Showing posts with label DtD. Show all posts
Showing posts with label DtD. Show all posts

Thursday, December 28, 2023

[Mage: The Awakening 2e] Mage & the God-Machine



“I have seen the hidden flows of the Arcana and understood their self-evident truths. And like the answer to a riddle the inconsistencies point to another answer, one that like the solution is self-evident.”


“I believe now that there is a machine… a machine beyond ancient. Did it come from the future after all entropy has taken place? It sits in the heart of the Supernal Realms, beyond the veil of them, in the highest of high. The Crown, the Keter. It also exists throughout the Tellurian in deep space outside our Galaxies. I found the writings of Marcus Singe… some of his mad ranting ring with a dread current of truth. This machine created the first children and started things off, the first age. We have met several clockwork servants and have chased the Omega Clock throughout time and space. I believe it was used by the True Gods of the Supernal during the times of Atlantis, the third age of man, the gods I seek to restore. The Exarchs did not create it; they only understand it enough to alter physical reality. This infinite machine projects reality, it generates The Lie like a hologram or like a program running in its internal memory banks. If the God-Machine could be accessed and used it could free humanity, the Imperium. For that to happen the Exarchs would have to be subverted, if they truly exist at all.”


“But the omega device exists; it may be the only thing that really exists. It is an alien thing older than time since time times infinity. At the end of everything it sits and could be said to consume the universe slowly through this entropy, the clock running down. After the heat death of the universe it consolidates the vibration of strings that like a standing wave define matter and creates another Big Bang and sets everything off again. How many cycles has it done this? What is it trying to learn from the program it runs? The Exarchs are not the hidden masters of reality; the machine controls them through them controlling it. The more power they get the more chained to their thrones they are.”


“The God-Machine is the control mechanism for the Lie. It generates it and regulates order. But the Exarchs didn't know how to use it properly, and when they wrested control they broke reality. They created the Abyss, the fallen reflections of the higher realms we know, the ruined the true cycle of souls, and the created the Lie. Now fragments and projects of the God-Machine’s machinations are revealed where they would normally be layered outside of all perception. Reality is flawed; the inconsistencies I have found mount up in the hundreds. Parts of the machinery which operate our hologram can be found anywhere in the Tellurian. They can be found and used within the lens of own rules and reoccurring themes. It is the key to travel to parallel worlds, making Ascension easier. It is the KEY to the unfound door. It is the Heart of Darkness and the Dark Tower at the center of everything. It IS.”


“But the world is more broken than the corrective protocols can keep up with. The Abyss, the Anti-reality, what Prodigy calls ‘The Three AM’ is pushing the cracks in our walls apart. Magic is dying. My Cabalmates, we must reach the center where the world tree of gears lies. We must resist reality and break through.”


“You must flee from its angels; no magics will help against the agents of the machine. Maybe there are no Oracles, only men like me… and now I am dying...”





- Archmaster Casstiel, The Bridge of Souls


http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/890471-what-is-your-god-machine-truth-why-is-it-doing-the-things-it-does

https://forum.rpg.net/index.php?threads/god-machine-chronicle-portents-of-the-god-machine.688335/page-8


http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/mage-the-awakening/504716-the-god-machine-the-awakened




- It came from the Singularity, born from the Technocracy in a future or alternate timeline.
- Cthoton from Exalted lore... look up




Magic and Machines




In a world where both the God Machine and the Awakened exist, what happens?




Mages, curious about the greater truths of the Supernal, Fallen and all the worlds in between will inevitably discover evidence of the God Machines machinations. They are not equipped to directly detect Infrastructure or the occult matrices before they have occurred, but they can investigate their existence and effects. Time, Space, Fate, Forces, perhaps even Spirit and Prime, all could help facilitate learning more about the many woven parts and conspiracies that make up the existence of the God Machine.




The God Machine is preoccupied with its greater machinations now has yet another annoyance to tend to. Demons run amok, Angels and cults need to be coordinated and its plans must move forward. As a machine it responds to other Supernatural investigation probably the same way it does with mundane ones. Misdirection, intermediaries, and force if necessary or expedient. It can create Angels for these purposes or call upon cults and other stranger resources or design Infrastructure and occult matrices to thwart interference.




These are the general answers to the question of coexistence.




