Anarchomancy

by Aaron Stimson (AStimson@adp-ebanking.com)

The essence of Government is power; and power, lodged as it must be in human hands, will ever be liable to abuse.
-- James Madison
Good government is no substitute for self-government.
-- Mahatma Gandhi
The ruling power within, when it is in its natural state, is so related to outer circumstances that it easily changes to accord with what can be done and what is given it to do Remember that what pulls the strings is the force hidden within; there lies the power to persuade, there the life,--there, if one must speak out, the real man.
-- Marcus Aurelius Antoninus
You have the God-given right to kick the government around--don't hesitate to do so.
-- Edmund Muske
Of the many who flock to the banner of Anarchy, perhaps fully 1% of these truly understand the irony of the Anarchy movement. Of these, perhaps 1% understand the nature of power as it is seated in government. These know that power isn't just elected, wrested, or founded; Power is, and as an aspect of humanity's yearning for order, Power congregates into cohesive masses. This accretion of power manifests in Power groups: governments, cabals, movements, religions, etc. Of this small group of enlightened anarchists perhaps 10% have to ability to manipulate that Power when it is liberated from the establishment. These are the Anarchomancers.

Anarchomancers (or rebels, as they are known in the Occult Underground) recognize that the Power of government is relatively untapped. Even in countries where tyranny holds the masses in terror, the Power of government is uncontrolled, primarily because it is bound up within the structure it creates. Establishments are like atoms, immense storehouses of energy caught up in the fiery cycle of existence. The rebel's power is drawn from acts that disrupt the power and facade of establishments. In other words, the rebel is the magical equivalent of an atomic reactor, breaking the structures of government to tap the power within.

The essential paradox of Anarchomancy is that in order to preserve their power a rebel cannot endorse or support any power structure or establishment. In fact, the only agreements or associations they can enter into are those formed by mutual consent. This may not seem like much, but when an rebel is arrested they by necessity must resist, cannot accept a court appointed lawyer, cannot accept the decision of the court, cannot claim their rights from any legislation or written body, and cannot use the appellate system for recourse. Any such act would reinforce the Power inherent in the System. Thus rebels are usually either at large or dead.

Anarchomancy Blast Style: For all the flash and violence associated with anarchy, the Anarchomancy blast is surprisingly subtle; it simply attacks the foundations of the mind. Both blasts subject the victim to Stress check verses the Unnatural. Consider this as being subjected to a concentrated summary of the rebel's world view, without the benefit of being able to translate that world view into anything bordering on sense. The minor attack only 'blinds' the victim for a period of time, while the significant attack 'paralyses' the victim.

Stats:

Generate a Minor Charge: Perform an act that disrupts a facet of any municipal or local establishment from working normally. (This could be planting a false bomb and calling in a bomb threat, setting mutliple separate fires in one fire district, or inciting day-long riots. Alternately, sabotaging the sanitation department or stopping sunday services at a local church.)

Generate a Significant Charge: Disrupt an entire municipality or obstruct a facet of a national establishment from working for an entire day. (Holding a city hostage, aiding a virus to paralyse the IRS databanks for a day, or fostering a state-wide poisoning scare.)

Generate a Major Charge: Entirely destroy a municipality's ability to govern, disrupt any national entity for a week, or halt any international organizational agreement from being implemented. (Destroying the government of San Francisco permanently so it can never be restablished, holding the Parliament hostage for a week, Devaluing the Euro so as to force the EA to abandon it, etc.)

Taboo: The Anarchomancer cannot recognize any organization as having a higher authority. As stated before, this means that anytime any established organization attempts to exert it's will on the rebel and the rebel obeys s/he loses all charges generated. This does not mean the rebel has to reject stopping at traffic lights or spending money. Stopping at traffic lights is a consensual agreement for general safety, and a dollar is only worth what you can get for it.

Random Magick Domain: Anarchomancer magic is all about drawing magic out of its concrete form in government and using it empower the individual. In short, Anarchomancy is about working outside the boundarys. Unlike Dipsomancy, which breaks the rules, Anarchomancy rejects the rules in order to promote the individual's belief system. As each form of magic is also a viewpoint, so each rebel's viewpoint is established in his belief system. Rebel magic holds sway over bringing down barriers, confounding magical and natural laws, and changing the way people see things.

Starting charges: A new Anarchomancer starts with 3 minor charges.

