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

So if something is going to happen, you'll have to do it, but you can't do it alone. You have to overcome the culture of failure that permeates the Nine Traditions, you have to establish a living movement. No amount of throwing bombs at Technocratic Constructs will change the direction things are moving - you have to sell something the Sleepers will buy.
I run with a similar idea myself; by integrating themselves within the Technocratic system, the Traditions have themselves made themselves indestructible against the Technocracy,, for example chances one of the local Veberna in the area is a park ranger who by working on that grassroots level of protecting the forests and lakes promotes their paradigm s well. The Technocracy can't just shoot them all now since they are doing a lot of the things Technocrats would do anyways; but there are never enough mages to cover everything yourself.
 
Why should I believe that as the "True history" as having any more veracity then the technocracy "Dragons didn't exist; they were actually dinosaurs; here's the bones" they've rectonned? Of coruse they would cast the light as an age of tyrants and barbarism fueled by those evil mages with their light of their science they banished to the dark corners of the world to justfy what they do.

Given the metaphyics of the setting does make sense that there is true history though? Given the ablity of thd technocracy rectonning dinosaurs into existence.

Continuity

Continuity is an alternate sphere for time. It's origins are as confounding as it's purview. Some say it was invented by Seers of Chronos who walked along the possible worlds. Some say it originated from the Celestial Masters and their vision into alternate possibilities. Yet a third view suggests it comes not from wise sages, but from the boisterous stories of many a drinking hall. Continuity governs the world of possibilities.
Some think of the sphere as a fun sphere of outlandish stories and murky memories (often brought on by grand parties and various substances consumed). Others see the sphere as a sinister sphere of gaslighting and 'alternative facts'. The sphere finds use in the Cult of Ecstasy members of various types, Sons of Ether adventurers, Syndicate media control, and Void Engineers chrononauts. (Continuity is like Data in that you can play in it and the normal version of the sphere before you reach the third dot)

• Time sense

The first level of Continuity is like that of normal time. It allows one a keen sense of the passing of time and an ability to sense distortions caused when things don't add up. This perception of changes is known among traditionalists as the 'Bernstein bear affect' or the 'Mandela effect'. Technocratic 'apologists' often simply wave their hands and blame a fallible human memory on any discrepancies.

•• Time Sight, Time Wards

The second level of Continuity begins to diverge from normal time. Users of Continuity can not only see into the future and past of their own time, but into the future and past of another timeline (though Continuity 3 is required to scan through and compare several timelines at once).

This level of Continuity can also ward against intrusions from other timelines, not simply the sight and tampering of our own. This protection from tampering is often used by technocratic 'academics' and 'historians' to lock in the technocratic version and prevent the traditions from having their way.

••• Cross Stream Stride, Exchange Continuity, Filter All-time


The third level of Continuity takes a radically divergent turn from it's equivalent in Time. Continuity cannot speed up, slow down or play back periods of time. Continuity can instead allow travel of an individual to alternate timelines1​ (though a tunnel to allow others requires Continuity 4). (The inter-timeline travel works the same as the Eons of Ether Quantum Temporal Travel rote [Sons of Ether Traditionbook 2003 P.63] Continuity 3 allows for the correspondence 3, entropy 4, time 4 version. Continuity 4 allows for the correspondence 4, entropy 4, time 5 version). Travel to other timelines have been known to lead mages into a Quiet when the paradox backlash hits, making the mage unable to discern which timeline they were 'supposed to be from'.

Continuity can mimic the Time 2/Entropy 2 Forecasting2 ​effect (Syndicate Revised Conventionbook P.74).

