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CEREB.TXT
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CEREBUS
By Clayton S. Caddy (c_caddy@oz.plymouth.edu) (10 Oct 93)
Background: During the time after the age of fantasy, in what most
would call the 'enlightened' age, a small number of people began
manifesting unexplainable powers. If they revealed the powers, they
were persecuted as witches, or demons. Thus, they concealed their
power, but began aiding others like themselves to understand their
'gifts'.
As they studied, they found that certain practices of relaxation,
meditation, and focusing allowed them better grasp and control over
their power. They built on this, and developed an intense
understanding of the way they saw magick.
Unfortunatelly, no one ever told these people they were mages. In
time, and while listening to the great thinkers of their days, they
began to see their powers as an extention of the mind. By focusing
one's thoughts, one could shape reality by will alone. A vocabulary
taken from various psychology and parapsychology books became used by
these collected orphans, and a new tradition was born: one of the mind
affecting the world. Terms such as 'psychokenesis', 'telempathic
projection', and other psychobabble became the may of the world.
Only years later, once the tradition was firmly structured, did the
other traditions take notice of these 'mind mages', whom they had
originaly considered crackpot 'spoon benders' and 'psychics'. But the
Cerebus (originaly the Cerebelus) were very real. So real, in fact,
and since they were separate from the other traditions, that the
Technocracy waged a full scale war against them, as an 'example' to
the other traditions.
The Cerebelus were decimated, and their art nearly lost. Only a few
survived the war, but those that did gained 2 gifts: an immense
knowledge of the Technocracy, and a burning vengance. The name of
Cerebus, the three-headed dog which guarded the underworld, became the
embelem of the tradition, as a warning to those that opposed them:
never surprised (as they had been), and one may fight as well as
three. The Cerebus, originally one of the most pacifistic and
philosophical traditions, and become a holy army against the
Technocracy.
In the years after the original war, the Cerebus stayed quiet,
watching from the sides, until the moment of greatest weakness came:
the seperation of the Virtual Adepts from the conclave. Then, the
jyhad began, and the Technocracy reeled from the ferocity of the
attack. Just as quickly, the Cerebus were gone, returning to the
shadows, to watch once more. There they sit today, waiting for the
next opportunity to strike.
Organization: The Cerebus, because of their orphan status, long were
wanderers, with no chantry, no orginization, and no leadership. A
'common mind' was shared by the members, and that was enough. After
the attack, the common mind was the key that held the tradition
together. Now, there is still no 'ruling class' as all have a say in
decisions. However, there are 'divisions' throught the world, who work
together against the Technocracy. They are set up like military
legions, with the exception of the number 3: all members have 2
partners, forming teams of 3. 3 teams work as a group. 3 groups work
as a lance. 3 lances make a squadron, and so forth.
These divisions, and their subgroups, focus on three things: opposing
the Technocracy at every possible opportunity, initiating new members,
and, as was their original purpose, learning a better understanding of
their power. The Cerebus still seek their own Ascention, through
complete understanding of their power and their own mind, but now see
the Technocracy as an obstical before them that must be destroyed
before ascention may occur. They know that anyone may be awakened, but
that the choke of technology prevents it. They do not oppose
technology itself, just those that prevent free thought.
With the apparent 'double mission' of the Cerebus, it might seem that
the order would fragment quickly. There are three subgroups in the
order: one oriented towards combat, one oriented towards the
accumulation of knowledge. and one oriented towards
self-enlightenment. They do not, however, clash. The three-headed
embelem indicates several ideas working together for a common goal.
The Cerebus see the subdivisons as beneficial, as the Technocracy
sometimes doesn't know 'which head is biting them' at any given time.
They share knowledge amongst themselfes freely, as well as to those
they see as allies against the Technocracy.
Although there is no leadership, there are two types who stand out
among the Cerebus, and are more likely to be listened to: those that
have fought bravely and successfully against the Technocracy, and
those who have gained great understanding of their powers. More often
than not, one person is admired for both reasons.
Meetings: Members with Mind of 3 may communicate with others through
the 'common mind': a great telepathic conference which is always
buzzing with activity. Any mage with Mind 3 may contact the common
mind as well, but may not be immediately weclomed. Otherwise,
face-to-face meeting are sometimes difficult, as the members are
frequently scholars, solders, or hermits.
Initiation: The Cerebus are comprised almost exclusively of orphans.
They do know how to awaken sleepers, but chose not to, seeing
awakening as a natural step in life. However, they also agressively
attempt to convert other traditions to join them, with some success
(especially among the Euthanatos and the Brotherhood). They welcome
those who oppose the Technocracy with the same determination which
they possess. They are also regarded as some of the best teachers in
the world, and as such are sought by other mages (all of whom must
swear allegence to the Cerebus before learning anything).
