Mage the Ascension Discussion, Homebrew, Worldbuilding, and Game finding.

If the VA's paradigm is bascilly the same Iteration X; I don't see how that gells with their political goals of opening up information to the masses, since the Iteration X paradigm says you need lots of highly trained scientists and massive and expensive labs to make advances in science which works perfectly fine with the Technocracys "Trust us we're the experts" but not really with the VA political positions.

The Virtual Adepts aren't some sort of populists. They are, in fact, elitists like all mages. They actually don't care that you need lots of experts and expenses to make a development, because they just assume that the l33t will be able to find a way to make it happen, and if you can't, well, you clearly aren't l33t. The Virtual Adepts' political disagreement is the dissemination and structure in which one becomes an expert. The VAs want the information out there so anyone can educate themselves, because everyone should be given equal opportunity, and the deserving are the ones who succeed given those opportunities, whereas the Technocracy cares somewhat more about equality of outcome.

The Technocrats think they know better than the masses because they're experts and know what's best for you. The VAs think they know better than the masses because they learned their shit, and if you wanted to learn it, you could do so, but you didn't. That's the original political disagreement-how restricted information should be and whether you can trust the masses with it, not whether you need experts to get things done (with a side of whether heavy investment in the Digital Web at the cost of real life is worthwhile), This is why there is in fact a revolving door between Iteration X and the Virtual Adepts, where Virtual Adepts sometimes get disillusioned with VA culture/look for more funding and jump ship to ItX, while Iterators who find Iteration X's more authoritarian culture stifling jump ship to the VAs.
 
This is why there is in fact a revolving door between Iteration X and the Virtual Adepts, where Virtual Adepts sometimes get disillusioned with VA culture/look for more funding and jump ship to ItX, while Iterators who find Iteration X's more authoritarian culture stifling jump ship to the VAs.
Truthfully I am surprised Technocracy haven't figured out a way to bring VA back in to the fold. Manifacturing sufficiently strong political situation for it should be possible.
 
Truthfully I am surprised Technocracy haven't figured out a way to bring VA back in to the fold. Manifacturing sufficiently strong political situation for it should be possible.
Probably because first they were traitors, and by the time people got over that (after the avatar storm, given how long mages live) the VA's had become completely decentralized. It would be impossible to get them all to join up, since they don't have any real leadership or organization, so it's easier to let them come back individually.
 
Probably because first they were traitors, and by the time people got over that (after the avatar storm, given how long mages live) the VA's had become completely decentralized. It would be impossible to get them all to join up, since they don't have any real leadership or organization, so it's easier to let them come back individually.

Also, why would they change a winning strategy? Like, we've gone from "I'll hire some hard working computers and pay them shit wages" to "I have a computer in my phone, in my tablet, in my oven, and in my ear." The official Virtual Adapt ascension position is that mass ascension will be building Reality 2.0 out of the Digital Web. This idea has caught fire, going from utter nonsense that you would have a hard time explaining to people, to an idea with enough traction that I'm pretty sure a decent number of technocrats have adopted flavors of it themselves (if more materialistic version), with infomorph immortality and uploading.

The Singularity as commonly presented and imagined is an idea so VA that it's painful with it's weird flavor of anarchist victory through technological progress, but there are Singularitarian who we know make fun of with 'Rapture of the Nerds.'

No, they haven't gotten everything to go their way, there movement gets hijacked again and again by the Union, and things like the Intellectual Property fight and the Net Neutrality fight are slugging matches between the Syndicate and the Virtual Adapts, ones the VA has been on the losing end of. They gotten some shots fired back though, with new economic tools like modern crowd funding changing how money flows to projects. Not that it's taken the Syndicate long to adapt.

Of course the deeper the VA gets into those fights, the more it has to invest itself and it's work into conventional power structures and fight conventional battles, which makes them less willing to rock the boat. The NWO is probably crowing about it, while the rest of the Union sits back and watches.
 
No, they haven't gotten everything to go their way, there movement gets hijacked again and again by the Union, and things like the Intellectual Property fight and the Net Neutrality fight are slugging matches between the Syndicate and the Virtual Adapts, ones the VA has been on the losing end of. They gotten some shots fired back though, with new economic tools like modern crowd funding changing how money flows to projects. Not that it's taken the Syndicate long to adapt.

Doesn't a huge portion of Net Neutrality support come from major corporations?
 