Continuity can also allow you to alter your personal timeline. You can replace one dot in an ability with a dot in another skill for every success {ie. A Cult of Ecstasy member needs to fight a member of the NWO, but they lack a combat ability. They roll arete for a Continuity 3 effect. They roll 3 successes. They spend 1 success on duration and use the other 2 to transfer 2 dots from Perform (Dance) to Martial Arts (Capoeira) as they question what it really was they took for an elective back in college. Was it dance or dance-fighting? They were in a haze of drugs and alcohol back then and don't really remember the details. Maybe those footsteps they learned weren't dance but the footwork of capoeira.} The mage may also turn a non-magic background into another at the same rate (in a manner similar to Demon the Descent's Exploit allies into gold [Demon the Descent P.159]). At continuity 3 the mage can only perform this effect on themselves. (Continuity 4 allows for this effect on others). You maintain a point of paradox for every dot transferred in this manner for as long as the effect remains.

•••• Multiple Choice Past, Tunnel/Bubble of Time

The mage can now create a tunnel through time to travel to alternate pasts and bring others with them. The mage also can create a small bubble of an alternate timeline in a manner similar to using correspondence to create a bubble of space. Some mages are rumored to have used this level to pull alternate versions of themselves into their own timeline.

The mage's ability to meld timelines also improves as the mage can now maintain two alternative pasts at once. The mage can now get an extra dot in an attribute or non-magical background without sacrificing another attribute or background. This ability is still at 1 dot per success, but the hanging paradox is now two dots of paradox per one dot of ability or background. The extra paradox comes from the universe's dissonance at maintaining two alternate contradictory pasts. (The mage can only perform this effect on himself at this level). At this level the mage may also preform the Exchange Continuity effect on another person.

••••• Time Travel, Co-Locate Continuity

At this level the mage can finally travel to the past, as with normal time 5. The mage can now stack alternate timelines upon their timeline. This can allow for a Multiple Choice Past effect on others. Masters of Continuity have been known to blend our timeline with features from others, though they tend to make subtle changes to avoid massive paradox backlash.



Mages who use the Continuity sphere have occasionally referred to an organization called the 'Continuum'. Many assume this group is a future form of the Chrononauts, though some suggest it is an independent group of time travelers. This 'Continuum' is known to come after mages who abuse Continuity and rumors state that their preferred method of fighting is to create contradictions in the opponent's personal timeline.



footnotes:

[1]
Sons of Ether Traditionbook 2003 P.63 said:
Correspondence 3 transports one person, while Correspondence 4 creates a tunnel into an alternate universe that can accommodate one traveler per success spent. Further successes can move characters through space as well as time, as a normal Correspondence effect. Time 3 allows a short hop (one turn/success) forward or backward compared to the baseline time, before being pulled back to the point of departure. Time 5 allows for extended journeys into the alternate past or future (using the standard chart for Time effects.) Time and Entropy are used together to isolate the travelers from the time stream and move them to a new "branch" of the continuum. The Time 5 version of the rote must be used to return as well, or it's a one-way trip. Return trips use the Consensus of the alternate universe to determine vulgarity.
Other successes are spent on the dissimilarity between the alternate reality and the traveler's. One success indicates a near clone of the "real" timeline, while five successes allow passage to the most bizarre alternate worlds, such as worlds where the Order of Hermes controls the paradigm or sentient dinosaurs coexist with humanity.
Traveling into an alternate past cannot affect the "real" present, except through any knowledge or artifacts that the traveler brings with her. Objects that have a specific duplicate in the baseline present eventually erode or fade, while objects from the future do so if they can perform any feat of magic or science unknown to the present day. Still, the low-level version of this rote allows characters to hop into an alternate past and grab a temporal duplicate of an object that you desperately need (or need more of) for a brief period to use in the baseline present.

[2]
Syndicate Revised Conventionbook P.74 said:
A Technocrat can spend a turn inputting data and adjusting the forming simulation. At the end of that turn, the agent spends one success to roll dice for her agent's next action ahead of time, and each additional success to roll dice for one alternate next action. The agent's player can't roll for the same action twice, but can explore the probability of another option's success. For an extended action, spend successes on the Duration it would require to complete. ... If she picks a simulated outcome, the player doesn't roll dice — she uses the successes she rolled during the simulation. If an intervening event would make one of the options impossible, those pre-rolled successes are no longer available.