Chantry: Although the common mind serves as the primary chantry, the
United States Military Academy at West Point serves as a meeting point
for many members. There are other chanrys begining to appear, most at
Colleges, Military Bases or training grounds, and the like.
Acolytes: Anyone self-awakened (Orphans).
Spheres: The primary spheres used by the Cerebus are Mind,
Correspondence, and Force. One point MUST be placed in one of these
spheres. The other five may be placed anywhere. When advancing, these
three are all considered primary spheres, but all other spheres
advance as Orphans. In addition, no sphere can be higher than the
mage's Meditation score.
Foci:
* Eye: Correspondance/Time; Weapon: Entropy/Force/Matter/Life
* Meditation: Mind/Prime/Spirit
* Eye: Any piece of jewelry depicting an eyeball. Often a ring or
necklace.
* Weapon: Any weapon may be chosen, from a knife to a submachine
gun.
* Meditation: The mage must successfully enter a meditative state to
cast a spell. The mage may opt to attempt to reduce the difficulty
(difficulty 9), but must successfully meditate first (effectively
spending one round concentrating).
Concepts: Soldier, Scholar, Teacher, Psychologist, Any mage from
another tradition (convert)
Stereotypes
Akashic Brotherhood: They truly are our brothers. They have found a
near-perfect balance between mind and body. We can and have learned
much from them.
Celestial Chorus: The power comes from within, not a higher being.
They must learn this before ascending.
Cult of Ecstacy: Hedonistic fools. They attempt to escape their
destiny. We will have nothing to do with them until thety see the
error of their ways.
Discordians: Valuable allies in a fight, but to unpredictable
otherwise.
Dreamspeakers: Like the Chorus, the look outside themselves for the
power which they already possess.
Euthanatos: Cleansing the world of the technocracy should be their
priority, not killing those not worth the effort. Tho we are allies,
we abhore their lack of compassion towards the sleepers.
Hollow Ones: Our greatest asset. Teaching them how powerful they can
be, our ranks swell.
Order of Hermes: Scholars beyond compare. Their research has aided us
many times in the past.
Runecasters: Noble warriors, but they focus to little on the
Technocracy, and too much on the phyrric enemys of the future.
Sons of Ether: The mirror of the Technocracy, we support them as much
as possible. They also make some great weapons.
Technolibertarians: Like the Sons of Ether, they bring technology
without crushing free thought.
Verbena: Blood is of the body, but is not in itself power. The life
itself is.
Virtual Adepts: Electronic pulses from a computer are not as powerful
as those of the mind. Self-reliance is needed.
Rotes
Psychokinesis (Force 4, Prime 2): The ability to move objects by will
alone, though a great mystery to science, is second nature to many
Cerebus. By imagining the object's movement, the will causes it.
System: Simple Telekinesis, as described in the book.
Mind Sight (Mind 3, Correspondance 4): The ultimage gathering of
information, by 'skimming' all minds in the area for the answer to a
specific question, much can be learned.
System: Each success acts as the Dream background for one turn. The
knowledge may be pened, but will be quickly forgotten otherwise.
Psychic Blast (Mind 3, Force 2): The delicate workings of the human
mind can be easily disrupted, sending the thought processes into
disarray.
System: A form of induced epelepsy, each success stuns the victim into
inaction for one turn (the effects can be 'soaked' with a wits roll,
difficulty 6).
Mystic Sight (Mind 2, Correspondance 1): Three heads with six eyes can
not be surprised. Each head watches a seperate direction, to prevent
an unexpected attack from behind.
System: A form of radar which passively scans all minds in the area.
When the sense of hostility twards the caster is noted, the exact
location of the purpetrator is known immediately. This is primarily
ment to prevent surprise attacks in battle, stoping would-be
backstabers.
Talismans: Because they stress self-reliance so much, Cerebus
talismans are all but unheard of. Occasionally one may take a weapon
from the Sons of Ether, or a scyring device from the VA or Hermetics,
but few have constructed their own items. Most of those that do exist
would fit the descriptions of those mentioned above (weapon, scrying).
NOTES (optional): The Cerebus are known as the great teachers of
magick. Their wisdom is valuably sought. If one was willing to join
their ranks (by converting to the Cerebus), they may learn from them.
In the system, study points available from allies of the Cerebus are
DOUBLE their normal value (ie, an ally who could normally give 10
study points can give 20). This may not be available, at the
Storytellers discresion.