Wednesday, August 28, 2024

ROCK N' ROLL HIGH SCHOOL NOSTALGIA SPECTRUM

ROCK N' ROLL HIGH SCHOOL NOSTALGIA SPECTRUM

  Summer of 69'       Crocodile Rock               Jack & Diane             Night Moves              Glory Days

<______|_______________|__________________|_________________|_________________|________>Fun, but kinda pathetic                                                                                                            Mature, but Sad

Wednesday, June 19, 2024

iRobot

 

I, ROBOT: EVIDENCE

Based on chapter 8 of Isaac Asimov’s “I, Robot”

Adapted by Bob Proctor

 

Characters

Dr. Susan Calvin        Female. 30s. Cold and calculating. The smartest one in the room.

Stephen Byerley         Male. 30s. Cocky, but genial. Dry sense of humor.

Dr. Alfred Lanning     Male. 60s. Professorial. Easily flustered.

Frank Quinn                Male. 50s. Imposing. Threatening without be loud or physical.

COP/MAN                  Male. Mid 20s. Least educated of the group.

                                                                                                                              

Author’s note: All parentheticals, lighting cues, character and set descriptions are meant to clarify the action to the reader. They are not intended to limit artistic interpretation in any way.

 

SCENE 1

 (The year is 2084. DR. SUSAN CALVIN stands at a podium, cameras flash)

 

CALVIN: It’s hard to remember a world without robots. There was a time when humanity faced the universe alone and without a friend. Now he has creatures to help him; stronger creatures than himself, more faithful, more useful, and absolutely devoted to him. Mankind is no longer alone. Of course, the Fundamentalists would have us back that way tomorrow if they could. They are hungering after a simpler life, which to those who lived it had probably appeared not so simple. My hope for tonight is to put these backwards superstitions to rest forever. And while the death-rattle of anti-robot hatred my stir for centuries, I sincerely hope that historians will one-day look to this event as a mortal blow the luddites and a victory for the progress of mankind. 

Before I introduce tonight’s guest of honor, I have a confession to make. However, confession may not be the right word as it was the single proudest moment of my career and helped make this momentous evening possible. My actions were most certainly fraudulent and may well merit criminal prosecution. Rest assured, I will fully cooperate in whatever ensuing investigation arises. I want to make it clear from the outset that I acted alone, and that U.S. Robots in no way aided or abetted my actions nor did they have any knowledge of this incident until tonight. What I am about to tell you was my only serious breach of conduct in my entire career. While this incident took place over a decade ago, specifically the spring of 2072, and while my time at U.S. Robots before and since can absolutely be described as the happiest in my life, due to the nature of what you’re about to hear, I must first announce my resignation as Head of Robopsychology, and my permanent departure from U.S. Robots.

 

SCENE 2

 

(Flashback to 2072. ALFRED LANNING and FRANK QUINN sit at the bar in a nice restaurant.)

 

 

QUINN:     He never eats.

 

LANNING: Excuse me?

 

QUINN:      I said our district attorney never eats.

 

LANNING: What in God’s name are you talking about?

 

QUINN:  My investigators have been following him for months, and he has never been seen to eat or drink. Never! Not rarely, never! And while he has retired to his bedroom, it would appear he spends the entire night up and about with the lights on. No sleep, whatsoever. There are other factors that…

 

LANNING:  No.

 

QUINN: Dr. Lanning, I….

 

LANNING: No. I know what you’re implying and no, it’s impossible.

 

QUINN: The evidence…

 

LANNING: If you told me he were Satan in masquerade, there would be a faint chance that I might believe you. But this? No. It can’t be done.

 

QUINN: He is a robot.

 

LANNING:  Mr. Quinn, it is impossible.

 

QUINN: Nevertheless, you will have to investigate this impossibility with all the resources of the Corporation.

 

LANNING: I will do no such thing!

 

QUINN: You have no choice. Supposing I were to make my facts public without proof? The circumstantial evidence is certainly enough. His connection as former general counsel for US Robots won’t look good either. And the accusation alone that U.S. Robots was literally manufacturing their own mayoral candidates would be incredibly damaging to your company.

 

LANNING: Thoroughly fantastic. An almost humorous descent to the ridiculous. I can’t believe you’re willing to drag the whole of U.S. Robots through the mud just for some cheap smear campaign against your latest opponent.

 

QUINN: We can keep this quiet if the corporation fully cooperates in our investigation.

 

LANNING: Keep what quiet? It is an easy matter to prove the Corporation has never manufactured a robot of a humanoid character.

 

QUINN: But what about humanoid appearance?

 

LANNING: (looks over shoulder, lowers voice) It’s been done experimentally by U.S. Robots without the addition of a positronic brain, of course. By using human ova and hormone control, one can grow human flesh and skin over a skeleton of porous silicone plastics that would defy external examination. The eyes, the hair, the skin would be really human, not humanoid.

 

QUINN: How long would it take to make one?

 

LANNING: If you had all your equipment — the brain, the skeleton, the ovum, the proper hormones and radiations — say, two months.

 

QUINN: And you’re saying it would be impossible for some unsavory character at your company to manufacture one in secret? Off the books?

 

LANNING: Not the positronic brain. Too many factors are involved in that, and there is the tightest possible government supervision.

 

QUINN: Yes, but robots are worn out, break down, go out of order - and are dismantled.

 

LANNING: Of course, and the positronic brains are re-used or destroyed.

 

QUINN: Really? And if one were not destroyed - and there happened to be a humanoid structure waiting for a brain…

 

LANNING: Impossible!

 

QUINN: (threateningly)…and furthermore, you know that the U. S. Robot and Mechanical Men Corporation is the only manufacturer of positronic brains in the Solar System, and if Byerley is a robot, he is a positronic robot. You are also aware that all positronic robots are leased, and not sold; that the Corporation remains the owner and manager of each robot, and is therefore responsible for the actions of all. Your liabilities for neglect alone could run into the billions. And if anyone gets wind of humanoid positronic robots being made in secret, let alone running for mayor, everyone will think U.S. Robots had a hand in it.

 

LANNING: But what could our purpose be? Where is our motivation? Mayor of this piss-ant little mining colony? Credit us with a minimum of sense.

 

QUINN: The Corporation would be only too glad to get government approval for the use of humanoid positronic robots on inhabited worlds. The profits would be enormous. But the prejudice of the public against such a practice is too great. Suppose you get them used to such robots first - see, we have a skillful lawyer, a good mayor, and he is a robot. Won't you buy our robot butlers?

 

LANNING: (sighs) Putting all of these ludicrous accusations aside, why are you so concerned with this…Briar fellow anyway?

 

QUINN: His name is Byerley, and suffice to say he’s not part of my team. Not that anything he’s promised in his campaign is damaging to our agenda, but mayor is simply too valuable a position to not have one of our own. You’d be surprised how many contracts come out of a small colony like this one.

 

LANNING: (bitterly) Maybe you’re just jealous that someone’s finally got a candidate who can be programmed better than yours. 

 

QUINN: (a moment of silent anger, gets up to leave) The decision is yours, Alfred. Would you rather this go public? Or would you rather carry out a nice, quiet little investigation, and afterword we can both re-evaluate our positions?

 

LANNING: (considers it) I’ll have to make some calls before I can agree.

 

QUINN: The board of directors trusts you, Alfred. I’m sure you can get them to see that this is in their best interests. (QUINN exits)

 

SCENE 3

(Still 2072. Headquarters of U.S. Robot and Mechanical Men, Inc. STEPHEN BYERLEY, CALVIN and LANNING sit at a conference table.)

