Difference between revisions of "Destiny (Technocracy)"

From The World Is A Vampire
Jump to: navigation, search
 
Line 1: Line 1:
 
;[[Backgrounds]]
 
;[[Backgrounds]]
  
Some mages are simply fated for great things — or horrible tragedy. The star-crossed mage often has some inkling of what Dame Fortune has in store for her, however, and can call upon that knowledge to avoid more mundane or ignominious perils. The greater a mage's Destiny rating, the more important and impressive her fare.
+
Although the Union refers to "destiny" by the same name their superstitionist rivals use, they define it in scientific terms, rather than quasi-mystical ones.  to a Technocrat, your Destiny represents an overwhelming probability, a statistical likelihood that you will accomplish something positive. (Technocrats with the Background often spend countless hours running temporal analysis  calculations, trying to find out what this "destiny" might be.) Some scholars equate this term with the "manifest destiny" philosophy popular in the 19th-century America: You know, somehow, that you're meant to do great things.
  
The Storyteller should work with the player and decide — loosely — what the character's eventually destiny will he. Conversely, it the player is willing to trust the Storyteller (and she should be able to) she- may decide to simply allow the Storyteller control of this Background — what the Destiny is, when it is invoked, etc.
+
In the collective mind set of the Union, something as individualistic as Destiny might be considered unmutual. After all, the whole is supposed to be greater than its parts.  Yet considering how inspirational some of those parts can be (look at Tychoides, Rivallon de Corbie, Queen Victoria and even mythical figures like King Arthur), a hero can be great for morale.  the occasional celebrity illuminates the Technocratic ideal.  so long as such people remember their place in the larger whole, "destiny" is often encouraged.  
  
In game terms, the player may roll her character's Destiny rating once per story in response to danger t h a t threatens to let her lot in life go unfulfilled (difficulty 7). The character regains one point of spent Willpower per success. These Willpower points can then be used to help the mage escape her current dangers and survive to face her destiny someday.
+
Of course, Destiny is not always related to heroism.  An agent with this Background might be fated to betray the Union- as many Sons of Ether and Virtual Adepts did - or to break ranks in some way that makes a big difference to the Union but blows policy all to hell. As always, it's up to the Storyteller  to determine what a character's Destiny is, and how it comes to pass.
  
The character can (and should) fulfill her destiny at some point in the chronicle. If this happens before the chronicle ends, the Background and its benefit disappear (Storytellers can opt to award the character one permanent Willpower point if this happens). Likewise, characters can actually accrue this Background as a result of chronicle events, at the Storyteller's discretion.
+
The new breed of Technocrat exhibits a flair that often puts mages to shame. What's better, manages to pull it off as part of a group (''anyone'' can look good when he 's on his own, after all). Thus, Destiny is perfectly appropriate for a Technocratic character.  You represent the men and women who're going to infuse new life into the Conventions, lead them to new heights of accomplishment and triumph in the Ascension War.
 
 
● -- A minor destiny; you might be a soldier in a great war. Roll one die.
 
 
 
●● -- A notable destiny; you may command troops in this war. Roll two dice.
 
 
 
●●● -- A crucial destiny; you could win (or lose) a decisive battle. Roll three dice.
 
 
 
●●●● -- A world-changing destiny; your actions might dictate the outcome of the war. Roll four dice.
 
 
 
●●●●● -- A Heaven-shaking destiny; the war is fought over you. Roll five dice.
 

Latest revision as of 23:43, 17 March 2023

Backgrounds

Although the Union refers to "destiny" by the same name their superstitionist rivals use, they define it in scientific terms, rather than quasi-mystical ones. to a Technocrat, your Destiny represents an overwhelming probability, a statistical likelihood that you will accomplish something positive. (Technocrats with the Background often spend countless hours running temporal analysis calculations, trying to find out what this "destiny" might be.) Some scholars equate this term with the "manifest destiny" philosophy popular in the 19th-century America: You know, somehow, that you're meant to do great things.

In the collective mind set of the Union, something as individualistic as Destiny might be considered unmutual. After all, the whole is supposed to be greater than its parts. Yet considering how inspirational some of those parts can be (look at Tychoides, Rivallon de Corbie, Queen Victoria and even mythical figures like King Arthur), a hero can be great for morale. the occasional celebrity illuminates the Technocratic ideal. so long as such people remember their place in the larger whole, "destiny" is often encouraged.

Of course, Destiny is not always related to heroism. An agent with this Background might be fated to betray the Union- as many Sons of Ether and Virtual Adepts did - or to break ranks in some way that makes a big difference to the Union but blows policy all to hell. As always, it's up to the Storyteller to determine what a character's Destiny is, and how it comes to pass.

The new breed of Technocrat exhibits a flair that often puts mages to shame. What's better, manages to pull it off as part of a group (anyone can look good when he 's on his own, after all). Thus, Destiny is perfectly appropriate for a Technocratic character. You represent the men and women who're going to infuse new life into the Conventions, lead them to new heights of accomplishment and triumph in the Ascension War.