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

Definitely. You have multiple shadow organizations of elitist reality manipulators that think they each know what's best for humankind. Even if you take the ground that mages do know better the nature of reality and the dangers sleepers face, it's still very elistest.
Mage in general is a weird mix of Great Man theory of history and the opposite. Great Men shape the course of history and are the only ones that matter, but they can't make things better because normal people are horrible.

Of course, a large part of this is White Wolf being 90's nihilist and horribly culturally insensitive/racist. (Usually of the 'brown people are so magical' strain of racism, with a side of not actually caring enough to do any research into the brown people they like so much.)
 
Mage in general is a weird mix of Great Man theory of history and the opposite. Great Men shape the course of history and are the only ones that matter, but they can't make things better because normal people are horrible.

Of course, a large part of this is White Wolf being 90's nihilist and horribly culturally insensitive/racist. (Usually of the 'brown people are so magical' strain of racism, with a side of not actually caring enough to do any research into the brown people they like so much.)

NOBLE SAVAGES UNITE!

 
Mage in general is a weird mix of Great Man theory of history and the opposite. Great Men shape the course of history and are the only ones that matter, but they can't make things better because normal people are horrible.
I mean if you want to interpret more positively; paradox and consensus means the sleepers do get some say, that in some way they still have agency even in setting with all these Great Men, and the hermetics are basically the designated evil people of the traditions who believe in that most strongly.
 
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MJ12 Homebrew: Do Rework
Do (Background)
"I've seen an agent punch through a concrete wall. Men have emptied entire clips at them and hit nothing but air, yet their strength and their speed are still based in a world that is built on rules. Because of that, they will never be as strong or as fast as you can be." -Morpheus, The Matrix

The terrifying, alien fighting style of the Akashics, Do is a primordial art which focuses the potential of the human body and spirit into effortless, devastating martial mastery. Do is a combination of linear magic and blessing channeled through a body-a lifestyle as much as a martial art, but these subtler effects are lost in the trail of broken bodies and shattered men that a Do practitioner leaves in combat. Do is a triple-cost Background (like Enhancement) which shows that the character has started walking this long and arduous path. Expensive and difficult to learn, with an extensive litany of secondary Abilities and Attributes that a practitioner must have high ratings in, the time and effort needed to master Do seems almost not worth it-and for many direct combatants, it isn't. But nevertheless, a master of Do can singlehandedly defeat a werewolf pack bare-handed, or fight a veteran exojock to a standstill.

Do is taught to Akashics and their consors-only a handful of non-Akashics have ratings in the Background at all, and rarely more than one or two dots from stolen texts and surreptitiously practiced katas. Even Akashic consors tend to have no more than 2 dots in Do, and anything beyond 3 is vanishingly rare among the un-Awakened. An Akashic who has practiced Do is never without a focus for their true magics, as Do is always a valid Akashic focus.

Each dot of Do requires an equivalent dot rating in Martial Arts, an additional 5 dots in Abilities described in the Eight Limbs of Do, and at least one dot in every Ability in one Limb of Do. Because Do requires a mastery of body and mind to understand and integrate the primordial knowledge the Akashics impart, a character must have a minimum of 12 dots in physical and mental attributes before learning Do, and no physical or mental attribute can be below 2 dots. Each additional dot of Do requires an additional 3 dots in physical or mental attributes.

Do 1: Iron Shirt
The path to Enlightenment is arduous and near-impossible. True understanding requires wisdom, and wisdom is only learned through persistence through suffering. The initiate of Do may soak lethal and aggravated damage without armor, using the lower of their Stamina or permanent Willpower to turn blows, and gains the High Pain Tolerance merit, reducing all wound penalties by 1.

Additionally, at this level of Do, the initiate starts to learn an instinctive mastery of body and mind, allowing them to parry lethal weapons bare-handed and reducing the difficulties of all Physical Attribute rolls by 1. The initiate's hardened body can also break stone and splinter wood, adding +(Do) damage to all unarmed attacks.