Notes:
I tried to make the sphere like a mix of Correspondence and Time, with a couple unique effects thrown in. I tried to base effects off of effects that already existed in some form or another. Exchange Continuity and Multiple Choice Past are loosely balanced off of Life 3 enhancements to attributes. Changing other people's timelines is roughly similar in sphere level to similar manipulations of the opponent's memory with Mind 4 and 5. You have no idea how much I wanted to make this sphere full of jokes and memes similar to Metagaming. Cameras don't count for the purposes of paradox. Only people and their beliefs affect reality. Users of Continuity should be worried about people's memory causing paradox, not cameras. Anything that makes people's memory of a time fuzzier also make that time period easier to influence. If your Cult of Ecstasy member has a big party with all of the drugs and all of the alcohol then the events of that party are easier to manipulate.


Edit: It should be noted that the more powerful effects of the sphere are balanced by it's inability to use the time dilation and short range time travel effects of Time 3 and inability to pause time locally at Time 4.
 
Last edited:
Why should I believe that as the "True history" as having any more veracity then the technocracy "Dragons didn't exist; they were actually dinosaurs; here's the bones" they've rectonned? Of coruse they would cast the light as an age of tyrants and barbarism fueled by those evil mages with their light of their science they banished to the dark corners of the world to justfy what they do.

Sure.

The only true past is what people think the past is- rewriting history actually rewrites history, because that is how consensual reality works. And sure, sometimes you can find rare artifacts than don't fit the official version of history (because no rewrite is perfect) but, like atlantis ruins in Awakening, those are the remains of civilizations that never existed.
 
Last edited:
Sure.

The only true past is what people think the past is; Rewriting history actually rewrites history, because that is how consensual reality works. And sure, sometimes you can find rare artifacts than don't fit the official version of history (because no rewrite is perfect) but, like atlantis ruins in Awakening, those are the remains of civilizations that never existed.
The weird thing is the books talk about the past as more or less objective thing just plus or minus some fantastical elements here and there.
 
I thought the socecers crusade was one of the more well recieved books?

Well, they kinda suck at conveying the themes they wanted to convey, rather? Like, you can't go, "Reality is consensual, history is a lie" and then write a book that portrays the past as basically exactly the same as you'd think but with a few magical things thrown in.

Like, the Middle Ages in the world before the Technocracy should basically not resemble the actual (real-life) middle ages at all. :p

It should be a bunch of propaganda that the Technocracy post-dated so that everyone's talking about the Dung Ages and isn't it better now. That doesn't mean it can't suck, but it shouldn't suck in the exact same ways that actual history did.

It should be gonzo as fuck. Or it should be Awakening, which because it doesn't have Consensual Reality, can more easily do the "Historical Fiction" sort of thing.
 
Well, they kinda suck at conveying the themes they wanted to convey, rather? Like, you can't go, "Reality is consensual, history is a lie" and then write a book that portrays the past as basically exactly the same as you'd think but with a few magical things thrown in.

Like, the Middle Ages in the world before the Technocracy should basically not resemble the actual (real-life) middle ages at all. :p

It should be a bunch of propaganda that the Technocracy post-dated so that everyone's talking about the Dung Ages and isn't it better now. That doesn't mean it can't suck, but it shouldn't suck in the exact same ways that actual history did.

It should be gonzo as fuck. Or it should be Awakening, which because it doesn't have Consensual Reality, can more easily do the "Historical Fiction" sort of thing.
I argee but because thats where sits uneasy with urban fantasy thing mage also has a theme which shares the inertia things at least surface level should look like real life. Like its kind of ridlouses that a the order of hermes is supposed the most powerful of the traditions in the same world where there are millions of christans and muslims for the choir to draw from.
 
