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Narromancy

(AKA Spindoctors, Weavers)

Because it’s not what you say that matters, but how you say it that does…

Before you realised that you could do it, you already were doing it. You enjoyed feeling the tale with your own probing fingers, reknitting its very being, its knots and worn-out holes entangled and untangled again and again by your own retelling. The attention, the way the crowd hanged on to your every word, the anticipation and baited breath on which you lived on… all you had to do was pull, and, like obedient lapdogs, their minds would follow your lead where you wanted them to go.

Then it got more compulsive. The dead stories you took delicately and breathed life once again into them, and watched them play gently across the varied emotions of your listeners. The children cried for you to tell them another, spin them yet another yarn, and you did: and so it was, again and again.

What you said wasn’t important: the stories changed with every telling. They were mere kindle on which you lit your creative spark upon, to be consumed in the blaze of power that coursed through every fibre of your self when you were Speaking. The Words you Spoke weren’t mere sounds: they resonated through the universe, like a note sounded across a tightly-strung harp. When you Told a story, people listened, not because they wanted to, but because they had to.

The central paradox that Narromancy is based on is that the very tales on which you build your life’s meaning upon doesn’t matter, that they didn’t have any purpose in their own right. What that was important was your Telling, not the stories; but you have to pretend, nonetheless, that they are the very foundations on which the world is. And not merely pretend by putting on a false mask that you can remove at any time, but really believe in it as well; the real sort of pretence.

Narromancy Blast Style
Narromancers don’t have a blast style.

Stats
Generate a Minor Charge: Tell a unique story to at least 10 willing listeners. They do not have to stay for the entire story, but they must hear enough to be interested and get the gist of what you’re saying. It could be a retelling, a variation or spin on a common story, but your listeners must not have heard that particular telling before. Note that you can only gain a maximum of 1 charge in 1 hour, even though 100 people may listen to you in the first hour.
Generate a Significant Charge: Convince at least 10 people within a hour that your take on a story or event is correct, as compared to what they think the story or event means. It could be almost anything, as long as you get them to accept your version of the story as compared to their own. Note that you can only gain a maximum of 1 charge in 1 hour, even though 100 people may believe you in the first hour.
Generate a Major Charge: Convince an entire nation that the variation of a popular story you’re telling is the only valid one. You must be asble to replace all old instances of the tale with your new intepretation symbolically, by making the old books redundant, by burning all of them physically, or just by making sure that people forget the old telling.
Random Magick Domain: Public perception and common beliefs. The Narromancer can make you think that the world is flat if you let him talk to you for long enough.
Starting Charges: Fresh spindoctors start with 2 minor charges.
Charging Tips: A basker along a popular street in an “art” district is an easy way to gain charges, since there would be people with minds open enough to be willing to listen to what you have to say, and are gullible enough to believe the yarn you’re spinning for them. A job as a politican isn’t too bad, too. However, remember that there is no free lunch in this world: you cannot gain a charge from the use of magick in any way.
Notes: All storytellers must have a Soul or Mind skill like Moving Epilogue or Narrative at a minimum of 40%. Any lower, and they just aren’t good enough at their trade to gain any semblance of power.

Narromancy Minor Formula Spells
Reductio Ad Absurdum (1 minor charge)
This spell allows you to get to many people by reducing their inhibitions and stubbornness towards new ideas. It does not make you any better at convincing the target of this spell: it just makes them less stubborn about their preconceptions about the world in general.

Aesop’s Fables (2 minor charges)
When the spindoctor casts Aesop’s Fables on himself, every single story that he tells while the spell lasts (number of half-hours equal to the sum of roll) will be immediately understood by all who hear it. This does not make it any particularly convincing if the storyteller himself isn’t a good teller; it just allows them to understand the underlying meaning as the storyteller wishes to convey behind the tale, the so-called “moral” of the story.

General Inclination (1 minor charge)
By expending a little power over his audience, the spindoctor can tell the general inclination and mood of those who are about to listen to him, in addition to any widely-held strong opinion about something. This spell cannot target an individual: only a crowd of 10 to 100 people. If this spell is woven over a crowd of a 100 to 1000 people, the cost is 1 significant charge instead, and 1 significant charge for every additional 1000 people or part thereof (so 900 people would require 1 significant charge, 3100 would require 4 significant charges, 4900 5 significant charges and so on).

