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THE CONTINUUM
By Constantine Thomas (c.thomas1@lancaster.ac.uk) (Also see: [1]Nexus,
[2]Shelby Babb's additions, and Arthur-Trevor D.M. Lasher's
[3]Southron Republic virtual)
PREFACE
Introduction to the Continuum and Nexus
The Continuum and Nexus basically represent a change of direction for
Mage. Originally, it started out as a little homage to a rather
obscure (but very Magey) early 80's British Sci-Fi series called
Sapphire and Steel, starring Joanna Lumley and David MacCallum.
The series itself is a bit heavy, but the stories are excellent
and the ideas are quite unique. If you can get hold of some of the
videos of these, then they are certainly worth watching! It
revolves around two Agents who are dispatched by an unknown
extra-dimensional organisation to deal with the invasion of very
alien creatures who dwell 'beyond the Corridor of Time'. Indeed,
one of the nasties they face bears an uncanny resemblance to a
Nephandi Pure Form (found in the back of Mage)...
This got me thinking as to how I could incorporate them into Mage,
and the result was the Continuum. Originally, this was designed to
replace the Cult of Ecstasy as the Tradition that specialised in
Time (I felt that the CoX had very little connection with Time),
but in the final draft I decided to keep the Cult as a Tradition
and put the Continuum outside the Traditions and the Technocracy.
Thus they are neither a Tradition nor a Convention -- they're just
the Continuum. The role of the Continuum itself is to guard
reality against invasion by the Darkness (ie. the Nephandi).
The full supplement is in two parts. The first part is a complete
description of the Continuum itself (in the first half), and of
its Paradigm (in the second half). The whole thing is described
largely in terms of the Continuum's Paradigm, which means that it
is advisable to read through the Paradigm Page first so the rest
can be understood fully.
The second part is a description of the Continuum's Chantry Realm
-- Nexus, the Shade Realm of Time. Unlike Doissetep (in the Shade
Realm of Forces, described in the Book of Chantries), the
connection between Nexus and the Continuum is very strong -- so
strong in fact that it is more like the relation between
Iteration-X and Autochthonia. Nexus is definitely the home ground
of the Continuum, and they operate at a distinct advantage there.
Because of this, outsiders may gain Paradox in Nexus. While this
may seen a little controversial, it is not too hard to believe
when one considers that Tradition Magick probably suffers just as
much (if not more) on Autochthonia, since it is so alien to the
It-X paradigm -- the situation is very similar.
Nexus is also the link to the Virtuals, a new kind of plane in the
cosmology of the Tellurian. These are essentially alternate
worlds, in which history took a different route. Any and every
possible world is represented somewhere in the Virtuals that Nexus
can access.
The first part of the Nexus document contains the rules for
creating and using these Virtuals. The second part of the document
describes Nexus itself, and also describes a few of the Virtuals
(in the Nodes and Virtuals section). The third part briefly
glosses over Central Office (the actual Chantry of the Continuum,
located in Nexus) and the Continuum's policy regarding the
Virtuals and its allies and enemies.
It is important to note that the existence of the Virtuals may tip
the balance in the Ascension War, since they contain a vast amount
of Quintessence. I have endeavoured to make the reasoning behind
the Virtuals follow that described in the Mage game (ie. make it
continuous and 'realistic' in Mage terms). For this reason, the
Continuum zealously guards the Virtuals, allowing only those
individuals from the Traditions that it trusts implicitly into
Nexus (ie. actively 'employs'), and remains outside the Ascension
War. Should any of the Traditions or the Technocracy break through
and plunder the Virtuals, they will have a vast amount of
Quintessence and resources at their fingertips -- certainly enough
to win the Ascension War!
An Alternative Chronicle: The Continuum vs. the Technocracy
The rules presented herein are designed to fit in with the normal Mage
background, without changing the slant of the game. One can either
have adventures on Earth, or one can roam through the Virtuals,
but neither should have a significant effect on the other. The
Virtuals should remain largely separate from the rest of reality,
outside the Ascension War.
While these rules are designed to be used alongside the existing
Mage background, it is also possible to change the whole slant of
the Mage game using them. One obvious alternative is to have the
Ascension War fought almost exclusively in Nexus and the Virtuals.
This would take the form of the Technocracy (who seek to control
and solidify reality in the Virtuals) against the Continuum and
the Traditions (who seek to prevent this and let each Virtual
evolve on its own to its own destiny). In effect, the arena of the
Ascension War is now infinitely larger -- not only does it take
place on the Earth we know, but it also rages across all the other
possible Earths! However, I have not included specific details of
how to manage this, as I feel that it is too great a change to the
background. However, individual Storytellers may wish to do so,
and the rules provided here can give a necessary starting point
from which to do this.
Virtuals and Rotes
Two things are noticeable by their absence -- full descriptions of the
Virtuals and their Inhabitants, and the Rotes that the Continuum
uses.
I have not described the Virtuals in any detail because I feel
these should be up to the individual Storyteller to design. I have
put in a few ideas (listed below), but basically the Virtuals
should be personalised to how each Storyteller envisions the
alternate Earths. And besides, there are far too many
possibilities out there...
The Virtuals mentioned are:
Virtual Description
Aegypt An Egyptian civilisation survives to the present day.
Sauron A Dinosaur civilisation flourishes. Humans do not exist.
Lucifer Life never formed on Earth.
Neverland All higher lifeforms mysteriously disappeared from Earth
two years ago...
Lemuria The Dreamspeakers won the Ascension War (primitive
societies).
Terra Prime The Technocracy won the Ascension War (very high
technology).
Reich The Nazis won the Second World War.
Armageddon The Cuban missile crisis erupted into nuclear war.
It should be noted that if there was a general theme to the
Continuum, it should be that of Mystery. The Virtuals that the
Continuum explores are not the inhabited ones (like Reich or
Aegypt) but are rather the ones that are left myseteriously
untouched by sentient life (eg. Lucifer and Neverland). I think
that designing Virtuals along these lines would do the Continuum
the most justice.
