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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We’ve got support groups. Paradox gets supercharged as a panicked consensus tries to protect itself, fucking up all non-techomantic magic. While other mages may be callous or cruel, the Nephandi are morally inverted and spiritually mutilated.
IMO, since M20 is taking “official canon” and metaplot out back and burying them, there’s no pre-determined way to interpret any of Mage’s big groups. Better than amge of these others.
There are ways to do the Ecstasists right the ones who hunt down child pornographers to make pleasure as a whole more clean were welcomed for being an extension of the concept that wasn’t just more of the samebut a lot of people just played them in very boring, “more of the same” ways. In the second edition of Mage: See, scientists, doctors, bankers, and bureaucrats tend to be better at the whole rational planning thing than fat Wicca chicks, drug addicts, scattered patches of Indigenous peoples, steampunk losers, Bruce Lee wannabees, and Jesus Christ an actual tradition of wizard serial killers seriously somebody stop them.
This paradigm has pissed off enough people that two member organizations eventually left the Technocracy, and those remaining are starting to split between the ones who want to make a positive difference in the world, and the tubby old farts who just want to keep their power and make everything the same forever. Mage Purchases Maybe you want to know which faction sells more books than the other. Paradox backlash wasn’t as severe during periods where superstition and belief in the supernatural were more common, but became increasingly difficult for mages as technomages pushed their own form of Enlightened Science on the masses as being “true”.
Mages are urged to become powerful bankers and money brokers. Actually playing RPGs, as we know, is a lot of work. This struggle has in every edition of the game been characterized both as primarily a covert, violent war directly between factions, and primarily as an effort to sway the imaginations and beliefs of sleepers. In the Mage setting, everyday reality is governed by commonsense rules derived from the collective beliefs of sleepers.
If I am being extremely cynical, I suspect there is an urge to present the current era as “Reason under siege by the forces of ignorance” so that folks may present themselves as a valiant minority struggling against the legions of darkness. Probably the Convention that hews closest to its stereotype, the Syndicate are the Technocracy’s business and marketing division.
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. Don’t worry, they got their revenge by slipping the wacky fun-house world of quantum mechanics into the Consensus on their way out. The only Techie game I’ve every run was at a convention which was well attended and well liked, so clearly people do like playing them.
Different Mages will have differing aptitudes for spheres, and player-characters’ magical expertise is described by allocation of points in the spheres. Usually, seeking to improve a complex life-form beyond natural limits causes the condition of pattern bleeding: The Technocracy In Mage: It’s likewise important to note that the Technocracy has carefully groomed society to believe in their type of magic as being possible – and so, most of their effects can easily pass as not supernatural with magic that causes Paradox being strictly punished.
Sister Agatha, our Nun, is focused in the Life sphere, granting her power over bodies, biology and anything alive.
Think of it like gravity forcing things down, while it is possible to fly and go up, it’s much easier to simply fall. And because White Wolf is full of hippies, neo-pagans, and New Age-types, we are supposed to find them sympathetic anyway. The metaplot of the game involves a four-way struggle between the technological and authoritarian Technocracy, the insane Marauders, the cosmically evil Nephandi and the nine mystical Traditions that tread the middle pathto which the player characters are assumed to belong.
In the meanwhile, lots of Technocrats collaborated with Traditions or went against procedure, and now they’re being cracked down on for it. They can flip over cars with flying kicks and their super-special martial art, which is called Do, Japanese for “the Way,” both the suffix of every martial arts ever and a reference to Taoism, technocfacy basis of their magic.
Mage has fallen guilty of something a number of works do: The Masquerade — Redemption. 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.
The ideological differences among Conventions, in addition to this compartmentalization, has led to some degree of behind-the-scenes conflict within the Technocracy, and several secret societies have resulted from these conflicts.
So, with the signs techocracy the End Times clear, the heads of all yechnocracy Traditions gear up to actually have everyone attend a Council meeting for the first time in a while, and the Technocracy can’t resist the temptation to try to decapitate the snake by assassinating them all. Advanced mages can craft self-propagating memes technocravy curse entire family lines with blights.
Since then, they’ve become known as the Technocracy, and they’ve gone from being the man to being the Man. From there, hopefully, the party figures out a way to get the Technocrats to stand down technocrqcy accept the ritual they’ve cooked up without frying their brains or activating their programming. Inquiring minds and all that. Examples include the notion that the Traditions were “in charge” of the Mythic Age they weren’t–most Traditions are groups of heretics and weirdos and the idea that the Traditions are anti-technology they aren’t–two are science-oriented, and one is essentially post-Technocratic or are actively competing for domination of the Consensus they mostly aren’t–the Hermetics might try it but it isn’t even on the agenda, for the most part.
December Learn how and when to remove this template message. Much of the nit-and-grit is left nebulous, so that it can be taken advantage of by creative players. The third revision of the rules, Mage: Life deals with understanding and influencing biological systems.
The characters portrayed in the game are referred to as mages, and are capable of feats of magic. The Ascension is that everyone has the capacity, at some level, to shape reality. What you see is what you get: And then you can remote control it with the same sphere!
Please help rewrite it to explain the fiction more clearly and provide non-fictional perspective. Crafting this “reason” for their magic likewise brings with it the process they use to cast their magic. Non-awakened Technocracy personnel think it’s a techhnocracy system so reality isn’t threatened.
They are masters of the spheres of Correspondence and Dimensional Science, a heavily-modified version of the Traditions’ Spirit sphere.
Finally, from —, a series of metaplot events destroyed the Council of Nine’s Umbral steadings, killing many of their most powerful members. Without, you know, backlashing the entire Technocracy with Paradox or losing themselves to the mass-mind.
Entropy controls luck, fate, odds, and well, entropy. Help Contact Us Go to top. Essentially, anything in the material world that can be seen or felt but is not material can be controlled: