Dream Carefully

Character Creation

This document is designed to facilitate the creation of Technocracy mages for Live Action play. It will include conversions of some concepts from the existing Laws of Ascension rules and extensive adaptation from the tabletop Guide to the Technocracy. While this cannot be complete or final, I hope it serves as a working document until a more widely available source is found.

Things to remember about roleplaying Technocrats and during character creation:

  • Remember that you are human.
  • Avoid Technobabble.
  • Yes, you can improvise.
  • Yes, you have emotions.
  • Keep track of who the good guys are.
  • Work as a team.
  • More Technocracy Background information

  • Conventions & Methodologies of the Technocracy
  • The Precepts of Damien
  • Soldiers of Enlightenment
  • Seekings



    • Step 1: Inspiration
  • Choose Concept, Convention (Tradition), Methodology (Faction), Eidolon (Essence), Nature and Demeanor.
    • Step 2: Select Attributes.
  • Assign Primary, Secondary and Tertiary designations to your Physical, Social and Mental attribute categories as desired. Designate 7 traits to your Primary category, 5 to your secondary category and 3 to your agent's tertiary category.
  • The optional rule of Enlightenment (Arete) raising maximum cap in Trait categories is being used. For example a unenlightened human will have a maximum of 10 in any Trait category. An Operative with an Enlightenment of 2 will have a maximum of 12 in any Trait category.

    The optional rule of Primary Attribute category being able to hit the cap, and the secondary being one less and the tertiary being two less is being used. For example an Agent with Enlightenment 3 and Physical Primary, Social Secondary and Mental Tertiary can have a maximum of 13 traits in Physical Attributes, 12 in Social Attributes and 11 in Mental Attributes.

      Step 3: Select Abilities.
  • Choose 5 Abilities.
  • See the expanded list of Abilities here that are available to members of the Technocracy beyond what is listed in Laws of Ascension.

      Step 4: Select Backgrounds.
  • Choose 7 Backgrounds.
  • Again, see the expanded list of Backgrounds here available to members of the Technocracy below beyond what is listed in Laws of Ascension.

      Step 5: Last Touches.
  • Record Willpower Traits (5).
  • Choose one Resonance Trait from among Dynamic, Entropic, Static. Pick an adjective that describes this Resonance. This adjective influences your magic's appearance.
  • Record Rank. (Usually Operative)
  • Record Loyalty. (Usually Third Degree)
  • Determine degree of Social Conditioning. (3 for an Agent from the Front Lines, 5 for an Agent enhanced in a Horizon laboratory and 7 for an Agent raised in a Deep Umbral Colony or Horizon Collective. Reprocessed Reality Deviants begin with a Conditioning of at least 7.)
  • Choose Negative Traits (if any.)
  • Choose Derangement (if any.)
  • Choose Merits and Flaws (if any).
  • Spend 5 Free Traits.
  • Apply Convention Advantages and Disadvantages.
    • Step 6: Document Enlightened Influence (Spheres).
  • Record initial Enlightenment (Arete) of 1, adjusted for Free Trait expenditure above, to a maximum of 3.
  • Assign one specialty Influence (Sphere) by Convention and Methodology and record 1 Trait in that Influence. (one level of a Convention specialty sphere, and one level of a Methodology specialty Sphere if that faction's specialty is different from the base Convention's)
  • Pick other Influences, none above 3, none above your agent's Enlightenment. (4 more if your Methodology has a specialty Sphere, 5 more without a Methodology specialty)
  • Select 1 Procedure (Rote) for each level of Influence.
  • Select Tools (Foci) appropriate for your Convention and Methodology.
  • Note Initial rating for Primal Energy (Quintessence) determined by Background allocation above.
    • Step 7: Spark of Life

    Select your UID (Universal Identification Designation -- Either two letters and a string of numbers, a binary code or even a fragment of genetic code) and Code Name.

    History: Your oldlife before the Union and your Newlife within it.

    Secrets: Everyone has few. Some have more than others.

    Motivation: Is your loyalty Conditioned or do you serve the goals of the Technocratic Union out of altruistic ideology?

    Appearance: Are you always in a Blackhat and Mirrorshades? Always stalking the downtown area in a lab coat? Are you a more relaxed, comfortable sort, relaxing in scholarly tweeds and khaki?

    Quirks: Everyone has a few distinctive mannerisms.


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