Phobomancy
by Carl L. Congdon
(carlcong@nni.com)
Phobos. Fear. It is the spur driving us onward, and the club which beats
us back. It is the red light that stops us from destroying ourselves and
everything around us, and the ultimate enemy in our skulls. For a few
adepts, it is the key to transcendence and power. The ones that call
themselves PHOBOMANCERS (and others call FEAR-MONGERS or PSYCHOS) seek
to master the enemy within and use it to vault themselves beyond the
confines of ordinary humanity.
To those who practice this path of magick, it's purpose is similar
to that of extreme confrontational therapy. It is fear, in all it's
guises, that holds us back from achieving our true potential. When we
overcome our fears, we overcome the barriers that stand in our way. The
price to full overcoming (and thus transcendence) is steep and painful,
but one that must be paid. Many of this path's root practices have a
basis in old, "left-hand" Gnostic mystery cults.
To those outside the path, who know of Phobomancy and what it
entails, announcing you're a Phobomancer is like announcing your NAMBLA
membership: *not* the smartest thing in the world to do. Even the most
hardened individuals in the Occult Underground tend to loathe and
distrust known fear-mongers, and wiht good reason. After all, the
ability to feel fear (and other emotions) is part of what makes us
human. Phobomancers deliberately set out to burn that part of themselves
away. Simple common sense dictates that you steer clear of people like
that! Of course, some phobomancers justify it by choosing to act as
vigilantes, using their abilities to inflict brutal justice on
transgressors that others can't seem to touch. But remember that warning
about gazing into abysses and slaying monsters....
Blast Style: Seizures, apoplexy, blackouts, stigmata,
psychic wounds,
the phobomancer blast does all of that and then some. It is similar in
style to the Psychotrauma attack used by pornomancers, although the
victim can dodge the attack by rolling over the fear-monger's Phobomancy
skill but under his or her Mind score. If the victim succeeds, then no
damage is taken, although s/he must spend the next turn making a rank-5
Unnatural check. If the attack succeeds, then damage is determined as
normal, plus the victim must make a rank-6 Stress check, determined by
the victim's Fear Stimulus. (The blast dredges up some *real* nastiness
from the bottom of one's psyche!) If the victim's Mind score is below
the Phobomancy score, oh well...
Stats:
Generate a minor charge: Cause someone, or force
yourself to
undergo, something that would cause a rank 1-5 Stress challenge. If the
Phobomancer's Hardened levels are too high, then someone else must be
the victim.
Generate a significant charge: Cause someone familiar to
you, or
force yourself to undergo, something that would cause a rank 6+ Stress
Challenge. Rules apply as for minor charges.
Generate a major charge: Cause someone you love and care
for dearly to suffer a rank 8+ Stress challenge.
Taboo: If you stop yourself from doing something out of
fear, guilt,
shame, embarassment, etc. all of which you are supposed to transcend,
you lose all of your charges. If you fail any Stress check, you lose all
of your charges and cannot gain any back until the failed check is
removed.
Random Magick Domain: Nightmares, phantasms, tracking down
victims, hiding in shadows, or any other common horror-movie effect. It is
designed to invoke unease and fear, and accelerates entropy in a
negative fashion, unlike the entropomancer who can guide it for either
good or ill. However, it's also useful for banishing fear as well.
Starting charges: Four. No, the starting Failure in the
Unnatural Stress
column doesn't take these away, although that Failure must be taken care
of shortly after the Phobomancer comes into play, or s/he won't be able
to gain charges back.
Minor Effects:
- Cold As A Thousand Tombstones
- Cost: 1 minor
Effect: Boosts the Phobomancers attempts at
intimidation/interrogation
by 5% multiplied by the one's place of the roll (ie. if the roll was 23,
the Phobomancer gets +15% added to his Social rolls to intimidate.) If a
successful match is rolled (ie. the Phobomancer rolled a 33), then the
bonus is 10% multiplied bu the one's place (in this case, +30%.)
- I Know What Scares You
- Cost: 1 minor
Effect: On a successful Phobomancy roll, the Phobomancer finds the
general Mental Stress that underlies your Fear Stimulus. If a match or
OWACOWA is rolled, the fearmonger uncovers the *specific* Fear Stimulus.