As for Rotes, there aren't any here primarily because I haven't
gotten around to thinking about those yet! When I do get round to
thinking some up (that are uniquely Continuum-oriented) I'll try
and get them published -- I'll try and them written up soon!
Hopefully, the Continuum should be usable as it stands using
existing Rotes and Talismans. Remember that they're Technocratic
Mages though, who require devices for their effects! (see 'foci'
in the Continuum Description).
However, one important thing to note about the Virtuals is that
because of their unusual (Time-like) nature they can be entered
using either Spirit 3 (stepping sideways) or using Time 3 (as a
direct equivalent to Spirit). I should have mentioned this in the
rules, but I forgot!
Bibliography
That's it then. I hope that you enjoy these new rules, and hope even
more that you find them useful :-)! I've left a lot of the
specific details about background delieberately open-ended, so
that Storytellers can decide for themselves what to include in the
Virtuals. Some inspiration is always a good thing, and there's
plenty of it out there! Here's a brief list of things that may
prove useful!
Books:
Furious Gulf by Gregory Benford. An excellent hard sci-fi book in
its own right, this is the third book of the Galactic Centre
Tetralogy. It describes a inhabited region inside a huge black
hole, and an area of altered Space-Time inside it known as the
Lanes. The idea of TimeStone (and a few other things...) was
adapted from this book -- it gives the right kind of feel to how
Nexus should be.
GURPS Time Travel by Steve Jackson Games. The definitive book on
how to handle time travel in roleplaying games, though I wouldn't
advise using it as a reference for handling the Virtuals! However,
there is a section set aside to Alternate Universes which gives
lots of ideas for the Virtuals. Generally an excellent book.
TORG by West End Games. Now this is a real gem. The world books
for this make excellent Virtuals! I'm sure I'd love the game
itself, if only I could get used to those blinkin' cards!!! :-)
TV:
There's loads of Time Travel Series flying about (Quantum Leap,
Time Tunnel, etc) but only a few are going to provide much
inspiration for Nexus and the Virtuals...
Sapphire And Steel Obscure but very underrated early 80's British
Sci-Fi series that provides much of the inspiration for the
Continuum. If you want to get the right kind of atmosphere for
stories involving the Continuum (as well as some nice ideas for
Nephandi!), try and get hold of this! I know its available on ITC
Video in the UK, but I'm not sure if its easily available
elsewhere.
Sliders I don't know much about this brand new Sci-Fi series
(which I believe has just started in the US), but it sounds very
similar to the ideas presented here!! It involves a group of
people who 'slide' between alternate timelines. Apparently its
very good, but I haven't had a chance to see it yet. I'd imagine
(from the description) that it'll be a good source of ideas for
Virtuals.
There's probably more (undoubtedly the odd episode of the Star
Trek series (Yesterday's Enterprise, for example) springs to mind,
but they're a bit too futuristic to be much use!), but I can't
think of any! Oh, and you should all watch the 'X-Files', cos
that's a really good series as well (but its got nothing to do
with the Continuum...!!!) 8)
Acknowledgements
Finally, but by no means leastly, I must thank those responsible for
helping me to get this all published! Certainly, without the
contributions of DJ (Shelby) Babb and Anders Sandberg, this
monster would never have gotten off the ground. Many of the ideas
in here came from these two guys, and I really appreciate the
patience and time that DJ and Anders put into helping me, and for
putting up with all my emails! And of course, I am indebted to
Anders for putting this on his Mage Page - its an honour to be
here! Thanks a lot guys!!!!!!
That's it from the preface - enjoy the Continuum and Nexus!!!! If
anyone's got any questions, comments, ideas, etc, then I can be
contacted at:
c.thomas1@lancaster.ac.uk Thanks for reading this, and enjoy the
show!!!!! TTFN, Constantine Thomas
THE CONTINUUM
Speciality Sphere
Time
Secondary Spheres
Any
History and Overview
The Continuum is an unusual group of Mages, separate from both the
Technocracy and the Traditions (though it was once part of the
former), who specialise in the Sphere of Time. They are entirely
devoted to the defence of reality from the Nephandi, which they
call 'the Darkness'.
The Continuum has existed (though not as an organisation) since
since the dawn of Man, as individual Mages from the various
Traditions who constantly battled the Nephandi. After the Mythic
Age, these Mages joined the Technocracy when they discovered that
the nascent organisation also sought the defence of reality.
During this time, the previously individual Mages that fought the
Darkness found new purpose together, and formed the organisation
that would be called the Continuum. A large majority had studied
the Sphere of Time to aid them in their battles against the
Darkness, and a Construct (Central Office) was set up in the Shade
Realm of Time (Nexus). This Realm was found to contain access
points to many alternate realities, or Virtuals, which were
observed, explored and catalogued.
After a while however, they felt they had become trapped in the
Technocratic Agenda and the Ascension War, which they felt was
meaningless given the true Perpetual War with the Darkness. In
addition, they were increasingly becoming aware of dark plots
within the Conventions that would wrest control of Nexus from the
Continuum.
The tension built between the Continuum and the other Conventions
when in 1905, the Continuum realised that Time was not constant
but relative to the observer, and believed that this was something
so profound that the Sleeper scientific community should be
informed immediately. The Technocracy forbade them from
publishing, since this was scheduled to be revealed far ahead in
their Time Table. The Continuum itself then announced that one of
their researchers had 'rebelled' and had published the Theory
regardless. The resulting paradigm shift was far more dramatic
than the Technocracy had ever imagined, as the traditional
Newtonian/Copernican system was swept aside by the new Special
Theory of Relativity. Suddenly, Sleeper scientists had the answers
to those nagging problems that had started to plague the Newtonian
Universe -- this in itself Awakened a few of their Avatars. There
was now a new way to describe the Universe.
The Void Engineers also made unexpected gains, when it was
realised (and popularised) that Space Travel was now a step more
'tangible' -- by sending someone to distant stars at extremely
rapid velocities, he or she would age relatively more slowly than
those left behind. This made people more accepting of the concepts
of Extended Space Flight, a goal of the Void Engineers.