Murmurs In The Crowd (3 minor charges)
Everyone’s heard something from someone or another, and sooner or later it all blends into one big crucible of misinformation with a few specks of truth here and there. Murmurs In The Crowd allows you to implant a false fact in a target that you must be able to select by name and face: she will then think that she has heard that “fact” from someone whose name is just on the tip of her tongue now, who was it… You cannot implant whole strings of co-related information with this spell, only any one single tidbit, although multiple castings of this spell may be able to do so.

Weaver (2 minor charges)
Allows you to add half your Magick: Narromancy skill (round down) to a skill such as Moving Epiologue or Narrative for the duration of a single “scene”.

Look At Me (1 minor charge)
Forces the attention of a person towards the weaver for a split second when he says something appropiate in a commanding tone of voice. The uses of this spell are innumerous: go crazy.

Grimm Fantasies (5 minor charges)
What do you get when you mix folklore with truth? If a Narromancer casts this spell on herself, she can choose to take on the guise of an aspect belonging to any legend: be it a fairytale, parable or even urban legend, as long as it’s fairly well-known. This spell lasts for an hour: the average time it takes for one to spin a good, solid tale.
Example: Zoe the spindoctor casts Grimm Fantasies and chooses the Little Matchstick Girl. To anyone who sees her, she appears to be a poor girl starving to death who has to resort to roadside selling. She looks like herself in all ways, but she would radiate that aura of pity and misery.

Narromancy Significant Formula Spells
Castles In The Clouds (1 significant charge)
This spell allows the weaver to alter one part of the target’s beliefs and memories in a very subtle and limited way. Deeply-rooted memories cannot be altered (i.e. a wife of 5 years cannot suddenly not exist), nor can memories relating to the target’s sense of self and identity (i.e. the target cannot be aethist if he has been a devout Christian for 10 years). However, near anything else is game, although only one part of the memory can be editted in a slight manner. As a rule of thumb, if the memory or belief would change a Passion or Obssession, it cannot be altered; although multiple such alterations may be able to do that.

Conniving Liar (1 significant charge)
Allows you to use a narrative skill that you possess in place of your Lie skill for a number of hours equal to the tens digit place on the roll. In addiiton, your body language becomes masked effectively, so no nervous twitches, blushing or similar when you’re telling the most outlandish lie: just a bland poker face. This spell can be used in conjunction with Weaver.

Truth Becomes Reality (3 significant charges)
From the annals of the spindoctor’s memory, he can summon forth any single character from a story that he has heard: the spell cost is for a human being or animal that can reasonably fit in with the current society. Fantastic creatures (unicorns and such) cost another 1 significant charge; characters who don’t fit in (knights in New York?) cost another 2 minor charges, and any extraordinary power or skill granted to the creature (see below) above the default one costs another significant charge. The spell lasts for an hour, but another significant charge can be spent at any time to increase the duration by another hour.

Such summoned creatures may not necessarily obey the commands of the Narromancer, depending on their (admitedly, sterotypical) inclination. They will behave as they have in the tales, and if you summon them into places that they cannot know about, they will act accordingly. Such summoned creatures all gain 1 extraordinary ability if their character has one (Spiderman can walk on walls, shoot web etc.) at an appropiate level (again, according to their character) and an additional skill at 50% (Spiderman can get Kick Major Ass at 50% in addition to walking on walls or similar).

Literal Sterotyping (2 significant charges)
For a number of hours equal to the tens digit place on the roll, the target of this spell can only act according to a stereotype according to his race, apparent personality or percieved characteristic (spindoctor chooses which to target), so a black doctor would sudden find himself unable to speak in any other way save for in a gutter gangster style, a chinese professor in English unable to pronouce certain words and so on.

Happily Ever After (7 significant charges)
When casting this spell, the narromancer must be in the midst of telling a story; when the desired target starts listening to the story of his own accord, the narromancer can then expend the charges and start describing the target as a character in the current tale that she is spinning; and nobody in the audience would know that he ever existed, except as a character in the story. When the description is complete, with a sudden cosmic ‘twang!’, the target gets dragged, kicking and screaming, into the story and woven accordingly. Whenever he gets faced with any potential threat to his well-being, he gets a roll against his Soul stat to avoid being crushed: if he succeeds more than 3 times in a roll, he is freed from the story. However, should he fail, the narromancer is free to do anything she wishes with him… happily ever after, or otherwise.

