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

I'm in the minority here but I like the Celestial Chorus as this weird fellowships of heretics who united together because they realized they were close enough on doctrinal points and in politics the bigger your group is, the stronger you are. But then I love the fact the Traditions were basically formed as an attempt of an alliance against probable destruction.

The big problem of the Chorus in my opinion is that evil Choristers if they stay coherent with their ideology won't be your typical fundamentalist nutjobs, the guys who were like that formed the Cabal of Pure Thought after all and their departure marked the Chorus.

And fundamentalists nutjobs are not in-theme with the Technocracy. So the best way would be to either say a fraction of the Cabal of Pure Thought left the Technocracy, while the other part judged their goal of unifying the world more important than their faith, and didn't join the Traditions either. A buffed up version of the Knights Templars could perhaps do the job, or the Rax proposed before in the thread.
 
So here's something I've been playing with.

I don't like the Traditions as they exist, I think they're to big, even for big groups. I also think as they exist undermines the Traditions flavor of being about freedom but chaotic vs. the stolid well defined Union.

So rather then having Nine Traditions, the traditions have a council with Twenty One Seats, and the seats are voted for by the Masters.

Why Twenty One? To distance ourselves from the stupidity of attaching seats to Spheres, which was just awkward. I also wanted enough seats that a few smaller collations might hold one or two. And I wanted it to be obviously a bit too big, to unwieldy.

How do you become a master? Politically complex, though if you have both high enough Arete and mastery of at least one sphere it gets much simpler.

Some groups are big enough, organized enough, that they always get a seat. The Akashic Brotherhood, Euthanatos, Sons of Ether, Order of Hermes, and Virtual Adapts all manage this.

The shamanistic collations USUALLY can agree on enough to get one of there own up there, though there is no 'Dreamspeaker' organization.

There is usually a Christian, Muslim, and Hindu mage on the council, though which group is ascent within those deeply Sectarianistically divided groups changes often enough that there's little in the way of political continuity here.

One or two other groups also have enough support to be permanent members on the counctil, but the other seats rotate and shift on populist whims.

There are a few mages who command enough personal respect to hold seats on their own long term. One of the students, or students of the students, of Sh'zar has sat on the council since it's formation out of respect for his work creating the Traditions.


Mechanically, rather then choosing a Tradition and getting a favored sphere from that, you simply choose a favored sphere. You also choose your 'flavor.'

Revelationary mages talk to invisible forces beyond the veil.

Technocratic mages makes things and use tools. Alchemist and and astrologist can fit just as much as a wielder of iPhones.

Estatic change or control there own perception and feelings to control the world.

Paragons simply master skills and techniques to a level lesser men might think miraculous.

Ritual Mages use ceremony and pomp to command the world.

Intuitive see deeper and walk among mystery.

Mages could spontaneously invent and cast rotes from their own 'flavor' and paradigm, and simply pick up and use any paradigmatically appropriate foci. They would have to learn (spend experience) on paradigmatically appropriate foci outside their flavor, or within their flavor but outside their paradigm, and the same for rotes. For things both outside paradigm AND outside flavor they would have to pay twice.

Basically, you can get your Etherite friend to teach you how to use their laser gun, but it's hard work if you don't think in turns of guns, and light is a force of revelation and truth to your mind. But it's a bit easier if you're already fastidious about taking care of tools, and you understand careful maintenance and following direction.

At various Arete breakpoints, you would pick up another flavor. Probably at 4, 7, and 10. At 6, 9, and 10 you might learn to think in another paradigm.

The Hermanic has summoned and commanded spirits for so long he starts hearing their whisper and can casually bargain and deal with them. He's gone from being a Ritual mage to also Revelation. After bargining with spirits of this and invoking angels of that, he has started to get the Virtual Adepts. He might not be fond of computers, but the basic informational nature of reality... yeah, he's behind that, and he can write books tell stories that memetically twist your world asunder.

Going from Arete eight to nine would involve some sort of extra quest to make it harder, and again going from nine to ten.

From ten on, I would barrow somewhat from Awakenings Archmagery, with each level of Archmagery getting harder and harder to unlock, involving turning inward and creating your own inner world, walking to places abstract and conceptual even to other mages, but it would also further burst open your paradigm and flavor. At Archmagery 2 you discard flavor entirely, at Archmagery 4 you have no paradigm.

