Acceleromancy

by Chad Underkoffler (chadu@yahoo.com)

     "I feel the need-the need for speed!"
          -- Maverick, Top Gun

     "He's a demon, and he's gonna be chasing after someone!"
          -- Speed Racer

There are people out there who feel most alive when they are moving fast. These are the sorts of people who become fighter or test pilots, professional racers, or even the local punk kid drag racer who's the "King of the Strip." Of those people, some have figured out that in a way, they are more alive when moving at high speed, and that they can do... things... that they normally couldn't. These are the Acceleromancers, also known in the Occult Underground as racers and speed demons.

Thought to be a sub-school of Entropomancy, Acceleromancy is more about speed itself, rather than the risk involved. It's also about inertia, which symbolizes the central paradox of Acceleromancy: Acceleromancers must always be in motion, be it physical, mental, or philosophical. An Acceleromancer sets his Goal, whether it be "win this race," "break the sound barrier," or "assassinate Alex Abel." A Goal must be something attainable: "Protect my city from crime" is not an achievable Goal. Any setback or cessation of forward movement upon this goal causes the speed demon to lose charges. See Taboo (below) for a fuller exploration of this idea.
Goals tend to make Acceleromancers rather single-minded people.

Acceleromancy Blast Style: The speed demon can impart some of his speed to an object, and "throw" it like a projectile at his opponents. Smaller objects move faster, must as for the blast style of Dipsomancers. It can also be targeted at inanimate objects, and shares the same damage effects (a minor blast is equivalent to a strong kick, and a significant one is like a gunshot).

This blast works exceptionally well when the speed demon is moving at a high rate of speed; for every 60 mph the speed demon is moving, you may roll another die of damage. This damage is added to both minor and significant blasts.
 

STATS:

Generate a Minor Charge: Acceleromancers generate charges by moving fast. Going faster than 120 miles per hour for one minute is worth a minor charge. You get the minor charge for crossing the boundary line of 120 mph; if you went 240 mph for a minute, you would not get 2 minor charges. However, if you went 120 mph for a minute, dipped below 120, then accelerated again over 120 mph for a minute, you *would* get 2 charges. Please note that this holds true only if you are the driver or pilot of the vehicle; if you are a passenger, the time required to build the charge is increased to 10 minutes of high speed! Win a fair race.

Generate a Significant Charge:  Break the sound barrier, or travel at 120 mph for a minute in a historically significant or famous vehicle (the Spirit of St. Louis, the 20th Century Limited Railroad Engine, the Popemobile). Win a professional race, whether track and field, Indy 500, marathon; the Olympics count for significant charges.

Generate a Major Charge: Achieve escape velocity. Alternately, become known as "the Fastest Man Alive." Puts a whole new spin on all that jockeying in *The Right Stuff*, doesn't it? Break a world speed record in something.

Taboo: An Acceleromancer loses a charge if he ceases forward motion in pursuit of his Goal (mentioned above). This is not simply physical motion, however, though sometimes it can amount to such. If Bob the Acceleromancer's Goal is plotting to rob the First National Bank, any action or thought that he takes that does not contribute directly to planning or preparing to rob that bank is risking the loss of a charge. The GM has Veto here, of course, on what actions contribute directly to a Goal. Every time a speed demon deviates from the path of achieving his goal, he loses a charge. When Speed stops during the Race Around the World to help Racer X out of a sinkhole, he loses a charge. Significant and Major charges can be "changed" to get minor charges to pay this fine.

 If an Acceleromancer ever abandons his Goal, either outright or for a new Goal, he loses all of his current charges.

Random Magick Domain: Speed, motion, and inertia.

Starting Charges: Newly-created Acceleromancer have four minor charges.
 

Acceleromancy Minor Formula Spells

Overdrive
Cost: 1 minor charge
Effect: This spell allows a speed demon to double his rate of speed, for any one action or task. It could be to escape a burning building, climb a rope, take a test, whittle a fork, etc. Essentially, whatever it is, he either goes twice as fast as normal, or he finishes in half the time.  In combat, this is worth a +30% shift to all combat-related skills (including initiative) for the next turn only.  When under the influence of this spell, a speed demon may not generate charges.

Shortcut
Cost: 1 minor charge
Effect: Because of his connection to the concepts of speed, motion, and inertia, the Acceleromancer can sense the fastest and simplest path to follow to reach his destination. This may not always be the best way to go, but it will always be the one that will get you there the fastest. This spell also works on less topographic routes as well: a speed demon asking "How do you get to Carneige Hall?" when casting this spell could receive a "vision" of which streets to follow to reach the building, if that's what he meant, or if he wanted to play Carneige Hall he might receive the response "Practice, practice, practice," if that is the shortest way. Of course, the shortest way for the latter may be something like "Go and marry the stage manager of the Hall," or some other advice akin to that.

