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====Blame the Tool- 1 minor charge====
 
====Blame the Tool- 1 minor charge====
 
This spell affects an object. The next time that object is used (or immediately, if the object is currently being used), the object breaks- a gun jams, a computer disconnects at a vital moment, a cell phone loses signal, as if the user had rolled a matched failure. The target of this spell must be sufficiently complex to mysteriously stop working- most people can tell how a kitchen knife works, so this spell wouldn't affect it. A switchblade, however, can suddenly jam.
 
This spell affects an object. The next time that object is used (or immediately, if the object is currently being used), the object breaks- a gun jams, a computer disconnects at a vital moment, a cell phone loses signal, as if the user had rolled a matched failure. The target of this spell must be sufficiently complex to mysteriously stop working- most people can tell how a kitchen knife works, so this spell wouldn't affect it. A switchblade, however, can suddenly jam.
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====I'm Just That Good- 1-2 minor charges====
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The next non-magickal significant or major skill roll that succeeds is counted as x% higher (it still counts as a success, even if it would normally go over the skill), where x is the total of the dice on your Magick: Incompemancy roll. The targeted roll cannot be flip-floped. If you pay one extra minor charge, you can cast this spell immediatly after you roll the skill, without taking an action.
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Example: Joe the Incompemancer (Magick: Incompetomancy 40%, Struggle 30%) sees a thug coming at him. Both of them are unarmed. He takes a round to cast I'm Just That Good, rolling a 35. When he attempts to hit the thug, he rolls 26 while the thug rolls 31. Because of the spell's effect, Joe's 26 becomes 34 (26+3+5=34, winning the roll.) He deals 7 damage to the thug.
   
 
===Significant Formula Spells===
 
===Significant Formula Spells===

Revision as of 02:07, 9 November 2011

AKA Braggarts You're a god among men. You don't need to spend your time doing silly things like "improving" your skills- you're the shit, and everyone else is just jealous of your insane skill. You've got natural talent out the ass, and those around you just bask in your glory.

Some people are born with natural talent, and are good at everything. Because of their skill, however, these people can tell that their work is not as good as it could be and are therefore critical of themselves.

These people are not Incompemancers.

Incompemancers are the opposite: those who have laughable skills in nearly every area but supreme self-confidence. It's the guy who's crashed every car he owns but insits he's a fantastic driver, the investment broker who's lost every penny but believes he's the cream of the crop, the President who leaves office with a single-digit approval rating but insits history will vindicate him. Those are the people who, when madness strikes, turn to themselves and become reality-bending narcissists.

Incompemancy is said to have grown out of a unique cult of the Fool which experimented with Entropomancy and Plutomancy. The two main sects are located in Washington, DC and New York, and massive coordination between them is rumored to have caused the 2008 recession. Needless to say, Braggarts can blend very well in middle management positions and low-level government jobs.

Braggarts spend that valuable "improvement" time that other morons spend upping skills honing their magickal craft- this ultimate control of the universe just being the icing on the cake that they are the freaking bee's knees. Major Incompemancers have started into the abyss: they have seen themselves for what they truly are, break their own self-image, and, in realizing that they are not good at anything and paying a terrible toll, gain ultimate power over reality.

The central paradox of Incompemancy is that its adherents are not really good at anything- in fact, they are at best mediocre- yet they believe themselves to be exceptional.

Stats

Generate a Minor Charge

Spending 1 experience point yields 3 minor charges. Incompemancers may also siphon off their existing skills- a minor charge can be had for a temporary -5% penalty to one specific skill (excluding Magick: Incompemancy) that goes away when the charge is spent. These can stack, but no rounding- if a skill is at 18%, you can only get three charges out of it. Generating a charge in this way takes an action in combat.

Generate a Significant Charge

Spending 3 experience points yields a significant charge. Like with the minor charge, they can also siphon existing skills, though in this case they're siphoning governing stats. A significant charge can be had for a temporary -10% penalty to Body, Speed, Mind, or Soul that goes away when the charge is spent. The same rounding rules apply- if you've got Mind 59, you can only take five penalties to it. Generating a charge in this way takes an action in combat.

Generate a Major Charge

Spending 100 experience points generates a major charge. This is the patient way, but a more immediate, yet horrifying way exists: a major charge can also be had for halving all of your stats and skills. This includes Magick: Incompemancy. Unlike with the siphoning for the Significant and Minor charges, this decrease is permanent and represents the Incompemancer's realization of their true abilties. As well, the traumatic realization that the Universe has only been bending around you because you're awful at everything causes a Rank-10 check on Self and Helplessness. This check uses the halved Mind score.

Taboo

Skills other than Magick: Incompemancy may not go above 40%. Spending points to raise a skill above 40% immediately breaks taboo, although possessing a skill above 40% does not prevent new charges from being taken.

The skill increase caused by rolling a match or a critical on a major check does break taboo if it causes a skill to go above 40%.

Random Magick Domain

Ability. Incompemancy is powerful for affecting any kind of competition or skill-based domain. It can turn a fight from a nasty defeat to a routing victory- but it's nearly useless for cheating at poker or any other luck-based domain.

Minor Formula Spells

Blame the Tool- 1 minor charge

This spell affects an object. The next time that object is used (or immediately, if the object is currently being used), the object breaks- a gun jams, a computer disconnects at a vital moment, a cell phone loses signal, as if the user had rolled a matched failure. The target of this spell must be sufficiently complex to mysteriously stop working- most people can tell how a kitchen knife works, so this spell wouldn't affect it. A switchblade, however, can suddenly jam.

I'm Just That Good- 1-2 minor charges

The next non-magickal significant or major skill roll that succeeds is counted as x% higher (it still counts as a success, even if it would normally go over the skill), where x is the total of the dice on your Magick: Incompemancy roll. The targeted roll cannot be flip-floped. If you pay one extra minor charge, you can cast this spell immediatly after you roll the skill, without taking an action.

Example: Joe the Incompemancer (Magick: Incompetomancy 40%, Struggle 30%) sees a thug coming at him. Both of them are unarmed. He takes a round to cast I'm Just That Good, rolling a 35. When he attempts to hit the thug, he rolls 26 while the thug rolls 31. Because of the spell's effect, Joe's 26 becomes 34 (26+3+5=34, winning the roll.) He deals 7 damage to the thug.

Significant Formula Spells

Useless, Useless- 1 Significant charge

A more powerful version of Blame the Tool, Useless, Useless affects magick artifacts. For an additional significant charge, the incompemancer can remove a number of charges from a minor artifact equal to the ones place on the die roll. For two additional significant charges, a total of four, he can do the same to a significant artifact.

Major Effects