At Archamagery 5 you ascend of course. We don't need level 10 spheres thank you very much.

Lore-wise I prefer having them have been absurdly large organizations in the past, but having broken up after the Avatar Storm due to the double whammy of losing the Old Masters and the Technocratic oppression drastically dying down.

Mechanically I don't like linking practice (one of M20's few good ideas is separating worldview and how you do magic into two separate things) to spheres, as it gets rid of a lot of nuance.
 
Lore-wise I prefer having them have been absurdly large organizations in the past, but having broken up after the Avatar Storm due to the double whammy of losing the Old Masters and the Technocratic oppression drastically dying down.

Mechanically I don't like linking practice (one of M20's few good ideas is separating worldview and how you do magic into two separate things) to spheres, as it gets rid of a lot of nuance.

I prefer forgetting anyone ever thought the Avatar Storm was a good idea myself.

As for 'flavors', they aren't linked to Spheres. As in, you start with one and gain more, and they apply to everything you do, though your paradigm says what makes sense.

A Shamanistic Intuitive could find the hidden paths between dream and wake, or bar a spirit from following them into a subway station because it hasn't pay for a fare and rules and boundaries matter, or fix their luck by rearranging their offices.

A Unionist detective Intuitive could tell at a glace that someone was disguised because folded their jacket wrong for their role, or realize the best time to break into a building is in seven hours because the gutters will flood and the sound will detract everyone, or that they heard you mutter your password under your breath a week ago.

The flavors are all really broad, but they exist to form niches.



They also tie to things I was wanting to do with foci, but that's broader and I haven't thought through the consequences as much.
 
I think this again demonstrates my point about the different stories we buy into, I mostly play Revised where the war is over and the sides are just doing their best to survive and get by, where the Technocratic Construct on the other avenue over there is pretty likely to just leave you alone unless you start doing stupid shit, indeed your Virtual Adept probably plays poker with their Enforcer every other tuesday and they jokingly talk about "converting each other", and the Construct is actually much more interested in getting funding so sometimes you do a few runs for them and in return, they pretend you don't actually run around throwing fireballs and certainly it would be a shame if such reports suffered a computer failure that might prevent them from reaching the Director.

(I mostly run Traditions, it should be mentioned. :V)

Whereas your world is not at all like that, and that's understandable; you don't like Revised, so you prefer one where the war is very much going on and showing your face on the wrong cameras can be a death sentence, and that's cool too, I did that a few times and I loved it; games where you have to watch out or blac-clad cyborgs will come to get you are cool too.

(In fact, I'm going to be running one soon; wish me luck.)
Edition wars are hell of a drug :V.

If only the cannon Celestial Chorus supported the idea of Chorus infighting. The Chorus has people who believe that all gods are really some form of one god. But what about more traditional forms of the Chorus? But what about non-christians taking issue with the Judeo-Christian structure of the Chorus? Gnostics arguing with the Chorus? Hindu traditionalists? Did someone say Mithras mystery cult?
My apologies. Will take a look into said book. Thanks.

I prefer forgetting anyone ever thought the Avatar Storm was a good idea myself.
I think it was somewhat of a good idea as it got rid of all the old dudes, the one with the grudges or whatever and let the young generation decide the future.
 
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Some random thoughts on a more chatoic system of Foci.
Ok, random thoughts about foci. I don't like how foci are tied to sphere, and I think they're not weighty enough.

Basically, I want a raygun foci to do raygun-y things. That will mostly be force things, but there are force effects that don't belong in rayguns, and there are some prime effects that do. Therefore, I hate the old mage tradition of having rayguns as an Etherites force focus, and he can do everything force with them.

This is beyond rough, it's basically just some random thoughts I've had for a while.

Basically, I want to make learning, picking up, and using Foci to be more structured. I want people to care about their foci, pick up new foci, pour time energy and effort into it. I also want to use them to encourage behaviors that feel appropriate for mages to engage in but that they don't. Or that they canonically do, but have little mechanical support.

First, you basically have Foci for Days as long as they're deeply appropriate for your character. A ritual Hermetic mage can pull out new kinds of rituals whenever he wants.

Do you want to call upon the names of angels to guard a threshold against ghosts? Go for it.

Do you want to scrawl runes in blood the blood of your enemies so that they find no peace in death, that you might question them? Sure.

