MD:Sandman
Contents
Uncanny Powers
Most of the uncanny powers of this campaign come from either the techniques of the Anunnakku or the black technology that Project Sandman has developed to combat them.
Alphabet of the Anunnakku
The Anunnakku programmed the human perceptual cortex to respond instinctively to certain images. One glyph causes the beholder to perceive the user as a 'normal person' in the mind's eye; irruptors need only wear a headband or large placard bearing this symbol to appear human when among humans. Other glyphs cause the beholder to run in fear, slip into a hypnotic trace, obey without question, and so forth. Sometimes, a seperate symbol might exist to induce any mental advantage or disadvantage temporarily.
The skill to a glyph is Symbol Drawing(Anunnakku), and Mental/Hard skill. Humans cannot design new glyphs, but they can learn some by rote. Human witnesses of a glyph may either submit without resisting or roll to resist at Will minus the Symbol Drawing skill of the glyph's inscriber. However, a critical success burns out the relevant mental circuitry, with lasting effects; e.g., a critical success when resisting the 'Flee Immediately' glyph might result in the Berserk or Overconfidence disadvantage.
Glyphs
Memes and Memetic Engineering
The Anunnakku also planted memes in human languages and culture to serve as the human 'source code'. With sufficient knowledge of the memes, the user can convince almost any human to believe almost anything. Memetic knowledge in this seting is under the Enthrallment skills. For humans, these skills are one level harder than give, and require the usual amount of time. For irruptors, these skills have the regular difficulties, and all but Persuade require only 1/4 of the given time. Memeticist may use Psychology skill rather than Bard skilll to start the Enthrallment process. Humans resist memetic Enthrallment at half their will.
Mind Control and Brain Hacking
Both irruptors and Sandmen practice mind control and Brain hacking. So far, all Project Sandman mind-control equipment and techniques only work on humans, and not on irruptors. Project Sandman has access to a wide range of psychotronic tech, especially communicaiton and information equipment, covert operations equipment, psychotronic weaponry. Project Sandman neurochemists have specialty drug cocktails that can induce any mental disadvantage (usually resisted at HT-6).
Black Technologies
Sandman Drugs
"Other"
Sandmen, especially those that are part of the Irregulars, sometimes have amazing magical or psionic powers, or biological enhancements, or a variety of other things that make them more capable than the average person.