A Merchant-Clockworker of apocalyptic power
Inspiration
The inspiration for this character came from a number of sources, not the least of which was trying to create the closest approximation of a traditional D20 necromancer / liche in UA, which soon cross-fertilized with The Enemy from Bill Willingham’s Fables. He then took on his own particular character quirks as I became fascinated with the potential for limitless major charges and positive feedback loops implicit in the Merchant / Mechanomancy combination but struggled to understand how such a being would come about. This is a Cosmic level antagonist who will powerfully change any world in which he participates. Or perhaps not, given certain flaws in his psychological makeup.
Backstory
The clockworker known to the occult underground as Mr. Stepford is easily the most potent non-Godwalker duke to emerge onto the occult underground within the last five years. His rumoured accomplishments beggar those of any extant clockworker; more conservative estimates still believe him to have created no fewer than five Automations between 2004 and the present, an achievement impressive for a lifetime accomplished in a few short years. On the bleeding edge of a field of magic whose luminaries are generally aging recluses of dubious sanity, Stepford seems to be everything his school is not; relatively young, vital, ferociously active, gregarious, and sane. Many (alright, few, but a large portion of those clued in about such things) wonder whether he has found a way to return his craft to its former prestige and glory, a New Way for the oldest of modern magicks to remain relevant to a Postmodern World.
He has not. He is simply the first Merchant Mechanomancer, and the confluence of these mystical paths has taken him from being a wannabee Bad Man and flesh peddler to an occult powerhouse to rival (and in all likelihood exceed) the Freak. If the potency of a magus is determined by the number of major charges they reap in their lives, then Stepford is the most potent wielder of magick since Dugan Forsythe, and he’s been in the adept game less than a decade.
From the mid-80s until 2002, the duke now known as Stepford was LA’s pretender to the title of The Bad Man. Courtesy of a youth misspent as a pimp and then running an escort service, the lean and attractive half-Filipino Merchant’s particular specialty was providing exotic sexual favors, surgery-free sex changes, and body-swapping sex; perhaps not the most imaginative use of the Merchant’s unlimited power over transactions, but it aligned him very closely with the Archetype (the meme “Sex Sells” has become central to the Archetype over the last 30 years ) and appeasing obsessive sexual hungers allowed him to purchase things that would never be sold for any amount of money (as well as providing him with large amounts of money for use with his less wealthy clientele). He would likely have continued along the path of a metaphysical purveyor of smut indefinitely, except for his relationship with Yuri Teichmann, an aging clockworker residing in Eagle Rock who was obsessed with the preservation of Mechanomancy.
Teichmann and Stepford met in the early 90’s, during the formative stages of Thompson’s Hentai-themed brothel, La Blue Room. The clockworker provided the “attractions” which would make the Little Tokyo club infamous among moneyed jades from both sides of the Pacific. Following the great success of that venture, the two first became loose allies of a sort, then cautious friends; each provided the other with a unique ace-in-the-hole to deploy against any challengers, insight across the avatar/adept divide, abilities of value (clockworks for Stepford, staving off the weaknesses of age for Teichmann to allow him to keep practicing his craft well into his 70s), and ultimately the appreciation of an equal without the danger of direct competition in their arenas of choice. The fact that Stepford had a vast network of comely young people bound to his will (whose gratis use Teichmann was granted under the “incentive” clause of the Merchant taboo) probably also helped create a partnership lasting a decade.
