In Mage: The Ascension, the Technocratic Union (or Technocracy) is a world- wide conspiracy that employs a technological paradigm to pursue an agenda. Back in ye olden days, otherwise known as the Mage: the Dark Ages spin-off, the Daedalans of the Order of. The Technocracy is likewise divided into groups; unlike the Traditions, however, they share a single paradigm, and.
|Published (Last):||9 April 2011|
|PDF File Size:||13.94 Mb|
|ePub File Size:||1.27 Mb|
|Price:||Free* [*Free Regsitration Required]|
While someone who believes themselves a hermetic mage may chant in Latin and have specially prepared ritual circles, the nun example above would have her rosary beads and meaningful passages from the Bible to make her magic.
Iteration X make a point of painting the Technocracy in a very positive light, arguably overcompensating for the bad reputation the Union had previously had. As opposed to the mystical practices of most mages, the technomages of the Technocracy practice Enlightened Science magic with a digipunk coat of paint.
They were a group of Arabic mystics who had mastered spacetime; then they saw how things were going and performed a mass NOPE! The final book in the line, Ascension implies that the tenth sphere is the sphere of Ascension in as much as spheres are practically relevant at that point in the story.
These changes were introduced in supplements for the second edition of the game and became core material in the third edition.
And, after all, with Traditions like the Verbena wanting to knock us back to the Stone Ages or the Order of Hermes trying to take over the world and rule over the muggles with an iron fist, they clearly weren’t the worst game in town. They also have fought the Technocracy and won, and they make their lands acceptive of Paradox.
This is what happens when an Abyssal Exalted ends up in H. Obviously, this Sphere tends to do the most damage and is the most flashy and vulgar. But, something like a broken bone might just heal faster since that’s much easier to believe than it just healing immediately.
Alternatively, cast it on a broom and get sentient broom familiarsor project yourself technocacy since you aren’t going through the Umbra it isn’t Spirit. It is important to tecbnocracy that the Technocracy’s own account of history does not square with history as told by the Traditions.
What do you folks think, and is there any way to figure it out more-or-less for sure? Yes, you can make ideas grow outdated. You can transform matter into other matter, change the properties of matter yup, technocraxy enemies in solidified airor simply create matter from nothing.
The Apocalypse List of books Mage: Enh, I suppose that I am feeling cynical today, so this is going to be fairly negative. The Traditions themselves vary substantially from one another. The game relies on some basic knowledge of Occultism and metaphysics, and likewise requires a good deal of creativity that isn’t present in games like Vampire: In-character, only a Mage’s Paradigm can explain what each of these things are, what they mean, and why it’s the way it is.
Their shit works because the Internet is just the upper layers of a great Web of information that connects all things, which is how they can hack your wallpaper and make it change color to send messages. In their case, it was a one-two punch tefhnocracy finding out they’d had Alan Turing chemically castrated and murdered, and learning that the Internet was being released to the Masses. Aside from common changes introduced by the World of Darkness metaplot, mages dealt with renewed conflict when the hidden Rogue Council and the Technocracy’s Panopticon encouraged the Traditions and Technocracy to struggle once again.
This is a question specifically, mine about how Mage players feel about the Traditions and Technocracy. One of Mage’s highlights is its system for describing magic, based on spheres, a relatively open-ended ‘toolkit’ approach to using game mechanics to define the bounds of a given character’s magical ability. The third revision of technodracy rules, Mage: Because of its strong stance against reality deviancy, the Technocracy is essentially at war with all supernatural beings in the World of Darknessincluding vampireswerewolvesand other mages.
Then, Control falls silent, isolating many Technocratic parties for a long period of time.
Mage: The Ascension
While the Technocracy’s propaganda campaigns were effective in turning the Consensus against mystic and magd science, the Traditions maintained various resources, including magical nodes, hidden schools and fortresses called Chantries, and various realms outside of the Consensus in the Umbra. Control is responsible for the formation and direction of mixed teams of Technocrats from multiple Conventions called amalgams. Go on, man, if you have the skill to create a fighter plane, this sphere is crazy.
The most common consequences of paradox include physical damage directly to the Mage’s body, and paradox flaws, magic-like effects which can for example turn the mage’s hair green, make him mute, make him incapable of leaving a certain location, and so on. Not every act of magic will cause mge, especially if a player is creative and can soothe the ego of their overeager GM. Their predecessors got their shit several kinds of wrecked and now seek to recover lost knowledge.
And, technocracg, when the Avatar Storm hits the physical world and people start Awakening en-masse, things boil over. Dealing with control over one’s own mind, the reading and influencing of other minds, and a variety of subtler applications such as Astral Projection and psychometry.
The vocal support I’ve seen for the Technocracy used to bother me. From there, the Unionists, assisted by cabals of Virtual Adepts and Etherites, gets ready for a massive conflict against the Loyalists, as the Loyalists prepare to eliminate all Reality Deviants and take over the world, regardless of collateral damage, while more and more monsters come out through the Umbra.
The Rogue Council only made itself known through coded missives, while Panopticon was apparently created by the leaders of the Technocracy to counter it. Agatha has two Dots in the Life sphere, so she has the ability to sense all the various aspects of life – age, sex, health, race, species – anything related to its biology and anatomy.
The Technocracy – Old WoD Mage
Originally posted by Five Eyes View Post. The Masquerade — Redemption. The various sphere sigils are, in whole or in part, symbols taken from alchemical texts. They have a diffent and incompatible solution for many of the same problems, and that makes them the enemy of the Traditionsbut not necessarily monsters.
It’s a hard game to get right, requiring a great deal of thought from players and referees alike, but its underlying theme – the nature of reality – makes it one of the most interesting and mature roleplaying games available. I love the Traditions for their wildly differing take on reality, and for their playability in both the standard Mage game and in the wider World of Darkness. The new game features some of the same game mechanics but uses a substantially different premise and setting.
The biological sciences division, specializing in everything from medicine to genetic engineering under the umbrella of the Life sphere. Very varied, you can give yourself winged flight, gills, super-strength, poison bite, regeneration, immortality or whatever.
Or it could just be that the more active users on this forum randomly happen to be skewed heavily towards one faction.