Nekromanti Intressetråd Mage: The Technocracy

God45

#PrayersForBahakan
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Eftersom jag håller på med andra kampanjer med mina IRL spelgrupper men ändå är intresserad av att köra min Mage the ascension kampanj så tänkte jag kontrollera om det fanns några här på forumet som var intresserade av att spela. Det kommer vara en Teknokrat kampanj som utspelar sig i Lund i nutid.

Några saker som är bra att veta om ni är intresserade av att spela:

- Ni behöver inte veta någonting om Mage eller the world of darkness.
- Ni behöver inte veta någonting om Lund.
- Vi kommer inte använda storyteller systemet eftersom det inte är gjort för play-by-post, vi kommer istället spela ett hemma gjort system som påminner om RISUS.
- Spelet är PG 13. Vilket innebär att våld kommer beskrivas och karaktärer kommer svära. Inget gore, inget sex och inga riktigt grova svordomar. Om ni känner er begränsade av detta kompencera med mer våld istället :gremwink:
- Spelar info kommer vara på engelska men själva spelet på svenska.
- Play-by-post här på forumet. Bra om du kan posta minst en gång per dag.

Så, är du intresserad av att spela ett rollspel om filosofiska knivslagsmål där det är ditt jobb att med en känga klädd fot stampa på männsklighetens ansikte för alltid?
 

God45

#PrayersForBahakan
Joined
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Messages
18,555
Mage the ascension: A Storytelling Game of Philosophical Knife-Fights

The basic premise is that reality does not operate by any set law. Rather, reality exists by certain laws because mankind believes it exists by certain laws. Each average human, or "Sleeper," perceives the world in certain terms, and these terms go to the consensus make-up of reality. Except, that is, for mages. Mages are humans who've Awakened: They've realized the truth of the world, and have the ability to reshape it to their will.

A few things stand between mages and the magical playground of reality, of course. First, there are the competing paradigms: Every mage understands magic in different terms (be it "hyper-advanced science," "the divine emanations of the Almighty," or "the Old Ways"), so trying to get any two mages to agree on anything is tricky. But they kind of have to, because of the second reason: The Technocracy. Long ago, when the mages actually did have their magical playground, there were a few too many getting their Sorcerous Overlord on and making life even harder for the hapless majority of Muggles. In response, a group of scholars/knights/builders/etc decided to team up as the Order of Reason and fight the sorcerers (and vampires, and were-things and evil spirits, and so on) with Science/Art/Religion/Not Magic to make the world better for the average Joe and Jane. Well, they won— And in the process they went a tad too far, until they had largely succeeded in stamping out any other reality save the non-magical worldview they endorsed. The thing is that the technocracy is also mages, their enlightened science is just as much magick as everything else. Also your tv, car and camputer is also magic and created by the technocrats.

This leads to the final hurdle between the mages and their goals: Paradox. Do anything that's too explicitly magic, flaunt your ability to alter the way things have become, and Reality will smack you down and smack you down hard.

Personally speaking. I find the core of mage is not "what will work" but "what should work". A Luddite fantasy would be as utopian as a state run by a supercomputer. All this stuff about painting the Union, or the Traditions, good or evil gets in the way of that. In my vision the ascension war started something like this:

All the different Mages showing up to a big meeting somewhere and the Order of Reason unveils their new discovery: Reality is governed by consensus. Everyone loves it, they all agree that for the average person life sucks and now they can fix that.

The Chorister says that they can build a world where Miracles are common and God personally watches over each virtuous soul. Miracles will no longer belong to the Awakened Chorister but to everyone!

The Order of Reason disagree, they say that by making a world that runs on fundamental mechanical principles you will be able to build machines that exploit these principles. Power can be mass produced and given to the public.

The Hermetics like the idea of a universe where anyone can have power, but feel it should require some effort for power without learning is power used unwisely. They propose a world where anyone could go to magic university: Power for everyone who wants to put the effort in gaining the required wisdom.

Ten minutes later the first fireball is thrown.

Magick
Magick is, of course, the heart and focus of this entire game. It is the
primary tool of every Mage. It is the means by which they can break,
alter or re-write the reality of their universe.

There are nine Spheres of Magick, each with its own Sphere stat.
The Spheres can be used individually, or combined for really neat effects.
The Spheres are as follows:
➢ Correspondence: Control over locations.
➢ Entropy: Control over decay.
➢ Forces: Control over energy and forces.
➢ Life: Control over life forms.
➢ Matter: Control over inanimate matter.
➢ Mind: Control over the mind, both the Mage's and others'.
➢ Prime: Control over Quintessence, the stuff of Magick itself.
➢ Spirit: Control over Spirits and the Spirit Realms.
➢ Time: Control over time.

There are rumours of a tenth Sphere, with each Tradition holding out on
their own theories on such, but nothing has ever been discovered on that
subject.

Static vs. Dynamic Magick
Magickal effects are either Static (Coincidental) or Dynamic (Vulgar). A
Static effect could be explained away: A lucky coincidence, stage magic, or
so on. A Dynamic effect is something that is obviously impossible.
The classic example of Static vs. Dynamic magick: A Mage decides to
use Forces to fry a target with electricity.

➢ The Vulgar version: the Mage winds up and lets fly with a lightning bolt.
All the non-Mages standing around say, “Hey! That's not possible!”
Paradox descends on the luckless Mage.

➢ The Static version: an electrical cable above the target breaks, and falls
on his head. “Bad luck for him,” say all the non-Mages around. Paradox
says, “Huh? Did I miss something?”

The difference between the two is crucial to a Mage. Non-Mages
(known as Sleepers) still slightly influence reality, but they all do it in mostly
the same way. Trying to fight against the ingrained beliefs of six billion
people, so you can impose your own will on the universe, is rather difficult.
Therefore, Static Magick is easier to use, and less likely to go
catastrophically wrong. Dynamic Magick is much more difficult, especially if
there are Sleeper witnesses, and can cause Paradox. There is not a single
Mage out there who wants to deal with Paradox.



The Technocracy: our heroes
What is the technocracy? The technocracy is the conspiracy that wants to create a stabile reality that works on hard and absolute rules so that everyone can have power, learn techniques and use devices that makes their lives better.

The Technocracy has "technology": spaceships, cybernetics, genetic engineering, and a lot of other stuff that looks like science fiction. Most of their enemies do "magic": they keep genies in rings, summon storms by chanting the right prayer, or do other things that look like fantasy. Ultimately subverted: the mages will tell you that the the Technocracy still uses magic, it's just that their magic has been accepted as common knowledge by the public, and the Technocrats will tell you that "magic" is just wild applied para-science created by people who don't understand the forces they touch. The truth is, the metaphysics underlying magic and science are exactly the same, and both "science" and "magic" are pretty inaccurate terms to describe the primal energy that shapes reality.
The different factions of the Technocracy are:

NEW WORLD ORDER: Once a combination of many sects, this unified and uniform Convention polices information and it’s dispersal. Their greatest weapons are blackmail, espionage and psychological programming through the subconscious. Their specialty influence is Mind. The NWO host the ubiquitous Men in Black called Operatives, Watchers manage them and report to the political and information superstructure of the Technocracic Union, the White Tower of Langueadoc.

ITERATION X: Machines have always defined Man, and Tools are his birthright to change his Reality. Iteration X, also known as the Clockwork Convention, has always dedicated itself to developing the best tools for humanity to reach its potential. They hold sway over the sphere of Matter, and with their advances in Information Technology (also pioneered by the rogue Virtual Adepts), Iteration X has created nearly every Device used by any Agent today. Their Dimensional Base, Autocthonia holds The Computer, a sentient machine the Convention created on a small planetoid that achieved sentience at the Xth iteration of its algorithms. Their Time-Motion Managers are logistics experts, and can construct futuristic structures, and locate perfect demolition sites. The Statisticians predict future possibilities with computer generated models and mathematical formulae. The BioMechanics are the designers of the HITMark X and previous editions, as well as all the cybernetic utilities and AI’s in use by Union Personnel.

SYNDICATE: Time is Money, Money is Power. With both these things The Syndicate’s network of business executives and Grand Financiers move nations with calculators. Stretching back to the first Guilds, these financial wizards have become a leading player in Union politics and the driving factor behind many missions before the storm was The Bottom Line. Their specialty sphere is Entropy, and their weapons are as subtle as the death and chaos that their attacks can cause. Criminals, Politicians, and Corporate Chairmen are all pulled by the paradigm of the Money Convention. Disbursments and Media Control do the grunt work of PR and paying those who the Union needs to do its work. Financiers manipulate markets and sometimes accompany high risk missions when the Bottom Line has enough to gain from it. Enforcers protect the Conventions interests, and use security companies and Gangsters of all stripes to harass those who don’t pay.