In early 2002, Teichmann prepared to finish his life’s work, the Teaching House – a Cube-meets-Saw integrated complex of automatons disguised as a residence that would inculcate the mindset and skills for Mechanomancy in its victims… or kill them trying. Teichmann knew that perfecting the House would require a sufficiently large portion of his memory that his identity would be all but destroyed in the process. While the elderly clockworker saw this as an unfortunate but necessary step for the long-term preservation of his school, the idea that his decades of Mechanomancy experience would pass away with him was intolerable. Just before the final barrage of major charges were passed into the project, Stepford and Teichmann made their last transaction; the avatar would acquire Teichmann’s Mechanomancy skill, education, and obsession as a part of their final deal, in return for mystical ownership of all of Teichmann’s minor and significant clockworks, any remaining non-magickal skills or memories that Teichmann possessed, and total and utter ownership of Teichmann’s body. The deal would provide Stepford with continued access to the Mechanomancy edge that he had come to rely on – this gave him all the justification he needed for the deal in the eyes of the Merchant. The fact that this deal was also effectively the dying wish of his closest friend also helped suppress Stepford’s doubts about the possible side effects of disrupting his entire world view. (Although Stepford at one point suggested that Yuri could transfer his mystic prowess and obsession into one of Stepford’s thralls. Yuri refused, near tears, and then insisted that the bargain must include a provision preventing Stepford from ever relinquishing the path; his skills were both his legacy and his last gift to his friend, and he would not have them “passed around like one of your whores.” Stepford now suspects that accepting this provision was a mistake, although he has not noticed a weakening of his connection to his Archetype.)
A week later, the Teaching House was complete and the abandoned shell of Teichmann’s body had perished under the combined weight of a thousand diseases, addictions, and physical traumas drawn off of Stepford’s old client list. For his part, Stepford had stopped impersonating the Bad Man, fully delegated all management of his sex working operations, and went into isolation. His brain was on fire with insights that he and Teichmann had never been able to reach through the guarded trust of a decade of mystical speculation.
Broadly: Teichmann had been forced to ultimately choose between his Art and his mind, sacrificing in his memories (and thus the core of his being) in order to create a final device of great mystic power, his past burned as fuel for his bid to change the world’s future. Stepford’s avatar channels allowed him to liberate the art from his own personal loss; his second channel (and potentially, third, although he’s extremely cautious about working with demons) gives him access to a pool of memory as broad and deep as the total of human experience. Not Stepford’s past alone, but the past of the world, could drive the engine of arcane progress.
Stepford saw two paths opening out before him. In one, Merchant and Mechanomancer found a cooperative balance under the rubric of the Merchant of Dreams; he would acquire memories from his clients, burn their pasts to sell them the futures that they yearn for in their deepest hearts. Who wouldn’t trade the memories of a first failed marriage for a new, beautiful, utterly obedient spouse designed to their specifications? And what else might he take in payment for this service (especially as the removal of bad memories could likely be spun as an added incentive to many clients, rather than a cost)? What wouldn’t a client give up to transfer their soul into an ageless, undying Automation? With a reasonable cut of his own from every client’s collective past, whose will would the world’s future adhere to? Whose demands would be most fully met through the development and commodification of the limitless supplies of human memory?
Down the other path, Stepford would follow more fully the path of his one-time idol, the Bad Man, and endlessly attempt to trick the majority of his clients into deals which gave Stepford unlimited authority to plunder their memories. A single individual might yield anywhere from 5-10 major charges, as well as dozens of significant charges, before being tapped dry. Already Stepford had significant numbers of individuals in thrall to his will, and relentless plunder of unprotected natural resources has strong resonance with the Merchant.
Stepford has decided for the time being to primarily pursue the former path; reducing one’s entire client pool to drooling, brain-dead zombies is likely to destroy one’s reputation, and therefore one’s livelihood (not to mention risking retaliation from countless dukes in the Underground who draw the line somewhere short of “consuming other’s minds for magickal power”). Making new deals whenever possible keeps him vitally engaged on the path of the Merchant, and for now trying to maintain both his Adept and Avatar standing together is his number one priority. He has created 7 Automaton wives for wealthy patrons, widowers or divorcees all; from each he has received in payment the memories required to create them, $10,000,000, and a single favor of his choosing (all of which have some limits, such as “not my soul, life, or more than an additional $5 million”, but otherwise must be granted without exception).
His choice to trade, rather than pillage, for his charges is not to say that Stepford hasn’t sacrificed one or two of his “Abusive John” thralls, extracting every last drop of their personalities in the creation of over a dozen Automatons whose only loyalty lies with him and dumping the remaining cognitive dissonance back into their shattered minds. It is his right to do as he wishes with those he owns; he’s just not taking to mind-pillaging as his primary time source of Mechanomantic power.