Doesn't a huge portion of Net Neutrality support come from major corporations?

Yes. So does the opposition, and from a Mage perspective its about keeping free the tools to disseminate access to information and to access the internet as a whole. The internet being fragmented into a bunch of pay ponds is a nightmare scenario, but would be good for the Syndicate. If they could dam the river that is the internet, they could extract effort (prime utility) from it in any number of ways. It would also help them stop the bleeding all the internet piracy is causing. Sure, they could also stop it by changing their model of distribution to a more decenteralized one... but why change when you can force things to go back the way they used to.

I don't think any of the rest of the Union feels much sympathy here...

But the NWO and Iteration X are probably involved in a security fight with the VA. Encryption and privacy are complex issues, and they've largely protected themselves from being hacked by being 31337. The idea of hardware backdoor probably bugs the shit of out them, because they both need personal security, while at the same time disdaining opacity... theoretically. Having 'The CIA can break into your system and hack your email and there's nothing you can do to stop it' being part of the Paradigm is not something they want to tolerate, but it's not a fight they're good at.

On the other hand, many businesses don't like that either. I doubt the Syndicate is getting involved, but businesses can do things without the a ok of the Union.


And so on. The VA are involved in a bunch of fights, and while they aren't exactly winning most of them, they've created a 'right side of history' narrative about it.
 
Has anyone here ever played in significantly divergent settings? One I've been kicking around is a world where the Avatar Storm and the associated fallout (read mad scramble and war) all but annihilated the existing factions so almost no one knows about paradox or how people's belief shapes reality.

Many of those who would normally join the Technocracy still go into the sciences, but without the guiding hand of the Technicrats they often pursue avenues of research far from the Consensus. This leads to results which work under laboratory conditions, but fall apart when exposed to peer review or under live conditions. This causes loss in funding and research oppurtunites which force the scientists to take shady deals, working for covert ops, equip deniable corporate assets or leave the academia in disgrace vowing to one day return and SHOW THEM ALL!

In short the lack of the technocracy has widened the technology gap to the extreme and Reed Richards is Useless, at best able to outift a small number of people but never truly breaking into the public sphere.

On the other hand, without the Traditions to guide the anti-establishment crowd, orphans are the name of the game and many weird new traditions are floursishing. New age crystals and wiccans, vampires, and superheroes are all the name of the game, as well as self taught hermetics and tarot card psychics.

Of course none of these people understand Paradox or Consensus so they make no attempt to hide their new abilities. This has led to a lot of dead mages, but has also weakened the consensus allowing mages to operate with an unparalleled degree of freedom.

Basically this is my attempt to make Mage into a Comic book type world with tons of crazy scientists and weird magic shit going on, all attempting to change the world to their liking and control consensus even if they don't quite lable it that way.
 
MJ12 Homebrew: Enhancement Rewrite
So because exomuscle's balance is all sorts of off I was considering and reconsidering some of its aspects and variations, have some homebrew. I'm sort of happy with this system for Enhancements. Some of this stuff was originally done for Panopticon but largely in an incomplete and redundant state.

