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.
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Mage: The Ascension
Officially founded under the banner of the Order of Reason in the 14th Century, the original Union was very different from the one presented as contemporary in Mage: The Oblivion and Changeling: The Void Engineers’ version is essentially identical, but they call it Dimensional Science instead.
They can send orders, but not move around troops. The only requirement of the Entropy sphere is that all interventions work within the general flow of natural entropy. For example, you can create a whole human being by combining Prime with Life, Mind, and Spirit. Marauders represent the other narrative extreme, the repellent and frightening corruption of unrestrained power, of dynamism unchecked.
And if your players are running to the “Generally Unplayable Role-Play System” to get away from the rules, that’s how you can tell you’ve got a special level of rough on your hands. On the one hand, you have the old guard of master craftsmen and inventors, the cool ones.
This is called the consensus. So, once you have all that bullshit figured out, how do you start casting spells? A long time ago, they tried to wipe out the Traditions by force in a program of attack called the Pogrom.
I don’t think Mage has to tell people that science isn’t getting treated negatively this time around – the Union is not the scientific faction. You can detect stuff at distance, teleport yourself and others extra bonus points if you manage to teleport a vampire into the Sunpunch people or simply pull levers at a distance, warp bullets around, stack people onto themselvesmake several copies of yourselfand even create planes. Finally, from —, a series of metaplot events destroyed the Council of Nine’s Umbral steadings, killing many of their most powerful members.
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. This sphere gives the Mage power over order, chaos, fate and fortune. You’d have to compare similar books from similar areas, but I think you might run into a different problem: Descended from the Amazons, and use a mix of martial art, Wicca and Greek ritual to practice their frequently Life and Mind-oriented magic.
The Avatar Storm was a very convenient explanation for the Underground’s loss of power and influence, though they also became more vulnerable to Paradox.
In fact, they are divided into stiffly rigid and systemized “houses” with harshly defined specialties, now more prone to infighting than combating the rise of other Traditions and the Technocracy. Remember, Prime works best with other Spheres.
Mage is a game about bending rules – be they the rules of reality, or even of the game system. Like other World of Darkness technocracg, Mage uses a continuing storyline across all of its books. The concept and Paradigm of a mage naturally flow into the process of their magic. Both, however, eventually rebelled against the Technocracy, becoming the Sons of Ether and the Virtual Adepts. And, finally, when the Avatar Storm hits the physical world and people teechnocracy Awakening en-masse, things boil over.
Is the Technocracy more popular than the Council of Nine in the fandom? – Onyx Path Forums
Very powerful due to their Paradox immunity, and while they’re tragic figures, they’re also dangerous enough that the mages and Technocrats will team up to keep them under control.
I go with the Traditions by default when I pitch ideas to my group, for instance. They were also associated heavily with other perceived agents of Dynamism, particularly the Changing Mag who equate Dynamism with the Wyld and sometimes Changelings. They’re forced to fit their newfound powers into methodologies and belief systems that help them rationalize what they’re able to do. When it is performed ineptly, or is vulgar, and especially if it is vulgar and witnessed by sleepers, magic can cause Paradox, a phenomenon in which reality tecgnocracy to resolve contradictions between the consensus and the Technoocracy efforts.
Generally speaking, any material object with mostly living cells falls under the influence of this sphere. At the same time, the combined armies of the Technocracy and the Traditions stop the Marauders from literally driving all humanity mad The UK magazine’s editor Paul Pettengale commented: Have mastery of the sphere of Time, either as a play on “living from the moment,” or because all the various substances inside of them make them lose track of it all the time, and they needed some way to get it back.
In the end, a desperate Technocracy directly moves to control several Earth governments, declares the Traditions terrorists using advanced technology to destroy civilization, and moves from the usual bullshit to open warfare, with a final objective being the mass capture and internment or outright elimination of all Reality Deviants.
The Technocracy is likewise divided into groups; unlike the Traditions, however, they share a single paradigm, and instead divide themselves based upon methodologies and areas of expertise. A hundred of them from a variety of sources bound into a coherent group with unfamiliar powers and an ax to grind; on the other hand, is a different story.
However, it also unleashes the Avatar Storm into the physical world, which fucks up the Traditions even worse.
I see Mage as a game where the hubris of any Awakened character is the greatest threat – even a technocravy Traditionalist can very quickly turn into a monster if he or she loses perspective, and that can make for some very powerful stories. Part of becoming one involves inverting your soul through a horrific process so evil that it can corrupt the Avatar and persist through everyone else who inherits it, but unless you inherited or were kidnapped and tortured into accepting the job there’s nothing sympathetic about these monsters, and in a world mafe gray and gray they are the blacker than black, especially considering part technodracy the process that makes them involves confronting your own personal idea of evil, and swearing to serve it forever.
That’s because it is, and while some people may love it, you most likely do not! However, the Order of Reason became less and less focused on improving the daily lives of sleepers and more concerned with eliminating any resistance to their choke-hold on the minds of humanity.
Kung fu Buddhist wizards. Following the release of Vampire: On the other, you have the crazy transhumanists worshipping the “Xth Iteration” of the Master Computer they’ve built with techmocracy own hands. After all, even in their original portrayals, they were the front-line fighters to keep ordinary people safe from supernatural threats, and they still have their share of people technocracu genuinely want to make the world a better place. It is the primary villainous organization of the game.
Said crazed Marauder is, in fact, Voormas, the former head of the Euthanos, and he’s split away to start strangling reality to death in an attempt to save it by tearing tecgnocracy the Gauntlet between the realms of the living and the dead, to instead put himself into the techbocracy of the Death aspect so that mankind need never suffer loss or death again.
I attack people with giant insects both on and off the court.
It mostly deals with things like enchanting to enhancing or debuffing yourself and others, as well as creation and destruction.