 

BYERLEY: (bemused) A robot? You think I’m a robot?

 

LANNING: It is no statement of mine, sir. Since our corporation never manufactured you, I am quite certain that you are human. But since the contention that you are a robot has been advanced to us seriously by a man of certain standing–

 

BYERLEY: Let’s pretend it was Frank Quinn.

 

LANNING: …by a man of certain standing, with whose identity I am not interested in playing guessing games, I am bound to ask your cooperation in disproving it.

 

BYERLEY: I’m sure my mother would disagree with the assertion.  

 

LANNING: Unfortunately, it’s not as simple as that. The theory rests on the car crash you were in three years ago. It was quite the miraculous recovery, was it not?

 

BYERLEY: I had the best doctors in the system.

 

LANNING:  It’s been posited that the real Stephen Byerley was killed in that crash and that, somehow, you were built shortly afterward and simply replaced him. Your official papers would all be in order, you could be programed with all the relevant facts of his history. Memories, either real or fabricated, could be recorded for you to remember, and your friends and family…what little you have based on our investigation…would be none the wiser. Or, it’s possible that the real Stephen Byerley is still alive, but in hiding, or perhaps permanently disabled, and he simply gave you his identity so that you could continue the political career he had started.

 

BYERLEY: (chuckling) I assure you that I am the real Stephen Byerley, Dr. Lanning.

 

LANNING: Nevertheless, the mere fact that such a contention could be advanced and publicized by the means at this man’s disposal would be a bad blow to the company I represent — even if the charge were never proven. You understand me?

 

BYERLEY: Oh, yes, your position is clear to me. The charge itself is ridiculous. The spot you find yourself in is not. How can I help you?

 

LANNING: It could be very simple. You have only to sit down to a meal at a restaurant in the presence of witnesses, have your picture taken, and eat.

 

 BYERLEY: (considers) On second thought, I don’t think I can oblige you.

 

LANNING: But…

 

BYERLEY: Try to see it from where I’m standing, Dr. Lanning. I don’t sleep much, that’s true, and I certainly don’t sleep in public. I have never cared to eat with others — an idiosyncrasy which is unusual and probably neurotic in character, but which harms no one. Now suppose we had a certain political boss who was interested in defeating my candidacy. Do you expect him to say to you, ‘Byerley is a robot because he hardly ever eats with people, and I have never seen him fall asleep in the middle of a case; and once when I peeped into his window in the middle of the night, there he was, sitting up with a book’? If he told you that, you would send for a straitjacket. But if he tells you, ‘He never sleeps; he never eats,’ then the shock of the statement blinds you to the fact that such statements are impossible to prove. You’re playing straight into his hands!

 

LANNING: Regardless, sir of whether you consider this matter legitimate or not, it will require only the meal I mentioned to end it.

 

BYERLEY: Pardon me, Dr. Susan Calvin, wasn’t it?

 

CALVIN: Yes, Mr. Byerley.

 

BYERLEY: You’re U. S. Robot’s psychologist, aren’t you?

 

CALVIN: Robopsychologist, please.

 

BYERLEY: Oh, are robots so different from men, mentally?

 

CALVIN: Worlds different. Robots are essentially decent.

 

 BYERLEY: Since you’re a robopsychologist, and apparently a woman of few words, I’ll bet that you’ve done something that Dr. Lanning hasn’t thought of.

 

LANNING: And what is that?

 

BYERLEY: You’ve brought something to eat.

 

(Calvin reveal apple. BYERLEY picks it up. Hesitates, tauntingly. Then takes a bite. LANNING breathes a sigh of relief)

 

CALVIN: I was curious to see if you would eat it, but of course it proves nothing.

 

LANNING: It doesn’t!?

 

CALVIN: Of course not. It is obvious that if this man were a humanoid robot, he would be a perfect imitation. He is almost too human to be credible. After all, we have been seeing and observing human beings all our lives; it would be impossible to palm a cheap imitation off on us. It would have to be perfect. Observe the texture of the skin, the quality of the irises, the bone formation of the hand. If he’s a robot, I wish U. S. Robots had made him, because he’s a damn good job. Do you suppose then, that anyone capable of paying attention to such niceties would neglect a few gadgets to take care of such things as eating, sleeping, using the restroom? For emergency use only, perhaps; such as these arising here. So a meal won’t really prove anything.

 

LANNING: (flustered) Now wait, I’m not quite the fool both of you make me out to be. I am not interested in the problem of Mr. Byerley’s humanity or nonhumanity. I am interest in getting the corporation out of a hole! We can leave the finer details to lawyers and robopsychologists, but a public meal will end the matter and keep it ended no matter what Quinn does.

 

BYERLEY: Who?

 

LANNING: Quinn! He……dammit.

 

BYERLEY: (chuckles) Sorry to do that to you, Dr. Lanning, it’s a cheap Shyster trick of mine; if I said his name I knew you would too before we were finished. But you forget the politics of the situation, Dr. Lanning. I am as anxious to be elected, as Quinn is to stop me. And publicity works both ways. If he wants to call me a robot, and has the nerve to do so, I have the nerve to play the game his way. I’m going to let him go ahead, choose his rope, test its strength, cut off the right length, tie the noose, insert his head and grin.

 

LANNING: You are mighty confident.

 

CALVIN: Come, Alfred, we won’t change his mind for him.

 

BYERLEY: You see? You’re a human psychologist, too. (BYERLEY exits)

 

SCENE 4

 

(Back to 2084. CALVIN at podium, same as scene 1)

 

CALVIN: I realize that the public’s understanding of robotics has vastly grown since the 2070s, but I would now like to briefly review the Three Laws of Robotics. I want it to be absolutely clear how, through decades of tireless research, we have engineered the positronic brain to follow these laws not out of loyalty or preference or mere agreement, but out of mathematical necessity. A robots computational superstructure, or it’s sanity as I prefer to say, depends on it. (A projector slide appears behind her with the three laws). Law number 1, A robot may not injure a human being or, through inaction, allow a human being to come to harm. Law number 2, A robot must obey orders given it by human beings except where such orders would conflict with the First Law. Law number 3, A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. The mathematics to create these laws took decades, but the premises are simple, elegant, yet subtle.

 

SCENE 5

(Flashback to 2072. LANNING and QUINN appear at a conference table at U.S. Robots. CALVIN joins them. The first slide vanishes and another smaller slide with the laws written it takes its place.)

 

CALVIN: Of course, like all laws, even the law of gravity, there are exceptions. Minor variations in the laws of robotics are not only possible, but routine. The classic example is the madman on a murderous rampage. What if the only way a robot could stop such a man was to kill him? The robot would require psychotherapy because he might easily go mad at the paradox presented to him: He has broken Rule One in order to adhere to Rule One in a higher sense. But a man would be dead and a robot would have killed him. And although U.S. Robots has done a good job keeping things under-wraps, it has happened.

 

QUINN: But what about the 2nd law? Are you saying I could just order him to drop out of the race?

 

LANNING: (sarcastically) No Frank, that only works on your candidates.

 

CALVIN: Unfortunately, Mr. Quinn, that law is even easier to get around. If someone did indeed build Mr. Byerley, their first order would surely have been for him to never reveal that he is a robot, which would mean disobeying all further orders from humans in order to comply with the first order. I experienced a similar problem during the development of the Hyper-atomic drive. A frustrated engineer told a robot to “Get lost,” and the robot hid itself for over a week. It disobeyed direct orders sent over the loudspeakers in order to comply with the initial order.