The Technocracy as a whole, however, was not impressed. Further
(covert) investigations revealed that the publication of the
Relativity Theory was actually intentional, despite the
Continuum's protestations of innocence. This was all the excuse
the Technocracy needed, and in an emergency Symposium the
Continuum was declared an enemy of the Technocracy and an attempt
was made to destroy them. However, the Continuum had foreseen the
attempt and set numerous booby-traps that killed or trapped many
of their enemies. Damage was heavy, but the Technocracy could not
afford to follow up with a huge Mage Hunt due to the preparations
for the approaching First World War.
Alone for the first time in over 300 years, and aware that it
could not possibly defend against the much more powerful
Technocracy on Earth, the Continuum retreated to Nexus. Central
Office became a fortification, and the former Convention recruited
many Mages from the Traditions, who were keen to woo the Continuum
to their side of the Ascension War. By the time the Technocracy
could begin to retaliate effectively, the Continuum had become too
firmly entrenched on its home ground. The Technocracy simply could
not afford to divert the manpower to destroy the Continuum and a
stalemate was declared, even though the Continuum had managed to
elaborate on their earlier theories and published the General
Theory of Relativity in 1915.
While Nexus and its Virtuals were obviously a valuable prize, the
Technocracy realised (much to its chagrin) that the Continuum was
more valuable alive, since they had absolutely no interest in the
Ascension War and served a useful purpose by combating the
Nephandi as and when they appeared. Outright hostility between the
two ceased, and Nexus was left to the Continuum, although covertly
the Technocracy still seeks to somehow regain control of their
seceded Convention and their Realm.
Having no urge to participate in the Ascension War, the Continuum
was not interested in joining the Traditions either, despite
repeated attempts by the Council of Nine to persuade it to do so.
Instead, the Continuum concentrated on the struggle against the
Darkness. However, it has accepted Mages from the Traditions into
its ranks and often allies with them where they have the same
targets. It still does not trust the Technocracy, and their paths
often cross. Encounters between the two often escalate into
full-blown animosity. Despite the fact that the Continuum targets
the Nephandi, Marauders, and Wraiths (forces that the Technocracy
also consider dangerous), the Technocracy would rather deal with
these themselves -- killing the competition can only be an
advantage. It is also rumoured that some elements within the
Technocracy seek to use the Nephandi for their own ends, and as
such would rather have these creatures alive. As a result, the
Continuum has had to divert a siginificant part of its forces to
defending itself from its former 'employer.
As described above, the Continuum sees itself as separate from
both the Traditions and the Technocracy. They view the Ascension
War as a struggle in a burning house -- Reality is under siege
from beyond, and the only powers capable of protecting it are
locked in their 'petty War'.
Today, the Continuum is a rather militaristic organisation. While
there are many non-combatative personnel, its main focus is on the
Perpetual War with the Darkness and the organisation's defence
against the Technocracy.
The Continuum is divided into three main Branches. The most
important branch (Repulsion Branch) is largely concerned with
combating the Nephandi, who they see as dwelling 'beyond the
corridor of Time.' Wherever the Nephandi break through into our
reality, the Continuum is there to close the rift and destroy the
intruders. The Continuum believes that the Traditions and the
Technocracy are too busy fighting their Ascension War to realize
the magnitude of this threat from outside. Repulsion Branch also
often deals with Marauders and Wraiths where they prove too much
for Target Neutralisation (see below).
The other major branch of the Continuum is Intelligence
Acquisition, which collects information against its enemies on
Earth, and forecasts any future attacks using their Time magic.
Target Neutralisation applies the knowledge gathered by
Intelligence Acquisition and is the part of the Continuum most
commonly seen on Earth. This Branch most often works with Mages of
other Traditions.
Philosophy
Repulsion Branch: We must repel the Darkness at all costs. It is
enough that it seeks to destroy reality -- then where will the
Traditions and the Technocracy fight their Ascension War? They can
struggle against each other for as long as they like, but in the
end the forces from beyond the corridor of Time will devour all --
while they fight eachother the Darkness can only gather its
strength. Once both sides are weakened enough, it will step in and
destroy everything they have fought for.
We must ensure that this never happens. Since neither side wishes
to listen to reason, it is left to us to fend off the Dark Ones'
continuous attacks. We have held them off so far, but how long can
we continue without the full attention of our allies? No matter --
we have a mission to protect the Corridor. Should we fall, reality
will be left wide open. Perhaps then our 'allies' will realise the
folly of their ways...
Intelligence Acquisition: We are the advance guard of the
Continuum. Should there be an assault against us, we will know of
it long before its initiation. We are the early warning system of
Reality, forever vigilant for Nephandi attack. We have a job to
do, and we do it well.
Target Neutralization: We are the Front Line in this reality. We
seek and destroy the enemies of the Continuum on Earth, and we
secure and protect its allies.
Organisation
Repulsion Branch: It is believed that this Branch of the Continuum is
directed by the Oracles in person, whomever they might be.
Certainly, no Repulsion Branch Agent knows the origins of his or
her mission orders -- and no Agent ever questions them. They know
the gravity of their situation, and do what must be done. Agents
simply receive their orders -- strangely, they are completely
unaware as to how they know their mission. All they know is that
they have been briefed before the mission, and will be de-briefed
afterwards.
There are two types of Repulsion Branch Agent -- the Field
Operatives and the Specialists. Much of the mission work is done
by the Field Ops -- should a situation get out of control, the
Field Ops can call in the Specialists to patch things up.
Specialists are usually the Adepts and Masters of their field,
while Field Ops have Sphere levels between 1 and 3.
Field Ops are frequently assigned in pairs or threes. These
partnerships are usually fixed, until one partner is killed or
lost in action. The ability to work as part of a team is essential
to Repulsion Branch Agents, and each Agent's magickal abilities
frequently complement those of the other team-members. Specialists
work alone, but are never dispatched into the field unless called
upon by the Field Ops.