Capabilities




It's stated the God Machine is very sensitive to probability especially shifting or toying with its state in dramatic ways. Would it be sensitive more to manipulations of Fate and Time, able to focus or hone in on Magi who utilize those Arcanum more then others Magi? Or does the Supernal nature of said manipulations override its ability to sense it? Does the potential Abyssal quality cause 'static' or 'noise' towards its vision of reality?




Furthermore, the God Machine can rewind, split and determine fates and time. It can contend with many of the most powerful Spells in a Mages arsenal if its desire was to do so. Mages themselves cannot directly detect Infrastructure through purely magical means as of current. This being the case, hiding and advancing Infrastructure could far easier to orchestrate until it was right under their metaphorical noses and the occult matrices were ready to fire.




Angels as well can be equipped with Numina suited to their tasks, and originally in 1e Numina could replicate Spells. If that stands in 2ed Mages are in for a tough haul when or if Angels are brought in. To what end though? Extermination, interrogation or integration?




Mages have the Arcanum on their side, literally anything is within their power given time and dedication. How far though can Mages gaze into the workings of the God Machines and comprehend or predict its plans? Is it beyond even them? What are the consequences of trying? Is their Supernal truth to be found here or only madness?




Can Fate sense the workings of the God Machine? Or is the God Machine's plans beyond notice of the Arcanum?













What are your thoughts?




I've thought a lot about these kinds of questions. I think the God Machine is a terrifying antagonist, and an amazing force to be contended with. It fits right up there with other Mages as a powerful reality warping force. It seems only natural for the hubris and inquisitive nature of a Mage progressing along their Souls path to encounter the God Machine at some point, but then what?




Do they turn away or engage, and how does the God Machine respond?




An even better question though is, how does it respond in the context of the two settings of the God Machine Chronicle (or Demon) and Mage: The Awakening Second Edition?




I have a few theories about the God Machine, one of which is that It is the Monitor of the Fallen World whose job is to maintain stability, correct any system errors, reformat corrupted data and quarantine hostile programs and viruses.




In Mage terms, it is responsible for base Paradox Risk. Even when there are no Sleeper witnesses for magic, the Fallen World itself is treated as a witness. The God Machine can tell when a "system error" is about to occur.

If there are Sleeper witnesses, the Disbelief kicks in and the Sleepers forget what they saw. This is the God Machine quarantining the foreign "program", disabling the error and reformating local programs. This also suggests that Paradox effects can be seen as a form of anti-virus.




05-06-2015, 08:36 AM

In my chronicle, the God-Machine is THE fallen god of the Aether, corrupted since the Fall to become an obsessive entity of order for order's sake. To the God-Machine, Fallen Reality is inherently flawed and must be corrected. It must be ordered and safe. Without a steady (and probably massive) source of mana, the God-Machine developed a system of occult matrixes, in order to feed from its influences and to build more complex magical workings. It cannot return to the Supernal Realms, maybe it doesn't want to anymore. Mages are no more special in its eyes than any other mortal. Subverting fallen reality to its mechanisms is its prime directive.




Some archmasters, more than two thirds of them tetrarchs, know about the God-Machine. The thing is, the Exarchs do not want it to return, but they don't know it anymore than anyone else. And that scares the Seers in-the-know, yet for now it helps to reinforce the status quo, which is a relief of sorts? But who's using who? Some Seers are commanded to do surveillance tasks and containment for the most egregious of the God-Machine plans, but that's as far as they can go without violating direct orders. What is the ultimate goal of the God-Machine? Are the Exarchs aware of its plans already, or are they using Humanity as a bargaining chip in their unfathomable deals?




And the Pentacle? Mainly it depends on the individual cabals and mages, but there are some general trends too.




There are some Mysterium caucuses that obsessively hunt any occult matrix for observation and study, but few can keep up with that MO without flat-out antagonizing God-Machine cults and its angels. Demons too suffer from their scrutiny, but most often is the other way around: the unchained are the ones coming to the Mysterium looking for answers or in search for occult lore, though both parties come up with very little gain for too much trouble.




The Silver Ladder believes Humanity should not bow down to any god, be it fallen or supernal, but in practice is much more pragmatic, waging a subtle war of influence against God-Machine cults and sometimes believing they are another tool of the Exarchs. Some caucus, however, have started to think that maybe they could use the God-Machine as a weapon against the Exarchs. But what could it mean to help the God-Machine achieve its goals and reclaim its seat in the Heavens? Would not that mean just changing one tiranny for another?