Very handy info, but not without risks: If the Phobomancer rolls a
matched failure or BOHICA, s/he also finds out the basic Fear
Stimulus--by experiencing it. A Stress check on the related Mental
Stress is in order.
- Lulling the Lamb
- Cost: 1 minor
Effect: Allows the Phobomancer to extinguish the natural
reservations
people have about someone they don't know. This, of course, allows for
all sorts of error judgements on the part of the victim! In game terms,
this allows the Phobomancer to add 10% to all Social rolls directed
toward the victim, while the victim loses 10% to all rolls that would
allow him or her to spot the character flaws in the Phobomancer.
- Into The Shadows
- Cost: 1 minor
Effect: Adds 10% to all stealth/hiding related rolls by the Psycho.
Creates a mental "blind spot" in the pursuers'/victim's/guards' minds
which makes them overlook what might be obvious to anyone else in that
situation.
- Panic Attack
- Cost: 2 minor
Effect: This is the Phobomancer Minor Blast. It is similar in
effect to
Psychotrauma, in the fact that the damage is all mental. If it succeeds,
the victim takes damage as per a Minor Blast and must spend the next
turn making a rank-5 Stress Check on the general category of his/her
Fear Stimulus. Note that, if the person is actually confronting his/her
specific Fear Stimulus and a Successful Match is rolled, Significant
damage will result, and the Fear- check goes to 8! It has no effect at
all on those who's Fear Stimulus has been Hardened to 8 or higher.
- Go Numb
- Cost: 2 minor
Effect: This allows a Phobomancer or another person chosen to
ride out
the effects of a Failed Stress-check. It witholds the effects of a
Failed Stress roll for up to an hour, by which time the source of the
Failure should have passed. After that hour, the spell wears off
gradually, allowing the the beneficiary to re-roll the Stress Check at
two ranks lower. This spell cannot be used again if the beneficiary
fails this new roll. Minimum Stress-rank can be reduced to is 1.
- Know The Scent Of Fear
- Cost: 3 minor
Effect: Allows the Phobomancer to track someone s/he has run afoul
of in
the past. S/he will know exactly where the person is living, or, if in
pursuit, where the person is currently hiding.
Significant Effects:
- Bad Dreams
- Cost: 1 significant charge
Effect: This is the Significant Blast of the Fearmongers, and it
waits
until the victim is asleep to attack. The truly unnerving part is that
the damage from Bad Dreams duplicates what was done to the victim in the
nightmare, one that seemed to relentlessly dredge up the victim's worst
fear and amplify it. This Blast has been responsible for numerous
unsolved crimes--and numerous Sleeper reprisals. No effect on those who
are Hardened to 10 on the stress meter responsiblefor their Fear
stimulus.
- Vertigo
- Cost: 1 significant charge
Effect: Causes the victim to be unable to move without
disorientation.
If the victim rolls over the Phobomancy score, but under his/her Mind,
s/he can move, but at a -20% penalty for anything involving heights or
fine motor skills. If s/he fails, forget it! Movement under his/her own
power is out of the question. Lasts for about a half-hour.
- Hex
- Cost: 2 significant charges
Effect: If the Phobomancy roll is successful, the Psycho puts a
repeating hex on the victim. For a number of times equal to the one's
place on the roll, the Phobomancer gets to flip- flop the rolls of the
victim, conjuring up critical moments of doubt and defeatism in the
victim's mind. Thus, if the Phobomancer rolled 52, s/he could only
flip-flop two rolls on the unlucky victim. Note that the Psycho must be
able to see the victim, and that this spell can't be overlaid on top of
a Hex that's already functioning.
- Regain Control
- Cost: 2 significant charges
Effect: Allows a Phobomancer to heal long-term psychic trauma. In
game
terms, the Phobomancer sacrifices a notch on a Hardened meter to cancel
a Failure on the *same* Meter. Thus, if the Phobomancer was attempting
to bring bach someone with 3 Hardened notches and 5 Failed on the
Helplessness meter, he could bring the person to 4 Failed and 2
Hardened. Thus, the victim loses some "armor" but is now more able to
cope. Matched successes allow the Phobomancer to cancel two
Hardened/Failed notches in the same Madness Meter. Note that if there
are *no* Hardened notches in that particular Stress, then the spell
automatically fails. Also, no swapping from different Stresses! Hardened
Unnatural cannot counteract Self-failure.
