Oh, I am expecting jamming, which is why I mentioned lack of fine nuances. The issue is that it's probably to hard to cover the whole world with jamming 24/7. One way or another, it should be possible to scan the future and find that, say, the USSR broke down under its own weight and socioeconomic unfeasibility. Or that most of the wilder tesla-technologies aren't a thing while microchips are awesomely useful and practical. (Otherwise, if even such obvious things are impossible to timescan for, then timescans are kinda useless.)
I mean, if Time-scanning is cited as a failsafe against Technocrats failing to see the long-term impacts of stuff they do, then surely it had to be used in the same manner in the middle ages, predicting at least the overall shape of things to come, even if without any details on specific PC-scale conflicts.
The Technocracy actually did see plenty of broad-strokes historical trends beforehand. In fact according to the old Virtual Adept Conventionbook Tradition book, it was their job to predict such things when they were a part of the Union. There's a whole section of that book dedicated to internal Technocratic correspondence from when the Virtual Adepts were still a part of the Conventions. They predicted that Prohibition was going to fail, and in fact advised the Conventions to let the Syndicate mafia take advantage of it to make a killing. Then they predicted that it could be used to strengthen the power of government agencies and surveillance once people had had enough of Prohibition. They also predicted that the poor economy and economic sanctions in Germany would lead to a dictator rising up and attempting to conquer Europe. It was actually the Virtual Adept's advice to support this leader as the beginning of a one world government initiative. Now they admittedly backpedaled once they realized how crazy Hitler was, but it was still their advice their advice that convinced the Technocracy to support the Nazis. It was also the VA's job to review proposals to the timetable to see how feasible certain demands were. Things like:

1) Flying Machines by the turn of the century: Possible—90%
2) Tracking Devices by 1920: Maybe—60%
3) Reliable radios by 1920: Yes—100%
4) Self-powered high-explosive bombs by 1950: Yes—100%
5) Ways to hypnotize large groups of people by 1960: Maybe—75%
6) Complete Control over human population by 1980-1984: Definitely—100%

The real reason why the Technocracy got so mad at Turing and the Virtual Adepts, was because they were found to have consorted with the Sons of Ether in WWII and were planning to do things way ahead of schedule. The Technocracy didn't have a problem with Virtual Reality, but Turing wanted to do it within five years while the timetable said they should wait another 50-60 years to implement it. The Technocracy was worried that Turing1​ was going to provoke a massive paradox backlash and set the timetable back. In fact, the Technocracy was right! When the Virtual Adepts didn't listen to reason, they forced the Technocracy to revise the timetable, pushing back some items for years. We're only just now starting to get a handle on virtual reality technology, in 2016, and its still pretty clunky. By the old Technocratic timetable we could have had virtual reality by 1997 at the earliest or 2007 at the latest. And we're even farther away on artificial intelligence than we are on virtual reality. The Virtual Adepts got a little too full of themselves, and you know what happens when you personify hubris2​!

[1] As a side note the Technocracy may not even have killed Turing. The Virtual Adepts submitted a record to the Traditions of Technocratic internal correspondence, but the Order of Hermes, upon seeing those documents determined that "the Adepts are masters at manipulation and are not to be trusted." The Traditions only let them in because the were desperate for more modern information on the inside workings of the Technocracy. Even then they were only let in on a FIVE year probationary status, during which they had to provide the Traditions with regular reports on their activities. During that probationary period the Cult of Ecstasy deemed them reckless and stupid for their antics, and claimed that "ever since you joined the Council... you have played both ends against the middle and split whenever the shit got thick... we should never have let you guys in! I hope the HIT-Marks blow you all to hell!" If the Order of Hermes says they don't trust you because you are too manipulative, and the Cult of Ecstasy says that you're reckless and stupid, what does that say about you? Is there any wonder that the Technocracy had issues with the way they were operating?

[2] Seriously, they had the gall to tag their predictions with "Please note that we are very rarely wrong in our predictions. Our track record has been superb, and the majority of the decisions based upon our data have been sound." And on top of that to make predictions with supposed 100% certainty.
 
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Don't tell me about the legal stuff, cause I'm sure there's 50 bazillion reasons why it's the correct legal decision or whatever, but I'm still annoyed.

Paradox shut down the subnet thing.

RolePlay Portal

It was the only way I had to quick-reference a lot of stuff. Like, who the fuck wants to read through an entire book to find which one this Contract or that Contract is in, and if I wanted to copy-paste stuff or look up the specific wording of some sort of meaning...it was very useful to me, and without it I'm going to be stumbling around having to read through dozens of pages of books (and just guess at what book half this stuff is in) just to find something useful for a specific element.

So yeah, people talking about how this is totally legit to the left, I am still annoyed.
 
...I thought the guys at The Onxy Path put forth a twitter going "...I hadn't heard about that" and was going to check it out.

EDIT: the tweet in question.
 
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linkhyrule5 Homebrew: Mage - The Ascension Generalized Enhancements
So, as promised, my Quint, Enhancement, and Device Cost rewrite! Credit for the core idea and much of the joint effort goes to @NonSequtur.

Quintessence and Paradox XP

Every paradigm has its own explanation for quintessence – though all share something of a common theme, deserving of the name "Prime". Iterators and Void Engineers see it as rarefied reality, that which makes one Everett volume more likely, more real, than another. Hermetics see it as raw vis, power and untapped potential as one. Most Chorister Traditionalists and many Dreamspeakers see it as soulstuff, shed off some great spirit. The Syndicate and the New World Order see it as utility, an abstract quantum of human interest.

But perhaps those strange Marauders that see all the world as a game have the simplest explanation: as raw potential, as experience points in a brilliant, solid form.

All jokes aside, this rewrite is intended to do three things:

a) Me chanize item creation
b) Through a), finally balance the Enhancement background against simple character growth
c) Make quint intuitively of incredible worth, by making it usable as experience points in some contexts.

This follows on from @MJ12 Commando's Mana rewrite.

In general, except in the ways permitted by a character's splat, experience points can only be spent on things that are physically possible for a human to improve. You can learn to think faster, you can be stronger, you can learn new skills and you can grow an iron will – but as far as I know, humans cannot simply decide to grow laser eyes one day. Even among things that can be improved, there are limits – no attribute may rise above five dots, no training or talent above three.

But, Mages being Mages, there are few who willingly respect these limits. To buy the impossible, then, incurs paradox – and thus we have the concept of "Paradox XP," or pxp.

PXP can buy anything – even the impossible – that can be affected by magic. This … again, essentially means anything – Attributes, Abilities, normally derived traits like Initiative or health levels, even Backgrounds – with the exceptions of Sphere, Arete, and Willpower. It does so at the normal xp rates – and as such, entirely replaces the Enhancement background. (Though see the Union Enhancile background below.)

Gathering pxp requires both experience and quintessence, untapped potential both internal and external. One point of quint and four points of experience garners a character eight pxp to spend. Not coincidentally, this is the cost of the fifth Attribute dot under my scaling experience table – as Attribute 6 is probably the single most commonly bought Enhancement. Effects cost 8pxp per point of quint required to forge them into a Device (see rules below) – or in other words, the cost in quintessence is the same, and 4xp is required for every point of quint.

For two points of quint spent, however – or equivalently, for each 16pxp spent – a Paradox Flaw is incurred. Aside from the usual set, there are three "default" Flaws:
  • Removable in combat time (applies to one quint's worth of Effect)
  • One point of permanent Paradox
  • 1 quint/week maintenance cost
  • 1 ahl/day
which are incurred in listed order if earlier flaws are all refused. Someone like Piero, for example, is probably so loaded down with Enhancements that he can accept no further Flaws or Paradox without compromising his combat capability (which would make him pointless), and as such requires an absolutely ludicrous amount of quint to run at full combat heat – encouraging things like "keep the supersoldier in stasis until he's necessary", which is definitely cool design space.

Note that this means implantation just works – a Device is just an Enhancement with a few extra Flaws saying "can be targeted with Corr" and "not actually part of your Pattern"; AKA, a Device is an Enhancement you're holding. Note also that these rules tend to generate quite a few more Paradox Flaws than canon. However, most Enhancements naturally accept "Removable in combat time" - Life magic might cause rejection, a plasma cannon could be amputated, and either of these would naturally result in losing the benefits of the Enhancement. The truly expensive purchases, then, are things like Nanotech Integration, that cannot benefit from these easy Flaws and require more creative purchases.

Due to this mechanic, xp costs for normally unbuyable statistics – primarily those that are normally derived – are now required:
  • Health Levels: 6xp, starts at 5hl
  • Initiative/Resilience/Defense: 3xp, steps at 6/10/14 etc.
  • Soak: 5xp
  • Armor: 6xp
  • Principles: 7xp
Note that these have stepped rates as usual, though as these traits are derived their steps may be more complex. Health levels, for example, start 5hl from Size before attributes, so your ninth health level costs 12xp and your eleventh costs 18xp; meanwhile the three derived attributes step half as fast as everything else, since you don't run into stepped costs until both attributes hit each step. These are all balanced against the cost of simply raising the underlying the statistics directly.

These are explicitly overridden, however, by the Device costs for mechanizing direct emulation of Sphere Effects. The result tends to be that xp costs rise naturally until they hit human maximum, at which point they flatten out – so Enhancements are most useful for the already peak human.

Device Creation

Note that this provides merely a rough overview of Device creation. More elaborate, simulationist rules might be found in Forged by Dragon's Fire, which are mostly usable and honestly look pretty fun; these rules are simply errata to standardize quint costs, particularly between broad Devices good at many things and focused specialized Devices designed to overwhelm in one narrow field.

In general, a Device's dot rating is equal to the number of points of quint spent in its creation, before optional Flaws.

One quint will buy you, on a permanent Wonder:
  • Functionally infinite successes on one-dot Spheres, with the caveat that such Devices can never bypass Wards. There's a sanity limit here somewhere, but it's probably around 50 sux or something equally ridiculous – Dresden's map of Chicago is cool, but with Mages running around hiding things its scrying ability's not worth more than a quint. (Its automatic Chain effect on all Corr magic cast using it as a focus, on the other hand...)
  • Eight successes on two-dot Spheres.
  • One success on three-dot Spheres. Balanced against Better Body, natch.
  • Half a success on a fourth-dot Sphere Effect.
Successes can be split between Effects – so you could have four sux worth of precognition and four sux worth of passive empathy, for example, for one point of quint.

Five-dot Wonders are Artifact N/A, and require individual adjudication. The permanent "Device" that is a bar of Primium, even True Primium is a whole lot cheaper to make than, say, Yinzheng's fancy personnel-sized AT field.

For simplicity, all permanent Wonders are Artifacts/Inventions, with successes bought with unrolled with quint.

One quint will buy you, on a triggered Wonder:
  • Your Arete/Enlightenment, imbued into the Wonder
  • A relevant Ability Pool, imbued into the Wonder. (In practice, the average number of successes should be calculated and added as a bonus to all casting rolls ahead of time, to avoid slowing play.)
  • Functionally infinite one-dot Effects, with the above caveats.
  • Two different two-dot Effects
  • One three-dot Effect
  • Half a four-dot Effect
Again, five-dot Effects require individual adjudication. As a free effect, Talismans and Inventions may add their Arete to rolls made to bleed off Paradox at a Node (see below.)

In the particular case of Talismans and Inventions, a point of permanent Willpower, or a Principle 4-dots or above, may be imbued into the Wonder during creation for the following attributes. Not all of them are strictly beneficial, and others are questionable. Note that doing so always results in something removable; even something normally abstract like a twist in karma can be shifted once sapience has been imbued.
  • Independent action and will on the part of the Wonder. If a Principle is used, the "personality" of the Wonder should match the Principle; otherwise the "personality" should be appropriate for a fragment of the creator's will.
  • +1 sux to all rolls made by the Wonder, as if a point of willpower was spent.
  • Paradox nullification: the Wonder cancels (Arete) points of Paradox per game session.
  • Zero-distance Corr link to or from the creator in all non-pathological paradigms. Depending on the Effect, casting a spell on one might target the other even without Correspondence.

So long as the item is worn the creator retains her point of Willpower or Principle. However, if it ever leaves her person, she loses the imbued trait, and if it is ever destroyed, naturally she loses that trait permanently.

Finally, all Wonders can be enhanced with paradox management or mana/quint storage. One quint buys you:
  • 8 points of mana storage
  • 2 points of paradox storage – the Wonder takes Paradox instead of you
  • 2 points of true quintessence storage

Free with any of the above, and otherwise costing one quint, are various paradox management options:
  • Paradox accruing – no special abilities, the Wonder just takes Paradox until it explodes, usually in your hands
  • Paradox scattering – On overload, Paradox accumulated are assigned to random mages in a (5 yds)*(Rating) radius. If there is no storage, this simply occurs every time the Wonder would gain Paradox (or the Mage would gain Paradox from its use.)
Pricing Devices

Devices are priced in pxp, as usual. However, the many free Flaws that come simply out of a "being a non-integrated Device" tend to drastically reduce its cost.

In addition to the mandatory Flaws required for all Wonders, a character can take extra Flaws to decrease the pxp cost of the Wonder. No more than (Rating/2) (round down) such Flaws may be taken. Optional Flaws decrease the quint cost, but do not decrease the Rating of the Wonder. Each Flaw reduces the pxp cost by 14pxp. Not coincidentally, this means that a Wonder with as many Flaws as possible will have a cost of 1xp per Rating dot, which ends up being roughly identical to the old Device cost.

So, a few examples!

Exomuscle

Ah, the infamous exomuscle, beloved by space commandos everywhere. Exomuscle is actually not a terrific place to start, as it gives different bonuses to Strength and Dexterity, which are of course one Attribute in my rewrite. As it's rather popular, though, it's just about required that this be balanced. So: the altered version of Exomuscle grants the following benefits:

  • +2 Physique, +2 Endurance
  • +2 Armor
  • 1d countermagic
  • +6 hl
  • Soak agg

One complication arises: in this model of Enhancements, the cost of an Enhancement depends partially on the character adopting them. (Though, note that above five dots, the cost of Attributes flatten, as at that point it's cheaper to get Better Body emulation instead. This is intentional.) In this case, we'll assume a starting character tanky exojock: he's spent fp on pushing himself up to Physique 4, Endurance 4 base, and all his social points are in Poise so he has Poise 4 too. This means that he has 9hl before enhancement.

Statistics will cost him (8pxp)*4 = 32pxp; armor will cost him 12pxp. Soaking agg requires one success on a Life 3 Better Body; countermagic seems to require one success on Prime 3 Antimagic; that's another 16pxp. Health levels are more complicated: assuming that three sux gets you 2hl on a Better Body roll (which seems reasonable, as you could just as easily spend two sux to get 1hl through raising your Resilience manually), then 1hl costs 1.5 quint = 12pxp. So the health levels are all the same – 12pxp each, for a total of 72 pxp. In total, 132pxp, or 66xp and 17 quint.

Exomuscle is entirely removable, so all mandatory Paradox Flaws are immediately compensated for. We then take "Take +1 agg from Life damaging effects" twice, representing the usual cybernetics flaw, and three points of Permanent Paradox, for a 70pxp discount. To get down to the canonical cost, we'll have to come up with three more Flaws – let's say "too heavy to swim", "greatly increased appetite," and "diminished immune response to plastics in general" – to max out our Flaw allotment, bringing us to a 98pxp discount. 34 pxp converts to 17 xp and 5 quint – still a bit more expensive than usual, but then again that's to be expected given how incredibly undercosted it was originally. 17 xp for four attribute dots and nearly doubling your health levels is a pretty solid deal.

Implant Plasma Cannon

Ah, another old favorite. This one's activated and has its own Arete, though it's not invested with Willpower. As I've mentioned, it's a little strange that it uses Forces 3, but doing so does guarantee that it can activate under any condition, so it's not entirely worthless. Using Forces 3 creation incurs a Prime 2 conjunctional effect and a 1 mana/shot surcharge.

There's a soft cost here that isn't reflected in the rules: the plasma cannon is made at Enlightenment 6 or 8, but any degree of Enlightenment costs the same. In general, I'd suggest that you can freely choose Enlightenment up to 5 due to the sheer size of the Union, but any Enlightenment above 5 must be either very general or a duplicate of a particular Device of a particular senior Technocrat per '99 – you can't usually get specialized high-Arete gear.

At any rate, the canonical Cannon has a 30-quint tank, which converts directly to a 30-mana tank that costs 4 quint. Pay one additional quint for its own Arete and one additional Quint for the Forces 3/Prime 2 Rote (which is counted as just one Rote since it's just one effect). The original version didn't include an Ability pool, but Ability augments were also not nearly as important to successfully casting Rotes at all in canon, so in order to maintain a reasonable damage rate I'll include a twelve-dice pool with another quint. That's 5 quint, or 40pxp, before Flaws. The cannon is, of course, entirely removable (as anyone who's ever had their arm forcibly removed by Akashic ninjas can attest), which accounts for mandatory Flaws. The usual cybernetic flaw gives us a 28pxp discount, bringing us down to 12pxp, or 6xp and 3 quint. Appropriately cheap, for such a mass-produced staple of the Union.

The Curse of Achilles

For our last example, something that breaks the mold in two ways. First, Enhancement through obvious, Traditional magic – the Curse of Achilles requires the burning of its victim in ichor, godsblood; second, the expense of a powerful Enhancement that unlike the previous examples cannot be removed without countermagic and time.

Achilles' invulnerability can be quite neatly represented with a Forces 4 Effect, that makes you invulnerable to any Forces 3 effect and applies its successes as countermagic against Forces 4 effects. (This version of the Curse can still be overwhelmed by, say, attempting to facetank coordinated bunker-buster fire.)

Buying four successes on Forces 4 – one immunity, three countermagic – costs eight quint. Luckily, that's all there is to it. So we have 128 pxp, or 64 xp and 8 quint.

We have four mandatory paradox flaws to come up with, and none of them can be "this curse can be removed." Legend provides us with the first few: a single missing patch upon the left heel, which leads naturally into the curse not applying against explosions that cause shrapnel without some sort of defense for that weak point, and a damage bonus to all attacks that strike that weakpoint. To remain in line with myth, let's give our Enhancile here a -1 penalty to all rolls to resist poison.

We can eke out one more easy Flaw – let's give our Enhancile a version of the bioengineering flaw, +1 agg to all Life direct damage attacks – but at that point we're going to start stretching the themes. That leaves us with 114pxp → 57xp and 7 quint, which is a whole lot of xp! Things like the Curse, or equivalently things like Nanotech Integration, are either extremely expensive or extremely paradoxical, forcing large numbers of meaningful, serious flaws to compensate for being truly "part of the character" in a way that can't be easily removed even putting plot armor for xp expenditures aside. (Nanotech Integration I won't go into here, but it comes out to about 32 pxp after all "natural" flaws.)

Union Enhancile

The final point to hit here. The Technocratic Union is winning, and given its vast infrastructure, wealth, and super-human resources, Technocrats have much easier access to Enhancements than a Traditions member ever will... so long as they're willing to sell their body and mind to the Union. (And it's a good thing they don't acknowledge the existence of the soul, or they'd ask for that too!)

Union Enhancile replaces the Enhancements background in functionality. It is a double cost Background that provides the character with twice Rating points of true quintessence, for the purpose of spending on Enhancements - meaning a character only needs to provide the xp half of the cost. It retains all the usual soft costs of Enhancement - high Conditioning, the need to be in good graces with the Union, and the fact that the Union now likely owns your body and mind.

-----------------------

Closing notes:
  • The rules for creating Devices entirely replace the rules for permanent Effects. Permanent Effects require quintessence to create and maintain as if they were a Device.
  • Prime 5 allows a character to directly convert unspent xp to quintessence or Tass, depending on paradigm. Theoretically it may be possible to do this to other characters, but in general most characters should be assumed to have very little xp simply lying around. Even the most un-heroic of mortals will spend their experience points on "Mario Kart Expert 3" if they can.
  • Prime 1 allows a character to sacrifice access to spent xp for quintessence - sacrificing Resources dots, health levels, or even Attributes and Abilities. Spheres, Willpower, and Arete cannot be sacrificed this way, though as an optional rule an ST may allow it with a Prime 5/Spirit 5 ritual or equivalent. Round down. One quintessence point's worth of dots return per week. Note that sacrificing most Traits count xp in reverse of the usual tiering; sacrificing your first health level only gets you 6xp -> 1 quint, even if you just spent 12xp on your tenth. The only exception I can think of off the top of my head is Resources, and theoretically Spheres if such is allowed. Doing this to other people requires Prime 5.


Well. How is it? Oddly enough the purple paradigm actually has some trouble explaining this mechanic - why should perfectly Consensual results incur permanent Paradox even if the methods were vulgar? - compared to more paradigm-realist views.
 
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Normalized enhancement/device rules? Now this is a wonderful thing.

Gathering pxp requires both experience and quintessence, untapped potential both internal and external. One point of quint and four points of experience garners a character eight pxp to spend. Not coincidentally, this is the cost of the fifth Attribute dot under my scaling experience table – as Attribute 6 is probably the single most commonly bought Enhancement. Effects cost 8pxp per point of quint required to forge them into a Device (see rules below) – or in other words, the cost in quintessence is the same, and 6xp is required for every point of quint.

One of those is wrong.
 
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Hey people, looking for some advice here. Im about to start a 1 Gm 1 Player game of VTR 2nd edition, and ive just spent ages making an index of every kindred in the city, with goals, names, clan, covenent and interactions with each other. This has taken ages and I think i might be massivly overthinking something, but i dont want to be unprepared if my player decides to suddenly start talking to someone in a certain place/covenenet etc.
Was there an easier way of setting up a CoD vamp game im missing?
 
Hey people, looking for some advice here. Im about to start a 1 Gm 1 Player game of VTR 2nd edition, and ive just spent ages making an index of every kindred in the city, with goals, names, clan, covenent and interactions with each other. This has taken ages and I think i might be massivly overthinking something, but i dont want to be unprepared if my player decides to suddenly start talking to someone in a certain place/covenenet etc.
Was there an easier way of setting up a CoD vamp game im missing?

How big is your city (both mortal wise and vampire-wise)?

Like, sure, if the Kindred population is... like, 10, then that's a perfectly reasonable state of affairs. After all, in a ten kindred city (which, I note, with the give population sizes is still going to have upwards of 250k people), you're all going to know each other by name.

If you're going for a larger population? Then don't bother to stat everyone out. Just go "Okay, the Invictus are the largest group, and have about 30 vampires, of which 5 or so have the real power and have the large land holdings and the rest are hangers on. The two most important ones are X and Y, who have a long standing grudge and will both want to use the PCs against the other. However, Z is ambitious and is working with W from the Circle of the Crone to discredit X, since the two of them are lovers and Z believes in the Crone. However, unknowingly one of Z's tenants is aligned with Belial's Brood and there is a secret group of Brood vampires in the area, living there - which could be used by the PCs to discredit Z in Y's eyes and get the PCs awarded Z's domain."

Etc, etc. Just build up some narrative arcs and storylines for the PCs to hook themselves into, and then create some NPCs who can play different roles in different stories depending on what the PCs bite.

It's all smoke and mirrors, and the art of a good GM is doing less work than you need to by reusing things.
 
Another trick to do is to have types. Like, "Invictus in this domain has some sort of hacker or the like in charge of maintaining the masquerade/etc/whatever fill it in here."

Don't stat them out, just know the *kinds* of people you could throw at someone, the 'character resources' available.

And then if the main character decides, "I'm going to hack the mainframe" or whatever gets into their head, then bam, bring out the 'there must be someone like this' and actually bother to stat them up.
 
Hey people, looking for some advice here. Im about to start a 1 Gm 1 Player game of VTR 2nd edition, and ive just spent ages making an index of every kindred in the city, with goals, names, clan, covenent and interactions with each other. This has taken ages and I think i might be massivly overthinking something, but i dont want to be unprepared if my player decides to suddenly start talking to someone in a certain place/covenenet etc.
Was there an easier way of setting up a CoD vamp game im missing?
My advice would have been to just stat up the key players and fill in any blanks as they come up. Just make sure you write down what you come up with during or after the session so you can keep things consistent. You don't need to know about everyone from the word go as long as you have a general idea of who's who and why, but it helps so kudos to you.
 
Thanks people, been a while since ive GMed a more RP focused interactiony game so my usual 'be fully prepared' thing worked against me. Good advice.
 
How does The Gay Agenda fit into the Technocracy's timetable? I get chemtrails. That's obvious. They're using aerial dispersal of drugs to pacify the populace and reinforce mass media brainwashing. And obviously they had good reasons to fake the moon landing and to suppress the truth about cubic time. But, I'm just not sure how destroying traditional marriage fits into that.

I mean, beyond the obvious Brave New World stuff where nuclear families are considered obscene and all children are decanted in factories and raised by the state.
 
How does The Gay Agenda fit into the Technocracy's timetable? I get chemtrails. That's obvious. They're using aerial dispersal of drugs to pacify the populace and reinforce mass media brainwashing. And obviously they had good reasons to fake the moon landing and to suppress the truth about cubic time. But, I'm just not sure how destroying traditional marriage fits into that.
I mean, beyond the obvious Brave New World stuff where nuclear families are considered obscene and all children are decanted in factories and raised by the state.
It's an attack on Religious Faith?
Or at least that's the most common bullshit that bigots spew.
 
Don't tell me about the legal stuff, cause I'm sure there's 50 bazillion reasons why it's the correct legal decision or whatever, but I'm still annoyed.

Paradox shut down the subnet thing.

RolePlay Portal

It was the only way I had to quick-reference a lot of stuff. Like, who the fuck wants to read through an entire book to find which one this Contract or that Contract is in, and if I wanted to copy-paste stuff or look up the specific wording of some sort of meaning...it was very useful to me, and without it I'm going to be stumbling around having to read through dozens of pages of books (and just guess at what book half this stuff is in) just to find something useful for a specific element.

So yeah, people talking about how this is totally legit to the left, I am still annoyed.
Great way to piss off the fanbase, and make people less sure to buy the books.