The Guardian of the Veil have a conflicted relationship with the God-Machine. On the one hand, their Labyrinths clash with G-M cults, trying to subvert each other for its own purposes. On the other hand, the few epopts that believe the God-Machine is a fallen god become obsessed with the potential of occult matrixes, for it could mean a way of protecting supernal magic from paradox by using occult matrixes as "paradox dissipators" that could safely discharge paradox energies through the matrix. Demons and Guardians clash often when they both work surveillances on the God-Machine agents, but the result of those clashes is entirely dependent on their particular circumstances.




To the Free Council, the answer is evident: Destroy the Followers of the Lie. The God-Machine is an inhuman intelligence using humans as pawns in its occult games. It's clearly another tool of the Exarchs. However, the few libertines that have studied the G-M have found out that the Seers are no more knowledgeable or prone to protect the God-Machine than any other faction, so that gives them pause. Is there another faction fighting against the tyranny of the Heavens in the Fallen World? Is the God-Machine "the enemy of my enemy is my friend" as the saying goes? Or it's just another tyrant waiting for its turn? Some libertines that know about the unchained believe the latter though, and help them wage guerrilla war against the God-Machine agents as often as they can afford it.




The Adamantine Arrow sees the God-Machine as a worthy challenge, but less so than fighting the Exarchs. Being the consummate tacticians that they are, however, sometimes that put them alongside thearchs who think of using the God-Machine as a weapon against their enemies, but just as often they think the effort is not worth the trouble. Angels, on the other hand, are a concrete and measurable menace the Arrows can put their strengths against, especially when some of them try to manipulate an arrow family and friends.




In Tome of the Watchtowers, in the Obrimos myth about their Oracle, it's implicitly told that the God-Machine (although he's never called by that name) lives in the Aether or even he's the Aether (Aether is described as a giant mechanical living machine).




Of course, that can change in 2nd edition, or probably is just a myth, created by some mage who heard about the GM and tried to reconcile it with his cosmological view of reality.




I don't think the idea is necessarily to conflate every machine metaphor with the God-Machine. The idea of divine order represented through machinery makes sense for the way the Obrimos were fluffed in the first edition, and I think it might be worth considering it a call-out to that idea. The God-Machine seems to be both a reference to that mechanistic perspective on divinity plus a bunch of other ideas about human systems overwhelming the human, but I wouldn't necessarily consider it the one stop shop for that idea.




Except, in that fluff, not only is the Watchtower of the Golden Key described as a vast, pre-existing machine that the Oracle there only needed to turn on, but it is explicitly called a God-Machine. Directly spelling, all the hyphens and Important Capital Letters in place. Before, that would have been a nice nod to some of the other stories out there- now it can be a story hook or even something more. An Obrimos wanting to see the divine as a gigantic universal mechanism pushing for order would be better served by physics or mathematics than analogies to machines or computers.




My personal take is that the God-Machine has a cursory alliance with the General and the Father- it supports their interests marginally so long as the God-Machine gets in on some of the massive quantities of Essence generated by the Supernal symbols those two represent and rule over. In other words, the God-Machine is exploiting the Aether for fuel, which would make a lot of sense.




n our games the god-machine is one of the few entities that managed to survive the fall but little else is known about it. The god machine believes that reality is broken (which it's true) and it's obsessed with repairing it and bring it back to before the fall where its power was absolute, no matter what.

The problem is that the god machine itself is badly damaged with multiple holes in its memory and constant glitches and bugs, demons are one of the many results of its damaged mind. As for its relationship with mages they are simply more pieces of the machine that it's reality no more no less.

It's aware that the seers where responsible for the fall and it spies on them but little more. This is because both the god machine and its agents are trapped in the fallen world, it has no means of reaching the seers. The seers know about the god machine but they believe that it's no real threat so they ignore it for the most part.

The god machine is bidding its time and once reality is fixed and its whole again, the god machine will wipe out the seers and claim its title as the one and only master of all reality.




The god machine seems thematically un-needed in a game where the Exarchs do almost exactly the same thing as it does but with a closer connection with Mages.




Honestly I don't think Mage plays well with crossovers with other WoD stuff at all.




Certainly, if you're going to include the GM in Mage, you should at least consider what if any relationship it has with the Exarchs. Servant? Ally? Rival?




Master?




My first idea was this: Terrible unknown.




Awakened from the Orders and the Seers, they all have their theories. It's a manifestation of the Exarchs will, or the lost God Machine of the realm of the Aether. Any of them could be true, but what really matters is that it's real.