Do you want to symbolically veil a house, draping every every surface in clothe, then light them on fire, metaphorically burning away the veil and dragging the house into the spirit world? Don't warn the fire department first. Damn technocratic bureaucrats getting in the way of your hip magick.

Then I want people to buy more powerful, more flexible, or less niche.

The same Hermanic wants to be able to call upon the name of Jehuel, Prince of Fire, to call down fire in a quicker more martial way. This is Hermetically appropriate, but inappropriate for a user of rituals. Just calling on the Name on a whim isn't a ritual, and so it has to be bought.

And there's lots of little things that go on when he buys it. How flexible does he want this? How subtle does he want this? Does he need a staff with the name inscribed on it? A blasting rod? A wand? A ring? Just speak it? Just think it?

Each step down that path makes it a more expensive, though you don't have to buy it all at once.

Then you can buy up bonuses for using it. Extra dice, paradox mitigation, and other factors.

Basically, there are no 'hedge wizards.' There are wizards with only 1 Arete, and then powerful foci.

Every step up the Arete ladder should be significant, with it becoming more and more tempting to stray from the path and master the tricks of enlightenment rather then achieving greater enlightenment. And most people never make it past the first step. You can become a powerful if limited wizard with nothing but the first step.

One of the mechanical perks of membership in groups for players would be training experience in the methods and rotes of your own order. It might be a background.

Every multiple of X times your current Arete (where who knows what X is, cause I don't) in foci you develop gives a penalty on seeking for the next level that gets reset when you break through. This is a somewhat mechanical decision, but I want to encourage players to risk picking up too many Foci rather then try and only pick up the minimum. If they're with you forever, players will pick up the absolute minimum to avoid weighing themselves down, but if breaking through on a seeking resets it, it encourages risk taking.

Learning things peripheral to your own paradigm and flavor don't make it worse, but have cost multipliers. Learning something from a completely different paradigm can help you lower the penalties, but is punitively expensive. You can be Iroh and learn a little of the ways of the Water Tribe, but it's hard.

You can act as a teacher, giving Foci experience to someone else.

You can pay 100% of the cost with Foci Experience and get discounts if it matches your paradigm and flavor. 90% if it only match one. 80% If it's peripheral to your flavor and paradigm, 70% if it's peripheral to one of those. 50% if it matches none.

Sources matter. Your library of angelic names won't help you use a laser pistol.

What does this mean in practice? Well, lets look at both the Traditions and the Technocracy.

A Tradition Mages magic will have a handful of other practitioners also practicing techniques the same way you do. Your cabal is probably a mixed group. You're connected to a larger organization, but they're distant.

Your backgrounds that give you Foci Experience are Mentor and Library. You can learn fundamentally different truths from your circle-mates, getting a trickle from them if they're willing to give up the time.

A Technocrat has easy access to many other practitioners who practice the same or similar to them. They work with many in both a professional and a personal capacity. Everyone they know practices techniques that are at worst/best peripheral to their own. There are standard curriculums of knowledge, foci, that the organization wants you to know.

You have an improved version of Library called something like Archive or Data Access. You have Mentorship that acts like Mentor, only they actually have defined responsibilities to you, giving you better access to them. You have a background call something like Training Credit for going to Union funded classes.

You get reimbursed for time you put in training others, and vice-versa, because it's useful to the union so they encourage it. On the other hand... everyone around you practices a peripheral paradigm, so they can't lower your difficulties. On the flip-side, they don't raise your difficulty, they're cheaper then learning something alien, and you have vastly more access to getting appropriate experience for peripheral learning.

There foci are fundamentally more convenient then a tradition mages - a blood dripping ritual dagger draws all kinds of attention, while you can a permit for a gun. But beyond that, they'll just have much better, more expensive Foci. They're also much more likely to dig themselves into a hole by learning too many foci, and have a harder time digging themselves out.

Barring something like the Extra Paradigm merit (which becomes a double edged sword here, since you have twice as much Paradigm to get in trouble with, and it gets harder to find an alien paradigm), you don't 'expand your mind' in a big way till Arete 6. With greater and greater resources becoming available as you get more experienced, many people harden their paradigm and stop advancing entirely at five. Breaking through is difficult without penalties, and for technocrats without friends with alien mindsets to make them question their ways, it can quickly become impossible.

Maybe even by design. Stopping there... is convenient, for those who want fewer questions asked.
 