The Earth Section of the Repulsion Branch is but the final
obstacle for any invaders. Most of the Repulsion Branch guards the
Horizon into the Deep Umbra, continually fending off assault from
the Nephandi. Occasionally, some slip through the net and must be
stopped by Earth Section (usually from within our own reality)
before damage is done. Earth Section closely liases with Target
Acquisition.
Intelligence Acquisition: Intelligence Acquisition is based
primarily on Earth, and is organized in a similar fashion to
military intelligence gathering organisations. It is important to
realise that this part of the Continuum takes part in both
intelligence acquisition (through Time, Chaos (Entropy) and Mind
effects) and in Target Neutralisation, which takes out the
perceived threat. Neutralisation Agents frequently have potent
Forces, Matter, and Life scores in order to best affect any
opponents. While Intelligence Acquisition focuses on any
forthcoming attacks, any extra-dimensional assault (ie. Nephandi)
is directed to Repulsion Branch, and any attacks from within
Reality (ie. Technomancer) are directed to Target Neutralisation.
Target Neutralization: Target Neutralisation is based exclusively
on Earth, and deals with the enemies of the Continuum therein. As
such, they are not quite as specialised as Repulsion Branch, as
they have to deal with the Technocracy, Wraiths and the odd
Marauder. In addition, they must acquire certain targets alive
(such as new recruits for the Continuum) and protect them from
their enemies. Target Neutralisation is a highly militaristic
organisation, which liases closely with the Earth Section of
Repulsion Branch.
Meetings
Repulsion Branch: Much of Repulsion Branch is based in Nexus, in the
Home Chantry of Central Office. The Specialists and Field Ops of
the Repulsion Branch are dispatched from here to Main Corridor
(Earth) or to one of the Virtuals or Realms which are under attack
by the Darkness. Some Repulsion Agents are based on Earth, often
in other Chantries. They often work in teams of two or three, and
often work with Target Neutralisation Agents.
Intelligence Acquisition: Acquisition Chantries (called Stations)
are located in many of the occupied Realms of Main Corridor, as
well as in the Near Umbra and Earth itself. A complex network of
sensors and look-outs around each Station provides the information
that is relayed to the Repulsion and Target Neutralisation
branches.
Target Neutralization: Target Neutralisation are often associated
with members of other Traditions in Chantries on Earth. These are
sent out as Strike Teams to the Target Location in order to
neutralise the target if hostile, or acquire the target if
'friendly'. Out of mission time, these Agents can continue their
normal research.
Initiation
Repulsion Branch: Intelligence Acquisition keeps an eye out for any
Sleepers who have had experience with the Nephandi and survived to
tell the tale. While they may be in deep shock from this
experience, it has been shown that in some it goes some way to
awakening their Avatars -- they begin to question what they have
seen, which is the first step to becoming Sapient. Although they
often eventually recover from the ordeal, they become perfect
targets for either the Technocracy, looking for more Avatars to
swell their ranks, or Nephandi eager to finish what they started.
Acquisition dispatches Target Neutralisation teams to escort the
'Initiate' to Central Office, the Continuum's Chantry located in
Nexus, Main Corridor's Shade Realm of Time, where he or she is
introduced to the ways of the Continuum and fully Awakened. Those
who do not Awaken as a result of their brush with the Nephandi are
usually held as Acolytes for the other Branches.
In addition, many Mages voluntarily join Repulsion Branch from
Target Neutralisation or even from other Traditions (although this
is rare). They too are escorted to Central Office to undergo
Training.
Intelligence Acquisition: This is a much more open Branch of the
Continuum. It approaches those in other Traditions who choose to
specialise in Time and Mind and requests that they join this
Branch. It also keeps an eye out for Sleepers who self-awaken and
show aptitude in the Time Sphere -- it then picks them up (usually
with a Target Neutralisation team) before the Technocracy can get
hold of them.
Target Neutralization: Many of the Agents who join Repulsion
Branch work in Target Neutralisation first, honing their skills on
more mundane enemies than the Darkness. Some remain in Target
Neutralisation, training others who come to join the Front Line on
Earth.
Other Information
Chantry: The main Chantry for the Repulsion Branch is at Central
Office in Nexus, the Shade Realm of Time. Intelligence Acquisition
and Target Neutralisation are based on Earth, and they share a
main Chantry which is located in London, England.
Acolytes:
Repulsion: None. All members of Repulsion Branch are fully
Awakened.
Intelligence Acquisition: Detectives, Policemen, Public
Records Clerks.
Target Acquisition: Soldiers, Armed Forces, Survivalists.
Sphere
Time. All Agents receive some training in the Sphere of Time, but many
of the other Spheres are also extensively studied. Many Target
Neutralisation Mages concentrate on Forces, Correspondence, and
Matter to attack or protect their targets. Intelligence
Acquisition Mages usually also specialise in Entropy (Chaos) to
best assess probabilities and Mind. Repulsion Branch Agents
usually have high scores in Correspondence, Mind, and Forces.
Spirit is also popular among all Continuum Agents in order to
enter and leave the Umbra.
Foci
Since they have spent a few hundred years as members of the
Technocracy, Continuum Agents require foci for all their effects
until their Arete reaches 5.
Spheres Focus
Correspondence/Mind/Prime/Spirit Meditation
Forces/Matter/Life Weapon
Entropy Calculator
Time Timepiece
* Meditation: Observation is the key to Continuum Magick (see the
Paradigm Page below). An Agent has merely to concentrate for a few
seconds to Observe the desired effect for it to occur. This
requires at least one round of meditation per Sphere dot, and one
point in the Meditation skill (regardless of the level of the
effect).
Note that Countermagick can be cast in the same round as the
incoming effect, and does not require such meditation. Fastcasting
is also possible, and allows the effect to be cast in one round
with a penalty of +1 to the difficulty. All Spheres that do not
need a physical focus (ie. Correspondence/Mind/Prime/Spirit) can
only be cast through meditation.