Besides practicing his dual trades and quietly kacking a few members of the Church of Death Triumphant who got too close to the source of LA’s Faustian bargains, Stepford hasn’t really done much with the power he’s acquired; he knows he needs to do something to ensure that Mechanomancy will outlive him, but he’s caught in the gear-shift between facilitating other’s visions and realizing his own. Lately, Stepford has begun to dream of a race of self-replicating, miniaturized, free-willed clockworks; he’s been reading all the Terrence McKenna he can get his hands on (which is quite a lot of unpublished works, scribblings, and manuscripts, on top of Amazon’s selection) to try to make sense of his dreams, and wondering whether this is, at last, his destiny, or just another opportunity to trick himself into living out another man’s passions.
Character Sheet
Personality: The slick salesman of dreams, looking for a dream of his own; the hollow man playing God.
Obsession: (Mechanomancy) Embodying the point of transition between the memory of yesterday and the technology of tomorrow. (Formerly, the art of the deal as a means to harness the desire of others towards his own enrichment.)
Rage: (Helplessness) Stepford has inherited Teichmann’s rage against the near-total erosion of Mechanomancy in the face of postmodern thought. (Previously, Stepford’s hot-button had been racial slurs – as a half-Filipino, Stepford’s youth was filled with enough misplaced anti-Latino racism to give him a very short fuse around the topic.)
Fear: (Self) Stepford is afraid that he has no real vision of his own, and that all his power will buy him is an eternity spent impersonating better men.
Noble: (Self) His word of honor; Stepford will lie, cheat, and steal your very soul out from under you, but if he says “I promise” or “I give you my word” then it’s as good as done. Obviously, he is very careful not to make these commitments frivolously.
Stats
Body 90 (Cut like Bruce Lee)
Kali (Struggle) 80%, Iron Man Tri-Athlete 70%, Climb 60%, Bounce Back 50%, Best Damn Lay You’ll Ever Have 60%
Speed 90 (Lightning Fast, Stone Steady)
Dodge 90%, Drive like Jason Bourne 70%, Initiative 80%, Shoot like Chun-Yow Fat 80%, Sneak 50%, Sleight of Hand 50%, Club Dancing 60%
Mind 90 (Human Calculator)
General Education 80%, Notice 80%, Higher Education 60%, Business Law 60%, Mechanical Tinkering 80%, Polyglot 80%, Criminal Savvy 60%, Computer Use and Misuse 50%, Run Sex-related Businesses 70%
Soul 90 (Enlightened )
Lie 90%, Charm 90%, Seduce 90%, Avatar – Merchant 75%, Mechanomancy 80%, LA Criminal Underworld Contacts 60%, LA Business Contacts 60%, LA Government Contacts 60%, Hunches 60%, Statosphere Lore 25%
Wound Points: 180
Note: Yes, I know. He’s an avatar of the Merchant who has been aggressively forging Faustian bargains for over a quarter-century. His Mechanomancy and Tinkering skills skill were 60% when he received them from Teichmann, but he bargained for 5% of each from his first four Automatons.
Protections:
In addition to the above stats, Stepford has numerous layers of additional protection purchased through his channels. He is immune to disease, poison, drugs, and mind-affecting magicks that target him directly – or, more precisely, any of these assaults he experiences are transferred immediately to particularly durable and well-protected Automatic (Pax), who by his nature is immune to all of them (see PoMoMa, p 126). He also takes only 10% of all physical damage he would otherwise take, the remainder of which is transferred to the same Automaton; they were going to make it 100% transfer, but being absolutely impervious to damage makes it difficult to keep a low profile. Pax, for his part, has a Marker on all Stepford’s Abusive Johns (see below) – if a blow would result in Pax’s destruction, the damage is transferred to the least healthy Abusive John. This system provides the maximum protection to Stepford while not troubling the Sleeping Tiger with publically visible cases of spontaneous combustion or explosive hemorrhage every time Stepford gets injured.
