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 Tasks and Tests

Here are some task and tests that you may encounter in Arcanities:

(All levels assume human characters.)

Sneaking past the Dobermans-Stealth + Dexterity v. Doberman's Perception Test +3

Picking a deadlock-Difficult Task

Picking a padlock-Challenging Task

Disabling the alarm system-Challenging Task

Without alerting the security firm by default-Difficult Task

Realizing the alarm system is also connected to internal buzzers-Challenging Task

Disabling the buzzers-Challenging Task

Detecting that the coal cellar tracks are in use-Difficult Perception Test

Detecting and opening the secret doors-Difficult Perception Test.

 

 

 

 

 

 

 

 

 

 

Plot Hooks

The most obvious way for Arcanities to enter play is as a source of books and artifacts. If a group of teenagers found the means to summon Something, or a Haitian mask is raising the dead in the vicinity, there is sure to be a receipt from Arcanities lying around. Not that getting information out of Gail and Michael is easy-they are professional criminals and some of their clients have offered to "take care" of any persistent troublemakers-but they can provide the essential link the Cast Members need to track the problem to its source. Alternatively, it could be the destination of a stolen artifact or book. Cast Members could track the thief to the shop and find themselves having to deal with him with severely restricted powers.

The disruption zone makes Arcanities a good neutral ground for meetings between distrustful supernatural parties (so long as none of them are immaterial).

Sooner or later, someone is going to start wondering just what causes the disruption zone. Maybe someone has already traced the history of the Alexandrist, and wants it for his own purposes. Of course, removing the Alexandrist may be the only thing that can save Gail from her eventual fate (with or without convincing her of the existence of the supernatural).

 

 

 

 

[Introduction] [History] [Location] [Game Aids]

Click here for a Downloadable version of Arcanities

[Personalities] [New Qualities & Drawbacks]

The Disruption Zone and the Alexandrist

The 15th century was a truly great epoch of magical research, and nowhere more so than in Florence, Italy. Amongst the Gifted gathered there was one Umberto Spoglio, who along with magical training had inherited seer powers.

One of the great debates of the day was the nature of the mind and its relation to body and soul. The Gifted were not limited to the purely theoretical speculations of the mundanes. Spirits were summoned, experiments conducted; to all this, Umberto intended and indeed delivered a unique contribution. He sought to bind Essence into a pattern duplicating certain functions of the human mind.

The Alexandrist is a slightly oversized bust of dense, crystalline substance that resembles white marble but is in fact unique. It appears unfinished, the face indicated by faint lines. It is the object Umberto empowered, destroying his sanity in the process. The magicians who subsequently investigated found that the bust now to all intents and purposes radiated a single, fixed thought, an injunction to stay calm and rational, and believed this to be the imprint of Umberto's last coherent idea. They named it the Alexandrist after the contemporary philosophical group that propounded the soul was a material object generated by the body.

The presence of the Alexandrist, constantly repeating its one thought, was found to disrupt attempts to summon and focus essence identically to a large crowd of hostile mundanes. Further, if it was kept for a time in one location the surrounding stonework would begin to resonate in harmony with the pattern and the effect would be magnified. This is what has happened at Arcanities. The zone of disruption extends to the thresholds of the building and no further. Within that area, the following holds:

 

Invocations, Necromancy and Miracles: Thirty Essence Points are automatically neutralized. Unless the Gifted attempting to use them can compensate, her invocation fails. Further, no ambient Essence can be channeled within the zone (including that generated from magical number combinations) nor can it be drawn from vessels. These restrictions apply to any form of power that draws on essence, such as Anguish, the Keys of Solomon and Tao Chi (but not Wrath).

Seer Powers: Seers may not attempt to augment their powers with Essence, but otherwise their abilities are unaffected. The Alexandrist's thought pattern acts like Mindtalk used defensively and any seer powers, including attempts to see into the zone with Mindview, are resisted with a flat result of 11. This result is composed of (Effective Will) 6 + (Effective Strength) 6 + 5 (5 is used instead of 1d10 as the Alexandrist is a completely artificial construct, and the conditions under which it "uses" its power never change).