Do 2: Flying Leap
The grasp of the world is merely illusory. Feel the distances around you. Know that they can be bent. Know that only your mind makes them seem long. When your mind knows the path, the body can follow. An apprentice in the art of Do learns to sprint at blinding speeds and leap great distances, adding their Do to their Dexterity for the purposes of running and multiplying their jump distances by (Do).

At this level of Do, the initiate learns to channel their muscle strength into impossible, explosive force, and learns that their strength is only limited by their Will. When Willpower to enhance feats of Strength, the initiate rolls at Difficulty 6 rather than 9. Additionally, the initiate adds +1 to their Strength for the purposes of Damage and Feats of Strength. This upgrades to +2 at Do 4.

Do 3: Deflect/Redirect Missiles
You do not kill with a gun, or a knife. You kill with your mind. The disciple of Do understands that even if death comes faster than sound, it cannot come faster than thought. Learning to empty their mind and see the world without the blinders of fear and doubt, the practitioner can sense when an attack comes, no matter how fast its execution is, and evade or deflect it. The character may dodge or parry incoming projectiles, including bullets, at Difficulty 6. They do not need to go prone or seek cover when dodging bullets. Additionally, if the practitioner successfully evades a missile attack, they may reflexively attempt to redirect it to another target by rolling Dexterity + Do. Slow-moving projectiles require merely 1 success at Difficulty 6. Faster-moving ones, such as bullets, require 3 successes at Difficulty 8. The fastest ones, such as Technocratic railguns and plasma bolts, require 5 successes at Difficulty 10, and often require a Forces 2 effect of some sort to prevent the character from taking damage from the brief contact. If successful, the practitioner redirects the attack to a target of their choice, and the attack is treated as if it had always been aimed at the new target (and thus retains the original attack's successes and damage). Failure on this roll means that the practitioner is winged by the attack, taking half damage before soak (round down). A botch on this roll means the practitioner takes full damage from the attack.

At this level of Do, the initiate moves at lightning speed, has perfect coordination, and almost always acts first. The initiate adds their Do to their Initiative and reduces multiple action penalties by 1.

Do 4: Vigor in the Mind's Eye
The body is subordinate to the mind. So long as one has will and knowledge, even a broken body can be made to function. The Adept of Do reduces the difficulty of all Stamina-related rolls by 2, and may divide their needs for food, water, sleep, and rest by (Do). They multiply all healing rates for Bashing and Lethal damage by (Do), and gain (Do) Bruised health levels.

At this level of Do, the adept understands their body, and that although time may erode it, so long as they have will, they can overcome. The character no longer takes any penalties from old age, and divides their rate of aging by (Do).

Do 5: Redirection
Numbers are an illusion. It is will, not numbers, which shape the world. One man with sufficient will can override billions. The Master of Do understands that so long as they have will, they may defeat any number of enemies. The Master of Do may make reflexive dodge or parry actions against any character within (Do) meters, and takes no penalties from being outnumbered. Furthermore, if they successfully dodge or parry an attack, they may counterattack with any Martial Arts maneuver. A Master can walk through an ocean of foes armed with knives and clubs and leave only a sea of shattered cripples behind him.

At the capstone of Do, the Master knows only serenity and is perfectly in control of their emotions and mind. Reduce the difficulty of all Willpower-related rolls by 2, and if a Willpower roll would have a difficulty of 4 or below after the reduction, the Master may choose whether to succeed or fail on the roll. The Master gains their Do rating as countermagic against Mind effects.
 
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MJ12 Homebrew: LINE
LINE (Background)
Iteration X's Linear Infighting Neural override Engagement is more of a martial science than a martial art. There is no artistry in the brute-force blows and biomechanically optimized combat maneuvers that the style prefers. Each movement was built from the ground up via supercomputer modeling, designed to create an efficient and easily taught combat style that achieved only one purpose-crippling or killing a hostile as quickly as possible. LINE provides little in the way of flourishes or utility. It provides no non-lethal options. An Iterator using LINE merely efficiently and brutally services targets as quickly as possible, permanently crippling or killing one before moving on to the next.

