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Automancy

Great! Now those jackasses have magic!

You’ve been there a thousand times. You’re driving along in the left lane, minding your own damn business, when some terminally inbred moron (probably jawing away on his cell phone) cuts you off without so much as a blip from his turn signal! For a second, just a second, you contemplate swinging into the right lane, flooring the gas pedal, and smashing said moron’s car into the cement divider.

But you have other outlets for your rage. You know that real life isn’t like a Mad Max movie (not that much like one, anyway). You suppress your homicidal impulses and let the guy off with a merciless honking and you go on with your life. Not everyone has that luxury.

Automancers use their cars as masks that remove accountability and allow them to freely vent their aggressions. They gain power from abuse at the hands of other drivers, which they often provoke solely for purposes of charging up. 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 non-driving situations.

If you run an Automancer, it is highly recommended that you use the car chase rules on page 59 of the UA 2nd edition rulebook.

Blast Style: Automancers channel 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: Make another driver do something annoying, but not threatening, to you (cut you off, lean on the horn, block you by going too slow in the fast lane, etc).

Generate a Significant Charge: Make another driver do something that places you in serious danger (brake hard without warning right in front of you, attempt to merge into you, etc).

Generate a Major Charge: Become permanently crippled in a car crash caused by a driver you pissed off.

Taboo: Displaying anger, aggression, or frustration of any kind when not driving. The depersonalization one finds behind the wheel is the only thing that makes Automancers feel safe enough to… express themselves. When dealing with people face-to-face, they are meticulously patient and polite.

Random Magick Domain: Anything directly related to driving, traffic, drivers, or automobiles (i.e. making a traffic light turn green).

Starting charges: Beginning Automancers have 4 minor charges (and, presumably, an automobile).

Automancy Minor Formula Spells

I Can Smell a Traffic Jam a Mile Away…
1 minor charge
The caster is instantly aware of all driving conditions, and their causes, within a 5 mile radius. This includes accidents, stop lights, road construction, weather conditions, and even cop cars. The effect is instantaneous, lasting just long enough figure out the best route to take, for example.

Blow a Fuse
2 minor charges
The Automancy minor blast shorts out electrical components in a targeted object. Often used to force other drivers to pull over, shut off annoyingly loud car stereos, blow out radar guns, etc. (Only does damage equal to the lowest die roll if used against a living target.)

Minor Repairs
2 minor charges
Magickally fix automotive problems such as flat tires, overheated engines, etc… The adept has to “fix” something as they cast the spell, but it could be as minor (and nonsensical) as kicking the tires or tuning the radio.

Theft-Deterrent System
2 minor charges
Makes any car look like a broken down junker: missing hub caps, broken mirrors, flat tires, the works. The spell lasts about an hour, plus one additional hour for each extra minor charge expended.

Automancy Significant Formula Spells

Rear View Mirror
1 significant charge
Turn any 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.

Inertial Stabilization
2 significant charges
All loose objects, including passengers, are held safely in place for up to a minute. This will not restrain prisoners, but it will neutralize the danger of sudden impacts, keep your Big Gulp from spilling, etc…

Blow a Gasket
2 significant charges
The significant blast destroys major mechanical components. Often used to break handcuffs, make guns misfire, blow up cars, and so forth. (Only does damage equal to the largest die roll if used against a living target.) This spell deals significant damage to clockworks!

Major Overhaul
3 significant charges
Magickally repair major automotive damage, up to and including being crushed into a cube! The adept has only to will it to happen.

I Know a Shortcut…
3 significant charges
The caster drives down some dark back alley or lonely country road and emerges at any similar location they have 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 existence. Make yourself invisible to cops.

3 thoughts on “Automancy

  1. Hey, You! says:

    As a side note, I’d say that the adept should do things, drive dangerously, cut people off, etc. to get charges.

    I’d also say that major overhaul can’t fix cars damaged in accidents you cause.

    Dude, this is a cool school, though. I love cars and car chases.

    Reply
  2. Dan Bayn says:

    They usually end up doing all those things, but as a way to goad other people into returning the favor. Know what I mean? Otherwise, I think charging up may be a little too easy for Jackasses.

    As for Major Overhaul, I think you have a point. If they gained a charge from getting into the crash, using magic to fix things seems like breaking the rule about not using charges to gain charges. I wouldn’t allow it, either.

    Now, I just need to get my players into a car chase so I can drop one of these guys on their collective ass 😉

    Reply
  3. Toshi says:

    I played an Automancer once and it was actually fun. The only problem is, its hard to keep the automancer in the game. I often found myself left out of a lot of things because all I could do was drive/fix/work with automobiles and such. Technically, the GM could have tried to find a way to involve me more into the game, but then again, there was so little I could really do. Other than my limited play, I loved my character and the skills that she could perform. Thank you for thinking of the automancer!

    Reply

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