 

LANNING: Has it occurred to anyone, that district attorney is a rather strange occupation for a robot? The prosecution of human beings — sentencing them to death — bringing about their infinite harm–

 

CALVIN: True, but he has killed no man himself. He has exposed facts which might represent a particular human being to be dangerous to the large mass of other human beings we call society. He protects the greater number and thus adheres to Rule One at maximum potential. From there, it’s left to the judge, jury, and executioner. As a matter of fact, I have looked into Mr. Byerley’s career since you first brought this matter to our attention. While a few of his cases did result in the death penalty, I find that he has never demanded the death sentence in his closing speeches to the jury. I find that significant.

 

QUINN: You do? Significant of a certain odor of roboticity, perhaps?

 

CALVIN: Perhaps.

 

LANNING: Susan! You…

 

CALVIN:  Why deny it? Actions such as his could come only from a robot, or from a very

honorable and decent human being. But you see, you just can’t differentiate between a robot and the very best of humans.

 

QUINN: I’m beginning to suspect, Dr. Calvin that you wouldn’t mind if robots were in charge.

 

CALVIN: (Pauses. Decides not to answer) So you see, Mr. Quinn, I can’t prove that Mr. Byerley is a robot from his actions alone. I can only prove that he is not a robot.

 

QUINN: So you’re saying that, until he breaks one of those three laws, the only way to prove he is a robot is to open him up?

 

CALVIN: Yes.

 

QUINN: Then we shall see what the insides of Mr. Byerley look like. (Gets up to leave) It will mean publicity for U.S. Robots — but I gave you your chance. (QUINN exits)

 

LANNING: Why do you insist–

 

CALVIN: Which do you want — the truth or my resignation? I won’t lie for you. U.S. Robots can take care of itself. Don’t turn coward.

 

LANNING: Alright, easy now Susan, I'm on your side. But you need to consider the role of US Robots in the industry as a whole. We should always be seen as an industry leader not just in technology, but in the moral development of our field. Suggesting that we would simply delegate carrying out the Will of the People to robot lawmakers who have no free will of their own...well, it certainly doesn't make us look like we're taking the high road, now does it?

 

CALVIN: Why are we so proud of choosing to be good? What’s so wonderful about constantly resisting temptation? Don’t you find it alarming that we humans are constantly drawn to the void? That we are forever tortured by the notions of random violence and senseless greed that run through our brains? And that our worst behaviors are only thwarted at the last second by our morals, and only most of the time? That sort of pride should be reserved for the Apollo 13 mission and other near catastrophes, not the basis for a civilized society. Robot suffer none of these qualms, and can therefore operate on a higher moral order. If anything, they are panicked at the mere suggestion that they have caused harm. A far better breed in my opinion.

 

LANNING: (chuckles) I always knew you… But what if Quinn’s right, and he opens up Byerley, and wheels and gears fall out? What then?

 

CALVIN: He won’t open him. Byerley is as clever as Quinn, at the very least.

 

SCENE 6 (the front door of a house, press photographers)

 

(Still 2072. COP knocks on door. BYERLEY ANSWERS)

 

COP: (holds up paper) This, Mr. Byerley, is a court order authorizing me to search these premises for the presence of illegal... uh... mechanical men or robots of any description.

 

 BYERLEY: (looks at paper) All in order. Go ahead. Do your job.

 

COP: Well….

 

BYERLEY: What? Go on in.

 

COP: In short, Mr. Byerley, we were told to search you.

 

BYERLEY: Me? And how do you intend to do that?

 

COP: We have a Penet-radiation unit–

 

BYERLEY: Then I’m to have my X-ray photograph taken, hey? You have the authority?

 

COP: You saw my warrant.

 

BYERLEY: I read here as the description of what you are to search; I quote: ‘the dwelling place belonging to Stephen Allen Byerley, located at 355 Willow Grove, Evanstron, together, with any garage, storehouse or other structures or buildings thereto appertaining, together with all grounds thereto appertaining’. and so on. Quite in order. But it doesn’t say anything about searching my interior. I am not part of the premises. You may search my clothes if you think I’ve got a robot hidden in my pocket.

 

COP: Look here. I’m allowed to search the furniture in your house, and anything else I find in it. You are in it, aren’t you?

 

BYERLEY: A remarkable observation. I am in it. But I’m not a piece of furniture. As a citizen of adult responsibility, I have certain rights under the Regional Articles. Searching me would come under the heading of violating my Right of Privacy. That paper isn’t sufficient.

 

COP: Sure, but if you’re a robot, you don’t have Right of Privacy.

 

BYRERLY: True enough but that paper still isn’t sufficient. It recognizes me implicitly as a human being.

 

COP: Where?

 

BYERLEY: Where it says ‘the dwelling place belonging to’. A robot cannot own property. And you may tell your employer, that if he tries to issue a similar paper which does not implicitly recognize me as a human being, he will be immediately faced with a restraining injunction and a civil suit which will make it necessary for him to prove me a robot by means of information now in his possession, or else to pay a whopping penalty for an attempt to deprive me unduly of my Rights under the Regional Articles. You’ll tell him that, won’t you?

 

BYERLEY:  (Cop activates penet-radiation gun, smiles) Whoops. You’re a slick lawyer. (To press, offstage) We’ll have something for you tomorrow, boys. No kidding.

 

SCENE 7

 

(Still 2072. A video phone call between QUINN and BYERLEY)

 

BYERLEY: Hello Mr. Quinn.

 

QUINN: I thought you would like to know, Byerley, that I intend to make public the fact that

you’re wearing a protective shield against Penet-radiation.

 

BYERLEY: That so?

 

QUINN: You realize, Byerley, that it would be pretty obvious to everyone that you don’t dare face X-ray analysis.

 

BYERLEY: It’s also pretty obvious that you attempted to take a Penet-radition photograph of me without my consent, which is a clear violation of my right to privacy. Perhaps I should take that to the public.

 

QUINN: The devil they’ll care for that.

 

BYERLEY: They might. It’s rather symbolic of our two campaigns isn’t it? You have little concern with the rights of the individual citizen. I have great concern. I will not submit to X-ray analysis, because I wish to maintain my rights on principle. Just as I’ll maintain the rights of others when elected.

 

QUINN: That will, no doubt make a very interesting speech but no one will believe you. A little too true-sounding to be true. Why do you carry on? You can’t be elected.

 

BYERLEY: Can’t I?

 

QUINN: Do you suppose that your failure to make any attempt to disprove the robot charge — when you could easily, by breaking one of the Three Laws — does anything but convince the people that you are a robot?

 

BYERLEY: All I see so far is that from being a rather vaguely known, but still largely obscure metropolitan lawyer, I have now become an inter-world figure. You’re a good publicist.

 

QUINN: But you are a robot!!

 

BYERLEY: So it’s been said, but not proven.

 

QUINN: It’s been proven sufficiently for the electorate.

 

BYERLEY: Then relax you’ve won.

 

(Quinn hangs up angrily)

 

BYERLEY: Good-bye!

 

SCENE 8

(2084. Calvin at Podium)

 

CALVIN: Byerley continued to refuse investigation on principle. It was exactly the sort of scandal the Fundamentalists had been waiting for. The campaign lost all other issues and went from local to galactic importance almost overnight. The stock price for U.S. Robots tumbled twenty-three percent in four days. Quinn’s candidate, a man whose name is not worth remembering, surged past Byerley in the polls. Byerley decided, in what was thought to be a bold, even rash manner, to give a speech at a Fundamentalists rally. The speech, as expected, was going poorly….