The Exarchs seem to exist through the lens of the Seers. They seek out their supposed Artifacts and knowledge, build their temples and conduct their machinations. Some claim to be guided by them, visions, just as all Mages have connected with a Watchtower.




The God Machine is real in a different sense then this. It's an uncaring machine God. It might be broken, or it might be beyond comprehension. It doesn't work like the Exarchs, it doesn't require the Lie to be enforced or maintained.




It's just there.




A God Machine, with the power of the Exarchs claim is theirs. The power to distort or reshape reality.







It probably rivals the Exarchs if they do exist, but not directly. Else their forces would be far more aware of its existence and mustered against it.... right?













See the neat thing about the God Machine in a Mage Chronicle is that Mages don't know. It can do what they can reality distorting wise and perhaps better when it comes to the Fallen World. Does it matter to the Supernal though? Does it matter to humanity? The Orders? Oddly enough... no. Not really.




That's a bit terrifying. There are Gods among us in the World of Darkness. They live not just in Arcadia or the Lower Depths, but right here.




And we don't know why.




If we take the view that all watchtowers are really, on some level, the same watchtower (that is a symbol of the supernal) and that the various paths are merely a point of view, then the reality here is that the obrimos are the only ones that are close to realizing that the god machine is just another symbol for the mechanism that controls the idea of reality. Tap into it and you can bend it. push at it too hard and it might push back, etc. In the right game, it could be that mages are tapping into the god machine directly and against it's will, like hackers going in through a back door. Young mages are script kiddies: using their rotes without any idea of why they work. Archmages are like top level programmers: they have a better idea of how things work on a fundamental level, but mostly they just know a lot about their field. Almost nobody really *knows* how computing works on a grand scale. they get the idea, but i've never met anyone who knows all of it 100%. And that's just the computers we have, not the god machine.




So the most important thing about the God Machine, IMO, are the themes. Unknowability. A problem you can never solve. A question you can never answer. That should drive mages nuts. Mages are built such that given enough time and motivation they can know just about anything.




But the question then is: what purpose does the God Machine serve in a mage game, then? If you run (as I think I'm about to) a mage game where the God Machine is the primary antagonist, what's the end game? Because unless you're tossing the themes out the window, the endgame isn't beating it ... not entirely. And it's not figuring it out because it's unknowable.




So it's what? Maybe figuring out a part of it's plan, thwarting one of it's agents, etc?




Maybe you find a chunk of busted God Machine code that needs to be repaired and force your way in to fix it. As a result, reality gets a little bit nicer somehow? That's not a terrible goal, especially if you start with a bad premise (like awakenings are broken or XYZ is not as it should be).




Well, less that (I'm perfectly capable of keeping my players from uncovering secrets), but more where does that game go? When you open a story (any story) with "here is this great mystery" the payoff seems like it ought well be "solve that mystery". In this case, it's not really an option, is it? Not without sort of killing the theme. So what's the payoff to that opening?




Also, I was taking a look at this. it's a nice little chart and I dig it, but something about it hurts my brain. If we want to say that the god machine is tied to the Aether (and it makes sense that if it was tied to some realm, that would be it) then hoe does that track with the inferno and demons attached to the mastagos? Clearly the author of this image is not 100% right about the exachs (though it probably worked for the story he was telling and I dig it). So do we say that the exarchs in this image are replaces by angels and the God Machine? And if so, what about the demons of pandemonium/the inferno? I get the feeling this image came out before Demon. But one of the big themes of pandemonium IS demons, so how does that track in your minds? (I admit, I'm not mostly farming for plot ideas)




Nah, that Chart isn't accurate.




The God-Machine is explicitly stated in several places to be wholly rooted in the material world and has much less (if *any*) truck with parts elsewhere. Like, it's a major reason for Psychopomps to Fall - many of them rebel because they spend their existences carting ghosts and spirits to gateways to the Underworld and Shadow, but no angel ever actually goes *through* them.




In my Ascension/Awakening mashup, I've placed the God-Machine in the position of being a patron of sorts to the Exarchs, and having been responsible for the prior attempt at Technocracy (it collapsed around the turn of the 20th Century, much as in standard Awakening, albeit for a lot of different reasons). It's surprisingly useful in this role.




Yep. *eg* I use it as a mix of ally and master, partly because the Exarchs would never acknowledge any entity as their master, but mostly because the God-Machine doesn't care. As long as the Exarchs and Illuminati do their job, it doesn't need to micromanage them. It still sends Angels to keep an eye on things, but for the most part it's content to let its servants deal with anomalies in their own way, as long as they don't create more.