MJ12 Homebrew: Enhancement Rewrite II
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 health level a day, no matter if it is bashing, lethal, or aggravated, 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'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)

Building onto this, here's a full-cyborg body set. Full body cyborgs obviously require the Full Cyborg flaw. Full cyborgs are typically built with the character's own Appearance rating and replace the character's original physical attributes. Improving a full cyborg's physical attributes or Appearance requires a refit of the body, which requires Matter 4. Such refits are generally available to Iterators as a matter of course. Transhumanist VAs and non-ItX cyborgs will have to hunt down someone with a compatible paradigm and Matter 4 and get them to help. Obviously there are other full cyborg chassis but given that doing so is pretty expensive, the vast majority will be either the 'basic, good enough' Hanael or the 'ludicrously good and costed around there' Abdiel. And honestly, given that the Abdiel costs a net 17 background dots, most high-end cyborgs will be too expensive for reasonable chargen expenditures.

(The flipside is that these are costed with the expectation that if you're taking a full cyborg chassis, you will take Physical tertiary and spend your attribute dots on Mental/Social. If you are not, you can probably discount them somewhat when someone purchases one with XP).

For PQ readers, Elsa and Jaron are both using modified Abdiels. Clarent and Kessler are both using bespoke, much more expensive ItX superweapons. Prior to his uploading, Kessler was merely using Heavy Exomuscle + a lot of other mods. Dr. Grey was using a bespoke Etherite design as well with an atomic reactor for a heart.

Hanael Full Cyborg Civilian Conversion (24 * 0.75 = 18 pts)
The Hanael is largely designed as a long-lived, physically adept alternative to a normal human body. It uses a titanium endoskeleton, combined with soft artificial muscle and self-healing biopolymer skin. The biomimetic design means that even after taking significant damage, they can still pass for human, rather unlike most combat cyborg chassis. Used by respected Iterators as a method of achieving biological immortality, the Hanael is fairly bare-bones, providing the user physical capability equivalent to the high ends of baseline human capability, with superior durability, self-maintenance, and limited-self-repair. Although a Hanael is not designed as a frontline combatant, it is resistant to knives and small-caliber firearms, and physically quite capable in its own right. Paradox flaws from this long-lived existence generally manifest as mental issues ("cyberpsychosis") which can be mitigated by routine psychosurgery and mental rebuilds, combined with physical alterations to the body to ensure said psychosurgery takes (i.e. they disguise you as someone else, often a relative). Because full cyborg conversions are extremely rare-non-Autochthonian Iterators have not had access to them until the 20th century-there is no indication if this will be effective over centuries rather than decades. Generally, Hanael bodies are rarely subject to inherent malfunction risk-their design might have been bleeding edge when first introduced, but now their kinks have been worked out and they are relatively low-maintenance (trans: people think cyborgs are more coincidental now). Hanael chassis are typically seen as rewards for high-performing Iterators, who 'deserve' a gift of immortality and physical perfection.
-Health Track: -0 x 3/-1 x 3/-2 x 3/-5/Incapacitated x 3 (3 pts)
-Physical Attributes: Strength 4, Dexterity 4, Stamina 4 (treating as ~12 pts)
-Soak lethal/agg damage w/ Stamina
-Unliving: Immune to poisons and diseases. Integrated oxygen supply and recycler allows for up to (Stamina) hours of operation without oxygen.
-1 Armor (1 pt)
-Acute Senses: Sight, Hearing (2 pts)
-Integral Cyberbrain ADEI (6 pts)
-+2 Permanent Paradox due to inhuman features (unliving, biologically immortal) (0 pts)