Stepford is always accompanied by at least 3 bodyguards – 2 Automatics with profound combat aptitudes (one, a beautiful blonde woman named Ariel, also satisfies other physical needs; the other, a Doberman pinscher named Rex, provides intimidation) and a significant combat mechanical (“Fluffy”) shaped like a Papillion and carried as a purse-dog by Ariel.
Belongings
Pretty much anything mundane he wants: he runs a very successful escort service and owns several sex clubs, and has been accepting money for brokering Faustian deals for years. He probably had somewhere just shy of $30 million in total assets before he began selling Automata at $10 million apiece; wealth is now more of a function of his desire for it than any difficulty acquiring it.
In terms of arcane belongings besides clockworks, he is relatively poor. A small library of permanent Cross-References on local LA power-players are the crowning glory of his magical collection; this includes one on himself, from shortly after he acquired Yuri’s adept skills and memories, which serves as a backup in case he gets confused after absorbing a client’s memories. The text of his Cross-reference requires a powerful magnifying glass to read, as it contains a LOT of contracts from the preceding two decades; Stepford has a minor clockwork whose only job is to read it aloud to him. The book is protected by a variety of nasty minor mechanicals, as well as one which can destroy it as a last line of defense.
Of course, his arsenal of clockworks is another story.
The Mechanical Horde
In addition to Pax, Ariel, and Fluffy as mentioned above, Stepford can access countless minor combat, tinkering, or Automaton-rewinding mechanicals (about a dozen originally inherited from Teichmann, plus at least one 3-5 minor charge model per week, every week, created by the 2 Automatics he has had on full-time Mechanomancy detail for the past 2 years), several dozen significant combat mechanicals (primarily canine and avian in appearance, although there are a few humans), and 13 Major Automatons at his beck and call (including one who functions as his hypnotherapist/confidante, a couple MIB looking fellows who serve as backup bodyguards when he’s expecting trouble and needs an overt display of force, a group of five Automatics with various combat specialties who he has impersonating a TNI Hit Squad, and a pair of flawlessly beautiful escorts that he uses as spies). If he had to, Stepford could create massive armies of clockworks by depleting his pool of thralls (who would yield thousands of significant charges and hundreds of major charges), but he hasn’t done so yet, at least in part because he hasn’t decided what to do with that much power. But it’s there, waiting for him, if he decides he needs it enough.
He also has a dozen or more significant sexual clockworks from La Blue Room, evenly split between “tentacle demons” and “incredibly hot hermaphrodite” varieties, several lockpicking and car-hotwiring varieties of minor clockworks, and an assortment of idle curiosities.
Stepford also has a significant version of the Lonesome Lunchbox which he inherited from Yuri, which the old clockworker punningly named the Loathsome Lunchbox – it’s slightly larger (having had an extra sig spent on it to make it ¼ human sized) but otherwise appears similar. However, this model has Body 35, Speed 20, Struggle 35%, and Find Metal and Reproduce 50%, and will attack anyone (with firearm level damage) interfering with or damaging any Lunchbox within its visual range; once activated, it cannot be turned off. The presence of this creation, and the danger of it being unleashed, has earned him a permanent cease-fire from the Sleepers, as it did Yuri before him.
The Usual Programming for Purchased Automata
Most of his Automation creations are created with certain rules hardwired into their personality – his own assault models will necessarily have different programming, but those are almost never sold.
1. Under no circumstances can the Automatons harm Stepford or, by inaction, allow Stepford to come to harm (thanks, Asimov), nor can they share any information on Stepford, the Merchant Avatar path, or Mechanomancy (including allowing their internal workings to be examined). This law contains a further requirement to contact Stepford (by means of an anonymous e-mail account exclusively used for this purpose) with details of any plans which might directly threaten him, or any attempt to gain forbidden information from the Automaton.
2. The Automatons must conceal the fact that they are not human from everyone save their owner and those designated by Stepford, using any and all means necessary as long as they do not break rule #1. Save for combat models, there is a “start small” provision in this – that is, it’s better to conceal than persuade, persuade than threaten, better to threaten than kill. Note that, since severe damage to an Automatic will likely reveal its true nature, there is an implicit self-defense clause in this law.