* Calculator: Chaos and Entropy calculations must be done on some
form of calculating device, be it abacus, calculator, or computer.
* Timepiece: Frequently, this is a pocket watch of some sort, though
some Agents prefer a digital watch. This helps to focus the
Agent's mind on the Observation of Time. It is a unique item.
* Weapon: This is often a high-tech weapon of some sort, and is
unique to each effect. Continuum Agents are completely incapable
of using Matter, Forces, or Life without the relevant weapon
(which is in fact a unique talisman). Thus, to fire a laser at a
target, the Agent needs his Laser Rifle, which is a Forces 3 Prime
2 device. Each device is a unique item. The rules for these are
similar to those for the devices of the Sons of Ether.
Concepts
Soldier, Information Gatherer, Secret agent, detective, anyone who's
discovered things they weren't meant to know.
Quote
"Dark forces are at work here...and they're very cunning so far. This
could be a trap..."
Stereotypes
The Continuum's opinion of the Traditions is described below. The
Traditions' opinion of the Continuum is denoted in emphasized
script below this. [Note that many of the subtraditions here can
be found in the various Mage Archives on the Net].
Traditions
Akashic Brotherhood, Verbena, Cult of Ecstasy: They are too
wrapped up in their own primitive views of reality to see the
threat from beyond.
They overestimate the magnitude of the Nephandi threat. Our
immediate struggle against the Technocracy is much more important.
Celestial Chorus: They are far too focused on their 'One', and are
worryingly ecclesiastical. However, they can be quite useful
allies in the Perpetual War.
They are committed fulltime to the destruction of demons and
devils. This can only be good. We are not blind to the threat from
beyond.
Dreamspeakers: They know of the Nephandi threat but focus too much
on the Earth. They should realise that Earth is but part of Main
Corridor, which will be destroyed should the Nephandi break
through. Still, we respect their views -- after all, their
existence means that we can devote less troops to protecting the
Earth itself.
They speak wisely of the threat from the Nephandi, but we are
powerless to aid them at the front line of the Horizon. It is our
place to protect Gaia from harm, and theirs to guard the Near
Umbra.
Euthanatos: A worrying group of fanatics and murderers. Despite
their *ahem* good intentions, many are prime targets for
corruption by the Darkness. Most of them seem to attract ghosts
like moths to a flame, which we must endeavour to extinguish.
Close-minded scientists! They think we are agents of darkness!!
Don't make me laugh... There's nothing wrong with what we do. They
overestimate the threat of the Nephandi!
Necromancers: These blind fools serve the Darkness! We aim to
locate and destroy all their cursed artefacts, and have diverted
several task forces to such missions.
A constant thorn in our sides. Fortunately, they seem to be making
no more headway in their quest to seek and destroy the Pages than
we are in finding them ourselves.
Sons of Ether
: They have their uses, and were once our brothers. Their devices are
without rival. However, they are still too complacent with regards to
the threat of the Darkness.
We'll deal with the Nephandi as and when they appear. Of course, to
have this lot get there first saves us a lot of bother.
Virtual Adepts: We saw this little Schism from our former 'employers'
coming. Their ideas of virgin new Virtual Worlds are interesting, but
should we fall their worlds will be destroyed as surely as our own.
The Continuum have got it all wrong -- our worlds can survive anything
the Nephandi throw at them.
Orphans
Hollow Ones: A sad indication of the state of human society today.
Regardless, the existence of this group and of other Orphans is
something that we did not foresee. Clearly, something important is
about to happen...
Protect us from the Nephandi? Don't bother, they've been with us for
ages...
Discordians: Pointless buffoons.
Continuum? We don't need no stinking Continuum! Eris will be there for
us, or maybe she'll be brushing her teeth at the time. What do we care
anyway?!
Cerebus: Interesting and useful individuals -- we could do with some
of them in Acquisition.
Another reject from the Technocracy? Boy, there's really something
wrong with those bastards if they lose three Conventions in a hundred
years! But anyway, this lot isn't actually that bad -- we help each
other quite a bit actually.
Sons Of Jupiter: They fight the War against the Nephandi in their own
way, but are too easily distracted by the Chimerae and their ancient
artifacts. If only they'd focus on the Horizon instead...
They may not realise it, but we're allies in the Eternal War -- any
help is appreciated in our struggle. They do seem a little distant --
perhaps they have focused too long on the Deep Umbra.
Trenchcoaters: Unfortunately, there are always a few who get away --
most of these should be in Repulsion Branch. Still, they at least
tolerate us, which is an improvement on their relations with the other
Traditions.
They're a useful alternative to us, and they want to protect reality
as much as we do, but they're really off this planet. Still, we can
get along since most of them have also seen the horrors that are
really out there, poor sods.
Wanderers: Nice idea, but just seeing what's out there doesn't stop
its destruction. Action is more important than plain experience.
Still, the ones that roam the Umbra are at least aware of the problem.
It's a dirty job, but somebody's gotta do it, I suppose!
Order of Hermes
The Five Houses: Fascinating history, but all too often their power is
directed inwards rather than outwards to the protection of reality.
While the threat is real, we must focus on this Reality. Let the
Continuum deal with the Nephandi.
Goetia: Given their past record, we don't trust this group one bit.
Whenever one of their Dark Magi shows up, we're always there to
destroy them. It's bad enough that the Nephandi can force their way
through, but an open doorway into our reality is totally intolerable.
Goetia: They've just got it in for us -- we dumped all that demonic
stuff long ago.
Dark Magi: Another one of our myriad of mortal enemies -- they are
fools if they think they can stop us, like all the others.
Cabalists: Their magic is unusual. They are slightly sympathetic to
our cause, and combat the Nephandi in their own way.
Any defenders of reality against the Qlippoth are worthy of respect.
Theirs is a lonely and dangerous path, but one in which must
ultimately tread as well.
Enochians: More unusual magics. We are not entirely certain of the
origin of the Enochians' spirits, and there is a suspicion that they
may well be disguised Nephandi. We have them under constant
surveillance.