Hmm...I wonder if you could borrow the idea of Foci-addiction from Shadowrun there as part of the trap of picking up to many foci. In Shadowrun you have your foci whether its just to help you with pure grunt power, or helping you cast your battle spells...but you can become addicted to it and get penalties trying to cast your spells without your Foci.
 
Hmm...I wonder if you could borrow the idea of Foci-addiction from Shadowrun there as part of the trap of picking up to many foci. In Shadowrun you have your foci whether its just to help you with pure grunt power, or helping you cast your battle spells...but you can become addicted to it and get penalties trying to cast your spells without your Foci.

Yeah that definitely sounds appropriate. Though as I'm moving away from discarding foci it can't work quite the same way. Under my system a rank two archmage can effectively discard all foci because anything is Foci for him. But you don't simply start dropping Foci in general instead you become more flexible.

At Arete ten you would have access to three of the five flavors. That would give you a great deal of freedom to pick almost anything. Almost. You would also have three paradigms without resorting to merits that expand that. That would give you a great deal of freedom for how you would justify your effects.

That isn't the same thing as unlimited freedom. You remain a frog in a well for much longer.
 
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I was just looking at my old books and I came across a book named Lord Darcy. And it is the most Hermetic world I have ever read.

Essentially it is an alternate world where instead Technocracy it was OoH was winner. Lord Darcy is a Sherlock Holmes with his trusty Magical Investigator sidekick.

I think this could work either as a Umbral world or as an Alternate reality. What do you guys think?
 
a mix.

I need basically two groups

The first are a Progenitor hunting team looking for the PCs with Weaver support. The second are the local team, who are a mixed bag of agents the PCs can become involved with

The Progenitor's have Weaver support, or the PCs? Because accepting that kind of help would make them at least a little heretical, which informs their character.
 
Talking of technocrats, I need some ideas for technocratic villains for my tradition game.
Progenitors who want to vaccinate kids with ties to Traditions mages so that they become autistic?

(alternatively, it's just so that they have some sort of techno-thingie in their blood which makes them unusable for Verbena rituals, but that's not evil enough for your take on the 'crats if your posts are anything to go by)
 
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Progenitors who want to vaccinate kids with ties to Traditions mages so that they become autistic?

(alternatively, it's just so that they have some sort of techno-thingie in their blood which makes them unusable for Verbena rituals, but that's not evil enough for your take on the 'crats if your posts are anything to go by)

I dunno, that seems a little too on-the-nose. Also it seems to show a low opinion of FBH?
 
The Progenitor's have Weaver support, or the PCs? Because accepting that kind of help would make them at least a little heretical, which informs their character.

The Technocracy group.

FBH's technocracy sound like mustache twirling villains, though, so I tried some clearly evil plan, especially since the Progenitors there are Weaver-aligned, which makes them double evil. (and anti-vax are clearly Trads, so...)

If I wanted to make them mustache twirling villains I'd have then do far worse than that.
 
a mix.

I need basically two groups

The first are a Progenitor hunting team looking for the PCs with Weaver support. The second are the local team, who are a mixed bag of agents the PCs can become involved with
Classic villainous Progenitors have that 'Invasion of the Body Snatchers' vibe. They can clone anyone and program that clone to emulate anyone, and while they can't replicate an Awakening they can come up with some tricks. Figure out who the Progenitors have linked the group to, and then decide who they were perfectly willing to murder and replace with a clone. Police are absolutely a great target for this unless you've already decided they'd be stepping on another Convention's toes this way- that's unlikely unless an NWO has their hands in. When it comes to door-knocking duty, I suggest having the Progenitors use some kind of blatantly unrealistic creature like a blob-monster that is a cover for a more subtle disease-oriented plan for tagging or infiltration or whatever.
 
Mrl567 Homebrew: Consensus in 2017
Another post on the Rax, ideas about them have been bouncing around and I just need to get them out.

Consensus in 2017
The rise of the Rax has had certain nasty effects on the technocratic consensus. Many issues such as infrastructure, opiod addiction in the United States for example were initial ways the Tradition fought back. For example Oxycontin was initially non-addictive, but then consensus changed and that got derailed. However, the reason why many of these factors have gotten larger lately is that Rax mages managed to slip some of their thinking into the consensus, often negative changes just to screw with the Technocracy primarily, but some changes have effected the Traditions. This has meant that Technocratic control has often retreated to Urban areas and become more centralized. While this may mean that New York City1​ and San Francisco are even stronger Technocratic strongholds, and they can deploy even more advanced tech there without risk of paradox, it means areas in the interior are even more outside the Technocratic consensus, for example, even the cell-phone signals are faulty because of terrible infrastructure, or constant infrastructure disasters make travel for sleepers and generally everyone not Rax or Nephandi rather difficult.