Abdiel Full Cyborg Combat Conversion (44 * 0.75 = 33 pts)
The Abdiel, on the other hand, is the most typical Iteration X combat chassis, providing the basis for a lot of variants, including HITMarks. The Abdiel is actually a predecessor of the Hanael, and saw service earlier, as the Hanael is only 'worth it' in recent times where the Paradox load for a full cyborg is tolerable. An Abdiel is mildly superhuman, more heavily armored, and uses foamed-Primium bone structure for countermagic. It also comes with reflex augmentation as standard. Abdiels are a routine, if not common, sight in the Shock Corps, and Virtual Adept cyberpunks have acquired a couple-and occasionally build their own.
-Health Track: -0 x 5/-1 x 3/-2 x 3/-5/Incapacitated x 3 (5 pts)
-Physical Attributes: Strength 6, Dexterity 6, Stamina 6 (~18 pts)
-Soak lethal/agg damage w/Stamina
-Unliving: Immune to poisons and diseases. Integrated oxygen supply and recycler allows for up to (Stamina) hours of operation without oxygen.
-3 Armor (3 pts)
-3 Countermagic (6 pts)
-Forces 1 Night + IR Vision, Life 1 Heartbeat Sensor (2 pts)
-Acute Senses (Sight, Hearing) (2 pts)
-Integral Cyberbrain ADEI (6 pts)
-Integral Reflex Augmentation (-1 Multiple Action penalty) (2 pts)
-+3 Permanent Paradox due to inhuman features (unliving, immortal, inhumanly durable)
 
Last edited:
That does make one wonder how would the traditions approach the whole 'enhancement/augmentation/body replacement' thing.

Granted, 'Better Body/Exoswole' equivalents should be bog standard for Super Kung Fu Monks/Fate Hitmen/Zoinked out Druggies, but a set of things that let you straight up replace physical stats seem awfully powerful.
 
Building onto this, here's a full-cyborg body set. Full body cyborgs obviously require the Full Cyborg flaw. Full cyborgs are typically built with the character's own Appearance rating and replace the character's original physical attributes. Improving a full cyborg's physical attributes or Appearance requires a refit of the body, which requires Matter 4. Such refits are generally available to Iterators as a matter of course. Transhumanist VAs and non-ItX cyborgs will have to hunt down someone with a compatible paradigm and Matter 4 and get them to help. Obviously there are other full cyborg chassis but given that doing so is pretty expensive, the vast majority will be either the 'basic, good enough' Hanael or the 'ludicrously good and costed around there' Abdiel. And honestly, given that the Abdiel costs a net 17 background dots, most high-end cyborgs will be too expensive for reasonable chargen expenditures.

(The flipside is that these are costed with the expectation that if you're taking a full cyborg chassis, you will take Physical tertiary and spend your attribute dots on Mental/Social. If you are not, you can probably discount them somewhat when someone purchases one with XP).

For PQ readers, Elsa and Jaron are both using modified Abdiels. Clarent and Kessler are both using bespoke, much more expensive ItX superweapons. Prior to his uploading, Kessler was merely using Heavy Exomuscle + a lot of other mods. Dr. Grey was using a bespoke Etherite design as well with an atomic reactor for a heart.