They are somewhat suspicious of us for some undeserved reason. This is
not appreciated, but our way is bound to draw fear from the ignorants.
Rosicrucians: Another pointless group. All their secrets cannot
protect them should the demons come knocking on their doors.
Useful but somewhat esoteric. I wonder who watches these Watchmen?
THE CONTINUUM PARADIGM PAGE
Note
The Paradigm as described here is probably only important to Agents of
the Repulsion Branch. Continuum Agents within Intelligence
Acquisition and Target Neutralisation tend to be more 'Earthbound'
than those in Repulsion Branch, so many 'round down' their
personal paradigms to a much less esoteric level. For example, a
Target Neutralisation agent is probably more likely to just
Teleport (ie. think 'I need to get from A to B in no time at all'
and then teleport) than to think about exactly how he is moving
across the Corridor in a Space-Like Path. As a result, Repulsion
Branch Agents sometimes think they take their job much more
seriously than their Acquisition/Neutralisation counterparts...
The Paradigm
The Corridor: Reality is an endless Corridor, with time as its length
and space as its width. The Corridor is under constant attack from
the Darkness beyond its walls and its agents within. The walls of
the Corridor must be continually guarded, and any holes in its
walls must rapidly be sealed before any permanent damage is done.
Magick
Observation: An Accepter [Sleeper], sees events around him as they
have been defined by the Observations of other, more astute
Observers [Mages] -- observing an event fixes it in time and space
(ie. the Corridor). Observers are able to see what they want to
see, thus fixing events in the Corridor according to their own
requirements.
Spheres
* Correspondence: Space-Like Paths (Sidestep). By travelling along a
'space-like' path (effectively, by moving sideways) in the
Corridor, an Observer can bypass Time and travel great distances
instantaneously. By shifting one's perceptions along the width of
the Corridor, an Observer can sense distant events and locations.
By reaching across the Corridor, an Observer can physically affect
these distant locations.
Note that it is not possible for Accepters to travel across the
Corridor in this way -- the closest they can ever get is the
theoretical maximum of the speed of light (c), which itself cannot
travel across the Corridor instantaneously. However, acceleration
to such velocities warps the fabric of the Corridor such that
Special Relativistic effects can occur to slow the subjective
passage of time. Observers travel on Space-Like Paths so both t
(absolute travel Time) and Tau (subjective travel Time) = 0.
* Entropy (Chaos): Quantum Mechanics. By observing events at the
Quantum Level, an Observer can control probability and randomness.
* Mind: Opinion. One of the more esoteric concepts within the
Paradigm of the Corridor -- since observation defines reality,
opinion of what one sees plays a critical role in determining what
one has just seen. Thus, opinion is also a vital factor in fixing
reality.
* Prime: The Flow. All things are pushed in one direction through
the Corridor -- the current that drives them is the Flow. By
increasing or decreasing the density of the Flow through an
object, it can be more or less firmly anchored to the Corridor.
Decreasing the Flow density causes an object to become inherently
unstable, until it completely discorporates when the density
reaches zero.
* Spirit: Opening the doors. There are many 'side doors' in the
Corridor, through which branch corridors with differing parameters
to our own may be entered. It is believed that other Corridors (as
opposed to Branches) do exist, presumably also under constant
siege from the Darkness in which they rest.
* Time: The Corridor. The infinite length of Corridor itself
represents Time. The Flow passes through everything within the
Corridor. While manipulation of the density of this Flow affects
an object's inherent stability, the Flow also imparts a force to
the object while it passes through it (that is not related to its
density) that pushes it along the Corridor. This force is
uni-directional in Main Corridor -- it only pushes the object in
one direction (forwards through time). Manipulation of this force
affects the speed at which an object travels down the Corridor.
Increasing the forward motion makes Time pass at a faster
subjective rate -- decreasing the forward motion makes Time pass
at a subjectively slower rate. Anchoring the object to Corridor so
that it has no forward motion freezes that object in Time.
Experiments are currently underway to reverse the direction of
motion in a test object, but all attempts so far have failed --
the reversal of causality (cause and effect) that results creates
a Singularity since such phenomena are not stable in the Corridor.
Patterns
* Forces: Interaction. All forces (Gravity, Electromagnetic, Strong
and Weak) are manifestations of unseen interactions between
particles. Only in certain circumstances do these interactions
manifest as real particles such as photons and electrons. By
Observing these interactions, an Observer can influence the forces
that affect the macro/microscopic world.
Matter: Mass-energy. E=mc2. Mass has energy, and energy has mass.
All physical objects, whether solid, liquid, gaseous, or plasma,
possess this mass-energy. Observers can convert ambient energy into
mass (transferring it from extremely distant parts of the Corridor to
their present location if necessary) and fashion this into any
material they desire through Observation and opinion. Note that the
total amount of mass-energy in the Universe is constant, so even
Observers cannot spontaneously create mass-energy -- it must exist
already in another form.
[Note that this is just background -- in reality, Matter as used by a
Continuum Agent will itself draw the energy from elsewhere in the
Universe (say, a cloud of interstellar gas a thousand light-years
away, or the air around the targeted object) to create the
material/object. Correspondence or Mind is not required to use
Matter)].
Life: Mass-energy. Living beings are still constructed of basic
matter, but this interacts in a complex (biochemical) manner to fuel
the body. Affecting Living creatures requires more finesse and
concentration than that required for non-living material, and by
necessity the problem must be approached from a separate direction.
[Life is affected in a similar way to Matter, but since living bodies
are much more complex than non-living material, a new approach must be
set up in the Observer's mind -- hence, Life is a separate Sphere to
Matter].
Arete
Astuteness. More Astute Observers can understand the Corridor better
by seeing in more detail. Observers become more astute through
experience -- by noticing the subtle nuances in every Observation.
Quintessence
Energy. Energy is an unusual quantity. While in the conventional
universe it manifests as a force or as mass, the truth is much
deeper than this. Energy is in fact a physical manifestation of
the density of the Flow, the current that perpetually pushes
events forwards in time along the Corridor. In the physical world,
the Energy Density of the flow can manifest in many forms in the
right circumstances. This Energy can be used to back up
Observations, ensuring they are perceived correctly.
