Automancy
by Daniel Pond
Few things better symbolize the last half of the twentieth
century than the automobile. The ability to commute has created suburban sprawl,
and all of the cultural developments that have gone along with it (Shopping
malls, "White Flight," the inner city, etc). One of these phenomena has become
so loaded with emotional power that those with latent mystical talent can use
it to create magickal effects.
Road Rage is generated by a combination of power, frustration,
and cronic stress virtually uniqe to commuting. Those who must deal every day
with the torment of rush hour traffic can become so immersed in these powerful
emotions that they begin to bend the universe to their will. Thus the school
of Automancy was born.
Automancers can power from abuse at the hands of other
drivers. To gain charges, they are often forced to bait other drivers into such
abuse, usually by abusing them first. This behavior has earned them nicknames
like Jackass, Jerkoff, Asshole, and Sonofabitch. Their magick allows them to
better deal with traffic, cars, and other drivers. However, it is virtually
useless in other situations.
Automancy Blast Style: Channeling the
raw emotional fury of Road Rage into a physical force. Unlike most blast spells,
this works better against inanimate objects than against living ones.
Generate a Minor Charge: Another driver
does something annoying but not threatening (cuts you off, turns without signaling,
blocks you by going too slow in the fast lane, etc).
Generate a Significant Charge: Another
driver does something that places you in danger (brakes hard without warning
when not far enough ahead of you, attempts to force you off the road, etc).
Generate a Major Charge: Another driver
tries to kill you (fires at you with a handgun, etc).
Taboo: Any calm, polite driving behavior.
(Someone with Road Rage is incapable of it!)
Random Magick Domain: Anything directly
related to driving, traffic, drivers, or automobiles (i.e. making a traffic
light turn green).
Starting charges: Beginning Automancers
begin with 4 minor charges (and an automobile).
Automancy Minor Formula Spells
- I Can Smell a Traffic Jam a Mile Away
- Cost: 1 minor charge
Effect: The caster is instantly aware of all driving conditions,
and their causes, within a 5 mile radius.
- Inertial Stabalization
- Cost: 1 minor charge
Effect: All loose object, including passengers, are held safely in
place until the car comes to a complete stop. This will not restrain prisoners,
but will neutralize the danger of sudden impacts, keep your Big Gulp from
spilling, etc..
- Blow a Fuse
- Cost: 2 minor charges
Effect: Shorts out electrical components in a targeted object. Often
used to force other drivers to pull over, shut off annoying load car stereos,
unlock security doors, etc. (Only does damage equal to the lowest die roll
if used against a living target.)
- Minor Repairs
- Cost: 2 minor charges
Effect: Magickally fix automotive problems such as flat tires, overheated
engines, etc..
- Spirit of Evil Kenevil
- Cost: 3 minor charges
Effect: Turn any failed Driving skill result into a success. The
spell mus be successfully cast at the time of the failed roll. This spell
will not enable impossible Driving feats, however.
Automancy Significant Formula Spells
- Rear View Mirror
- Cost: 1 significant charges
Effect: Turn any old rear view mirror into a versatile telecommunications
device! The target mirror shows the view through any other rear view mirror,
provided that the caster knows its owner. At the caster's option, this effect
can be one- or two-way. It lasts until the caster looks away.
- Daredevil from Hell!
- Cost: 2 significant charges
Effect: Allows the caster to attempt a normally impossible Driving
feat. Once the spell is successfully cast, the Driver still needs to make
a successful Driving check to accomplish the specified feat.
- Blow a Gasket
- Cost: 2 significant charges
Effect: Destroy major mechanical components. Often used to break
handcuffs, shut down unnecessarily slow execution machines, blow up cars,
etc. (Only does damage equal to the largest die roll if used against a living
target.) This spell deals significant damage to clockworks!
- Major Overhaul
- Cost: 2 significant charges
Effect: Magickally repair major automotive damage, up to and including
being crushed into a cube!
- I Know a Shortcut
- Cost: 3 significant charges
Effect: The caster drives down some dark back alley or lonely country
road and emerges at any similar location s/he has been to before. The transition
is completely fluid and unnoticeable.
Automancy Major Effects
Drive your car back in time, through the air, or into
space. Teleport other drivers off the road, and into a rehab clinic. Summon
a custom-made hotrod, hummer, or tank into existance. (Etc, etc
)