Hanael Full Cyborg Civilian Conversion (24 * 0.75 = 18 pts)
The Hanael is largely designed as a long-lived, physically adept alternative to a normal human body. It uses a titanium endoskeleton, combined with soft artificial muscle and self-healing biopolymer skin. The biomimetic design means that even after taking significant damage, they can still pass for human, rather unlike most combat cyborg chassis. Used by respected Iterators as a method of achieving biological immortality, the Hanael is fairly bare-bones, providing the user physical capability equivalent to the high ends of baseline human capability, with superior durability, self-maintenance, and limited-self-repair. Although a Hanael is not designed as a frontline combatant, it is resistant to knives and small-caliber firearms, and physically quite capable in its own right. Paradox flaws from this long-lived existence generally manifest as mental issues ("cyberpsychosis") which can be mitigated by routine psychosurgery and mental rebuilds, combined with physical alterations to the body to ensure said psychosurgery takes (i.e. they disguise you as someone else, often a relative). Because full cyborg conversions are extremely rare-non-Autochthonian Iterators have not had access to them until the 20th century-there is no indication if this will be effective over centuries rather than decades. Generally, Hanael bodies are rarely subject to inherent malfunction risk-their design might have been bleeding edge when first introduced, but now their kinks have been worked out and they are relatively low-maintenance (trans: people think cyborgs are more coincidental now). Hanael chassis are typically seen as rewards for high-performing Iterators, who 'deserve' a gift of immortality and physical perfection.
-Health Track: -0 x 3/-1 x 3/-2 x 3/-5/Incapacitated x 3 (3 pts)
-Physical Attributes: Strength 4, Dexterity 4, Stamina 4 (treating as ~12 pts)
-Soak lethal/agg damage w/ Stamina
-Unliving: Immune to poisons and diseases. Integrated oxygen supply and recycler allows for up to (Stamina) hours of operation without oxygen.
-1 Armor (1 pt)
-Acute Senses: Sight, Hearing (2 pts)
-Integral Cyberbrain ADEI (6 pts)
-+2 Permanent Paradox due to inhuman features (unliving, biologically immortal) (0 pts)

Abdiel Full Cyborg Combat Conversion (44 * 0.75 = 33 pts)
The Abdiel, on the other hand, is the most typical Iteration X combat chassis, providing the basis for a lot of variants, including HITMarks. The Abdiel is actually a predecessor of the Hanael, and saw service earlier, as the Hanael is only 'worth it' in recent times where the Paradox load for a full cyborg is tolerable. An Abdiel is mildly superhuman, more heavily armored, and uses foamed-Primium bone structure for countermagic. It also comes with reflex augmentation as standard. Abdiels are a routine, if not common, sight in the Shock Corps, and Virtual Adept cyberpunks have acquired a couple-and occasionally build their own.
-Health Track: -0 x 5/-1 x 3/-2 x 3/-5/Incapacitated x 3 (5 pts)
-Physical Attributes: Strength 6, Dexterity 6, Stamina 6 (~18 pts)
-Soak lethal/agg damage w/Stamina
-Unliving: Immune to poisons and diseases. Integrated oxygen supply and recycler allows for up to (Stamina) hours of operation without oxygen.
-3 Armor (3 pts)
-3 Countermagic (6 pts)
-Forces 1 Night + IR Vision, Life 1 Heartbeat Sensor (2 pts)
-Acute Senses (Sight, Hearing) (2 pts)
-Integral Cyberbrain ADEI (6 pts)
-Integral Reflex Augmentation (-1 Multiple Action penalty) (2 pts)
-+3 Permanent Paradox due to inhuman features (unliving, immortal, inhumanly durable)
wow this looks like something that we might want to have threadmarked
 
That does make one wonder how would the traditions approach the whole 'enhancement/augmentation/body replacement' thing.

Granted, 'Better Body/Exoswole' equivalents should be bog standard for Super Kung Fu Monks/Fate Hitmen/Zoinked out Druggies, but a set of things that let you straight up replace physical stats seem awfully powerful.

The cost break on full conversions for physical attributes is only really efficient around very high, Paradoxical levels for anyone who plans on being a fite wizard, because you're going to expect to put XP into physical attributes anyhow. If you assume you're going to get ~3 in all physicals (which is very low for a fite-wizard and actually fairly cheap XP-wise), you need to be at 7+ to get a cheaper variant of the attribute. Which is a pretty expensive set of kit. Not that it doesn't exist, but it's hardly something you'll get off the shelf. Yes, full conversions/total synthetics are cheaper once you get to the ludicrously exalted heights of "can tear a Crinos-form werewolf's arms off." This works really well in the ItX paradigm because ItX likes machines (and likes machines).

As to the Traditions? A lot of them don't rely on permanent enhancements, but there's a lot of reasonably cost-effective ways to swole up. This is viable for the Traditions because it's much cheaper and the Traditions, as the underdog freedom fighters (nobody is sure if they're fighting for freedom or fighting freedom), tend to have the initiative.

