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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Go on, man, if you have the skill to create a fighter plane, this sphere is crazy.

The Technocracy – Old WoD Mage

Enh, I suppose that I am feeling cynical today, so this is going to be fairly negative. Very, very good for shenanigans.

Actually, for me, it’s not a matter of liking the Traditions or the Technocracy, but liking some individual Traditions and some individual Conventions a lot more than the other splats.

On the other, other hand, they are the single most likely mage-group to get a multi-faction party together to get shit done and pull awesomely pragmatic feats like frying a sub-continent darkening vampire Antediluvian by using orbital mirrors to reflect and concentrate light from the other side of the world.

They are completely insane. Are the servants of Les Mysteres, which translates into the Spirit Tradition. Unsurprisingly, many of the Nephandi were Naziswhich was expected of White Wolf. On a bad day, all of your character’s futuristic prosthetic organs fail when an NPC so much as glances at them.

Good old meteor apocalypse, some mages plan to escape into the Umbra, and other Traditions and Technocracy attempt to blow it up. It was a smart move that improved the game immensely. In the game, Mages have always existed, though there are legends of the Pure Ones who were shards of the original, divine One.

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”.

Unfortunately, it’s not very well-designed.

The Ascension is that everyone has the capacity, at some level, to shape reality. The beliefs and techniques of Magi vary enormously, and the ability to alter reality can only exist in the context of a coherent system of belief and technique, called a paradigm.


At the same time, the combined armies of the Technocracy and the Traditions stop the Marauders from literally driving all humanity mad In addition to using Enlightened Sciencethe Technocracy makes use of hypertechor technology that is not yet accepted by the Masses and is therefore subject to Paradox.

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. Think of it like gravity forcing things down, while it is possible to fly and go up, it’s much easier to simply fall.

Mage: The Ascension

It’s not a traditional Sphere in that you can take dots in it to use magic: They’ve traditionally got a mutual hate-boner with the Akashic Brotherhood, and a few recently ran off to join the Hermetics While having your character be a member of a Tradition discussed below helps with figuring a lot of this out, you more often end up with people tossing aside interesting characters to just play easy-to-make Neo-Pagans. In-character, only a Mage’s Paradigm can explain what each of these things are, what they mean, and why it’s the way it is.

I see Mage as a game where the hubris of any Awakened character is the greatest threat – even a well-meaning Traditionalist can very quickly turn tehcnocracy a monster if he or she loses perspective, and that can make for some very powerful stories.

This is called the consensus. Officially founded under the banner of the Order of Reason in the 14th Century, the original Union was very different from the one presented technocrcy contemporary in Mage: I like both groups, but for different reasons. At best, they are technnocracy of the most caring and loving healers in the world.

The difficulty often begins right at character generation, since newly Awakened mages are almost always incapable of grasping their capacity to bend reality. Then, Control falls silent, isolating many Technocratic parties for a long period of time.

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 end, hopefully, the Unionists emerge triumphant, creating a Technocracy Good End, where the reborn ideals of the Order of Reason triumph over the corruption of the Loyalists, in a new world of Enlightened Science. It just tells the story, barely bothering to talk about what the PCs should do, or even if they should be a Traditional cabal or a Technocratic amalgam.


Too small or specialized to join the Conventions and either disliking or outright opposing the Technocrats, the Independent Crafts decided to band together to form a power block of their own. Their mastery is the sphere of Spirit, which mostly focuses on summoning and binding magic.


No one is going to pay attention to the two remaining shamans of a tradition most people can’t even pronounce. Essentially, the better elements of the Technocracy have always been stockpiling power, waiting for the more xenophobic elements to fully clear the Earth of dissenting magical philosophies before seizing power themselves as the Unionists, and bringing back that old-tyme religion: What you see is what you get: If, rather than fight a useless war you already lost to restore a bunch of incompetent fucks who did a shitty job of running the world the last time they took a crack at it, you just want to relax in a palatial extradimensional mansion while your harem of adoring monstergirl waifus feeds you fresh meatbread mouth-to-mouth, this is the sphere for you Ads by Project Wonderful!

These two groups now belong to the Traditions and are reviled by the Technocracy as Reality Deviants for having embraced technomancy. Learn how and when to remove these template messages.

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. And they can boost their own magical stats. Avatar, Quintessence, the Umbra, and Paradox, Resonance, etc. Nowadays, the Technocracy is largely committed to “winning the argument,” and only intervening when local mages are getting out of hand.