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"What people don't know can't hurt them, because we are here."

-Agent Twilight, New World Order Operative

 

This guide is meant to assist new players who would like to create agents of the Technocracy. The revised Guide to the Technocracy and the Mage:TA rulebook should be at hand to facilitate the process. If you are new to Mage than I urge you to check out the 'Basics of Magic' article located here. For more information on Mage the Ascension, please visit White Wolf Online. Mage the Ascension and the Guide to the Technocracy are both copyrighted by White Wolf Game Studios.


Once you have a general concept in mind, please take a look at the expanded background section to further develop your character.

The White Wolf RPG system requires the use of 10-sided dice. If you do not have access to 10-sided dice then please download the Imperial Dice Roller.

Technocracy amalgams are often assembled for specific missions. You can keep track of the amalgams with the following charts: 1, 2, 3.

Table of Contents

Percepts of Damian: The Articles of the Technocracy

Character Creation

Enlightened Science and Foci

New Archetypes, Abilities, Merits, and Flaws

Devices

Enlightened Science Procedures


 

Percepts of Damian: The Articles of the Technocracy


Article One: Bring  order to the universe. Predictability brings safety. Once all is discovered and all is known, Unity will be won.
Article Two: Convince the Masses of the benevolence of science, commerce and politics, and the power of rationality. Conflict and suffering will be eliminated in our Utopia.
Article Three: Preserve the Gauntlet and the Horizon. Chaotic individuals who open gateways with impunity threaten the stability of our world. Uncontrolled portals also allow outside forces, such as Nephandi, access to our world. This must never happen.
Article Four: Define the nature of the universe. Knowledge must be absolute or chaos will envelop all. The elemental forces of the universe must not be left to the caprices of the unknown.
Article Five: Destroy Reality Deviants. Their recklessness threatens our security and our progress toward Unity.
Article Six: Shepherd the Masses; protect them from themselves and others.

Notes:

Article Five can be defined several ways. Reality deviants can be physically destroyed or they can be converted. The N.W.O, for example, favor the second method. If a reality deviant has been converted to the cause than he is not only destroyed, but harnessed to strengthen the Union.

 Technocrats must also have have a paradigm included, I would like all characters to be well rounded and show signs that they are still human.
How can you empower and protect humanity if you are not human?

Character Creation Recommendations


Character Creation

          Abilities: 13/9/5 at least one dot in Technology, Computers, Science, and a form of combat (Brawl, Melee, Firearms, etc.)

           Base Enlightenment (arete) 1

           Freebie points: 15. Attributes 5, Abilities 2, Enlightenment 4, Spheres 7, Backgrounds 1, Willpower 1.


Enlightened Science and Foci

Foci and Enlightenment: Unlike the Traditions and Hollow Ones, Technocrats can not channel their enlightened science without foci until level 5. At enlightenment level 5, a Technocrat can in theory practice his reality altering powers without a focus for one sphere. Due to the scientific paradigm, he or she will probably still have to use it because the paradigm demands it. If the focus is employed, the difficulty on the enlightenment role is at -1. As enlightenment is attained after level 5, a Technocrat can work without 2 foci for 2 spheres for each level gained. So at level 6, a Technocrat can use enlightened science without a foci for 3 spheres. At level 7 enlightenment, foci are not needed for 5 spheres and so on.

The Primary focus: Technocrats have a primary focus for all of their spheres. This primary focus reduces the difficulty by 1 when used for a procedure. This applies to all characters, even those who have enlightenment ratings lower than 5. Unlike mystics who need a specific focus to work their magic, a Technocrat can improvise with various items and use them as foci. These improvised foci will allow the Technocrat to work enlightened science but will not grant the -1 difficulty. 

Example: Agent with 3 levels of enlightenment, 3 levels of Forces, and a handgun as a primary focus for Forces. Whenever the handgun is used with a coincidental Forces procedure, the difficulty would by at 5 (difficulty 6 -1). If the Agent wants to use a Forces 1 effect on a telephone pole to monitor a phone call, he or she can't use the gun for the effect. The Agent could perhaps connect a cable to the pole, run a vibration translation program on a PDA and listen through headphones. The Agent would roll enlightenment with a difficulty of 6 instead of 5 to work the procedure. The PDA is not the primary focus and will not grant the bonus difficulty reduction.


New Archetypes, Abilities, Merits, and Flaws

Archetypes:

Benefactor, Caretaker, Crusader, Devil's Advocate, Entertainer, Hacker, Innovator, Investigator, Machine, Mad Scientist, Manager, Misfit, Penitent, Perfectionist, Quester, Sneak, Tycoon and Vigilante.

New Abilities: I will allow some of these to be bought as secondary abilities.


Devices

 These devices are found almost exclusively in the Technocracy. The ones that are created by your convention are easier to obtain than ones created by other conventions. This list contains devices listed in Technocracy Assembled Vol. 1 and 2, and Guide to the Technocracy.

Devices Level 1 Devices Level 2 Devices Level 3 Devices Level 4 Devices Level 5

 

Guide to the Technocracy: Devices

Level 1

Level 2

Level 3

Level 4

Level 5


Enlightened Science Procedures

Many general effects are shared by both the Traditions and the Technocracy, though they may have different names. Most of the ones listed in the core Mage rulebook can be employed by Technocrats though they will have to explain the effects through science and technology. The ones listed below are procedures from Technocracy Assembled 1 and 2, and Guide to the Technocracy.  Players are encouraged to create new procedures in the game. I included the ones here as examples of what can be employed and at what level.

Single Sphere Effects

Correspondence Effects Entropy Effects Forces Effects Life Effects Matter Effects Mind Effects Prime Effects Dimensional Science Effects  Time Effects

Multiple Sphere Procedures 

Correspondence Procedures Entropy Procedures Forces Procedures Life Procedures Matter Procedures Mind Procedures Prime Procedures Dimensional Science Procedures Time Procedures

Guide to the Technocracy: Procedures

Correspondence

Dimensional Science

Entropy

Forces

Life

Matter

Mind

Time


Most of the material under Devices and Enlightened Science were obtained from http://www.ping.de/sites/basis/ww/darkness.html.