PROGENITORS: Life is what we are all about really. From the tiniest protozoa to Homo Sapiens, we are all biological. The Progenitors have studied Biology before they could discuss their thoughts in the daylight. Advanced pharmaceuticals, Biotech implant organs, and cutting edge genetic manipulation are the tools of their Convention. The FAÇADE Engineers generate cloned troops for the Union and operate the research facilities where the Genegineers create biological monsters, and implants that can increase strength, stamina and perception. The Pharmacopiests advance medicines and stimulants to help supplement the human body. Their specialty sphere is Life.

VOID ENGINEERS: Space; it’s now what the Atlantic Ocean was during the Age of Sail, and what the outside of the Cave was to primitive man. These brave souls have always sought the unkown through exploration. Space Cruisers and numerous Orbital Platforms make up the bulk of the Union Fleet; although, the Explorers have been hit hardest by the Avatar Storm. They are eager to get back out into space now that the storm is quiet, though many of the old installations have been overrun by deviants or Outsiders. The Pan Dimensional Corps fights to protect humanity from afar; in alternate reality strings and in the rigors of Deep Space with energy pulse rifles and the best genetic implants that money can buy. The Border Defense Corps operates as the Earth-side companion to the PDC, and the Neutralization Specialist Corps eliminate Union enemies out in the void. Research and Execution help coordinate the effort with the latest ships and drive technology to propel humanity from its cradle and into its birthright. Their specialty sphere is Dimensional Science.

But how do I come up with a concept for a technocrat?
One way is taking stuff that actually can be done, but pushing it well into the range of what people in the field would consider absurd. Pick a reasonable basic "job", and figure out how that person can do it impossibly well. Always have a very loosely plausible scientific justification.

Most stuff on CSI-style shows, for instance. Maybe even the absurd aspect of technicians who should have a very limited role and powers being both competent and empowered to question suspects and carry out investigations.

A Syndicate analyst coming back after a couple of hours and saying something like, "So, I crunched through credit card transactions for the district, and after doing a few transforms on the major trends and certain key transaction types, I identified a nexus of activity. Or actually non-activity, in some ways. Anyway, somewhere in the basement of this building, there's a long-standing socioeconomic input cluster. Yes, a node, but of a particular...nah, that's not important. What's important is I'm sure there's at least three Reality Deviants guarding it. I think they're well supplied, and my colleague in the dashing dark suit has constructed speculative dossiers that suggest they're very prone to violence."

The guy who walks into the office of a company, looking as if he belongs, and hangs out for a day, randomly talking to people and getting pulled into meetings and discussions. By the end of the day, nobody's caught his name and the company's been either saved or destroyed by the effects rippling out of his interactions.

Crazy super-spy gadgets and activities. I think the likes of 007, Mission: Impossible, La Femme Nikita, all get mentioned in that book. Specials Ops teams with ridiculously high success rates and absurdly low casualty rates. CQC experts who effortlessly take down normal opponents and stand impossibly good chances against vampires and werewolves.

Looking at a crowd of people from fifty feet away and realizing, purely from one person's posture and gait, that she's carrying several well-concealed weapons and has at least two armed confederates elsewhere in the crowd.

Throwing caution to the wind and going all Scanners on someone for a very vulgar effect, if psionics is a PC's shtick.

Character creation
This is really easy, take a look at the character sheet below and fill it out by following the instructions. Focus is what your technocrat will use to bend reality, this can be things like psychology, math, robotics and so on, take a look at the last chapter if you need ideas.


Name:
Convention:
Focus:

Attributes (Prioritize 5/7/3)
Power
Finesse
Resistance

Health: 5 + Resistance

Spheres (One at three, two at two, one at one. Plus the free + one according to convention)
Entropy:
Mind:
Time:
Forces:
Spirit:
Life:
Matter:
Prime:
Correspondence:


How do I actually play?

You want to do something? You roll a number of six sided dice equal to the atribute that is most relevant. So if you want to seduce someone you roll finess, if you want to keep from screaming out everything you know when the verbena witch takes a blow-torch to your face you roll resistance and if you want to bash in a door you roll power. All dice coming up 5 or 6 is a sucess. You ordinarily only need one dice to succed at something but the story teller may be a son of a bitch and tell you that you need more.

Want to do something magical? You say what you want to do and determine which sphere and atribute is relevant and if the effect is static or vulgar. You roll a number of six sided dice equal to the atribute that is most relevant plus the sphere that is most relevant. If you want to use two spheres you use the lower number. All dice coming up 5 or 6 is a sucess. You ordinarily only need one dice to succed at something but the story teller may be a son of a bitch and tell you that you need more. If your magic is static and comes up with no succeses and one or more 1 you get hit by paradox and something bad happens. If your magic is vulgar and one or more dice comes up a 1 something bad happens. The more 1:s the worse the thing are.