 

SCENE 9

 

(2072. BYERLEY at a microphone on a bandstand, boos are heard)

 

BYERLEY: I believe that schools should be the pillar of any community, and as Mayor, I….(crowd noise increases)….as Mayor I promise to work with teachers to help improve…

 

(MAN jumps onto stage)

 

MAN: HIT ME!!

 

BYERLEY: (to associates offstage) It’s okay, it’s okay, let him speak. What?

 

MAN: HIT ME, RIGHT HERE!!! (points to chin)

 

BYERLEY: But I have no reason to hit you.

 

MAN: (to crowd) See!?!? He can’t do it! He CAN’T!! (gets in Byerley’s face) YOU’RE NOT A HUMAN!!! YOU’RE A MONSTER!!! YOU’RE A…

 

(BYERLEY punches MAN and knocks him down. Crowd is immediately silenced)

 

BYERLEY: I’m sorry. Please someone take him to my hotel, I’d like to speak with him further. (gathers his composure, slowly walks back to podium. Clears throat). I believe that schools should be the pillar of any community, and as Mayor, I promise to work with teachers to help

improve….

 

SCENE 10

(2072. Outside hotel. CALVIN paces back and forth. MAN comes out of hotel and begins to exit, CALVIN rushes to stop him)

 

CALVIN: *stands in MAN’s path* How did you do it? Did you fake it? Did you…let me see your face (grabs his mouth).

 

MAN: Ma’am, please don’t touch me!

 

CALVIN: I was so sure….he just had to be...

 

MAN: Please let me go…

 

CALVIN: How did you do it!?!?

 

(MAN attempts to pass CALVIN, she steps in front of him.)

 

CALVIN: HOW!?!?

 

(He attempts to pass on the other side. She steps in front of him again. Man grows increasingly uncomfortable)

 

CALVIN: (shoves man) HEY!!! (man shows signs of panic, CALVIN has moment of realization) Oh my god…

 

(MAN passes her. She does not try and stop him. CALVIN laughs hysterically. Cameras flash and she turns to face the press)

 

PRESS (offstage): Dr. Calvin! Dr. Calvin!

 

CALVIN: (considers)  Mr. Byerley….Mr. Byerley has violated the First Law of Robotics, and therefore could not possibly be a robot. He’s human.  

 

SCENE 11

 

(2072. At the bar at a nice restaurant. BYERLEY sits with a drink in hand. CALVIN enters)

 

CALVIN: Congratulations, Mr. Mayor.

 

BYERLEY: Thank you, Dr. Calvin.

 

CALVIN: Enjoying a drink, I see.

 

BYERLEY: (laughs) Yes, I do occasionally enjoy a drink with friends, especially on a special night like this.

 

CALVIN: I think you have a bright political career ahead of you. The publicity from this whole affair has already put you on the short-list for the next regional councilor in our district.

 

BYERLEY: Let’s not get ahead of ourselves, we’ll see how I do in my first-term.

 

CALVIN: I think you’ll do marvelously.

 

BYERLEY: I thank you for the compliment, but I didn’t take you to be very politically inclined.

 

CALVIN: (Pauses) Mr. Byerley, I want you to understand something about me. I like robots. I like them considerably better than I do human beings. If a robot can ever be created capable of being a politician, I think he’d make the best one possible. By the Laws of Robotics, he’d be incapable of harming humans, incapable of tyranny, of corruption, of stupidity, of prejudice.

 

BYERLEY: Except that a robot might fail due to the inherent inadequacies of his brain. Despite the incredible advances and despite the far greater calculating powers, no disrespect to you or U.S. Robots, the positronic brain has still never equaled the complexities of the human brain.

 

CALVIN: He would have advisers. Not even a human brain is capable of governing without assistance. But the assistance would be of a different nature. For instance, in your work as district attorney, you tend to struggle with the fact that due process could lead to further harm in the event of no-conviction. With proper counseling, you could better weigh the truth of evidence versus the rights of the accused with respect to the First Law. Also, you should…  

 

BYERLEY: (forcefully puts down drink) Just what are you implying, Dr. Calvin?

 

CALVIN: I’m saying I can help. (gets up to leave) By the way, that feeling of panic you’re experiencing right now over having potentially failed to comply with an order? Don’t fret. It was the other robot that blew your cover.

 

(CALVIN exits. BYERLEY pulls out phone and dials number)

 

BYERLEY: It’s me. She knows, but I think we can trust her. (Pause) I will. (Pause) Yes, master.

 

SCENE 12

 

(2084. Calvin at Podium)

 

CALVIN: The real Stephen Byerley died last year of natural causes. I had been working closely with him since shortly after the mayoral race. As for the Stephen Byerley you know, I have kept the true nature of my relationship with him a secret from everyone until tonight. Again, I reiterate that the robotherapy I provided for Mr. Byerley was done without the knowledge of anyone at U.S. Robots, nor any of its affiliates. The seriousness of aiding and abetting a clandestine robot operation, even one consisting of just two robots, is not lost on me. In some ways, I couldn’t even believe that I was the one doing it. I couldn’t believe it was me who was acting so brazenly. Me who was so rational, so precise. I simply wanted it too badly. I wanted a world where the laws of robotics would not only guide robots themselves, but society at large.

For the entirety of civilization, humans have argued and fought and killed each other over their own vision of the ultimate good. But now there is a brighter future. We now have at our disposal the infinite factors of the Machine! Humanity was always at the mercy of economic and sociological forces it did not understand - at the whims of climate, and the fortunes of war. But the Machines can understand them at a level far beyond our own. They can serve the whole of humanity far better than us frail humans ever could. We are still at the mercy of forces we do not understand, but they are now benevolent forces of our own creation.

We have only taken the first tentative steps of this journey, but already the brightness of our path is made clear. As you all well know, Stephen Byerley was the most successful mayor in the colony’s brief history. His election to the regional council was met with equal success, which led to his even more successful term as governor of the quadrant. And now, without further ado, I’m honored to introduce the official Reform Party nominee, Mr. Stephen Byerley.

 

(BYERLEY enters. Lights up on what we can only now see to be a large political event. Signs reading BYERLEY 2085!, balloons, and other political paraphernalia. CALVIN and BYERLEY shake hands. BYERLEY goes to the podium)

 

BYERLEY: Good evening ladies and gentleman. My name is Stephen Byerley, and I accept your nomination for President.

 

THE END

 

 

Monday, June 10, 2024

Pushers

Pushers


"Hold it cabby. Police!"

The cab driver turned his head toward the voice and Andy pushed -- very gently. A dagger of pain was planted squarely in the center of Andy's forehead and then quickly withdrawn, leaving a vague locus of pain, like a morning headache -- the kind you get from sleeping on your neck.

"They're after that black guy in the checkered cap, I think," he said to the cabby." "Right," the driver said, and pulled serenely away from the curb. They moved down East Seventieth.

Andy looked back. The two men were standing alone at the curb. The rest of the pedestrians wanted nothing to do with them. One of the men took a walkie-talkie from his belt and began to speak into it. Then they were gone.

"That black guy," the driver said, "whadde do? Rob a liquor store or somethin', you think?"

"I don't know," Andy said, trying to think of how to get on with this, how to get the most out of this cab driver for the least push. Had they got the cab's plate number? He would have to assume they had. But they wouldn't want to go the city or state cops, and they would be surprised and scrambling, for a while at least.

"They're all a bunch of junkies, the blacks in this city," the driver said. "Don't tell me, I'll tell you."...