Something funny it says Paradox Entreteinment, not Paradox Interactive, something seems wrong.
 
The subnet probably brought more people into the nWoD community than it ever prevented in sales. Only reason I'm here is that the subnet provided an easy enough source of mechanics to get interested in the stuff. Given that it was my only source for mechanics - not buying books until I find enough people for an IRL group - it's kinda annoying. Maybe it was a legal issue though, in that they couldn't ignore it without causing copyright problems or something.
 
The subnet probably brought more people into the nWoD community than it ever prevented in sales. Only reason I'm here is that the subnet provided an easy enough source of mechanics to get interested in the stuff. Given that it was my only source for mechanics - not buying books until I find enough people for an IRL group - it's kinda annoying. Maybe it was a legal issue though, in that they couldn't ignore it without causing copyright problems or something.
Problem is that Paradox Entertainment did it without telling Onyx Path, or White Wolf, who were pretty cool about subnet, it is even better than the wiki in a lot of zones.
 
How does The Gay Agenda fit into the Technocracy's timetable? I get chemtrails. That's obvious. They're using aerial dispersal of drugs to pacify the populace and reinforce mass media brainwashing. And obviously they had good reasons to fake the moon landing and to suppress the truth about cubic time. But, I'm just not sure how destroying traditional marriage fits into that.

I mean, beyond the obvious Brave New World stuff where nuclear families are considered obscene and all children are decanted in factories and raised by the state.

Have you heard of the Sacred Band? The Gay Agenda is a Void Engineer plot to engineer more hardcore soldiers to fight against Threat Null. It's not a coincidence all its major victories were post-2000.

Quintessence and Paradox XP

I think your cost steps for 1->5 dot spheres are kind of wonky here to some degree. You'd probably be better off reducing the discount cost significantly and playing with the costs for sphere effects somewhat. Furthermore, the removal of 5-dot sphere effects as a thing is kind of problematic because one of the most useful forms of Wonder is the Periapt, which does one thing and one thing only-negate paradox (which is a Prime 5 effect). It also drastically undercosts some really useful effects. Forces 2 armor, for example, becomes way too cheap-or the standby Entropy 2 "shit misses me."

Remember that in oMage some of the most powerful effects are available at incredibly low spheres-Entropy 1 gives you a massive damage booster, for example, and Entropy 2 is one of the most powerful defensive spheres in many situations. Because Forces 2 amplifies kinetic energy, I could buy up +8 to lifting and punching with 1 Quintessence spend, which is kind of ridiculous.

So I'd say 1q is basically: 4 successes of a 1 or 2 dot effect (you do want to have some limit on how many successes your 1-dots have so you can't, basically, eliminate the ability to do espionage by having super 1-dot lie detectors), 2 successes of a 3-dot effect, 1 success on a 4-dot effect, and 1/2 of a success of a 5-dot effect.

Coincidentally this also makes your invulnerability effect more likely to be worthwhile compared to buying straight-up Immunity against literally all forms of damage except that inflicted by a female Pope wielding Excalibur on a Thursday or something (a 14 pt merit).

It also has another issue-it doesn't actually have a system for being Mana, rather than Quintessence, dependent.
 
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Coincidentally this also makes your invulnerability effect more likely to be worthwhile compared to buying straight-up Immunity against literally all forms of damage except that inflicted by a female Pope wielding Excalibur on a Thursday or something (a 14 pt merit).

"Macbeth, Macbeth, rejoice. No man shall slay you."

"Okay, so I need to watch out for women. And dogs. And bears..."

"Macbeth, Macbeth, beware the pope. The Vicar of Rome is the only one who can harm you."

"So this woman, or maybe a dog or a bear or whatever... point is, they have to be the pope. Interesting. Also, somewhat confusing."

"I hate Thursdays. So will you."

"... right. So watch out for a non-male pope on a Thursday. You know, you get way more interesting prophecies by going to the Ecstatics than the Verbenae."
 
"Macbeth, Macbeth, rejoice. No man shall slay you."

"Okay, so I need to watch out for women. And dogs. And bears..."

"Macbeth, Macbeth, beware the pope. The Vicar of Rome is the only one who can harm you."

"So this woman, or maybe a dog or a bear or whatever... point is, they have to be the pope. Interesting. Also, somewhat confusing."

"I hate Thursdays. So will you."

"... right. So watch out for a non-male pope on a Thursday. You know, you get way more interesting prophecies by going to the Ecstatics than the Verbenae."