What if I am in a fight? The guy who says he attack first attack first. He can then attack you either mundanly and roll his power atribut or with some direct magical attack. You can then roll you resistance to block or your finess to dodge if those things are possible or roll an atriute plus the apropriate sphere to throw up a magical defense. For every attack against you except for the first one you get minus one dice to the roll. The diference between the attackers number of succeces is how much damage the defender takes if the attacker have more succeses. Some attacks there is no mundane defense against, it is kinda hard to block or dodge sinking into the ground when the floor you are standing on turns to quick-sand. Likewise, if you do not have the correct magical defense you are just fucked in some situations.
 

God45

#PrayersForBahakan
Joined
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Messages
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The city of Lund


Factions

Technoctatic union:
Runs almost all of the university, almost all of the science heavy institutions are under technocratic controll. The technocratic cornerstones are:

LTH for the Iteration X lead by Lars-Erik Jönsson professor in nano-electronic.

Medical research is the cover for the Progenitors, the Technocratic operations are run by Ulf Alerwik doctor in organic chemistry. The Progenitors also still have an strong intrest in eugenics and mental disabilitys and have in secret continued the projects started with the Vipeholmsexperiment. Rumers says that the experimentations have gotten more and more inhumane with time.

The institutes for social studies and behavioral science are places of strength for the NWO. While they created the Gender studies section they are currently losing controll of much of the feminist movement in the city to the Verbena. The NWO:s two (wo)men in white in the city is Professor Gunilla Andersson who specializes in psychology and teaching and doctor Nella Lindhag who is an expert in sociology and social work with poor and margianilised groups.

The universitys parapsychology department are not so much run by as the playground for professor Astor Cervez the citys leading and so far only Void Engineer. The good professor is intressted in hypnotism and disproving supernatural phenomena and is thus important to the technocrats. But they do not trust him, his methods is way to close to traditonalist magic and Gunvor Andersson have more than one time argued the merits of puting a bullet in his head.

The Syndicats leading grand financier in Lund is one Sören Svensson. He is mostly concerned with using the citys companys in order to manipulate the countrys and regional economy. He leaves recruting and ideological training to his field agent the so called "Wizard" who have contact through the different political partys, ideological youth groups and so on. No matter what ideological bent the "Wizards" influence can be felt there.


Order of Hermes:
The classical wizards are alive and well in Lund, a city filled with old librarys, secret societys silly as well as serious as exemplified by the differens beteen the Order of Finn and the Masons. The different ways of initiation all leads to Hous Tyrius lead by a Secret master going by the name of Tyrius. The Order of Hermes are also acting with subtility inside those institutions of the university that the Technocrats don`t have an iron grip over. Law, history and litterature are all bit by bit abandoning science for knowledge more ancient.



Celestial Chorus:
The Chorus are nearly extinct in Sweden. Nowhere else in the world have the unions purge against religon taken such hold. The chorus old christian wing is now split between small cults such as Jehovas Witnesses, the mainstream protestand church and a handfull of religous organisations such as relife foundations. The new hope for the monoteists are the muslim immigrants that have become an larger and larger part of Swedens and Lunds population. The Choruses leaders are for the moment the triumvirate of the christian Christof Corneli, the Jewish Jacob Haddok and the Muslim Omar Khalil.


Verbena:
The Verbena have gone on the warpath in lund, infiltrating the different feminist and new age organisations in the city and swinging wildly for political power through, among other things, the Feministic Initiativ party. The Verbena have an old animosity with the Celestial Chorus since the time Lund was founded. Lunds founding took place at the same time that the town of Uppåkra was wiped out. This was a part of the war effort of christian mages wiping out the Oden worshiping native mages. The Verbena have never forgiven them for this. The Verbena have only a small precense at the university and is mostöy active in areas that they are traditinally intressted in such as agronomy and Obstetrics. The leading Verbena in the city is Ella Malmhol, the oner of a small New Age book store in central Lund.