3. As long as they do not break rules 1 and 2, they should obey their owners to the best of their ability and protect them from harm. Note that rule #2’s overriding value means that defending their owners will be done within appropriate human limits – no lifting cars off them, etc, unless privacy is guaranteed.
4. Human lives are generally valued, and unless required by rules 1-3 human beings should not be killed or tortured. This is not included out of altruism so much as avoiding conflict to keep a low profile.
5. Within the stipulations of previous rules, they should seek self-satisfaction in whatever way appeals to them.
6. When possible, they should better themselves – learning of all kinds is equally prized.
7. Ownership of the automation is non-transferrable – at the death of the original owner, they revert to Stepford’s ownership.
The Herd(s) of Thralls
The term thrall is generally used in the above as a shorthand for “people who have chosen their deals with Stepford poorly and have forfeited their free will to him.” The types of individuals that Stepford has as thralls largely break down into four major groups, although exceptions exist. At any given time Stepford will have about a hundred thralls under his thumb, although most of them are not particularly skilled or valuable.
Escorts: The overwhelming majority of Stepford’s thralls (70% or more)are involved in the sale of sex; his current pool of escorts were mostly rescued from much worse positions within the sex trade, with the deal “I’ll get you out of here and take care of you for the rest of your life if you do exactly as I say.” He then cleans them up, takes them under his wing, and steals any non-sex related talents they may have for use by his clients, his Automatons, or his entertainment ventures (see below). He also tends to steal a few percentage points of skills around beauty and sexual performance off each of his “run of the mill” escorts to create a small sub-group of astonishingly beautiful women who make up the crème-de-la-crème of his service (known as “the Perfect 10”, two of whom are actually Automatons).
There are, of course, also escorts in Stepford’s employ who are not under his thrall; they’re just young men and women of good looks and expensive taste.
Entertainment Up-and-comers: Many of the sex workers in LA did not originally come to LA with dreams of selling their bodies (shocking, I know). This means that a Merchant has a pretty good opportunity to consolidate dozens of never-quite-made-it entertainers into a handful of phenomenally talented actors, singers, and musicians. Stepford has among his thralls 3 nationally known pop-tarts, an edgy alternative rock band, and a quartet of Hollywood’s up-and-coming actresses in his thrall; he does not manage them or involve himself overmuch in their affairs except to go to their parties and encourage them to make art he enjoys, but he owns them, body and soul.
Abusive Johns: While there are many clients of his escort services who have never met Stepford, if he is going to allow a client access to one of the Perfect 10 he makes sure to interview them personally. As part of the contract established in that meeting, the 10’s clients foreswear any violence towards their escort and must protect her from harm or exploitation by others as well during her term of employment; failure to do so will invoke “an appropriate forfeit, as determined by the management.” Rich pricks being as they are, Stepford always has at least one under his control, and usually has between three and seven.
Note also that abusing his regular escorts isn’t tolerated either, as Stepford usually promises to take care of his escorts as part of their agreement; he just doesn’t have the time or inclination to meet with every client. Depending on the nature of their offense, abusing his escorts merits anything from leg-breaking to castration to a slow, painful death.
Automatons: All 15 of the Automatons created by Stepford for his own use are in full thrall to him; while he created them with free will (a required prerequisite of Merchant trades), as their creator and the first contact with the world Stepford was in a position of incredible leverage to provide answers and purpose in exchange for servitude.
“In addition to the above stats, Stepford has numerous layers of additional protection purchased through his channels. He is immune to disease, poison, drugs, and mind-affecting magicks that target him directly – or, more precisely, any of these assaults he experiences are transferred immediately to particularly durable and well-protected Automatic (Pax), who by his nature is immune to all of them”
This sort of thing is why I made my House Rules for Merchants. The merchant gets a huge benefit at no real cost to the second person. Because there is no real cost, there is no reason for the second person to ask a high price in return. And because there is no real cost to the second person, there is no reason they can’t repeat the deal 10, 100, or 1000 times. One merchant, one automation = everyone in Africa cured of aids.
Seriously, they could dress up like preachers and rent out a big stadium.