Iteration X has tried to have the Masses adopt its designed martial art, but it lacks the historical and mystical appeal of historical martial arts, nor does it have the versatility and utility of its contemporaries. LINE is a normal-cost background that requires Martial Arts 1, Medicine 0 for the first dot, Martial Arts 2, Medicine 1, for the second, and Martial Arts 3, Medicine 2 for the third. It is most commonly used by lower-level Iterators, as the Shock Corps finds its straightforward nature and the ease of teaching quite helpful. However, most heavy enhanciles prefer a style designed specifically to take advantage of their augmented bodies-Bionic Combatives or Panzer Kunst, for example.

LINE 1: Pressure Points
Ancient martial arts often focused on pressure points. Iteration X has analyzed the mechanical weaknesses of human and near-human bodies, and teaches LINE practitioners to instinctively aim strikes at those areas to maximize fatal damage. All Martial Arts or Melee attacks enhanced by LINE have their damage difficulty reduced by 1.

LINE 2: Heavy Impact
The LINE practitioner is taught their biomechanical limits, and is trained and hardened until they can throw blows at the very edge of their safety limitations. These blows come out fast and hit hard, and are harder to parry and evade, while dealing more damage. A LINE practitioner's hand-to-hand and melee attacks deal Lethal damage, and add +1 difficulty to attempts to dodge or parry them.

LINE 3: The Best Defense
The LINE practitioner learns that heavy, brutal blows to vulnerable locations can disrupt an attacker, and is taught mechanically optimized techniques to do so. When a LINE practitioner with this level of mastery of the art hits a target, the next attack the target makes is made at +1 difficulty.
 
Is there a source for this?
Ask MJ12?

Back in the olden days of 1999, some guys who played Mage: the Ascension watched the Matrix, and sent a letter to the Wachowski brothers asking whether they ever played mage. They were like "yeah, we love Mage the Ascension, and we love the Virtual Adepts. You could tell?"

It's why when people ask me "what you should be doing as a mage in a fight" my answer is "watch the Matrix Lobby Scene." :V
 
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I will always recommend Seers for the simple fact that the Temple of the Father is probably the single most wicked passive hostile power to inflict on a community the PCs are attached to.
 
Intruders
Astral Realms
Left-Hand Path
Predators (it's technically a Werewolf book, but it's still useful)
Damnation City (technically Vampire, but always useful for city games)

Thanks. I've read Astral Realms in the past and enjoyed what I read. I've also been throwing in some stuff for spirits and the umbra overall from Forsaken (though taken outside of the themes for Forsaken itself, I don't care for the spirit cannibal fest).

I will always recommend Seers for the simple fact that the Temple of the Father is probably the single most wicked passive hostile power to inflict on a community the PCs are attached to.

I've skimmed through a copy of the Seers book, and wondered about incorporating some of that into the Technocracy or not.
 

Do 3: Deflect/Redirect Missiles

The character may dodge or parry incoming projectiles, including bullets, at Difficulty 6. They do not need to go prone or seek cover when dodging bullets. Additionally, they may attempt to redirect missiles by rolling Dexterity + Do. Slow-moving projectiles require merely 1 success at Difficulty 6. Faster-moving ones, such as bullets, require 3 successes at Difficulty 8. The fastest ones, such as Technocratic railguns and plasma bolts, require 5 successes at Difficulty 10, and often require a Forces 2 effect of some sort to prevent the character from taking damage from the brief contact. If successful, the practitioner redirects the attack to a target of their choice, and the attack is treated as if it had always been aimed at the new target (and thus retains the original attack's successes and damage).
Is the word "projectiles" here merely descriptive or is it part of the rules? Like can you block lasers?
 
I would assume you can block/redirect energy attacks, including Lasers (assuming you have the ability to get your hand in the way fast enough thanks to some kind of precognition) using the Forces Sphere.
 
Lasers moving at the speed of causality is part of the technodigm. Yes, you can block lasers with your arm. Also, the entire focus is "speed and space are irrelevant illusions, and besides, I'm watching for your hostile intent anyway."