If the God Machine is your primary antagonist, I'd argue that you're not really playing Mage anymore, and you should view everything through the lens of GMC themes (not Demon); Mages are just better investigators than your average human but they're not significantly different. That means jettisoning Mage themes of power and agency and the dangers and responsibilities thereof in favor of inevitably and attrition against an implacable foe that can only be slowed down or diverted, not stopped. You can totally keep the dangerous addiction to knowledge and insatiable curiosity bits though.




If you want to use the G-M as a foil to the campaign rather than a direct antagonist to be beaten though, you can highlight the way it functions as a cautionary tale about seeing everything as tools to be manipulated to particular ends, something low Wisdom mages can easily fall into. There's a commonality between infrastructure and supernal symbolism in how they reduce down concrete tangible and important things with unique identities into abstract concepts to be moved around at whim.




Ehh, I think there's room for both. The Exarchs are symbols representing a very human-dominated (or at least, comprehensible to humans) understanding of tyranny and oppression. The God-Machine doesn't seem to care about humanity either way, other than as a possibly useful element for its own, unrelated plans.




As for what it does in the game I play in, as far as I'm aware (OOC) the God-Machine is an entity of the Fallen World, and (at least since the Fall, which it may predate) it's working on a macro-scale to maintain Fallen reality. Reality is fundamentally broken, and the G-M, by imposing its own uncaring form of order, is working to make sure it doesn't break down completely. Of course, "maintain a World of Darkness" may not be a good thing...




yeah, I'm still toying with the idea and trying to find a way to make it fit. I LOVE the iddea of the God Machine, I just need to sort of let it rattle around on top of the idea of mage till it fits in my head. One way is to rework the cosmology (go the God of the Aether route). Another is to have the God Machine be a thing that runs in tandom. It's an unstopable force that has something wrong with it and the PC's are mages who might have the chance to set things right down the road and for now they need to dodge angels and what not.




Something about it still feels off, though, and it may be what you said. To dive into the themes of GM i lose the themes of mage. Mage is about having a ton of power and figuring out what you're willing to do with it. GM is about having no power and trying to do something anyway. They mesh poorly at first glance.




Then the theme becomes, "I can do all of this, and still fail." I would play up the versatility of Mages, dropping hints, bits of lore, weird phenomenon, etc and let them play and experiment with them let them exercise as much control as they want/is possible only to inevitably have it ground in the teeth of the gears.




Let's go with a scenario: The characters discover brainwashing infrastructure in a soap factory. They decide that's a problem for whatever reason. They manage to figure out how it's being done, what the triggers for the conditioning are, they can even remove the programming. They fix all the victims they can find and blow up the factory, job well done.




It turns out the infrastructure survived though and now there's an angel grabbing people to be brainwashed because they no longer have a soap factory to just draw in employees. Or a new facility gets built somewhere else, or the GM changes its tactics.




You just get the players to do everything they can to solve the problem, really encourage them to go all out and then you pull the rug out from under them.




In storytelling it's called "You succeed, but..."




Yes and no.




I mean, remember that you see the setting from the eyes of essentially a diety(or at least a well versed archmage), privy to tons of info that in setting are closely guarded secrets. For example, the Orders guard their secrets from one another. It is just that most players read thise books and assume their knowledge reflects their players. Same extend so Vampires, Werewolves, Mummies or other beings. Mages are aware and might know scaps, but they don't have the actual source books in front of them (though I personally hold that the Orders probably have info to the degree of the primary sourcebook, such as the fact that there are 5 clans and certain sects of the Vampire cultures).




The reason I make that point is that short of having your game go into Archmastery, most of your interactions that deal with the bigger elements (i.e. not the Vampires but the curse, or not a particular mummy but the Duat) aren't going to need you to "solve everything". Mages are going to be looking into whatever they can, sure, but they are often going to be starting at "I know there are vampires in the city, some who use blood magic... I wonder how it relates to our own magic." Even if you start with the Vampires leaping out and attacking the characters, the characters aren't going to know more than what they can find out or their orders taught them. If you want to make the Vampires an enemy in your story, and turn it into a hack and slash to rid the city, that is fine. But then you are moving away from the theme of mage. Even the AA is going to study through Vampires to figure out exactly how their enemies tick, and in those studies I (if I was the ST) would seed plot hooks into exploring the Mysteries of Vampires, Death, the Strix, etc.