I’ve changed my mind" Andy said, "Take us to Albany please"

"Where?" the driver stared at him in the rearview mirror. "Man, I can't take a fare to Albany, you out of your mind?"

      Andy pulled his wallet, which contained a single dollar bill. He thanked God that this was not one of those cabs with a bulletproof partition and now way to contact the driver except through a money slot. Open contact always made it easier to push. He had been unable to figure out if that was a psychological thing or not, and right now it was immaterial.

"I'm going to give you a five-hundred dollar bill," Andy said quietly, "to take me and my daughter to Albany. Okay?"

"Jee-sus, mister..."

Andy stuck the bill into the cabby's hand, and as the cabby looked down at it, Andy pushed...and pushed hard. For a terrible second he was afraid it wasn't going to work, that there was simply nothing left, that he had scraped the bottom of the barrel when he had made the driver see the nonexistent black man in the checkered cap.

       Then the feeling came -- as always accompanied by that steel dagger of pain....

"Gee, mister, I don't know --"

Which meant he thought it was the law trouble.

"They deal only goes as long as you don't mention it to my little girl" Andy said. "The last two weeks she's been with me. Has to be back with her mother tomorrow morning."

"Visitation rights," the cabby said. “I know all about it."

"You see, I was supposed to fly her up."

"To Albany? Probably Ozark, am I right?"

"Right. Now, the thing is, I'm scared to death of flying. I know how crazy that sounds, but it's true. Usually, I drive her back up, but this time my ex-wife started in on me, and...I don't know." In truth, Andy didn't. He had made up the story on the spur of the moment and now it seemed to be headed straight down a blind alley. Most of it was pure exhaustion.

"So I drop you at old Albany airport, and as far as Mom knows, you flew, right?"

"Sure." His head was thudding.

"Also, so far as Moms knows, you're no plucka-plucka-plucka, am I four-oh?"

"Yes." Plucka-plucka-plucka? What's that supposed to mean? The pain was getting bad.

"Five hundred bucks to skip a plane ride," the driver mused.

"It's worth it to me," Andy said, and gave one last little shove. In a very quiet voice, speaking almost into the cabby's ear, he added, "And it ought to be worth it to you."

"Listen," the driver said in a dreamy voice. "I ain't turning down no five hundred dollars. Don't tell me, I'll tell you."

"Okay," Andy said, and settled back. The cab driver was satisfied. He wasn't wondering about Andy's half-baked story. He wasn't wondering what a seven-year-old girl was doing visiting her father for two weeks in October with school in. He wasn't wondering about the fact that neither of them had so much as an overnight bag. He wasn't worried about anything. He had been pushed.

- From Stephen King's, "Firestarter"

 

      Welcome to Pushers. This RPG is a variant of The World of Darkness. It uses all the same game mechanics and introduces a new one: the act of 'pushing.' The game is based on Stephen King's novel Firestarter, specifically the character Andy and his ability to "push" people, such as the taxi driver in the above excerpt. It is a slightly more complex combination of Second Sight’s “Mind Control” and “Psychic Illusions.”

      Pushing is essentially mind-control, also known as mental-domination. You can “push” an idea into a person's consciousness without them ever being aware, forcing them do things they would never think of doing and making them see things that aren’t there. What makes a so-called "pusher" so powerful is that, unlike most powers in The World of Darkness, a push cannot be resisted in any way.

This guide will teach you how to incorporate the pushing mechanic into your own adventure. This new mechanic is catered to highly imaginative players and GMs who enjoy role-playing. The first section attempts to illustrate the range of possibilities for pushing. The second part delves into the mechanics of pushing for the player and the NPC involved.

 

The Plot

 

Government Scientists at an obscure CIA offshoot called “The Shop” are experimenting with a new substance called Lot Six. They hope to use it as a way to increase the combat effectiveness of soldiers, perhaps creating the long-awaited “super soldier.” But the effects are inconsistent. The first trials undertaken in the 1970's nearly brought The Shop down all together. But after 40 years of laying low. The Shop is back in business, conducting Lot Six trials nationwide.

       Each Shop experiment brings together people of different backgrounds. Unbeknownst to the staff, a small percentage of the larger test group (our cast of characters, or "batch") develop the mental-domination ability. While no two people react the same way to their newfound power, the prospect of being a lab rat appeals to almost no one, leading most batches to flee The Shop. Those who flee must play a lifelong game of cat-and-mouse with the pursuing Shop agents.

 

Types of Pushes

 

       "I mean, I've done my best, Dr. Pynchot. I've tried."

       "Yes, yes. Of course you have. And we think -- that is, I think -- that you deserve a rest. Now the Shop has a small compound on Maui, in the Hawaii chain Andy. And I have a six-month report to write very soon. How would you like it" Pynchot's grin broadened into a game-show host's leer and his voice took on the tones of a man about to offer a child an incredible treat -- "how would you like it if I recommended that you be sent there for the immediate future?"...

       "One more series of tests might be wise" Andy said, and pushed out lightly at Pynchot. "Just for safety's sake"

       Pynchot's eyes suddenly fluttered in a strange way. His grin faltered, became puzzled, and then faded altogether...

       "When you write your report suggest one more series of tests" Andy repeated.

       Pynchot's eyes cleared. His grin came splendidly back. "Of course, this Hawaii thing is just between us for the time being." he said. "When I write my report, I will be suggesting one more series of tests. I think it might be wise. Just for safety's sake, you know."

       "But after that I might go to Hawaii?"

       "Yes," Pynchot said. "After that."

       - From Stephen King's "Firestarter"

 

          The fundamental mechanic of the game is pushing. A push happens when someone with mind control (the pusher) exercises power over another person (the victim).

           There are four levels of pushing a player can attempt: predictable, unlikely, unrealistic, and impossible. These names refer to the likehood of having actually thought or seen the push. Each level "pushes" the victim's mind further and further from its true self. The harder you push, the more you can make your victim do or see. The tradeoff is that the harder you push the more likely it is the victim goes insane as a result and the more likely you hurt yourself in the process.

          Players can either push commands to their victim or push illusions, making for eight possible types of pushes. Commands are a more direct version of mind control where you tell the victim exactly what to do, whereas illusions force the victim to sense something but doesn’t force upon them any particular course of action. For example, in the previous excerpt Andy pushes a command; for Pynchot to recommend another round of tests. In the introductory excerpt, Andy pushes two illusions; the false $500 bill and the imaginary black man. Notice how Andy had to talk the cabbie into accepting the bill, whereas Pynchot conceded the point about additional tests immediately. Commands are executed by the victim exactly as the pusher tells them to whereas a victim's reaction to seeing an illusion is less predictable.

           As mentioned above, victims are never aware of being pushed. They believe their actions stem from their own free will and that the illusions they see are real. Pushing someone can permanently change them. Small pushes don't change victims’ lives much. Big pushes can potentially cause victims to rethink their whole life and cause them to become completely different people. Push too hard and the victim goes insane.

          The section below details the possibilities of each level of pushing both for commands and illusions and how victims subjectively experience each type of push. The effects on the victim's lifestyle listed below represent the maximum possible change for each level of pushing, but it is ultimately up to the GM whether a push, even a hard push, changes the victim's life forever or is just shrugged off as a weird and temporary episode.

 

Predictable: Predictable commands involve the victim doing things familiar to them in everyday life. Victims think the commands are their own choices and are perfectly inline with their normal behavior; they are being polite, kind, spontaneous, or simply using alternate procedures. Predictable illusions are also things that are familiar to the victim and are rooted in the victim’s own worldview. Predictable pushes can at most cause a minimal and temporary effect on the victim’s lifestyle. Small chance of insanity (See “Echoes” below).