Astral Zombies, Elementals, Ethereals, Ghosts, Phantasms & Spirits: Gail once had to get the police to remove some lunatic who refused to leave the shop at closing time, saying this was the only place where his dead girlfriend could not get him. Immaterial beings of any kind simply cannot enter-the disruption locks them out. An incarnate Phantasm may enter, but may spend no further essence once inside to keep the body "alive" nor use any of his other powers. A manifested elemental or ethereal, however, is still subject to the Crowd Effect. The elemental or ethereal will be aware of this and will refuse to enter.

Vampyres: These beings may not drain Essence nor use any of their powers. Powers already operational remain so. For example, the Vampyre retains the Semblance of Life but cannot use Greater Shifting.

Zombies: These creatures may or may not be affected in varying ways, depending on how they were created. A zombie created by purely physical means such as a Living Zombie (Abomination Codex, p. 148) or a Sacred Soil Zombie (All Flesh Must Be Eaten, p. 181) has no difficulty. However, an Essence-oriented zombie, such as the Undead Zombie (Abomination Codex, p. 148), automatically attempts to break free of its master's control at +3, and if it succeeds its spirit is automatically forced across the Threshold as described below.

High Bast & Ferals: These beings cannot transform. Gail has also had to get the police to remove a lunatic who insisted that unless he remain within the shop he would turn into a vicious beast. (Sigh, the full moon always brings 'em in.)

Fiends: These creatures cannot enter unless they are possessing something or in material form. Once inside, however, they are restricted to their physical abilities, including augmented life points.

Demons, Relentless Dead, Qliphonim, Kerubim & Seraphim: These beings suffer no noticeable effects, although they will be aware of the disruption.

Mundanes: Normal humans are only affected through continual exposure, such as ten or more years living and working in the zone. Personality changes are the first symptom, tending to logic, skepticism and lack of emotion. All creative and casual thought withers, including dreams. The subject finds herself unable to not always be concentrating on some task, on some practical goal. Outside the reinforcement of the zone she begins to feel uncomfortable and rationalizes it as guilt at work left undone. She suffers Essence depletion as her thought patterns begin to approximate that of the Alexandrist, and eventually goes mad or dies outright.

 

If a person dies through violence or misadventure within the zone, their spirit is immediately forced across the Threshold. However, if a person dies from Essence drain caused by the Alexandrist their spirit, horribly, remains within the zone. These spirits are trapped, endlessly repeating the Alexandrist's thought. These spirits may be perceived by anything that can do so innately, such as a Necromancer with Death Speech at Level 2 or an incarnate Phantasm. The spirits cannot speak or act, unless someone manages to perform an Invocation in the zone. They then manifest as poltergeists attacking the source of the disturbance. It is possible that in this "rage" they follow their target out of the zone. This frees them, although their trauma heals only slowly. If the Alexandrist is removed, neutralized or destroyed, they are freed.

If the Alexandrist is removed from Arcanities the zone shrinks to a radius of ten feet. If it is placed in a new environment of stone, brick or even concrete it begins once more to extend the zone through resonance, although this takes time. To neutralize the Alexandrist it must be sheathed in some non-mineral substance-one foot of wood, plastic or latex effectively renders it inert.

Destroying the Alexandrist is not easy. The magically fused crystal is immune to acid and heat and will not crack unless 80 DC can be somehow delivered simultaneously. Once it does crack, however, the pattern is destroyed and the Alexandrist ceases to function. Another possibility is to oppose it directly with MindTalk, attempting to duplicate its thought as a Very Difficult Task. Anyone attempting this and failing loses the difference between the two scores in Essence Points and must pass a Difficult Will test to disengage from the contest, or lose the same again next turn, and so on. But success sets up a sympathetic resonance which shakes the thing to pieces.

The Zone does not provide the shop with any physical protection. The bricks are bricks, the wood is wood, and subject to damage from explosions, fire and any magical attack that delivers a bolt of force, such as the Earthquake Invocation or the Elemental Bolt of a big Pyro.

Taint powers are not affected by the Alexandrist (and neither can the Alexandrist be Tainted). The day an artifact of the Mad Gods comes into the shop may be the beginning of the end.

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