Now, this does mean that someone could try to trollcast-countermagic you, but I don't see that that's much different from the usual augment-cast vs. augment-cast rolloff.
 
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MJ12 Homebrew: Airburst Encoder
Is the word "projectiles" here merely descriptive or is it part of the rules? Like can you block lasers?

You can block lasers with a sword or something, yes.

I did change the redirection ability so that it only worked upon a successful dodge, rather than allowing you to basically ignore most projectiles, though. It's still ludicrously powerful if you're amped up with persistent combat buffs. With the right buffs you're rolling Diff 5 to redirect bullets, possibly from a ludicrously large Dex + Do pool because you have Life 3. And of course at that point you're dodging at Diff 3. It just means that skilled guys with guns can take on a Do practitioner, and skilled archers and the like can be worthwhile (although if they miss, the martial artist can pluck the arrow out of the air and return it to sender). Which of course means that the Technocracy has built tools to deal with this problem...

Airburst Encoder (2 pt Exceptional Device)/Airburst Rounds (Forces 2 Charms)

The Airburst Encoder is a tool that is attached to any mundane personal firearm which allows the firer to program and use proximity airbursting ammunition in the weapon. and more importantly, allows a shooter to effectively engage targets who can reliably deflect or evade small arms fire, such as Haiden, Akashics, certain vampires skilled in the Discipline of Celerity, and various other combat-focused Reality Deviants. Airburst Encoders are issued as standard whenever such opposition is expected, and mundane small arms equipped with Airburst Encoders can often be competitive with high-tech custom Technocracy weapons. The typical Encoder looks like the equivalent of a laser aiming module, a flip-up reflex sight, and a complex framework around the barrel of the firearm, but they come in various shapes and sizes. Shock Corps Encoders, for example, often are smartlinked to the user and have no external sighting systems, while NWO versions can often be disguised as mundane firearms accessories or even installed internally in a weapon.

The Airburst Encoder is generally useless without specialist airbursting ammunition, which the Technocracy produces for all common calibers, both for mundane small arms and Technocrat-proprietary firearms. These specialized explosive rounds are capable of electronically interfacing with the Encoder, and are equipped with powerful explosive charges that give them a lethal burst radius despite their small size. Without an Encoder, they can still detonate on impact, dealing +2 damage over the standard weapon's damage. Although generally issued as Charms, a Mage with the right paradigm and Forces 2 can build his own airburst ammunition, allowing them to use the Encoder without being fully dependent on requisitioning specialized ammunition from an organization which can't always supply its operatives with everything they want or need.

Although most commonly used by Technocrats and the Virtual Adepts, their low cost and common nature means that Traditions magi who have a penchant for high-tech firearms can gain easy access to these Devices as well. As Exceptional Devices rather than full-scale mystical artifacts, they are relatively easy to build, commonly duplicated by relatively more common linear magi, and issued en masse.

When paired with airburst rounds, the Airburst Encoder provides the following benefits:
  • Airburst Rounds ignore all difficulty increases for cover.
  • Attempts to dodge or parry attacks with the Airburst Encoder-enhanced firearm are at +2 difficulty.
  • Attempts to redirect ranged attacks from an Airburst Encoder-enhanced firearm are at +1 difficulty and require 1 additional success. A failed attempt to redirect such an attack deals full damage to the target, as if they had entirely failed to dodge or parry the attack in the first place.
Advanced Airburst Encoders also exist, which are designed to interface with more advanced Technocracy weapons such as the Mjolnir series or Shock Corps railguns and plasma cannon. The benefits of these encoders are identical to the standard version, but unlike the standard version they may be used on even Device firearms or non-laser energy weapons. The Advanced Airburst Encoder costs 4 points rather than 2.
 
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@MJ12 Commando , I was wanting to ask you, out of curiosity, how difficult under the system-as-written this is?

"Each dot of Do requires an equivalent dot rating in Martial Arts, an additional 5 dots in Abilities described in the Eight Limbs of Do, and at least one dot in every Ability in one Limb of Do."

I mean, it *sounds* like a very strict requirement.
 
@MJ12 Commando , I was wanting to ask you, out of curiosity, how difficult under the system-as-written this is?