Fastball
Cost: 2 minor charges
Effect: This is the Acceleromancy Minor Blast. As described, the speed demon may impart some of his speed into an object , which flies towards the target of the spell. For every 60 mph the Acceleromancer is going when he casts this spell, he may add another die of damage.

Cruising Along
Cost: 2 minor charges
Effect: By spending two charges, the speed demon can keep moving indefinitely, without the need to rest or refuel. This effect works on both a being running or a vehicle. If an Acceleromancer cast this upon a car he was driving, it would stop using the gas in the tank, would never overheat, and the tired would be immune to normal road wear. This effect lasts until the runner comes to a stop (or a vehicle's engine is shut off).

Inertial Flywheel
Cost: 3 minor charges
Effect: Once the Acceleromancer casts this spell upon himself, all physical damage-including gunshots, but not magickal- that he takes during the next 3 combat rounds is split: the speed demon takes half of the damage normally, and the other half is directly applied as a Speed shift (at a 1 damage point per +1% rate), until the next time he sleeps. Odd results are rounded up for damage and down for the Speed shift.

Example: Billy-Bob whacks Maverick the Acceleromancer with a lead pipe, rolling a 48 against his Whup-Ass skill of 55%. He would normally do 4 + 8 + 3 (for being heavy) = 15 points of damage to Maverick. However, Mav cast Inertial Flywheel upon himself last turn, so he would only take 8 points of damage, and would gain a +7% shift to his Speed until the next time he sleeps. If Billy-Bob whacks him again next turn for 12 points of damage, Mav would still take only 6 points damage, and gain an additional +6% shift, for a total of +13%.  Unfortunately, if Billy-Bob hits him on subsequent turns, Mav will take full damage, since Inertial Flywheel is effective only for three turns.

There is a persistent rumor that casting Inertial Flywheel before a high-velocity crash is a sure ticket to join the Invisible Clergy as the archetype of the Runner. It would, however, take impeccable timing...
 

Acceleromancy Significant Formula Spells

Afterburner
Cost: 1 significant charge
Effect: Much like Overdrive, but allows a speed demon to quadruple his rate of speed, for any one action or task. He goes four times as fast as normal, or he finishes in one-quarter of the time.  In combat, this essentially doubles the Acceleromancer's actions: he could attack twice in the same round, dodge once and attack once, or even dodge twice. When under the influence of this spell, a speed demon may not generate charges.

Steal Speed
Cost: 1 significant charge
Effect: Because of his connection to the concepts of speed, motion, and inertia, the Acceleromancer may "bleed off" speed from a system, a force, or an event, forcing things to shift down to a slower pace, or even seemingly shift into "slow motion." A green traffic light may have it's speed stolen to extend the length of time it remains lit; a freeway can have speed stolen to cause a traffic jam; a security guard may have his speed stolen to slow his reactions to the alarm bell going off on his console. Animate beings suffer a -40% shift to their Speed; and at minimum a -10% shift to time-dependent skills. The "siphoned speed" is automatically used to help generate some of the effects of this spell, but because of the Law of Transaction, an Acceleromancer still needs to put in a significant charge to jump-start the effect.

Speeding Bullet
Cost: 2 significant charges
Effect: This is the Acceleromancy Significant Blast. As described, the speed demon may impart some of his speed into an object , which flies towards the target of the spell. For every 60 mph the Acceleromancer is going when he casts this spell, he may add another die of damage.

Easy Road
Cost: 2 significant charges
Effect: No matter how unstable a surface is, this spell makes it seem flat and smooth as glass for the speed demon (or his vehicle). This allows the speed demon to run up walls as if they were a sidewalk, dispel air turbulence around his jet, drive his car over sheets of ice... or even water. The effect lasts for 15 minutes. At the GM's option, this may also make switch-backs and hairpin turns seem like straight shots for the Acceleromancer... Witnessing something like this is a rank-3  stress check against The Unnatural.

Irresistible Object
Cost: 4 significant charges
Effect: Once this spell is cast, the Acceleromancer becomes a juggernaut, unable to be stopped, or turned, or swayed in his passage for the next 15 minutes. (This also affects any vehicle the speed demon is piloting when he casts this spell.) He can plow through walls, fall down a chasm, run through a hail of bullets, swim through a lake of burning oil, take repeated anti-aircraft missiles, absorb enough damage to take him to beyond the point of death-and still, somehow,  continues on his path... until his time runs out. If the 15 minutes ends with the speed demon at 0 Wound Points or less, he's dead. Game over.  Witnessing something like this is a rank-7  stress check against The Unnatural.
 

Acceleromancy Major Formula Spells

Teleportation. Maybe even break the speed of light?  Slow or speed up time for a number of people.  Perform an action as if everyone around you were frozen in time.