Anarchomancy Minor Formula Spells

Break the Chains
Cost: 1 minor charge
Effect: Breaks any chain a rebel is touching when spell is cast.
Look Again
Cost: 1 minor charge
Effect: Allows a rebel to reroll a failed roll once. If this next roll fails, then the action fails. This may not be cast to allow a reroll from a failed Look Again roll.
Seeing is Believing
Cost: 2 minor charges
Effect: This is the Anarchomancy minor blast. The victim suffers a level 6 Unnatural test & must roll -30 versus Soul. If the victim succeeds, they are blinded for only one combat round (appropriate penalties apply, and victim cannot see anything during this time). If the victim fails, they are blinded for rounds equal to the sum of the dice. (Example: The rebel Luke is being menaced by a leather-clad biker. Luke decides to give the biker a shock and spends the 2 charges for Seeing is Believing. The Biker first check's his Unnatural rating and with a whopping 0, so he makes a roll under his 45 Mind. With a result of 92, the biker fails, and must take a failed notch under unnatural. The biker chooses to frenzy. Before he can begin flailing his limbs, though, he must make his -30 soul roll. The biker's soul is also 45, so he has the unfortunate task of rolling 15% or under. Once more the dice favor Luke, this time with a 48. Because the biker fails, he must spend (4+8) 12 turns blind to his surroundings. Ouch!)
Fizzle
Cost: 2 minor charges
Effect: The rebel must declare that he is preparing to cast this spell before the target spell is cast. When cast, this spell negates 1 spell just cast. Period. While the rebel is prepared to cast Fizzle, they may not cast any other spell. If the rebel is injured or majorly distracted, preparation is lost.
(Example: Luke is hiding out from an Entropomancer that he's pissed off. Luke declares that he's preparing to cast the Fizzle spell. Within moments the Entropomancer comes around the corner, and after a lucky roll, spots Luke's hiding place. He decides to pop off a Killing Stare at Luke. Spending the significant charge he rolls a 32, which is under his 50% Entropomancy skill, and prepares to roll up painful damage, but Luke has been preparing to cast Fizzle all this time. Luke is casts Fizzle, and the Killing Stare disolves into so many bad looks. Since the spell was successfully cast, the Entropomancer cannot reclaim his significant charge. If he didn't hate Luke already, he does now.)
Fire
Cost: 3 minor charges
Effect: Implants the idea in all persons within 20' that someone just yelled, "Fire!". People react accordingly.
All Hell
Cost: 4 minor charges
Effect: All alarms go off, all radios start sounding full blast, all sirens sound within 100'. These all remain on until shut off.

Anarchomancy Significant Formula Spells

False Witness
Cost: 1 significant charge
Effect: For the next hour, every person who sees the rebel during this time must make a -30 shift Mind test to recall the rebel's appearance correctly when questioned. If the viewer fails, they will instead remember some random composite person in the rebel's place. (Example: 'He must have been 7 feet tall, Asain, blond, curly hair, and 5 or 6 nose rings.' 'No, he was 5'-3", black, bald, maybe 500 lbs.' 'You're both wrong! That he wasn't even a he. That was a woman in drag!')
Fake ID
Cost: 1 significant charge
Effect: Must be cast upon some sort of card (any will do). For the next hour, anyone who looks at the card will see what they expect to see. The card might look like a driver's license or detective's permit to a cop, a security card or press pass to a security guard, or a AAA membership card to a tow-truck driver. All numbers or date's required will be generated by the mind of the viewer, but these will not appear physically on the face of the card, nor will they fool a machine. This spell will not break the taboo of the anarchomancer through it's use. (Example: Posing as a member of the FBI with this spell will not break the taboo about supporting a major establishment.) Be aware that each person who looks at the card will see what they expect to see, not what others expect to see.
Breaking Down the Wall
Cost: 2 significant charges
Effect: This is the significant version of the Anarchomancer's blast. The victim still makes an Unnatural-6 test, and then a -30 verses Mind test. If they succeed at the Mind test, they are blind and paralysed for only 1 combat round. If they fail, they are blinded and paralysed for rounds equal to the sum of the dice. (Example: Luke needs to take the pissed Entropomancer out. He decides to burn 2 significant charges and cast Breaking Down the Wall. Rolling a 56 he makes his 60% Anarchomancy skill. The Entropomancy rolls for his Unnatural (He has 4 callousness notches marked off, so he's still susceptable), and gets a 24, well under his 65 Mind, so mark off another callousness notch. Then he has to roll under his 70 Soul -30 (40). This roll is a whopping 98%, so he's frozen and blind for 17 turns! Now the decision Luke has to make is if he wants to leave the frozen adept alone or cut him up proper.)
Damn I'm Good
Cost: 2 significant charges
Effect: The rebel must designate a skill this effects. For the next 20 minutes this skill can be used as rested in stress situations, or in combat, the rebel may flip-flop.
The Other Door
Cost: 2 significant charges
Effect: Temporarily creates a door in a wall the rebel designates. This wall must be within arm's reach of the rebel. This door dissappears as soon as anyone passes through it.
Get Away
Cost: 3 significant charges
Effect: This creates a mysterious bolt-hole behind the rebel. When the rebel (or anyone else) jumps through, they will be transported to the nearest safe place from where they are. This bolt-hole will close after someone passes through. (Note: This safe place may not be the best place to escape to. For example, the rebel may be cornered in a closet in the City Hall building, with police closing in. Casting Get Away could take them to the basement of the building, outside to an alleyway, or even to the back seat of an empty squad car. Matched rolls could well improve this location.)
Clean Slate
Cost: 4 significant charges
Effect: Clears the rebel name from any document anywhere. This includes any virtual (computer) document, but not from living memory. Any problems this causes are not solved. (Make sure to collect on a contract, or receive a shipment before casting this spell.

Anarchomancy Major Effects

Allow the rebel to pass through walls. Change their appearance at will. Bring down buildings/bridges/other structures instantly. Remove all trace (memory and physical) of the rebel. It boggles the mind.