"Each dot of Do requires an equivalent dot rating in Martial Arts, an additional 5 dots in Abilities described in the Eight Limbs of Do, and at least one dot in every Ability in one Limb of Do."

I mean, it *sounds* like a very strict requirement.

There are a lot of Abilities that fall under the Eight Limbs of Do. Something like 24 of them.

A bunch of them are already things you might want as a combat monster, such as Athletics, for example. And I'm pretty sure one of them is actually Martial Arts (well ok Brawl but I'd allow the substitution) :V

So starting out in chargen with 1 or 2 dots of Do is pretty easy while still retaining a well-rounded character. Trying to hit higher levels of Do rapidly gets crippling in chargen, but it's quite possible to do with reasonably cheap XP expenditures outside of it.

Strictly speaking in an OOC sense, it is a pretty strict requirement. But that's because although Do is fearsome, powerful, and terrifying, it is also not efficient. It gives you a ton of powerful but relatively scattershot bonuses that make you horrifyingly good at murder-but exomuscle does so without all the ancillary requirements.
 
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There are a lot of Abilities that fall under the Eight Limbs of Do. Something like 24 of them.

A bunch of them are already things you might want as a combat monster, such as Athletics, for example. And I'm pretty sure one of them is actually Martial Arts (well ok Brawl but I'd allow the substitution) :V

So starting out in chargen with 1 or 2 dots of Do is pretty easy while still retaining a well-rounded character. Trying to hit higher levels of Do rapidly gets crippling in chargen, but it's quite possible to do with reasonably cheap XP expenditures outside of it.

Strictly speaking in an OOC sense, it is a pretty strict requirement.

I forgot that oWoD was... what it was. Because I come from nWod, where there are 24 skills... total. I mean, in a usual game.
 
Strictly speaking in an OOC sense, it is a pretty strict requirement. But that's because although Do is fearsome, powerful, and terrifying, it is also not efficient. It gives you a ton of powerful but relatively scattershot bonuses that make you horrifyingly good at murder-but exomuscle does so without all the ancillary requirements.

I dunno, actually. Like, sure, for you personally exomuscle is definitely cheaper, but that's not comparing apples-to-apples, because exomuscle is also a hell of a lot more expensive to make - in terms of mundane-ish Resources, in terms of Quint, and in terms of high-Enlightenment, high-Life Mages capable of applying that sort of drastic enhancement. If you look at the total number of person-hours invested in both, I'm not sure which would come out on top.
 
I dunno, actually. Like, sure, for you personally exomuscle is definitely cheaper, but that's not comparing apples-to-apples, because exomuscle is also a hell of a lot more expensive to make - in terms of mundane-ish Resources, in terms of Quint, and in terms of high-Enlightenment, high-Life Mages capable of applying that sort of drastic enhancement. If you look at the total number of person-hours invested in both, I'm not sure which would come out on top.
I think its a good differentiation; and highlights one of the main differences between the technocracy and the traditions, the technocracy creates tools that are usable by anyone, but that is much a weakness as a strength; given that oftmeationed infrastructure requirement while the Traditions methods tend to require more personal understanding and mastery over the tools and techniques themselves, which is advantage since it means when you run away when the Technocracy burns down your chantry you didn't lose that much comparatively. It also incentives traditions magi also recruit sleepers into their groups in kind of cultish way given the commitment required, which fits really well.
 
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I dunno, actually. Like, sure, for you personally exomuscle is definitely cheaper, but that's not comparing apples-to-apples, because exomuscle is also a hell of a lot more expensive to make - in terms of mundane-ish Resources, in terms of Quint, and in terms of high-Enlightenment, high-Life Mages capable of applying that sort of drastic enhancement. If you look at the total number of person-hours invested in both, I'm not sure which would come out on top.
Exomuscle is cheaper because someone who knows how to make Exomuscle can just pump out enhanciles, while the Akashics can't pump out Do users in the same way. The Technocrats put almost all the time commitment on someone who can mass produce the thing, while the traditions put all the commitment on the user.
 
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