In fact, a good part of your game is going to be your characters just trying to figure out that there is a God Machine and what its Infastructure is or does, never mind delving past that to what it actually is. How does he make the Angels? How is he related to the mythology of God(s)? How does his power work on the world? How does infastructure work? Could we tap into it? How does it relate to the Supernal? The Abyss? The Lower Depths? And how can this help me? Talking about beating or understanding the God Machine would be like running a chronicle saying that Mages are going to revive Father Wolf or destroy the True Fae: it is missing the point of what mage is supposed to be. Even in their own setting, if you focus on the Abyss or Exarchs as things to be beaten or completely explained, you have turned this into a game of D&D where everyone rolled a Wizard or Druid and forgot to bring any die beyond a d10. The GMC is the same type of antagonist as the Abyss: it is a force that is too large or powerful for a mage to ever fully comprehend, but it doesn't mean that a mage can't learn some of its secrets and counter it and it's agents. Even if your players see it as something to beat or have their characters act as if they see it as a threat they can win against, don't actually have that as the goal of the story (unless your players want that type of game.)




Mages exist for Mystery. They explore the Fallen World. They fight the monsters of it. They dream of knowing it all or being all powerful, but that is the same as nearly any other person. The games focus, no matter what you have as the central source, should never be the end goal of "beat this guy" or " answer everything". It should be "what have I learned? What new mysteries have I uncovered? How can this fit with what I know? How does this reveal the Supernal?" And even if you focus on the politics and maneuvering, there should never be a win and go home objective (you're heirarch now? How are you going to keep it? How will you use that power? etc.). Any line can be used to help a mage explore that, from seeing the nature of the soul and death by studying a Geist, to investigating life and spirits by roaming with werewolves, to investigating fate through changelings, etc.




The GM is one of my favorites, because it is so ineffable I can always draw on it for more stories. I have never once given my players an exact insight into what it is or its true purpose, or how it fits into the mage cosmology. I have my notes and ideas of what I think it is written down, so I don't contradict anything outright, but I keep things both distant and vague enough to avoid them feeling like there is nothing more to learn. Considering the Demons and Angels don't even really know what the GMC is, it means you can pull a lot of their lore and GMC stuff in without ever having to give a definite end to a chronicle. Plus, even if the GM is a central theme, it doesn't mean that all the other elements of the mage world disappear: Mages still have their politics, the Abyss is ever present, Mad and banishers are around (heck, Mad work amazingly well with GM), and Seers always are happy to mess with a group of Pentacle mages who may be getting too nosy or powerful.




A player of mine describes the Mages as the PhDs of the Fallen World. They know a lot, but are constantly studying new things and uncovering new secrets of the world around them because they know that no matter how much they know they know only a small piece of the infinite cosmos. And sure, they get into scuffle and save the world, but so did Dr. Indiana Jones




So TL;DNR: Mages love Mysteries. The GMC is one of the biggest, which means he can in fact be one of the best ways to draw mages in and keep their story of exploration. The GMC doesn't perfectly fit the Atlantean ideal or Supernal Mythos, so Mages explore it because it gives them new insights into the world. Don't make the goal "fix, beat or solve the GM." You can't (heck, I don'teven know if an Archmage or Ascended being could do much). Focus instead on exploring the Mysteries of the GM as they help you mages grow in understanding of the world. Even if it is an antagonistic force in your game, treat it like the Abyss: a powerful cosmic force that you can glean info on but is too vast to ever fully comprehend beyond the most rudimentary descriptions.




I'm happy for the GMC to exist in the Fallen World of Mage and I agree with all of that awesome stuff about how it's a cool ineffable mystery for Mages to look into (it is!) as long as we don't indulge in aany rubbish about it not being affected by Mage spells, or made up of things with a reflection in the Supernal, because that always felt like a really cheap "TOO MYSTERIOUS EVEN FOR MAGES?!?!" kind of deal.




Which I realise is rather ancillary to the subject (not much more need be said past Freemind's post there I think!), but it's a personal aggravation of mine.




This is a good point and i'm going to use the Abyss as an example. if the big antagonist source in your game is "The Abyss" then no, usually defeating it is not the endgame, but probably overcoming a powerful acamoth would be. So maybe here we're looking at an angel or some GM process or both.




Basically, it's the Wolfram and Hart model. You never see the wolf, the ram, and the heart (or the powers that be, for that matter) but you feel their impact. You can take down the law firm and you do what good you can and that's a win, but the real wins are character driven.