Enhancements
Harder. Faster. Stronger. Better.
  • Like Wonder/Device, each Enhancement is typically purchased individually. However, minor 1-2 point Enhancements can be combined with each other to ensure no 'wasted' points.
  • An Enhancement typically costs 2 background dots per 3 points.
  • If a character's Enhancements permanently provide an obviously inhuman, consensus-unacceptable effect (significantly inhuman attributes, a deployable plasma cannon arm, etc.), the character gains 1 permanent Paradox per vulgar effect. A non-exhaustive list of these effects include:
    • Deployable weapons larger than Conceal P
    • any attribute above 6
    • more than 3 additional -0 health levels
    • more than 5 Armor
  • Otherwise, Enhancements do not generate Paradox unless stated.
  • Dots of Enhancement do not typically incur Genetic Flaws. Instead, the character should just take normal flaws to represent Enhancement-related faults instead. It is common, but not required, for a character to have 1-2 points of genetic or implantation-related flaws per 2 dots of Enhancement.
Partial Cyborg (-5 points)
The character is a cyborg who has significant cybernetic modifications rendering them vulnerable to certain forms of magical attack. This Flaw is mandatory if the character has 5 or more total dots in cybernetic Enhancements. A character with fewer cybernetic Enhancements can take this flaw, which would represent being dependent on extensive artificial organ replacements to survive.
  • Although cybernetics self-repair with some effectiveness, they can and do take damage. The character heals at half effectiveness if healed using pure Life 2/3 (1 health level/success). Conjunctional Matter 3 is required for full healing.
  • It takes twice as long to heal a level of damage.
  • The character takes 2 additional aggravated health levels from direct Life attack.
  • If the character is Incapacitated, they must roll Stamina + [Enhancement's Enlightenment] for each enhancement they possess. Failure or botching means that the augmentation must be repaired. For Enhancements which do not possess an Enlightenment score, assume 1 point of Enlightenment per 3 points, maximum 5.
  • 6+ successes on a conjunctional Life 3/Entropy 3 or Life 3/Matter 3 attack will also disable the implants by damaging the human-machine interface, although as that would result in massive amounts of aggravated damage anyhow, most cyborgs don't need to worry about this so much because they'll be dead as a result.
  • Disabling the implants 'humanely' requires 6+ successes on a conjunctional Life 4/Matter 4 effect.
Full Cyborg (-5 points)
The character is a full conversion cyborg, over 90% machine, or an upload in a fully synthetic body. This flaw requires at least 6 dots of cybernetic Enhancements-a full body prosthetic isn't cheap, and if it's not going to give you significant superhuman ability, why bother?
  • The character soaks lethal and aggravated damage with full Stamina (which is typically duplicated by the actual Enhancements they get, but it's a benefit).
  • The character must be repaired rather than benefit from medical care.
  • The character is obviously immune to all poisons and diseases, unless they're a full conversion cyborg and get them directly injected into their brain.
  • The character self-repairs 1 bashing or lethal health level every 2 days as long as their body is still functional (i.e. their Incapacitated health level has not been filled with lethal or aggravated damage).
  • The character must repair Aggravated damage with Matter 3.
  • The character's cyberbrain is in an armored, removable case with its own life support system. This case has 8 armor, 3 health levels, and generally can keep the brain alive for a week even after the body is incapacitated or destroyed.
  • Although the character can be rendered Incapacitated as normal, the character's body may be recovered and repaired unless its entire health track is filled with Aggravated damage. There are a fair few secondhand cyborg chassis in the Virtual Adepts. Turns out any Technocrat valuable enough to stick in a high-spec military cyborg shell is valuable enough that the Technocracy is willing to trade that shell to get them back in the typical round of prisoner exchanges.
  • The character is no longer affected by the Life sphere (except for direct Correspondence/Life attacks to the brain, see below).
  • Instead, the character treats the Matter sphere as the Life sphere. They may repair themselves with Matter 2, enhance their physical abilities with Matter 3, and 'shapeshift' with Matter 4. An enemy with Matter 3 can deal aggravated pattern damage to them, so on and so forth.
  • The character is treated as a complex machine for the purposes of Entropy and Prime direct damage attacks. They can be directly attacked by Entropy 3 or Prime 4 (rather than Entropy 4 and Prime 5).
  • The character is either a cyborg or an upload.
    • If the character is an upload, attempts to affect the character's mind must substitute the equivalent Forces sphere rating instead. The Mind sphere no longer affects the character.
    • If the character is a full-conversion cyborg, the character's brain can be directly attacked by a Life 3/Correspondence 3 effect. Even if a cyborg has minimal other countermagic, the cyberbrain is always reinforced, isolated, and protected by either primium or prymite dedicated to deflecting direct attacks to brain tissue, giving the cyborg an additional 3d of countermagic (stacking with any normal countermagic) against this attack only. Each success on the Life 3/Correspondence 3 effect reduces the character's mental attributes by 1 dot each. If the character is reduced to 0 dots in any mental attribute, they are put into a permanent coma. This damage can be healed via Life 2/Mind 2 (self-healing) or Life 3/Mind 3 (neurosurgery).

Exomuscle and Friends

Exojocks are a common sight in the Shock Corps, augmented individuals enhanced with musculoskeletal modifications for superior strength, speed, and durability. They can walk through small arms fire and take repeated hits from heavier weapons to incapacitate. They can snap a person's neck one-handed, run faster than Olympic sprinters, and achieve other inhuman feats, even more if they override safeties and limiters on their augmentation. The typical exojock looks like a massive bodybuilder, standing over 180cm tall and weighing over 140 kg. Significant amounts of that weight are from electroactive polymers woven through their skeletal muscles and high-density, reinforced skin impregnated with primium-mesh ballistic and Reality Deviance protection.