- Clear the Air
- Cost: 3 significant charges
Effect: This causes any demons, revenants, astral parasites,
tenebrae,
entropics, ghouls, etc. active in ten feet of the caster to flee the
area of risk Significant damage. It does not work on enfleshed
supernatural creatures, such as golems or unnatural servants.
- Feeding the Nightmare
- Cost: 4 significant charges
Effect: The Phobomancer summons and binds an Entropic, sending it to
hunt down and attach itself to a person or group of persons, who the
Fearmonger must know. For this Effect, the Phobomancer gives the
Entropic some of his/her blood. This not only gives the Entropic the
information to hunt the victim, but it also gives the Entropic a Mind
score equal to the caster's Phobomancy score! That's right, now it has a
brain and it's *really* dangerous. Further, if the Fearmonger does
nothing else but concentrate, s/he can communicate telepathically with
the Entropic to get details as to where the victim is and what's going
on. Note that many in the Occult Underground won't be too quick to clue
into what's happening; after all, it can't be an Entropic because
they're nowhere near subtle, right?
- Nothing Can Stop Me Now
- Cost: 4 significant charges
Effect: The phobomancer chooses a specific victim to hunt down and
kill.
Using this spell, s/he rolls her Phobomancy. If the victim has at any
time been sucessfully intimidated or has been magickally attacked by the
fearmonger in question, add 5% to the Phobomancy roll for each
successful time. Thus, if the victim had been bullied around twice by
the Phobomancer and had two successful spells cast on her by the same
psycho, then the Phobomancy roll gets a 20% bonus.
If successful, the roll turns the Phobomancer into a
near-unstoppable killer, fueled by his victim's own fear. He gains Wound
Points equal to the roll plus any bonuses. All damage is subtracted from
these additional points first. If he matches, the roll-plus-bonus is
also divided between his Body and Speed, which is boosted for the
duration of the hunt. An OWACOWA does all of the above (total being the
Phobomancy score plus bonuses.) Note that the Body/Speed scores have a
maximum of 90, and Wound Points can't go beyond 250.
Also, the phobomancer must make an attempt to go for the straightest
line possible between his victim and him. No pausing to order a hot dog,
no robbing a bank and then taking a stroll in the park and *then*
killing the target, none of that. However, it should be considered
acceptable for the Phobomancer to gloat, or systematically take out any
police/ bodyguards before taking down the victim. All bonuses disappear
after the victim is killed.
- Personal Hell
- Cost: 5 significant charges
Effect: This spell lasts for 24 hours, or until the victim is
completely
insane. It causes the victim to fixate unreasonably on the subject of
his/her Fear Stimulus, to the point where s/he starts seeing things out
of the corner of his/her eye related to the fear. As the day goes on,
the victim becomes more and more divorced from reality, which becomes
more eerily surreal and seems to conspire against the victim, digging up
long buried memories and forcing him/her to confront the fear in the
most dramatic manner possible. These episodes only occur when the victim
is alone, but the victim will (naturally) seem paranoid and jumpy,
catching hallucinations out of the corner of his/her eye and mishearing
conversation in the worst way.
Near the end, when the victim becomes completely divorced from
reality and the victim is face-to-face with his/her fear, the victim
must roll for his/her Fear Stimulus, no matter *how high* the victim's
Hardened rank is. If the victim fails, s/he goes straight to insanity,
with five Failed ranks in the Stress related to her fear. If the victim
succeeds, s/he recovers (but still having to make a rank-6 Unnatural
check), but may have a *lot* of explaining to do.
As mentioned above, this spell subtly works its way into the cracks
of its subject's psyche. The descent will be sudden, but should seem
gradual. Generally, this spell is only used when harassment by an
intelligent Entropic or being hunted down by a superhuman slasher just
doesn't seem to say enough to the victim in question.
Major Effects:
Raise an army of rotting dead. Rip down the veil between the dead and
the living. Trap someone in an eternal nightmare. Turn someone or
yourself into a monster. Condemn someone to die in the most hideous (to
them) fashion possible.