I don't think that's what we're talkig about. IIRC from what I saw, mages can't detect the god machine's machinations unless they're actively happening, but that's exactly the same as other supernatural powers, too. A mage can't tell my werewolf HAS a gift, but they can tell when I use it, etc. A mage can blow up a hallway full of cogs and gears, but the god machine has more. A mage can affect the god machine with magic, but not really unmake it or destroy it just like a mage can target the ground, but not destroy the earth. Too big.




Oh yeah, the GM can still be vast in scope and infinitely fine in complexity, but that's true of stuff like a planetary ecosystem as well. Point is, the GM should be something where a Mage can look at an Angel and go "hmm that's a weird confluence of Arcana X, Y and Z, clearly not human" but not be all "oh my God Supernal magic cannot comprehend such an entity!" Sure it can. The Arcana, between them, cover everything in the Phenomenal universe. The exceptions are stuff that are explicitly anti-Supernal (Abyss) and Pyros, and I'm typically a bit suspicious of the idea that Pyros gets to be ineffable and beyond the purview of the Arcana's at that.




Like I said, I agree with everything that Freemind said. I just think that the GMC should be something understandable and malleable by Mages just in the way that, I dunno, the planet Earth is. Yeah, it's massive and incredibly complex and you're not doing anything notable (from something with the same scale of perspective) any time soon, if ever at all, even for Archmages. At the same time, it's not like the Earth is a mystery beyond Supernal understanding. The GMC should be the same, but massive in scope, ineffable in purpose, subtle beyond mortal comprehension and so on.




Is it that simple, though? I mean, a person is not just a confluence of life, mind, and matter, right? When a mage looks at them with life sight, they see that the life in them is made up of the stuff of magic and that it can be acted on, but that doesn't mean that all they are is life magic. I don't think those two concepts are the same. Mages are seeing the world in a very particular way, and that way may not be literal. Just because a mage using matter sight sees that nothing is really solid and that it's just power holding itself together doesn't mean that he's literally correct. It's just what he sees. He sees the potential he has to enact change on it.




I think it's fair to say that a mortal is a very complex magical confluence, as you note. I am suggesting that a Mage can look at creations of the GM and be able to determine information about them and such in the same manner that a Mage can look at a mortal human, is all. I definitely think the GM should be incredibly complex and it's creations equally so, I just dislike the idea that the GM is not part of the Mage's purviews in the same way that Pyros and Mummies and so on are claimed to be (because I don't actually think any of them should be, to be honest.)




If I was playing a Mage game and the GM was in it and I was told that no, this isn't your grandpa's mysterious entity, this is something outside of what Supernal Magic can understand or alter! then I'd roll my eyes so hard that they'd probably drop out of my head. The Arcana cover the buildings blocks of reality pretty comprehensively, stuff doesn't just get to be external to them. Anything external to them should be, like, the only thing that's external to them, and incredibly freaky and weird, and it should be something the ST makes up themselves IMO.




In the backstory for my game: for countless iterations of reality the God-Machine, then fused with Principle, acted as a guardian of the material world, enforcing it's laws and warring against the gods and monsters who would twist the cosmos to their whims; when things would get beyond even the God-Machine's great power It would reset reality, because unique among Its cosmic peers the God-Machine would remember and take steps to ensure It's victory in the new iteration. And it was good...mostly.




Two things led to the God-Machine's downfall: first, as reality was rebooted again and again the newer iterations would suffer from greater flaws and corruption, leading to more and more conflicts that the God-Machine couldn't handle and thus even faster reboots. The God-Machine might have eventually found a solution to that, if not for the Exarchs deciding to usurp It as the overlords of the material world. The God-Machine was embroiled in the greatest war it had ever seen, mostly because it was the first to span multiple iterations of reality, and eventually the Exarchs sundered it into two (leaving the Principle behind) and, unable to destroy It completely, locked It in a sterile Heaven and plunged that Realm into the Abyss.




If it were to rise again, one of the greatest forces against a newly unleashed God-Machine would be the Seers of the Throne.