Over time, the sheer effectiveness of exomuscle has led to a wide swathe of variants for various use. Exomuscle is almost exclusively a Technocratic Shock Corps tool-outside of the Shock Corps it's rare in the Technocracy, and only a small handful of Traditions magi and Nephandi possess it, owing to the fact that to get exomuscle you need to have been a Shock Corps supersoldier (and their screening and indoctrination is very good) or you need to have killed one in a way that leaves the body intact, and then steal it. Besides, the Traditions have their own ways of making superhuman combatants, and although exomuscle is a powerful, cost-efficient standard package, these bespoke Enhancements or Investments can still create individuals capable of equaling an exojock.

-All full-body myomer implants are generally combined with Skeletal Reinforcement, which is necessary if the character wishes to increase their Strength or Dexterity above 5.
-Full body myomer implantation does not incur any permanent paradox if it does not result in inhuman traits. Inhuman traits still incur paradox as normal.
-A character may only have 1 full-body myomer implant.

Exomuscle Classic (20 pts a la carte * 0.75 fixed improvements = 15 pts)
The most common "bodybuilder" sort of exomuscle, standard exomuscle is still in use today because it's an effective, efficient package that a lot of Shock Corps soldiers get in conjunction with skeletal reinforcement to make the most of their new strength. Combining moderate ballistic and counter-RD protection with significant physical augmentation to increase speed, strength, endurance, and durability, most dedicated Shock Corps commandos further augment themselves with additional enhancements and customizations to be even more fearsome. Elite shock corps Commandos are a match for the Traditions' finest warriors, combining incredibly honed skill and powerful Enlightened Science effects with grossly superhuman physical prowess.
-4x -0 HLs (4 pts)
-Soak Lethal/Agg Damage w/Stamina
-+2 Strength, +1 Dexterity, +2 Stamina (10 pts)
-2 Armor (2 pts)
-2 Countermagic (4 pts)
Note that the number of HLs is reduced slightly (you get 6 if you combine this with skeletal enhancement) and you get an extra die of countermagic here. At 10 background dots (5 after you take your mandatory cyborg flaw), it's pretty affordable.

Heavy Exomuscle (32 pts a la carte * 0.75 fixed improvements = 24 pts)
Because you really, really want to be a SPACE MURRINE. Heavy exomuscle mandates a reinforced skeleton, because they add something like 40cm of height and 130 kilograms to your height and weight from the myomers, armoring, and the necessary secondary synthetic organs to power it. The result is someone who looks more like a concrete wall than a human. Although somewhat popular in the 80s and 90s, heavy exomuscle has fallen out of favor as being cost-inefficient and also obvious, which was not a huge problem back then but is now with the Technocracy facing far more problems than it has resources to solve. On the other hand, there is something to be said about being able to tear a werewolf in half with your bare hands.
-6x -0 HLs (6 pts)
-Soak lethal/agg damage with Stamina
-+4 Strength, +4 Stamina (16 pts)
-4 Armor (4 pts)
-3 Countermagic (6 pts)

Implanted Exoskeleton and Bodyplating
Even rarer than heavy exomuscle now, the full implant exoskeleton makes the character look like a miniature giant death robot. On the other hand, it gives even more armor.
-As above (incl. cost), except:
-+4 Armor
-includes skeletal reinforcement (allows superhuman physical attributes)
-Visibly inhuman (skin made of space-age composites instead of human-seeming skin, visibly inhuman skull reinforcement, external skeletal reinforcement)​

Full-Body Myomer Implantation ("Exomuscle Lite") (8 pts x 0.75 = 6 pts)
Full Body Myomer Implantation is a lighter version of exomuscle which doesn't implant about 30 kilograms of artificial muscle in the user and doesn't do nearly as much full-body reinforcement. As a result, the recipients tend to look like very fit people of normal height and weight rather than 80s action heroes. FBMI is more common in augmented individuals who require discreetness, which means that unlike the other exomuscle variants, this is actually not used much in Iteration X. Instead, it shows up a lot more in NWO and Syndicate agents interested in cybernetic augmentation, as a low-cost basic package. Most of them have FBMI as their sole augmentation, relying more on external tools and training than biomodification to succeed.
-soak lethal/agg with full Stamina
-2x -0 health levels (2 pts)
-+1 Strength, +1 Dexterity, +1 Stamina (6 pts)

