Mage: Technocracy Risen
The war is over and the Technocratic
Union has won. Tradition Mages are counted amongst the Nephandi and
Marauders.
Using 2nd
edition Mage rules, the players take on roles reflecting the
various Technocratic mages. The work for a new organization, code
name: New World Order, in the government which caters to the hunting
and extermination of rogue paranormal activity. The players can
represent any of the groups within the Technocracy. New World Order
men in black, Progenitor doctors, Iteration X cyborg, Syndicate
analysis, or Void Engineer scientist. Think FBI-type organization,
only dealing with reality deviants.
This game works best when the setting
specific lexicon from Mage is not used. The Unions would not use the
same language as the Traditions. A more clinical and sterile feel
should be applied and the language utilized is one of the easiest
ways to implement such an effect. Each creature type would have a
categorical name similar to the scientific naming convention for
animals. Void Engineer equipment would have overly elaborate named
equipment – with a steampunk look if that suites your style.
My game would also focus on a science
fiction approach, including a heavy dose of red tape and bureaucracy.
The look and feel would be closer to Bladerunner or the recent remake of Total Recall, not the
bombastic MiB series. Slums are easily reproduced via the
look found in Dredd or Repo Men.
With the Technocracy in charge, there is a good chance items like
Google Glasses are old news. Instead, fully interactive glasses and
contacts work similar to the communication devices seen in the
Ghost in the Shell TV series.
The Sleepers in the setting are more
passive and less likely to cause problems for the Technocracy. At the
same time, this means the potential Paradox backlash for Tradition
Mages is quite high. Mages casting in public are extremely powerful
or extremely suicidal. This results in many cases of Mage activity
being related to what were once Tradition Mages that are now
Mauraders.
Nephandi are still around and work
great as boogie men. I would expand their repertoire to include not
only devils and demons, but also Lovecraft inspired creatures and ill
beasties like those found in The
Book of Unremitting Horror. It's also available in d20format.
For a different style of fun and
excitement, a trip to the moons of Saturn to help a Void Engineer
with a problem. Imagine the look on the players' faces when they
realize their characters are traveling through outer space, not an
alternate dimension (or is that vice versa?), in a Tesla vessel. It,
of course, looks very much like something out of a Buck Rogers
episode. Now, was the problem here due to aliens, Migo, or are the
low grade Iteration X cyborgs revolting, again?
Criminal organizations backed by
Tradition Mages might be selling magically enhanced drugs that are
highly addictive and prone to bending reality. The combination of
Dreamspeaker, Verbena, and Euthonatos Mages working together towards
a collective end could create a dangerous situation. It also puts the
NWO agents in a position where they need to work with local police.
Cue up a few corrupt police officers on the take and suddenly the NWO
agents are walking into a trap. If the criminals are in the know
about what the Tradition Mages really are, they may end up cluing
them in to the NWO agents who are snooping around town. If there
wasn't a trap set before, there will be now. Instead of gang bangers
and made men, the cast are looking down the barrel of a death mage,
spirit walker, and witch.
I could add espionage to the setting by
letting the cast work with Iteration X or Progenitors. Perhaps a
doctor or tool has gone missing. Was it a kidnapping? Are Tradition
Mages working to move a bioweapon to Saskatoon? Or maybe it's a plant
and the NWO agents need to follow the Tradition Mages thieves back to
their lair!
And if that isn't enough, I still have
office bureaucracy, vampires, werewolves, fae, wraith, and a metric
tonne of Internet support for oWoD.
An alternate take on this setting would
include the cast as Tradition Mages or other supernatural creatures
struggling to survive in this brave new world. How do they pick up
and move on? Where do they go to practice magic? How hard has it
become to travel via the Umbra?
This may sound like an investigation
heavy game. However, I find the versatility of the Storyteller system
allows me to run the game how I see fit. Investigation heavy when I
need it, but easy to run precise action sequences filled with gun-
and kung-fu. Still, if the players wanted a different rule set
(GURPS, Gumshoe, FATE), it is easily accomplished.
I know White Wolf approached this
setting concept at one point in time. However, I was not running
games in the World of Darkness by then. So, I am completely
unfamiliar with those products.
This is my first foray into the RPG Blog Carnival. If you have made it this far, thank you for reading my entry. If you aren't sure what the RPG Blog Carnival is, please check out Lowell's blog, Age of Ravens, for more information.
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