Euthanos:
The motto that is printed over the door to the cafeteria in the institution of Cultural Studies is "Hic est locus ubi mors gaudet succurere vitae" or "This is the place where death is happy to aid life". This is a reminder that the building used to be the old surgical building. What now is the rooms where scholars studies cultures used to be the rooms where they keept the bodies used for teaching. An ordinary person would just see the place as an old building with a somewhat creepy past, but to a mage it is a nexus of death-magic. The Euthanos cultists in Lund are practising death rituals from around the world while at the same time using the life energy and organs from the people they kill to heal the dying they think deserve life. A drug dealer disapears of the streets, the cultists work their magic and sudenly a little girl with leukemia makes a miraculous recovery. Later that night a corpse missing its bone marrow is dumped in a park somewhere in the city. Hic est locus ubi mors gaudet succurere vitae indeed. The cult leader is doctor Ella Alftberg who during the days studies the decay of the body because of disease and aging and how this is reflected in cultures around the world.

Sons of ether/Etherites:
The Etherites have always been the scientists at the cutting edge between the technocracy and the traditions. Their love for the scientific method but their dislike for the controlling tendencys of the Technocracy have pushed them to embrace psuedo-science as their main method. But in Lund they have been very succesfull in pushing their own new favorite tool, post-modernism. They have gotten their view into several different departments of the university, even the NWO:s main power base the social studies department. But their own power base is the gender studies department from where they are lobbying to get post-modernism inte both the rest of the university and the public perception. The Sons of either in Lund is otherwise pretty conservative and prefere high-tech semi-conventional weaponry instead of the usual rayguns. The unoffical but in reality very secure leader of the Etherites in Lund is professor Lina Rosenqvist of the gender studies department.


Cult of ecstasy:
Lund is a party city and a city where a lot of people experiment with drugs for the first time. This alone have brought along a small group of cultists that dedicate themself to ascension through chemicals, music and sex. The small cabal is right now only three people Johan Lindsson, Johnna Svensson and Ilja Ivansson. They have, unfortunaly for them, not had much time to enjoy themselves since they have had to fill the role as Lunds dedicated vampire hunters. Vampires who for a long time now have had a strong precense in Malmö have not been able to get a foot hold in Lund because these three have protected the clubs, nations and restaurant of the city and they have made the blood suckers fight tooth and claw for each inch of ground they have taken. They are however very hard pressed and would be willing to work with or even join any mage organisation that will help them against the vampires.

Important places in Lund

Småland nation: Smålands used to be a heavily religous nation until the 1960s when the nation shifted to becoming a haven for socialist students. Since then no singel mage faction have managed to hold controll over the nation. The Choristers have the christian students while the Verbenna have the new age and pagan ones while the Technocracy have the hardcore marxists and the rest of the ones thinking that religon is the opium of the masses. This could have lead to massive conflicts over the nation if not for the 1978 vampire attack. In 1978 a vampire tried to take over the nation and use it as a feeding ground, he mind controlled several key members without being noticed but blew his cover against the mages when he got over eager and killed a young man by draining him of blood just outside one of the nations partys. The three factions set aside their diferences and destroyed not only the guilty vampire but also every singel other vampire in the city with the pure rage that comes with the sentiment "GET OFF MY GODDAMNED LAWN!". After this brief but effectiv collaboration the mages involved had a soft spot for the nation and made it into neutral ground where business could be discused while still trying to take the place over with non aggresive methods.


Kung Oscars bridge: The bridge is placed over one of the ancient crossings to fairy. If you move at exactly the right speed, at the right time of night you will find yourself on a country road surrounded by thick forest. Or at a strange marketplace managed by goblins. Or in a horrificly dark dreamscape. The Technocracy claim this to be a paralel dimension and the creatures aliens. They might even be right!



AF-borgen: Is held by the Technocracy and is the main hub for their power. More a symbol than anything else but it is the thing proclaiming: We rule this city, not you!


Viggos: The greatest hamburger place in the city is located just next to the trainstation and is one of only two neutral grounds in the city where negotiations can be held between the different factions of mages in the city. Viggo himself have very little to do with the actual running of the resturant and have all the more to do with acquiring the meat for the resturants special burgers. Viggo used to be a technocrat and specialist at eliminating supernatural creatures, he retired about ten years ago at the age of 55 to pursue his passion. Hunting and eating supernatural creatures, the later part being something the technocracy frowned upon. Viggo have eaten everything from unicorn to werewolf. At least if you belives his wilder stories, which you probably shouldn't. The truth is that the ordinary burgers are great and the special burgers that he will only serve to mages are pure magic.
 

God45

#PrayersForBahakan
Joined
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Messages
18,555
Ja, det här är officielt inställt eftersom ingen visat intresse.
 
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