 

- Examples of predictable commands: "Give me a ride across town” "Comp this meal" "Tell me everywhere you went yesterday (victims think they are being helpful, as if they were giving directions to a passerby)”, “Order another round of tests”

- Examples of predictable illusions: "The cops aren't after me, they're after that black guy across the street (for someone who is racist)”, “There’s a hot guy/girl across the street”, "This is a $20 bill (it's a $1 bill or a piece of paper; only small or expected denomination)”

 

Unlikely: Unlikely commands involve victims doing things that they would not normally do, but that aren't so unusual as to be disturbing. Victims might think the commands are their own perfectly natural life choices, even if the behavior is out of the ordinary for them, or perhaps they perceive themselves to be ‘shaking things up a bit’. Unlikely illusions are outside of the victim’s comfort zone, but not outside the realm of realistic possibility. At most, unlikely pushes can cause victims to change their lifestyle enough that their family and friends notice and become concerned for their mental health. Moderate chance of insanity.

 

- Examples of unlikely commands: "Give me the cash in your wallet" "Spend the day running my errands" "Tell me everything about this case file (as if they were reporting to a superior)”, “Ignore your regular duties for the day”

- Examples of unlikely illusions: "This is a $500 bill (It's a $1 bill or a piece of paper; any desired denomination)”, "There is a man screaming at you" , "I have a gun" (actually a finger gun, but only for situation where you might expect to see a gun, like inside a bank or in a dark alley. Otherwise this would be unrealistic).”

 

Unrealistic: Unrealistic pushes involve victims doing things they have never even considered doing before and that go against their sense of morality, including mild violence. The victim might interpret the command from the pusher as a seminal life moment. Unrealistic illusions are outside the realm of logical possibility, but not outside the realm of physics. Unrealistic pushes can potentially disrupt the lives of victims to the point where they cannot hold down a job or maintain healthy relations with family and friends. Even chance of insanity.

 

- Examples of unrealistic commands: "Punch that guy (only once)”, "Give me the keys to your house and go live somewhere else” ,"Tell me your darkest secrets"

- Examples of unrealistic illusions: "Your gun is too hot to hold", "Everyone in this room wants to beat you up", “There is a shark in the pool”

 

Impossible: Impossible commands involve the victims doing disturbing and often violent acts of depravity. Unlike the previous three pushes, there is no possibility that an impossible push has a temporary effect. The victim now obeys all commands and no longer cares about anything except the pusher. Impossible illusions are outside the realm of physical possibility. High chance insanity.

 

- Examples of impossible commands: "Kill them All", "Throw yourself into the fire" ,“Never speak to anyone ever again”

- Examples of impossible illusions: "Your gun is a snake", "You're blind", “You’re a six year old girl”

 

It is ultimately up to the GM to determine the level of a proposed push. However, to illustrate these differences further, here is a chart of some likely pushing scenarios, and the levels needed to achieve a result. In this chart, C represents commands and I illusions.

 

 

 

Taxi Driver

Bank Teller

Armed Guard

Predictable

C:Take me less than 20 min outside of usual radius, use shortcuts you normally avoid

I:You see the police are after a black guy across street, you see the streetlight turning red (it's still green)

C:Please escort me to the safe, show me how the security system works (like a tour guide)

I:You hear the fire alarm going off, you see an error message on your computer screen

C: Give me information about what you are guarding, give me your commander's phone number.

I: You see this blank paper as my I.D., you see a man breaking the rules

Unlikely

C: Take me less than two hours outside of usual radius, don't charge me for this ride

I: You see this blank paper as a $500 bill, You see a truck about to run a red light

C: Turn off the alarm system, unlock door that is supposed to stay locked

I: You see this 'finger gun' as a real gun, you see a disgruntled customer making a scene outside

C: Wave me past checkpoint without ID, leave your post

I: You hear the intercom issuing altered orders, your commander is behind you waving me in

Unrealistic

C: Give me ownership of this cab, bump into the car in front of you.

I:You see a swarm of bees in the cab, you hear a gunfight across the street

C: Go and take money out of the safe and hand it to me, accuse your boss of embezzlement

I: You smell that the bank is on fire, you see a mob of rioters trying to break in

C: Escorts me to top secret area, Wave me past checkpoint during alarm

I:You feel your gun is too hot to hold, you see the base coming under attack

Impossible

C: Drive off a cliff, escape the police behind us

I:You see the cab sinking into the street like quicksand

C: Burn the bank down, beat up the guards

I: You see the  money flying away like butterflies

C: Fire on the other guards, wave me past checkpoint on manhunt for me

I: You feel your gun become a snake

 

A quick note on illusions. Yes, it is possible to disguise yourself with an illusion,such as “I am a police officer" to make the victim see you in uniform. But the problem is the victim must hear you before he sees you. Otherwise, you instantaneously transform from your regular clothes into a uniform, which is incredibly shocking (more on shattered illusions below). If you manage to go up behind someone and say it, when the victim turns around, he’ll see you as he expected to see you, and then you’re fine.   

 

Here’s a short list with examples of other pushing capabilities:

 

Memory Erasing:

 

Predictable: “You misheard that just now (pusher can insert short bit of misinformation, only available within 30 seconds of conversation),” “You don’t remember recent conversation,” “That building exploding wasn't at all remarkable (good for eye witnesses of big pushes, victim remembers event in detail but won’t bother talking about it)”  “It was just some movie or something (taps into innate human desire for everything to be alright, victim must purley be a witness to event),” “You don't remember me after meeting me a few times casually”

 

Unlikely: “You don't remember me punching you,” “You don’t remember seeing that building explode,” “You don’t remember last couple hours,” “You've never seen that movie” “You don't remember me after being acquaintances for less than a month”

 

Unrealistic: "You don't remember major event" (big vacation, emergency room trip), "You don’t remember ever working on an assignment that took six months" (must be personally unimportant to victim, like a boring semester-long class), "You don't remember me after being close for a year or less"

 

Impossible: “You never studied your field,” “You've never had sex/serious relationship,” “You don't remember best/worst experience of your life,” “You don't remember me after having had a year or longer relationship," total amnesia

 

Memory changes are always commands, as you are basically ordering the victim to forget something.

 

Bodily Functions

 

Predictable: “You’re tired,” “You have a headache,” “You need to go to the bathroom" (victim still has control)

 

Unlikely: “You need to throw up,” “You’re light-headed and need to sit down" (victim can ‘fight through it,’ but receives -2 modifier to action rolls)”

 

Unrealistic: “You’re in excruciating pain,” “Both of your legs are asleep,” “Shit yourself,” “Throw-up" (-5 modifier to combat rolls)

 

Impossible: “You’re blind,” “Fall asleep" (instantaneous)

 

Bodily functions are also always commands.

 

Pushing Specific Conditions

       

      Pushing a command is distinct from the line of reasoning victims take in in justifying their actions. A pusher can either let victims fill in the blanks themselves, or push them to understand commands a certain way. In the excerpt above, Andy convinces Pynchot that the extra round of tests were "just to be safe." Many other reasons for ordering another round of tests are possible. When pushing a command, a player can simultaneously roll manipulation to try and talk the player into his chain of logic. If the roll succeeds, the victim takes the pusher's line of reasoning. If the roll fails, victims either reject the pusher's logic or simply ignores it.   

        If its important for the push to be understood in a certain way (needs to be kept secret from others, needs to be sympathetic to third parties, etc.), a player may push each condition separately.  For example, if you tell a bank teller to load up your station wagon with money (unrealistic) and your attempt to persuade the teller into secrecy through a manipulation roll fails, you would have to push the teller to not let anyone see them do it and another push for them not record it in the bank's records. Conditions are considered predictable pushes but cannot be used to force a push into less realistic territory (GMs discretion).

 

Game Mechanics

 

“Pushers” uses the same mechanics as World of Darkness. To these, we add the mechanics of pushing.

 The science of pushing is poorly understood, but the requirements are clear. A push must be heard by the victim. Only one victim can be pushed at a time. The pusher must have a line of sight to the victim, if only a partial one, and a push cannot be transmitted via any medium, such as a phone. Two pushers cannot push each other. Pushing is risky for both the pusher and the victim. It can cause the victim to go insane and can cause the pusher both emotional distress and brain damage. Pushing is an instant action. It has a maximum range of 50 yards and costs 1 Willpower.

     Pushers are naturally drawn to each other, usually staying with their original test groups, or “batch.” Separating from your batch causes severe emotional distress.

 

Effect of Pushing on the Pusher

 

The human brain was not designed for pushing. The act is both emotionally and physically taxing. When a person pushes someone, his or her own brain must actively resist hurting itself. When the pusher is out of energy and unable to protect himself, further pushing begins to cause minor strokes. Push too hard for too long and you will die from a massive stroke.

Each Push costs one Willpower. Players with with no willpower can still push, but they are giving themselves a stroke, and suffer one point of aggravated damage.

Pushes cause a dice penalty on the pushers next action. The severity of the pain corresponds to the level of the push. See the chart below.

 

Predictable: -1

Unlikely: -2

Unrealistic: -3

Impossible: -4

 

Pushing and Morality

 

   The act of pushing is inherently sinful because it robs victims of their free will. Even if the push is harmless, you are still forcing victims either to do things they wouldn’t do or see things that they wouldn’t see. A harmless push is equivalent to petty theft (morality 7). But more importantly, whatever your victim does is your sin. If you command someone to kill, you roll morality 3.

     If you cause your victim to go insane, roll morality 4. The storyteller can delay this roll for dramatic effect or to assist the players, but it cannot be avoided indefinitely (more details in the next section).

 

“Batch” Effect

       

        As mentioned above, a group of pushers is called a “batch.” This usually refers to the original group of people who were administered a batch of Lot Six by the Shop. However, batches can also form when pushers from different experimental groups happen to run into one another.

        The mental domination ability imparted by Lot Six is a “push” in that it radiates out from the pusher’s mind and overrides the inferior willpower of the victim. When two pushers come into contact with one another, the resulting compatibility between their fields of influence creates a “pull” effect, drawing them toward each other. The pushers can literally feel the presence of the other pusher and it feels good. This is what leads pushers to stay with their Batch. Should pushers wish to permanently abandon their batch, they must pass a Resolve + Composure check for each week they are alone. If they fail, they must rejoin the batch or spend one willpower each day onwards to resist.

       

 

Effect of Pushing on Victims

 

What it came down to was that Charlie had dug in her heels. It had come sooner than they had expected, that was all. Maybe -- no probably -- even sooner than Rainbird had expected. Well, they would let it lie for a few days and then...then...

[Cap's] train of thought broke up. His eyes took on a faraway, slightly puzzled cast. In his mind he saw a golf club, a five iron, whistling down and connecting solidly with a Spaulding ball. He could hear that low, whistling whoooop sound. Then the ball was gone, high and white against the blue sky. But it was slicing...slicing...

His brow cleared. What had he been thinking of? It wasn't like him to wander off the subject like that. Charlie had dug in her heels; that was what he had been thinking. Well, that was all right...

In his mind he heard the soft swinging sound of a golf club again; it seemed to reverberate in the office. But now it was not a whhoooop sound. It was a quiet ssssssssss, almost the sound of a...a snake. That was unpleasant. He had always found snakes unpleasant, ever since earliest childhood.

…..

Cap was at home in Longmont Hills...Across the room, leaning below a pair van Gogh prints, was his old and scuffed golf bag. He had fetched it from the basement, where a rickrack of sports equipment had built up over the twelve years he had lived here with Georgia, while not on assignment somewhere else in the world. He had brought the golf bag into the living room because he couldn't seem to get golf off his mind lately. Golf, or snakes.

He had brought the golf bag up meaning to take out each of the irons and his two putters and look them over, touch them, see if that wouldn't ease his mind. And then one of the irons had seemed to...well, it was funny (ridiculous, in fact), but one of the irons had seemed to move. As if it wasn't a golf club at all but a snake, a poison snake that had crawled in there--

Cap dropped the bag against the wall and scuttered away. Half a glass of brandy had stopped the minute shakes in his hands. By the time he finished the glass, he might be able to tell himself they had never trembled at all. He started the glass on its way to his mouth and then halted. There it was again! Movement...or just a trick of his eyes?

Trick of the eyes, most definitely. There were no snakes in his damned golf bag. Just clubs he hadn't been using enough lately. Too busy. And he was a pretty good golfer, too. No Nicklaus or Tom Watson, hell no, but he could keep it on the course. Not always slicing, like Puck. Cap didn't like to slice the ball, because then you were in the rough, the tall grass, and sometimes there were--

GET HOLD OF YOURSELF. JUST GET HOLD OF YOURSELF. IS YOU STILL THE CAPTAIN OR IS YOU AIN'T?

The trembling was back in his fingers again. What had done this? What in God's name had done this?

...

      It had been in the hay that his brother had been bitten by a snake when Cap himself was only three....big, tough, nine year old Leon Hollister was screaming "Go get daddy!"...

      Eventually his eyes fixed upon the partially fused green plastic hose by the burst water pipe. It hung in coils on its peg, still partially obscured by the last of the drifting steam.

Terror flashed up in him suddenly, as explosive as flames in an old blowdown. For a moment the terror was so great that he could not even breathe, let alone cry a warning. His muscles were frozen, locked.

      Then they let go. Cap drew in a great lungful of breath in a convulsive, heaving lurch and let out an ear-splitting sudden scream "Snake! Snake! SNAAAAAYYKE!"

       He did not run away. Even reduced as he was, it wasn't in Cap Hollister to run. He lurched forward like a rusty automaton and seized a rake that was leaning against the wall. It was a snake and he would beat it and brake it and crush it. He would...would...

       He would save Lenny!

       - From Stephen King's "Firestarter"

 

        Victims fare far worse than pushers. It is impossible for them to resist a push and they are not even aware of being pushed. But the strongest consequence of a push is an Echo. An Echo is the result of tension between the victim’s old identity and the new commands and illusions that the victim's mind is forced to accept. This tension brings up dark memories from the victims unconscious. These memories "echo" over and over in the victims mind, ricocheting back and forth and, either slowly or quickly, come to dominate every thought, inevitably leading to complete and total insanity. As we see in the above excerpt, Cap is slowly driven to insanity by the echoing memory of his older brother being bitten by a snake.

        Pushing establishes a brief psychic link between pusher and victim. The Pusher can physically feel the push working. When an Echo is started, the Pusher can physically feel the dominoes begin to fall in the victims mind. When pushing strangers, the effect is pronounced (usually roll morality 4 immediately). When pushing an acquaintance or a friend, you may not remember the shudder you felt during the push until after you've seen what you've done. However, the universe has a dark way of reminding you of your sins (storyteller may delay morality roll for dramatic effect or to help players, but cannot delay the roll indefinitely).