A Long, Long Time Ago… (2 significant charges)
While speaking in a monotone, the spindoctor can cast this spell and expend the charges: if successful, all who hear her speak within a radius of a number of miles equal to the roll will be lulled into a deep meditative state, similar to hypnosis. For every minor charge spent, the narromancer can implant a simple instruction of no more than 7 words into the subconscious of the target that will be excecuted when he awakens; however, if the act goes against his sense of identity, the charge is raised to 1 significant instead. The narromancer knows if the charge expended must be minor or significant. This lull lasts for an hour, or until dispelled by the weaver with a sharp “Awake!” command.

Narromancy Major Effects
Bring a character from a legend permenantly to life, enthrall a massive number of people, make someone disappear from the mass consciousness forever…

8 thoughts on “Narromancy

  1. Polotet says:

    This school seems very cool. But I think it’s missing a taboo?

    Reply
  2. Tim Struck says:

    For a school which is based on stories, it should be be something akin to: Stories tell the truth while lying about the nature of things. Perhaps it could be: Stories only happen to those which can tell them. You are unable to just give the facts, you have to tie them up in a story. So when someone asks you your telephone number, you can’t just tell it: you must make up a story what’s so special about your number or all your charges just go down the drain…

    And shouldn’t there be a significant formular spell called “Willing suspension of disbelief”…

    Reply
  3. thanthos says:

    Argh I knew I was missing something! Tim, your taboo sounds excellent: I think that’ll be it! It suits the entire “moral of the story” theme to a T.

    As to your suggested sig formula spell, I’m not too sure as to what would that do. Would it be the literal suspension of disbelief (so that you can make people start seeing what you want them to see, or perhaps what they really just want to see), or what?

    Reply
  4. Mr Unlucky says:

    My thoughts on it:

    Willing Suspension of Disbelief:
    3 Significant Charges

    Unnatural Stress Checks are rated as one-half as difficult, and magick effects are at a +10% shift for a duration of minutes equal to the tens-column. Matched successes equal to, or over the original total for the school of magick do not result in Cherries, but are counted as being doubly as effective. The caster is the only one affected, unless an additional charge is expended for each additionally person. Range is equal to the roll in feet.

    Reply
  5. TedPro says:

    Possible Taboo:
    You can’t tell a true story. You can give true facts, but any narrative can’t be something original.

    Another Possible Taboo:
    You cannot read or listen to any fiction made by someone else. You tell the stories, you don’t listen to them.

    Another Possible Taboo:
    If someone ignores you or finds your story uninteresting, you’ve broken taboo.

    Reply
  6. Mr Unlucky says:

    One idea for a blast:
    Minor blast — Blabbermouth. Subject begins speaking off every variant of truth they are capable of, often dislocating their jaw in the attempt to do it rapidly. Could be funny to someone broadcasting live news reports, huh?

    Significant blast — dunno. Kind of ran out of idea points ….

    Reply
  7. Psychopomp says:

    Idea for Willing Suspension of disbelief:
    2 or 3 minor charges;
    The spindoctor informs someone of something and they take it as truth.

    For example, a policeman sees the spindoctor exiting a radio shack with a plastic bag full of money. He asks the spindoctor what he thinks he’s doing with his clearly ill gotten gains. In response the adept casts the spell, and informs him that he is simply transporting the money for the shops manager, a personal friend of the adept. The officer, looking behind him, notices a crowbar rammed into the the stores cash register, who’s money compartment is still fully opened and empty. The narromancer explains that the crowbar is actually the registers key, a joke present that the staff had bought the manager on national boss day. The policeman smiles, begs the adepts pardon, and sends him on his way.

    A cheap and quick form in a sense of convincing liar, but it only works on small groups of people. If. when the narromancer left the shop. he was greeted by the entire police department, then the spell would not have worked on more then say 5-7 of them and the narromancer would possibly have been hosed (unless of course he managed to only the highest ranking members of the department before he was dragged to jail).

    Maybe it could be evened out by saying that it doesn’t work under very, very high stress situations. For example the entire police department discovers the adept brutally stabbing someone in the face repeated laughing about how much he loves stabbing people in the face.

    Maybe if used in conjunction with convincing liar it it can last longer and effect more people?

    Without convincing liar one could increase the people that could be affected by using more minor charges. Like one charge per 1-2 more people (since it’s a dirtier form of convincing liar).

    Reply
  8. Psychopomp says:

    I really like your idea for the school. Have you ever used in-game?

    Reply

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