Well the other trick with Immunity is that it only affects damage, not the ability of a Life 5 mage to turn you into the world's most invulnerable turnip. Heavy investment in the ability to murder the other guy before he can do that to you is recommended.
 
Have you heard of the Sacred Band? The Gay Agenda is a Void Engineer plot to engineer more hardcore soldiers to fight against Threat Null. It's not a coincidence all its major victories were post-2000.

*snrk*

MJ12 Commando said:
I think your cost steps for 1->5 dot spheres are kind of wonky here to some degree. You'd probably be better off reducing the discount cost significantly and playing with the costs for sphere effects somewhat. Furthermore, the removal of 5-dot sphere effects as a thing is kind of problematic because one of the most useful forms of Wonder is the Periapt, which does one thing and one thing only-negate paradox (which is a Prime 5 effect). It also drastically undercosts some really useful effects. Forces 2 armor, for example, becomes way too cheap-or the standby Entropy 2 "shit misses me."

Remember that in oMage some of the most powerful effects are available at incredibly low spheres-Entropy 1 gives you a massive damage booster, for example, and Entropy 2 is one of the most powerful defensive spheres in many situations. Because Forces 2 amplifies kinetic energy, I could buy up +8 to lifting and punching with 1 Quintessence spend, which is kind of ridiculous.

So I'd say 1q is basically: 4 successes of a 1 or 2 dot effect (you do want to have some limit on how many successes your 1-dots have so you can't, basically, eliminate the ability to do espionage by having super 1-dot lie detectors), 2 successes of a 3-dot effect, 1 success on a 4-dot effect, and 1/2 of a success of a 5-dot effect.

Coincidentally this also makes your invulnerability effect more likely to be worthwhile compared to buying straight-up Immunity against literally all forms of damage except that inflicted by a female Pope wielding Excalibur on a Thursday or something (a 14 pt merit).
Knew I was going to miss something, thanks. Though actually I did catch the lie detector thing - Mind Wards count as Wards and thus can't be trivially bypassed, under the same clause that lets you scry all of North Armerica with a cheap satellite but can't penetrate even a newly-Awakened hedge mage's house.

Five-dot Effects... it's less that they're banned, and more that they vary wildly. I don't actually want to charge the same cost for a bar of Primium or a Periapt as I would for a Dagger of Gilgul or an AT field.

Mmm, okay then... If I make 3-dot effects cheaper per quint I'll need to raise its xp cost/worth, since Better Body giving you better Attributes is my balance point for the whole thing. Maybe... 8/4/1/1/-, cost 5-dots at two quint by default but note that not all effects are created equal? I don't want to charge two quint per die of countermagic, for sure, that'd be ridiculous.

(Mm. Needs balancing against the Create Primium Rote, doesn't it.)

No, wait, that's still too much, +8 autosux on aim gud is way too good for 1 quint. 4/4/1/1/-, then.

MJ12 Commando said:
It also has another issue-it doesn't actually have a system for being Mana, rather than Quintessence, dependent.

Er, sorry, not sure what you mean by this? Creating Devices still requires true quint, since they're permanent. Oh, I should probably note that all the various "sacrifice things for quint" Prime 1 Rotes generates quint that expires at end of scene, too. (No foreseeable problems with easy access to sacking Attributes and whatnot?)
 
Five-dot Effects... it's less that they're banned, and more that they vary wildly. I don't actually want to charge the same cost for a bar of Primium or a Periapt as I would for a Dagger of Gilgul or an AT field.

Yes but this is true for literally 100% of all effects. Compare, for example, a Forces 2 'turn all incoming kinetic energy 180 degrees' effect compared to a Matter 2 'I have a steel plate in my coat.' Or Mind 2 "kill yourself ~desu" versus Life 2 "I give you diarrhea." :V

Or on higher levels, how do you compare Life 4 "I turn into a tiger" with Forces 4 "I level your city block with a redirected airliner?"

There's already a soft balance factor here, that being requiring an effect to use greater or fewer successes.
 
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Yes but this is true for literally 100% of all effects. Compare, for example, a Forces 2 'turn all incoming kinetic energy 180 degrees' effect compared to a Matter 2 'I have a steel plate in my coat.' Or Mind 2 "kill yourself ~desu" versus Life 2 "I give you diarrhea." :V

Or on higher levels, how do you compare Life 4 "I turn into a tiger" with Forces 4 "I level your city block with a redirected airliner?"

There's already a soft balance factor here, that being requiring an effect to use greater or fewer successes.
Is that me or does Life seem a bit underwhelming?
 
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