Musculoskeletal CNT Augmentation ("Exomuscle 2.0") (28 * .75 = 21 pts)
"Exomuscle 2.0" is based off of carbon nanotube musculature in biocompatible ballistic gel packing rather than myomer polymer as well as graphene reinforcement to dermal layers, creating broad improvements to user durability, strength, and speed over standard exomuscle. Somewhat slimmer and lighter than normal exomuscle (but not notably so) this technology is generally rare due to the lack of resources and increased cost of using more advanced carbon nanotube musculature rather than myomer artificial muscle. Iteration X is slowly disseminating this over its exojocks, prioritizing high-value personnel, but only a handful of users exist.
-6x -0 HLs (6 pts)
-Soak Lethal/Agg Damage w/Stamina
-+4 Strength, +2 Dexterity, +2 Stamina (14 pts)
-4 Armor (4 pts)
-2 Countermagic (4 pts)

Triple-Strength Myomer Exomusculature Implant (20 * .75 = 15 pts)
"Exomuscle is great." Some Iteration X biomechanic said. "Yes. It certainly is." Another agreed. "You know, it would be even greater if we made even better exomuscle, right?" A third said, and thus the triple-strength myomer exomusculature implant was born. Using a superior electroactive polymer with improved fast-twitch speed and sustained strength, a TSM equipped Shock Corps operative is strong. Ridiculously strong. "Beat a werewolf or combat-focused vampire in brute strength contests" strong. Unfortunately, the cost is that TSM exomusculature creates significantly more metabolic and physical strain and the need for insulating materials and redundant cooling systems to keep someone from dying of heatstroke as they tear the arm off of a werewolf makes it less durable than typical exomuscle, which integrates armor mesh materials (including primium) throughout the system for greater redundancy and ability to survive punishment. Optimizing the dermal modifications to act as an improved cooling system have also required compromising their antiballistic and anti-DEW qualities. The attributes below do not include skeletal enhancement, which is a near-necessity for use of TSM implants. Paradox backlashes common to TSM users include heatstroke, damage to even reinforced bones, ligaments, and tendons, infertility and impotence, cardiovascular failure from overstress, and in rare cases, spontaneous human combustion due to heat sink failure. Typically, TSM-equipped exojocks are close-combat specialists, who specialize in taking a knife to a werewolf fight and winning while still being able to barely fit through normal-sized doors.
-3x -0 HLs (3 pts)
-Soak Lethal/Agg Damage w/Stamina
-+5 Strength, +2 Dexterity (14 pts)
-1 Armor (1 pt)
-1 Countermagic (2 pts)
 
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So, two things I noticed in this post.
  • The character takes 2 additional aggravated health levels from direct Life attack.
  • If the character is Incapacitated,
  • 6+ successes on a conjunctional Life 3/Entropy 3 or Life 3/Matter 3 attack will also disable the implants by damaging the human-machine interface, although as that would result in massive amounts of aggravated damage anyhow, most cyborgs don't need to worry about this so much because they'll be dead as a result
1. I assume the bolded part is meant to be finished with "the implants are disabled"?

2. You keep mentioning Skeletal Reinforcement, but never actually list that out mechanically. Does it do anything other than enable you to have superhuman attributes, and what does it cost?
 
2. You keep mentioning Skeletal Reinforcement, but never actually list that out mechanically. Does it do anything other than enable you to have superhuman attributes, and what does it cost?
Skeletal Reinforcement is a canon thing. Go look in Guide to the Technocracy or the Iteration-X book.
 
If a character's Enhancements permanently provide an obviously inhuman, consensus-unacceptable effect (significantly inhuman attributes, a deployable plasma cannon arm, etc.) generates 1 permanent Paradox. A non-exhaustive list of these effects include:
Is this supposed to be one Permadox total, or one Permadox per Consensus-unacceptable effect, or one Permadox per dot/HL/armor above those limits, or...?
 
I have a question about how history works in oMage; because it seems since the line wants to really stick with the whole urban fantasy sthick and historical inertia being what it is; it seems that it would really undermine the idea the whole Traditions vs technocracy as even a thing because it seems at a cursory glance the history from 1600s onwards is basiclly technocrats fighting technocrats; for example; the Ottomans loved using guns to propel their conquests so how does that explain that the proto order of the reason is supposed to be fighting the mages at same time fueling all these conflicts in period agaisnt each other? Seems really incoherent.
 
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