Stepford, “My friend Pax here is bringing you the word of God, and in exchange he’s going to take away all your suffering and sickness. Everyone who is ready to give up their suffering and sickness, shout out an amen!”
The “Merchant of Dreams” is a great idea. It’s certainly very UA (though not as much on the incredible power level you’ve set it; even that, though, is not far removed from what The Bad Man can accomplish, really).
I’m not sure about the character’s specific backstory, but that’s less my realm to criticize. Just to throw in my two cents: The final bargain that “made” Mr. Stepford into what he is, isn’t a real bargain to me. Teichmann didn’t gain anything, really – certainly nothing on par with what Stepford got.
“I’ll trade you one million dollars.”
“What do you want in return?”
“I want you to let me also give you another million dollars.”
Teichmann sacrificed literally everything for the Teaching House. Where is that in the rest of this story? Why wasn’t a provision of the deal requiring Stepford to keep the place, with a steady list of enrollees? Incidentally, any list on enrollees would already be producing far, far, far more clockworkers than naturally occur in the same time frame (or otherwise killing a lot of people, unless only drifters are chosen to be students of the Teaching House).
Either way, I’m certain the Teaching House would draw probably the MOST vicious attention of the Sleepers, as it is – in one structure – the absolute antithesis and threat to everything they’ve ever done. Now, given that this is, to the Sleepers, a declaration of nuclear war (unless this backstory is revised a bunch), and given that the Sleepers have an Abominable Unspeakable Servant on their side – who can produce a major unnatural phenomenon once per year – and given that they Teaching House is in CA…
…I can’t imagine how that place would last long at all before a “random” earthquake levels the whole operation, or Stepford is erased from reality (can’t dump that onto proxies, after all).
(Dealing with the Loathsome Lunchbox is a pain, but not enough to earn an unconditional cease-fire from all the Sleepers. They only need to get it away from Stepford, drop it in an unscalable pit with no metal in it, and destroy it at their leisure. These things don’t move or reproduce at lightning speed, nor even effectively. Hell, just throwing a couple of grenades at the first one will end that nonsense.)
Incidentally, his stats aren’t much better (if at all) than the Bad Man’s. And the Bad Man has been at this much longer than Stepford – even if they had the same stats, given that the Bad Man is on the other coast (so they’re not exactly stealing each other’s clientele) and has a much longer career, why would Stepford have anywhere near the resources that the Bad Man does?
Admittedly, setting the two of them up as “rivals” or “counterparts” has a certain thematic allure – the “Merchant of Dreams” in LA, and the “Merchant of Hard Realities” in NYC, and the two of them with comparable (roughly equivalent) but still different resource sets…
Ashwood:
1. I agree that, on reflection, the disease/poison/mind affecting magic transfer doesn’t balance up well with the theme of exchange, any more than passing all the world’s arthritic knees onto a double leg amputee does.
I simply wanted to figure out a means for Stepford not to fall to the old Sleeper memory whammy on day 2 (“Oh, my meds…”). I’ll have to keep thinking about it, pawn these weaknesses off on Abusive Johns or even regular escorts, or flat out cheat (which is pretty much what the Bad Man write up did – he has abilities which cannot be traded for: “He does not get diseased or poisoned, and bullets, blades, and bludgeons are reluctant to hurt him—attacks from those types of weapons doing only as much damage as the higher of the two dice rolled.”)
2. You might want to put something in your Merchant house rules which would contradict the Bad Man’s forte of tricking people into permanently serving him; it’s this ability that takes the Merchant from very strong to utterly broken, and it falls somewhere in the wishing for more wishes continuity. Perhaps something as simple as “the terms of the deal must be clear to both parties.” If someone flat out agrees to serve you without reservation or limit, you’ve got them, but it does away with the endless stat pull/dump approach.
bsushi
1. On the bargain – Teichmann got what he wanted, which was that his obsession and clockworking skill not pass from the world after he had dumped enough major charge-memories into his creation that he was not going to be able to do much of anything effective for the rest of his days. It’s based on the Tina Lovac story from UA2, but with Teichmann gets to see a part of himself live on. It’s a bargain because that’s what he wanted, and in the same way that buying life insurance is a bargain – it gave him one last chance to shape the world after he was dead and gone, to repurpose something he couldn’t take with him and valued more than his life.
