Rating: [ 7.32 / 10.00 ]
Game Info
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Game Summary | [ Edit Main Info ] |
Presented from the writings and media recordings of its subjects, Guide to the Technocracy is as much an exploration of that shadowy organization's propaganda and control techniques, as it is a presentation of the Union's constituent members and their beliefs and techniques.
The Guide explains how the Technocratic Union exists to protect humanity from the unseen dangers of the universe, whether those are the creatures that lurk in other dimensions, scheming to enter and ravage our own, or the irresponsible, foolhardy humans who toy with sciences and concepts they -- and often the Union -- don't understand or care to control.
After exploring and explaining the philosphies and duties of the Union's five Conventions -- Iteration X, the New World Order, the Progenitors, the Syndicate and the Void Engineers -- the Guide presents mechanics material for playing agents of the Union, including the Technocratic equivalent of mage traits like Arete and Avatar; plus elements unique to the Technocracy, such as Room 101, which is so crucial to maintaining agents' loyalty to the cause, and options for playing cybernetic constructs.
Guide to the Technocracy is notable as a sort of crossover book between Mage's Second and Revised editions. It was co-developed by Phil Brucato and Jess Heinig, the people who would be most strongly associated with these two eras of the game. The themes and execution match in style to Mage Revised, while the appearance of the book, and its publication prior to Mage Revised mark it as Mage Second Edition.
The Guide explains how the Technocratic Union exists to protect humanity from the unseen dangers of the universe, whether those are the creatures that lurk in other dimensions, scheming to enter and ravage our own, or the irresponsible, foolhardy humans who toy with sciences and concepts they -- and often the Union -- don't understand or care to control.
After exploring and explaining the philosphies and duties of the Union's five Conventions -- Iteration X, the New World Order, the Progenitors, the Syndicate and the Void Engineers -- the Guide presents mechanics material for playing agents of the Union, including the Technocratic equivalent of mage traits like Arete and Avatar; plus elements unique to the Technocracy, such as Room 101, which is so crucial to maintaining agents' loyalty to the cause, and options for playing cybernetic constructs.
Guide to the Technocracy is notable as a sort of crossover book between Mage's Second and Revised editions. It was co-developed by Phil Brucato and Jess Heinig, the people who would be most strongly associated with these two eras of the game. The themes and execution match in style to Mage Revised, while the appearance of the book, and its publication prior to Mage Revised mark it as Mage Second Edition.
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Main Series Listing |
| Year of the Reckoning: | [ edit ] |
| # | Title | System | Rating | Rank |
| 1 | Cainite Heresy | Storyteller System: Dark Ages | 6.66 | 342 |
| 2 | Ends of Empire | Wraith: The Oblivion | 6.24 | 848 |
| 3 | Fool's Luck: The Way of the Commoner | Changeling: The Dreaming | 5.35 | 4273 |
| 4 | Guide to the Technocracy | Mage: The Ascension | 7.32 | 63 |
| 5 | Hunter: The Reckoning | Hunter: The Reckoning | 6.2 | 907 |
| 6 | Rage Across the Heavens | Werewolf: The Apocalypse | 6.42 | 566 |
| 7 | Time of Thin Blood | Vampire: The Masquerade | 6.43 | 553 |

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