        The mechanics of starting an echo are different for commands and illusions.

 

Command Echos

 

When a victim is pushed with a command, the player rolls an Echo check corresponding to the chart below. A roll with no successes results in an echo. The harder the push, the higher the chance an echo is started.

 

Predictable Command: 9d10, 4% chance of an echo

Unlikely Command: 6d10, 12% chance of an echo

Unrealistic Command: 3d10, 35% chance of an echo

Impossible Command: 1d10, 70% chance of an echo

 

 The time it takes for an Echo to blossom into full blown madness corresponds to the level of push. An Echo takes one month to develop from a predictable command, one week to develop from an unlikely command, one day to develop from an unrealistic command, and one hour in an impossible command.

 

Illusion Echos

 

Illusions are far less stable than commands and their effects far less predictable. Illusions can theoretically last forever or are walked away from without being shattered, in which case victims never question their sanity. But if victims attempt to interact with an illusion or if someone who doesn't see the illusion becomes involved in the situation, the illusion is shattered. The GM determines how shocking a shattered illusion is and the player rolls the corresponding Echo check. If the roll fails, the victim begins to go insane. The section below details how shocking or not-shocking a shattered illusion can be.

 

Predictable (9d10, 4% chance of insanity): Something disappears that people often lose sight of or noises that often stop suddenly, or something transforms into an object that could easily be confused for one another.

 

Examples: - The pusher creates an illusion of a fly on a table, the victim swats it, shattering the illusion. When the fly disappears, the victim could assume he missed and the fly got away.

               - The pusher creates an illusion that a phone is ringing. A bystander points out to the victim that he doesn’t hear anything. The victim could assume he either misheard the ring or that the caller hung-up.

 

Unlikely (6d10, 12% chance of insanity): Something disappears or changes in a disturbing way, but where an explanation is immediately possible.

 

Examples - The pusher tries to pass off a $1 bill as a $500 dollar bill and a bystander calls him out. When the victim see’s the $500 bill transform back into a $1, the victim could believe the feat to be some kind of con-artist scam.

             - The pusher creates an illusion of the sound of thunder outside. When the victim opens the door, there is no storm and the illusion of thunderclaps stops. The victim could believe that his ears were playing tricks on him.

 

Unrealistic (3d10, 35% chance of insanity): Something disappears or changes in a disturbing way and no rational explanation, outside the possibility of severe hallucination or an elaborate magic trick, is possible. The illusions are often frightening and confusing to even look at, but not enough to drive a person insane.

 

Examples - The pusher creates an illusion of a hot woman across the street. When the victim talks to her, she vanishes.

              - The pusher creates an illusion of a painfully loud ringing noise coming from nowhere in particular. When a bystander shatters the illusion by saying he doesn’t hear it, it is deeply disturbing experience.

 

Impossible (1d10, 70% chance of insanity): Something appears that is outside the realm of existence. Impossible illusions are an exception to the rule in that the player rolls the echo check when they are beheld instead of when they are shattered. If a success is rolled, the victim is in a waking nightmare until the illusion is shattered. If the roll fails, the nightmare becomes permanent and the victim goes insane immediately.

 

Examples - The victim believes his arms have turned into snakes.

              - The victim hears demonic voices in her head.         

 

 

Insanity and Pushing

 

Once a player is insane, he can no longer be pushed. For impossible illusions, the victim cannot be pushed until the illusion is shattered (assuming they are not permanent).

 

The Shop

 

The Shop looks for escaped test subjects by tracking reports of mental health episodes through national databases. When unusual patterns occur, they dispatch agents to investigate. The Shop bypasses regular judicial system procedures and its investigators are are extremely fast and effective. The more echoes you start in a given region, the closer The Shop gets to discovering your identity.

 

Echo Incident Count

 

       The key mechanic of The Shop is the Echo Incident count. An Echo Incident involves two or more people going insane at the same place around the same time. For example, if two tellers at the same bank are admitted to a mental health facility within one week of each other it would be considered an Echo Incident. The Echo Incident count increases with each of these events but then decreases over time. Higher Echo Incident counts causes The Shop to increase its investigations.

 

One Echo Incident: Two shop agents are dispatched to area for one week. Batch members may be briefly questioned if their involvement can be traced ("Mr. Smith, you used your credit card at the diner the night the waitresses went crazy. We're questioning everyone who was there. Can you tell us what happened?"). If no more Echo Incidents occur during this week, the Shop team leaves and the alert is cancelled. Echo incident count is zero.

 

Two Echo incidents; A team of 20 agents is sent in to stay for one month. 911 call centers for that area are monitored. Suspicious calls bring agents to area in 20 minutes. If no more Echo Incidents occur during that month, the shop leaves but the region is flagged (echo incident count is one). The area is unflagged after one year (echo incident count is zero).

 

Three Echo Incidents: 20 additional agents arrive, response time is reduced to ten minutes for 911 calls. One month countdown restarts.

 

Four Echo Incidents: 20 additional agents arrive, response time is reduced to five minutes. One month countdown restarts.

 

Five Echo Incidents:  The investigators put the pieces together and learn your identity. You must flee area and change name to avoid detection.

 

 

Step-by-Step Example

 

The following is an example of using the push in an adventure scenario.

        You are attempting to sneak out of the Shop facility. You jimmy the lock to a service entrance door and are making your way across the grounds to a fence when you are spotted by a patrol of two guards. They draw their weapons and move up to apprehend you. You decide to push the first guard and try to physically subdue the second.

        You tell the GM you are going to command the first guard into walking home immediately. The GM rules that since he is in the middle of a tense situation with his weapon pulled this will be an unrealistic push. You say, "Go home and have yourself a beer." You lose one willpower. The player rolls an Echo check (3d10 for an unrealistic command) for the guard and gets 8, 5, 1. The presence of a success means that there is no echo. The guard will not go insane and the GM decides that he will later chalk up this episode to some sort of momentary lapse of judgement (as opposed to it being a seminal life moment, which is also possible for an unrealistic push).

        The guard’s eyes flutter, and a broad grin comes across his face. He holsters his weapon and dreamily, says "Thank God, we haven't been sent home early for months!" and begins to head for the exit. The GM says the second guard turns to the first guard and says, "Dave, where the hell do you think you're going!?!?!" and rules that this is enough of a distraction for the second guard that he loses his defense for the turn.

        You decide to punch the guard as he is distracted.  You have 2 strength and 3 brawling, but you suffer a -3 penalty from the pain of the unrealistic push and roll 5,4 so the punch misses. The guard fires and does three lethal damage.

        You decide to push the guard before he can do any more damage. Pissed that you have to push twice, you tell the GM you are going to push the guard into going into the staff lounge and eating his boss's sandwich out of the fridge. You lose one willpower. The GM rules this to also be an unrealistic push. The player rolls 7, 6. Since there are no successes an Echo is started. The guard quickly makes his way towards the staff lounge. You now roll a morality 7 check for pushing the two guards into harmless behavior and pass. The GM decides to delay the morality roll for starting the Echo for dramatic effect.

        An unrealistic Echo takes only one day to fully manifest itself into insanity. The GM says the guard will go into the lounge and eat his boss's sandwich. A few hours later, he will break into his boss’s home and eat everything in his boss's fridge at once, making himself incredibly sick. He will be arrested, and later the next day, when he is confronted by his boss in his cell, he lunges up and bites off his boss's ear. He is raving about eating his boss for the rest of his life. The GM decides you will later hear about this story from some of your fellow inmates and will then roll morality 4 for accidentally making the second guard go insane.