2. I’m working on a write-up for the Teaching House (it actually is 3 automatons, 2 of which appear human and supply the House with all of its victims). If the Sleepers want to deal with it, (and I’m sure they will) the Teaching House will get added to a large list of other must-handle things they want to deal with – the Rayhab, various Godwalkers, the remaining members of the Fellowship of Bad Traffic and the Sternos, the next Dirk Allen, etc. At the very least, it’s a hook for a Sleeper campaign, and one which lets the GM draw on established prop and locale pools established by the movies Cube and Saw.
3. The Loathesome Lunchbox is not so much a direct combat threat as it is a threat to the Tiger, because the Sleepers don’t necessarily know where it is, how many there are, or under what conditions they might be released (besides “If you fuck with me too much.”). The idea of the Lonesome Lunchbox causes the Sleepers a lot of trouble due to the risk of exposure, and the Lonesomes are virtually helpless. If the same scenario with the Lonesome Lunchbox as is outlined in UA2 happens with the Loathesome Lunchbox and it isn’t stopped, you have to face 20-40,000 significant clockworks cranking out firearm equivalent damage and needing to be shot multiple times each to be dealt with. This may be within the Sleeper’s abilities to put down (although their sourcebook suggests that they are much more limited than their reputation would suggest), but it is not within the Sleeper’s abilities to put down quietly; or, at least, the CBA of trying to do so gets Stepford a cease-fire as long as he doesn’t become too visible.
bsushi, cont:
4. On his stats being commensurate with the Bad Man – they are, and in fact that’s what they are based on.
The Bad Man’s description directly states he doesn’t personally want any more mundane skills or stats than he currently has. I don’t think we should assume that the Bad Man was acquiring all of his power up until the day that his description was written; unless we adopt something like Ashwood’s rules, the ruthless and repeated use of the Merchant’s first channel should allow him to make the all money he needs to buy whatever common skills he wants from the desperate. However long you think it would take, I would imagine that a quarter-century would be long enough to top yourself out (he had probably gotten most of the way there by 1988, what with Black Monday in the last quarter of ’87.)
5. “No matter what or who the person or being indirectly responsible for the phenomena might be, he generally cannot control whether or not unnatural phenomena result or what form they take.” p 298. The Abominable Unspeakable Servant description says they can cause unnatural phenomena near them, not that they can control the outcome, likely similar to the way that the One Shots Unnatural Phenomena were triggered but not directed. The Sleepers are not going to be keen on an uncontrolled Major Unnatural Phenomenon release.
And, in my specificity, I forgot the simplest courtesies: thanks for the well-considered responses.
UA2, p 308, under Unspeakable Servant, Greater:
“They can cause one significant unnatural phenomenon to happen near them once per day. In both cases, the servant can pick the phenomenon it wants.”
It doesn’t actually specify under the Abominable Servant description whether it can choose its own phenomena, but as both Lesser and Greater ones can, I would assume so.
However, this doesn’t matter so much, as all the Unspeakable servants the Sleepers have are in fact Greater servants, not Abominable ones.
Bad Man : “He does not get diseased or poisoned, and bullets, blades, and bludgeons are reluctant to hurt him—attacks from those types of weapons doing only as much damage as the higher of the two dice rolled.”
I figure he bought those effects from adepts with major charges. Fleshworking might be able to provide the first two. A Videomancy major charge might be able to provide someone with a three-stooges-like resistance to damage.
The permanent service thing; I did a forum post with rules for breaking a merchant contracts, but they are a bit too complicated. Here is a quick rundown of the simplified version.
When your contract comes due you can simply refuse to pay. You’ll feel a sensation like hooked chains (think Hellraiser) in your flesh trying to pull you in the direction of the merchant. Resist the pull for long enough and the hooks will tear themselves out. The only question is how much flesh they take with them.
In game terms the damage resolves like giving up memories for a major mechanomancy charge (damage is to mind or soul). You also forfeit anything you received from the contract and the merchant weakens his connection to the avatar (pushing people too far isn’t good for business).