Paradox
Singularity: Instabilities created by poorly Observed events in the
Corridor result in the creation of Singularities [Paradox Flaws
and Spirits]. In some cases, the disturbance is so severe that
Naked Singularities arise, which necessitate the creation of an
Event Horizon around the Observer which shields the surrounding
Corridor from the instability [ie. a Paradox Realm -- since
nothing originating in the Corridor can penetrate an Event
Horizon, the Paradox is enclosed and Reality is effectively
shielded from the instability while the Observer negotiates the
Paradox Realm set up within the Event Horizon].
Awakening/Ascension
Sapience (Sagacity): Accepters who start to question what they see
become Sapient. By doubting the Observations of others instead of
just accepting them, they formulate their own Opinion and so
become Observers themselves.
It should be noted that the Continuum does not believe in
Ascension. The struggle against the Darkness is continuous, and so
can never have such a culmination [other than the total
destruction of Main Corridor]...
Mage-Specific Backgrounds
* Arcane: Covering the Tracks. Observers are capable of seeing
reality in its true form -- the Corridor. By looking behind them
[in the past], they can cover their tracks so they pass with very
little trace along the Corridor.
* Avatar: Dense Flow. Observers exist because the Flow through them
is denser than the Flow through normal Accepters. In addition,
Observers can draw upon this excess density as a kind of Energy
'battery' with which to back up their Observations.
* Destiny: Recognition. Some Observers are simply very good at what
they do, or show a faint hint of extraordinary talent -- as such,
they deserve recognition.
* Dream: Scanning the Corridor. Since the Corridor contains
everything that will be, is, or has been in existence, it is
possible to scan its contents (at least in the immediate vicinity)
for knowledge that the Observer may require.
* Node: Energy Concentrations. The Flow through some regions of the
Corridor is denser than normal -- more Energy can thus manifest in
these locations.
Views on other Mage-related issues
Terminology: Metaverse: The sum of reality -- the Metaverse can be
thought of as an infinite region of Darkness, within which are
suspended the Corridors.
Corridor: A single universe, with all its branches (Realms).
Arcadia is a Corridor.
Main Corridor: Our own Universe, encompassing all the Realms and
the Near Umbra.
Nexus: Main Corridor's Shade Realm of Time, the Chantry Realm of
the Continuum
Virtuals: The alternate universes that can be accessed only from
Nexus.
The Perpetual War: The continuing defense of Main Corridor against
the Darkness.
Nephandi: The Darkness. The raison d'etre of the Continuum, the
Nephandi are the Darkness that surrounds the Corridor. Like the
Corridor itself, this Darkness appears to have always existed, and
has always acted to destroy it. The Continuum believes that the
Darkness represents the natural state of the Metaverse, with the
Corridors being unstable imperfections in its fabric. As a result,
the laws of reality always try to correct these flaws by
destroying them. However, the destruction of the Corridors would
be the destruction of all reality -- absolute Oblivion.
As such, the Continuum continually acts to defend the integrity of
the Corridor from the 'corrective forces' of the Darkness and any
who would aid them. The Nephandi themselves are the physical
representations of these forces. Since the Darkness is infinite,
the Continuum never seeks to 'win' the war against it -- its
actions are entirely defensive, striking the Nephandi as and when
they attack Main Corridor.
The Umbra: The Penumbra represents the periphery of the Corridor,
nearest its walls. Since the Corridor is infinite in length and
width, only Observers (not Accepters) can perceive its Walls. By
entering the Periphery, an Observer can easily find doors into
Branch Corridors, while at the same time being able to perceive
'normal' reality. By entering these side doors, Observers can
enter other Realms in the Umbra. In some places, doors may lead
directly into the Darkness that surrounds the Corridor [ie. the
Deep Umbra]. Such doors are sought out and are continually
guarded, since they present an obvious route for the Darkness to
enter the Corridor. More adventurous Observers claim to have seen
other Corridors [ie. Realms in the Deep Umbra] suspended in the
Darkness around our own, but the Continuum cannot afford to expend
its limited resources by investigating them and defending our own
at the same time. It is assumed that these other Corridors are
also under siege by the Darkness.
Wraiths: The Continuum holds what appears to be a violently
paranoid opinion of Wraiths -- it actively seeks and destroys them
wherever they exist! In their view, when something dies it may
leave an Imprint of itself [ie. a Wraith] on reality -- a good
analogy would be to equate the Imprint to an after-image left on
the retina after a bright light is shone into one's eyes.
The Continuum perceives these Imprints as a very real threat to
the Corridor's integrity, for it is through them that its walls
become weakened, allowing the Darkness outside easier passage to
reality. By resonating with the Imprint's desires, the invader can
manifest itself within the Corridor. Lingering memories and
desires, nursery rhymes, and even old photographs have proven to
be a major thorn in the side of the Continuum as it fends off
attempts by the Darkness to break through the weakened walls.
There is much debate on whether or not these Imprints are
sentient. Some argue that Imprints are just that -- emotional
after-images left on reality, with no sentience or intelligence.
Others (especially those who have come face-to-face with Wraiths)
believe that they are indeed sentient, but can be driven, used, or
tricked by the Darkness into acting as a gateway into the
Corridor. All factions believe that while these Imprints may or
may not be a direct threat, they remain a weak link through which
the Darkness can break through, so they should be removed wherever
found. Some Agents actively seek and destroy Fetters in order to
loosen the bonds of a Wraith to the Living World.8 [In game terms,
the Continuum sees Wraiths as a direct link to the forces of
Oblivion, toys to be used by the Darkness to penetrate the walls
of the Corridor. It should be noted that the Underworld has not
been discovered by the Continuum, and cannot be accounted for
within its Paradigm.