Consensus has also changed as well. Meme Magic2​ for example, is now a actual magical phenomenon that Hermatic and the Virtual Adepts in the Traditions started to develop before the Rax, but it took the creation of the Rax and possibly the 2016 election with many sleepers to allow Meme Magic to become a small part of the consensus. While it won't let Rax or Tradition Mages cast fireballs again in public anytime soon, things like this [Laying a trap for self-driving cars] are possible, frequently inconveniencing Technocratic mages. While not rather physically powerful, Meme Magic can be used often with Entropy and Correspondence spheres, often via some sort of probability/fate/luck manipulation.

Thomists part 2
So the Thomist faction while the smallest of the Rax, is the most powerful, even if they lack sleeper resources. This is because unlike the techo-reactionary's and the ethno-nationalists, they are the only ones that can directly provide a paradigm and preform non-technocratic style magic. Remeber Julius Evola, while he was a rather reactionary traditionalist hermetic mage, a lot of his magical work for example, can be used to enlighten sleepers or contains writings on rituals. Or even on the nationalist side, the usage of lets say, Norse magic is gate kept by people who are primary Norse worshiping mages, and not angry white ethno-nationalists. This means that if the other factions of the Rax want grimoires and other magical resources, they have to go through the Thomists.

[1]Superstar Effect on cities, sleeper consensus change or some massive group of mages manged change change consensus a little, you decide!
[2]Frogposting mages are a thing now, for the better or for the worse. Beware of shitposting mages.
 
Classic villainous Progenitors have that 'Invasion of the Body Snatchers' vibe. They can clone anyone and program that clone to emulate anyone, and while they can't replicate an Awakening they can come up with some tricks. Figure out who the Progenitors have linked the group to, and then decide who they were perfectly willing to murder and replace with a clone. Police are absolutely a great target for this unless you've already decided they'd be stepping on another Convention's toes this way- that's unlikely unless an NWO has their hands in. When it comes to door-knocking duty, I suggest having the Progenitors use some kind of blatantly unrealistic creature like a blob-monster that is a cover for a more subtle disease-oriented plan for tagging or infiltration or whatever.

That's a very... 80s way of looking like it.

I figure in this day and age of bioterrorism scares and militarized policing, Progenitor hunter teams should basically be somewhere between Resident Evil's BSAA and BLACKWATCH. These ridiculously muscular guys in black uniforms wearing scary patches with skulls and shit on them come down, flash some badges, and start talking about a bioterrorism threat and things escalate from there. Just look at the RE6 design for Chris Redfield and you get an idea. People swole enough that everyone comments "is he smuggling watermelons in his arms" going around acting like the FBI or something.

That said, I don't actually think most Traditions mages can or should come up against actual Damage Control teams, because that's the shit they reserve for people who make a huge scene. If your pet Taftani accidentally a Progenitor bio lab, sure. Otherwise, they'll probably have like, a handful of linear sorcerers with biotech enhancements reporting to a single Arete 2-3 intern doing the job, because the Technocracy tends to do things like that.

When you commit a Damage Control team made up of like, a half-dozen SPACE MARINES, you're committing very valuable assets which could be doing something else. If you commit a team made of a bunch of FBI sympathizers with moderate bioaugmentation and a single low-ranking Damage Control constable to oversee them, you're committing much less.

The first are a Progenitor hunting team looking for the PCs with Weaver support. The second are the local team, who are a mixed bag of agents the PCs can become involved with

Fundamentally, I think the trick to understanding the Technocracy is that it has vast, nigh-unlimited resources... and also vast, nigh-unlimited responsibilities. Which means that on average, the Technocracy does a fuck of a lot of prioritization and tries to make sure anything that can be taken care of by perfectly mundane actors is taken care of in that way. That's why I suggest the black uniforms and FBI associations. I don't think starting PCs should get the notice of a Technocracy hunter/killer team outside of like, committing literal active wizard terrorism, and at that point, you should be very much afraid because trying to take on a Shock Corps commando unit or Damage Control sterilization teams is the kind of story which ends with "and so all those wizards died, which is why you should probably run." Like, think of the Matrix. Most of the time, Agents don't get directly involved, and when they do, shit has hit the fan and your goal is to survive, because you aren't going to fight them on an even keel. But because there's so few of them, they only show up occasionally, and largely show up as support.