In addition the spiritual damage from breaking a mystical contract will be obvious to any merchant avatars you meet, as well as some types of unnatural creature. You will effectively be branded an oath-breaker.
These contract breaking rules probably wouldn’t affect the Bad Man too much, since his description states he usually doesn’t make crippling or lethal demands. It will prevent merchants from forcing people to murder their families or turning nuns into sex-slaves though.
Also, let’s make the spiritual damage visible to any adept or avatar, instead of just merchants.
Damage to the victim or no, any avatar of the Merchant who has his contract broken is tabooed. “I give you a million dollars, and you stab yourself in the soul with spiked hooks” is a bad deal for the Merchant (he’s down $1M with nothing to show for it), and that’s taboo. Other people shouldn’t be able to decide to taboo you. How many back-sliders do you think the runner-up Merchant Godwalkers are going to throw at the Godwalker to try to taboo him?
I don’t think contracts need an out. With a houserule on “no hidden clauses” (which I like anyway, because it pushes the Merchant away from the Trickster) you don’t need an out for contracts. If you make a bad one, you’re fucked, but if you decide to fuck yourself with full knowledge ahead of time I think that’s on your own head.
The 51% channel of an avatar shouldn’t be powerful enough to create a permanent, absolutely-no-way-out binding. And we are talking about the equivalent of a major charge to get out of it. Would you give yourself brain damage (possibly a lot of brain damage) to make $1 million dollars, along with making a powerful enemy?
Good point about the Godwalkers though. So, let’s redo the rule a bit to remove automatic weakening of the avatar connection.
When your contract comes due you can simply refuse to pay. You’ll feel a sensation like hooked chains (think Hellraiser) in your flesh trying to pull you in the direction of the merchant. Resist the pull for long enough and the hooks will tear themselves out. The only question is how much flesh they take with them. In game terms the damage resolves like giving up memories for a major mechanomancy charge (damage is to mind or soul). You also forfeit any immaterial commodities you received from the contract, while any immaterial commodities already transferred to the merchant remain with him.
Ok, with this wording of the rule, the merchant can’t be tabooed over immaterial commodities like stats or skills because they come back to him if the deal if broken. It also allows for immaterial collateral. “I’ll give you 1 million dollars and you fetch the magic MacGuffin for me, in addition you’ll give me 10 years of your life span which will be returned to you when you make the delivery.”
Merchants who pay big sums up front can get collateral, and Godwalkers who hand over $1M without any insurance deserve to get tabooed. Godwalkers wouldn’t get tabooed for smaller sums even without collateral. If rival merchants send people to break contracts for trivial sums, it’s a “I really hurt his fists with my face” situation. The merchant may be out a bit of money, but it’s certainly not any kind of victory for the other party because they take more damage than it’s worth.
One additional rule. An immaterial commodity acquired from a merchant contract cannot be traded away until the payment for it has been made in full.
With the additional concept of immaterial collateral the system regains internal coherence. I’m still not sure that anyone should be saved from the consequences of their intentionally pursued actions in the UA universe (if you want to trade away your whole life for $1million to your kids, you should be able to do it), but I admit it’s pretty strong for a 2nd level channel.
Of course, it creates all sorts of perverse incentives for a Merchant to cause his clients to fail him so that he gets to keep the immaterial collateral and any immaterial valuables he ponies up are regained, but that’s another story. Hire five guys separately to do that job, and you’ve traded $5mil for 1 magic MacGuffin, 40 years of life, and 4 braindead former employees who are probably too slow to figure out they were set up to fail…
But they wouldn’t be Merchants if they couldn’t do SOMETHING underhanded.
Correction on my kid-saving example; rather, you shouldn’t be able to get out of it, lobotomy or no.
The lobotomy only gets you out of the deal in a mystical sense. If the local mafia offers you a million dollars for your kids, in exchange for taking the fall for a crime one of their members committed, you can’t just ignore your end of the deal because they can’t enforce it magically. An angry merchant could call in a lot of favors from very scary people (and he knows you have children).