să vă placă și