But there's a lot of ways to become superhuman. One of my homebrew things in the oWoD megathread before MtAsc got split off is a sweet leather jacket that lets you do the Dominions-style jaguar warrior thing (after you die, you get an instant full heal and become a ridiculously swole werebeast). But you have Verbena stealing the power of werecritters in various ways, you have the ability to merge yourself with war-spirits and gain their attributes and charms and ridiculous health levels, you have all sorts of weird and fun potions and whatnot. The Traditions however tend to use cheaper, more temporary sources of power (or Investments) because they're less heavy on Quintessence use.

The Technocracy, which has more control of Nodes and Wellsprings, and has shifted the landscape to create more Technocracy-friendly tass, relies more heavily on Devices/Talismans for augmentation because it means fewer obligations to non-Technocratic sources. (obv there is Friend Computer as an exception).
 
That does make one wonder how would the traditions approach the whole 'enhancement/augmentation/body replacement' thing.
Granted, 'Better Body/Exoswole' equivalents should be bog standard for Super Kung Fu Monks/Fate Hitmen/Zoinked out Druggies, but a set of things that let you straight up replace physical stats seem awfully powerful.
It's not like there aren't similar things in mythology and fantasy.
 
Was that investment homebrew in the WOD thread?

But there's a lot of ways to become superhuman. One of my homebrew things in the oWoD megathread before MtAsc got split off is a sweet leather jacket that lets you do the Dominions-style jaguar warrior thing (after you die, you get an instant full heal and become a ridiculously swole werebeast). But you have Verbena stealing the power of werecritters in various ways, you have the ability to merge yourself with war-spirits and gain their attributes and charms and ridiculous health levels, you have all sorts of weird and fun potions and whatnot. The Traditions however tend to use cheaper, more temporary sources of power (or Investments) because they're less heavy on Quintessence use.

So you got rid of that rule of Mages being cut off from their magic if they get possessed by a spirit?
 
Last edited:
So you got rid of that rule of Mages being cut off from their magic if they get possessed by a spirit?

Pretty sure it wasn't so much that the mages got cut off from their magic, but that the spirit, which was in control from a possession, couldn't use sphere magic (because it wasn't a mage).

Here, you'd be using Spirit 4 to initiate the possession, and you'd either be doing it with a spirit that you've already made a deal with and is willing to let you stay in the driver's seat for the most part, or is subjugated and thus must follow your lead (i.e. you're basically a daemonhost). Obviously both of them have their own, pretty significant side effects, one of which is that a free spirit with a deal can still try to take over in some situations (mostly when it's scared for its own well-being) and requires you to befriend a spirit, while if you're using a bound, subjugated spirit, woe to you if it ever gets freed.

This is why the Technocracy thinks paying a giant pile of quintessence is worth it to not deal with the hassle of moody spirits disabling your supersoldiers. I mean, gaining superpowers via having a demon attach itself to your soul sounds really cheap and easy but the demon starts insisting that you feed it babies to keep your powers and now what?

(This is why Infernalists suck. They are pathetic.)
 
Pretty sure it wasn't so much that the mages got cut off from their magic, but that the spirit, which was in control from a possession, couldn't use sphere magic (because it wasn't a mage).

Here, you'd be using Spirit 4 to initiate the possession, and you'd either be doing it with a spirit that you've already made a deal with and is willing to let you stay in the driver's seat for the most part, or is subjugated and thus must follow your lead (i.e. you're basically a daemonhost). Obviously both of them have their own, pretty significant side effects, one of which is that a free spirit with a deal can still try to take over in some situations (mostly when it's scared for its own well-being) and requires you to befriend a spirit, while if you're using a bound, subjugated spirit, woe to you if it ever gets freed.