Since a lot of your characters are pretty non-fighty, I'd say making the Progenitor hunting team ridiculously swole and good at murder isn't a problem, because the trick is that they're hugely valuable. They could be going and fucking around hunting for a bunch of kids, or they could be in the Middle East trying to keep people from doing more chemical weapons attacks in Syria and stopping ratkin doomsday cults and Nephandi and the like from spreading mega-ebola in Paris. Every minute they spend on this problem is a minute they're not spending on another problem, so they actually want an excuse to shove the problem on the local amalgam (which resents them because when a Damage Control team kitted out like that shows up and takes over, well, you resent them). So it's not about trying to fight them, it's about establishing an alibi which means that they pass you over.

Or like, acting in a way which makes you not a problem for them so they have Very Good Reason (TM) to ignore you. Because you're a distraction from the amalgam's true enemy, that other amalgam over there which gets more funding.
 
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That's a very... 80s way of looking like it.

I figure in this day and age of bioterrorism scares and militarized policing, Progenitor hunter teams should basically be somewhere between Resident Evil's BSAA and BLACKWATCH. These ridiculously muscular guys in black uniforms wearing scary patches with skulls and shit on them come down, flash some badges, and start talking about a bioterrorism threat and things escalate from there. Just look at the RE6 design for Chris Redfield and you get an idea. People swole enough that everyone comments "is he smuggling watermelons in his arms" going around acting like the FBI or something.

That said, I don't actually think most Traditions mages can or should come up against actual Damage Control teams, because that's the shit they reserve for people who make a huge scene. If your pet Taftani accidentally a Progenitor bio lab, sure. Otherwise, they'll probably have like, a handful of linear sorcerers with biotech enhancements reporting to a single Arete 2-3 intern doing the job, because the Technocracy tends to do things like that.

When you commit a Damage Control team made up of like, a half-dozen SPACE MARINES, you're committing very valuable assets which could be doing something else. If you commit a team made of a bunch of FBI sympathizers with moderate bioaugmentation and a single low-ranking Damage Control constable to oversee them, you're committing much less.



Fundamentally, I think the trick to understanding the Technocracy is that it has vast, nigh-unlimited resources... and also vast, nigh-unlimited responsibilities. Which means that on average, the Technocracy does a fuck of a lot of prioritization and tries to make sure anything that can be taken care of by perfectly mundane actors is taken care of in that way. That's why I suggest the black uniforms and FBI associations. I don't think starting PCs should get the notice of a Technocracy hunter/killer team outside of like, committing literal active wizard terrorism, and at that point, you should be very much afraid because trying to take on a Shock Corps commando unit or Damage Control sterilization teams is the kind of story which ends with "and so all those wizards died, which is why you should probably run." Like, think of the Matrix. Most of the time, Agents don't get directly involved, and when they do, shit has hit the fan and your goal is to survive, because you aren't going to fight them on an even keel. But because there's so few of them, they only show up occasionally, and largely show up as support.

Since a lot of your characters are pretty non-fighty, I'd say making the Progenitor hunting team ridiculously swole and good at murder isn't a problem, because the trick is that they're hugely valuable. They could be going and fucking around hunting for a bunch of kids, or they could be in the Middle East trying to keep people from doing more chemical weapons attacks in Syria and stopping ratkin doomsday cults and Nephandi and the like from spreading mega-ebola in Paris. Every minute they spend on this problem is a minute they're not spending on another problem, so they actually want an excuse to shove the problem on the local amalgam (which resents them because when a Damage Control team kitted out like that shows up and takes over, well, you resent them). So it's not about trying to fight them, it's about establishing an alibi which means that they pass you over.

Or like, acting in a way which makes you not a problem for them so they have Very Good Reason (TM) to ignore you. Because you're a distraction from the amalgam's true enemy, that other amalgam over there which gets more funding.

Eh, @FBH's game is one with an active Ascension War. During that time the Technocracy would do things like assassinate doctors on the verge of awaking if they didn't seem sufficiently pro-technocratic ideals. It's a world where showing up on the wrong camera should have hit-squads after you.

Basically Demon the Decent, only cooler.
 
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