Chronicles involving the interaction/confrontation between Wraiths
and Continuum Agents (especially Repulsion Branch) are potentially
the most interesting of all. Inspiration can be found in the early
1980's British Sci-Fi Series 'Sapphire and Steel', starring Joanna
Lumley and David MacCallum. Indeed, the Paradigm of the Continuum
is extrapolated from information hinted at in the six adventures
that made up this series -- Adventure 2 in particular is a very
good example of Wraiths being used by the Darkness for its own
ends. As an aside, Sapphire and Steel themselves can be considered
as Repulsion Branch Field Ops (with Lead and Silver (who also
appear in the series occasionally) as Repulsion Branch
Specialists)].
Garou: The Continuum is neutral to the Garou, primarily because it
knows so little about them. The Continuum views the Garou as
natural hybrids of the forces within this Corridor and its
Branches, since they exist at or near the Periphery (ie. the Walls
of the Corridor). If the Continuum knew enough Garou cosmology,
they would probably believe that the Wyrm is yet another
manifestation of the Darkness. It is not certain that the Garou
are aware of the existence of the Continuum, but where they can,
the two sides prefer to leave each other to fight their own
battles with the Darkness on their own terms.
Vampires: While the existence of Vampires is rumoured, the
Continuum knows too little about these creatures to draw an
opinion. The general consensus is that they are a form of unusual
but natural lifeform unique to our own Corridor, possibly forming
when an Accepter dies while becoming Sapient to create a
partially-Sapient creature. All of this is conjecture -- if truth
be told, Vampires are a largely unknown quantity to the Continuum.
However, it is believed that there is no connection between the
Darkness and these entities. Wherever possible, Vampires should be
studied (carefully!) by Continuum Agents, although their paths
rarely cross. Nevertheless, the Continuum is aware that some of
these creatures actively aiding the Darkness, and tries to seek
and destroy them when they can.
Spirits: Inhabitants of our Branch Corridors. The Continuum is
curious as to the nature of these creatures and how they interact
with our own Corridor. However, it is aware that some of these
beings either willingly or unwillingly serve the Darkness, so it
treads very carefully when dealing with them. All attempts are of
course made to destroy any who do serve the Darkness.
Changelings and Faeries: The Continuum is aware of the existence
of these creatures, and studies them wherever possible. Faeries
themselves are cited as proof of the existence of other Corridors,
and are believed to originate from a 'nearby' Corridor.
Changelings appear to be exiles from this other Corridor, believed
to be known as 'Arcadia'. Very little is known about the Arcadia
Corridor, and some Observers believe it to have once been a Branch
of our own. How and when it separated from our own would be of
great interest to the Continuum if it had the time to study it.
Sleepers: Accepters. Those whose lack Sapience and so are unable
to Observe the Corridor. Accepters merely accept the Observations
of others as fact (hence their name). However, while they are
incapable of forming their own opinion and making their own
Observations, they are capable of instinctively Contradicting
observations made by Observers that go against their accepted
world-view. Such Contradiction is dangerous to careless Observers,
as it can set up Singularities and Event Horizons to plague them
-- by making Observations that can fit in to an Accepter's
world-view, an Observer can avoid these problems.
Technocracy: Prior to the Age of Reason, the Continuum did not
exist as an organisation. When the Technocracy formed, the
like-minded Mages that had been defending reality from the
Darkness beyond came together, believing that the Technocracy
appeared to have similar goals to their own. They formed the
Continuum within this organization, and learned much from it.
Unfortunately, the Technocracy quickly became too wrapped up in
their attempts to completely `define' reality, and so the
Continuum lost interest in them. The `accidental' publication of
the Special Theory of Relativity in 1905 was done partially out of
spite to them. The Continuum had been restrained and obstructed
for too long, and saw that the Technocracy did not take the
defence of the Corridor seriously. When they realised that
Relativity had been released to the `Masses' far earlier than they
wanted it to, the Technocracy attempted (and failed) to destroy
the Continuum. As it is, they still prove a constant thorn in the
Continuum's sides even today, obstructing them at every count.
Marauders: The Continuum is not entirely certain of the origin of
this bizarre group of Observers. It is believed that they are from
our own Corridor, and represent Observers who have become Sapient
in a highly stressful environment. Some believe they have come
face to face with the Darkness and have been driven insane by it.
Certainly, the Darkness holds many alien horrors that can drive
even Observers insane -- even Continuum Agents do not enter it
without substantial protection.
Marauders are a constant thorn in the Continuum's side.
Originating in Main Corridor, they are fully capable of entering
Nexus and the Virtuals, which they see as a playground of sorts.
They have contaminated a significant number of inhabited Virtuals,
which the Continuum actively tried to prevent.
In addition, the Marauders' disruptive activities can provide
gateways into Main Corridor for the Darkness to enter, so the
Continuum makes every effort to drive them back from whence they
came.
The Traditions: The Continuum sees itself as separate but allied
to this this group of Observers, since it now has much more in
common with them than the Technocracy. Most of the Traditions are
too focused in their `struggle' against the Technocracy, which
serves no purpose -- who would be left to pat the winner on the
back should the Corridor collapse to the Darkness? The Continuum
believes they should focus instead on the real enemy -- the
Darkness. Many of the Traditions leave the Continuum alone, and
while some do not trust them, they do acknowledge that someone has
to take the defence of reality seriously. However, only the
Celestial Chorus, Dreamspeakers and Cabalists are sometimes
helpful to their cause in their own way. Ideally, the Continuum
would gladly see some Traditions destroyed outright -- the
Necromancers and some Goetics actively aid or seek the Darkness,
which cannot be tolerated. The Continuum distinctly distrusts the
Euthanatos, believing they deal too much with Wraiths and so are a
threat to the stability of the Corridor.
The Ascension War: The Ascension War between the Traditions and
the Technocracy is something that never ceases to amaze the
Continuum. They liken it unto a battle in a burning house, with
the walls collapsing all around the combatants. The Continuum
believes that both factions should cease their childish bickering
and pitiful powerplays and devote themselves to the defence of the
Corridor against the Darkness outside.