This is why the Technocracy thinks paying a giant pile of quintessence is worth it to not deal with the hassle of moody spirits disabling your supersoldiers. I mean, gaining superpowers via having a demon attach itself to your soul sounds really cheap and easy but the demon starts insisting that you feed it babies to keep your powers and now what?

(This is why Infernalists suck. They are pathetic.)

You exploit a loophole in Catholicism to feed it, of course! :V
 
The cost break on full conversions for physical attributes is only really efficient around very high, Paradoxical levels for anyone who plans on being a fite wizard, because you're going to expect to put XP into physical attributes anyhow. If you assume you're going to get ~3 in all physicals (which is very low for a fite-wizard and actually fairly cheap XP-wise), you need to be at 7+ to get a cheaper variant of the attribute. Which is a pretty expensive set of kit. Not that it doesn't exist, but it's hardly something you'll get off the shelf.

Wait, so something like the Hanael or Abdiel equivalents for an SoE would be less cost-effective than buying physical stats up with XP and making up the rest with temporary superpills or whatever?
 
Wait, so something like the Hanael or Abdiel equivalents for an SoE would be less cost-effective than buying physical stats up with XP and making up the rest with temporary superpills or whatever?

Pretty much, yes. The point of going full cyborg or getting a full body myomer implant is that you're always 'on.' It doesn't matter what situation you're in, you're always going to be very hard to kill by bullets or fireballs and always have countermagic.

Temporary physical boosts are generally going to be pretty cheap. If you don't mind doing it via actual spell ritual, rather than fixed Talisman/Device, you can take two weeks or so to prepare, and go in loaded with 20-30 successes worth of combat enhancing magic. The exojock or cyborg can obviously also augment themselves, but the difference between a posthuman murder machine loaded with 30 successes of combat enhancers and a human combatant with said 30 successes is not as high as you'd think.
 
Pretty much, yes. The point of going full cyborg or getting a full body myomer implant is that you're always 'on.' It doesn't matter what situation you're in, you're always going to be very hard to kill by bullets or fireballs and always have countermagic.

Temporary physical boosts are generally going to be pretty cheap. If you don't mind doing it via actual spell ritual, rather than fixed Talisman/Device, you can take two weeks or so to prepare, and go in loaded with 20-30 successes worth of combat enhancing magic. The exojock or cyborg can obviously also augment themselves, but the difference between a posthuman murder machine loaded with 30 successes of combat enhancers and a human combatant with said 30 successes is not as high as you'd think.

I suppose that works, but i assume one would still like an 'always on' or at least 'fightyness on demand' option for when you're cornered in a dark alley with a killer robot asking your name.

So that would be where a fixed Talisman/Device of an inhaler of UltraBuffPsychoOutJetRocketMentats would come in handy. Or would that just be a delayed Time Sphere effect?

WoD magic is hard...

What the heck can 30 successes of fite magic do anyway?
 
Pretty sure it wasn't so much that the mages got cut off from their magic, but that the spirit, which was in control from a possession, couldn't use sphere magic (because it wasn't a mage).

Here, you'd be using Spirit 4 to initiate the possession, and you'd either be doing it with a spirit that you've already made a deal with and is willing to let you stay in the driver's seat for the most part, or is subjugated and thus must follow your lead (i.e. you're basically a daemonhost). Obviously both of them have their own, pretty significant side effects, one of which is that a free spirit with a deal can still try to take over in some situations (mostly when it's scared for its own well-being) and requires you to befriend a spirit, while if you're using a bound, subjugated spirit, woe to you if it ever gets freed.

We had this system question come up a few times in my games since we had a few characters that were shaman types. It wasn't that we were stricklers for cannon (we used a hybrid of 2E, Revised, NWoD, and even Exalted), but just what exactly it could accomplish.

I mean, gaining superpowers via having a demon attach itself to your soul sounds really cheap and easy but the demon starts insisting that you feed it babies to keep your powers and now what?

(This is why Infernalists suck. They are pathetic.)

No arguement here.
 
Back
Top