I agree for the most part. My point was more that you have a being that is wholly fallen yet seems capable of imperial level effects using mechanisms that seem outside the normal means of altering the world as mages understand. The outcomes and effects are understandable through arcana, the why just isn't easy to figure out for mages. They can see the outcomes of the infrastructure, and can get past concealment if they manage to pierce it with Mage sight, and can even sense an Angel falling with Fate. Angels look like other spirits, but they can't be controlled even though every other spell works(the GM has its hooks too far in for anyone short of an archmage to get in there) . I don't remember the rules for demons and cover though. Anyway, my point was more: this thing is weird, it isn't anything like what we know based on our cosmology, let's study it! You know, like mages are wont to do.




I will point out that short of Pyros, every splat can eventually be effected directly. It is just that it requires Archmastery to get into that level of it. Mages can study and explore everything about each splat for the most part, they just cant get to the intrinsically elements until imperial practices. This may seem weird, but even their own stuff (paths, arcana, awakening itself) all require that level of power to mess with even though we know for certain they fall under the purview of the Supernal. There is a difference between "nope, not Supernal" and "nope, you can't mess with it... Yet". Yea, putting it at the level of Archmastery is putting it outside most games, but it does also mean that those things are under e purview of the Supernal, you just need a much better understanding of the respective arcana to really get into it.




As for Pyros, mages can study it but not really control it. I am fine with that since the basis of it is an unrefined chunk of soul energy. IM does suggest something that exists above the Supernal, the pure basis what defines reality and is not divided into the arcana (and is possibly the source of souls), so maybe Pyros is stolen from there. That said, an Archmage probably could mess around with some Omens if he absolutely needed to edit a Promethean. And you can obviously just make it under the purview of prime for your own game.




If I were to put Pyros into the Arcana it would require Forces, Prime, and Life. It's the vital spark that elevates a soul beyond mere mechanism, in its most literal application.

(I could see tossing in all the other arcana, if you wanted to emphasize the soul aspects. In 2e, it probably ought to get Death, as well.)




There are many other options besides "easy", "needs archmastery" and "can't", after all.




You know, I think some of the problem here stems from of out of game knowledge that there's an overarching 'thing' that is the God Machine. Unless you're a Demon, that's not really how it'd appear in setting.




Just incorporate individual infrastructures. Don't include the GM as a distinct thing at all. Use repeating patterns in those infrastructures so that your players can piece together that maybe there's some connection between these events, but don't go any further than that. And don't make it an antagonist, though individuals wrapped up in the infrastructure can be, so much as a weirdness that plays off of the other themes you're going for. Alternate with more Mage centric concerns, and use the G-M stuff as counterpoint to the player's actions or reinforcement for a particular theme. So the weird city block where no one gets sick, but blood sacrifices have to happen every year; you do that after a story where difficult choices had to be made to protect a loved one, where those choices had unintended consequences. The antagonist is just this weird guy that's feeding people to gears. He doesn't really even know why, but if he stops, it'll wreck the neighborhood, and oh, by the way, that infrastructure was also stabilizing some natural disaster waiting to happen, so now that they've stopped it, half the city is in danger of being destroyed. It's too big a problem to solve simply with magic, but mages are clever, so maybe they can find a middle way that avoids both disasters. Or maybe they decide feeding the gears again is the best course of action.




That kind of thing lets you keep agency and mostly keep to Mage themes. Each infrastructure is unique and it's own separate set of concerns. Don't try to force them into a more coherent form that can even be given a name. Treat the God Machine as just an aesthetic layered over these individual encounters - the gears and rust and blood and weirdness - and not as a being. If your players start to look at the pattern, that's fine, but there's nothing in particular to discover except more and more infrastructure with increasingly large consequences to messing with it. This isn't Demon, so there should be a level of neutrality about what that infrastructure is about; neither good nor bad per se, merely there and serving some purpose. Players should be given reasons to defend infrastructure as well as attack it, to weigh the consequences of interfering in either direction, and you can amp up aspects of paranoia and obsession with trying to make sense of all this, or obsess over trying to find those repeated signs in everything; paranoia from too much knowledge, but it's not the work of some discrete consciousness or conspiracy, it's more like the number 37 keeps showing up all over the place in ways that are clearly coincidence, but also too specific to be random.




You shouldn't rely on the God Machine for an end game, using it like this, unless your players are okay with that end game being madness and death. You should focus on mage concerns with this sprinkled in as flavor if you want something a bit more triumphant.




I think there's a bit of msreading of each other here; I more mean casting spells on the individual elements of infrastructure you see in front of you. Yeah, the GM as a whole is off limits below the Threshold, just like the Vampiric condition or whatever. That said, I'd totally let a Mage use Life, probably with an infusion of Spirit, cast magic to mess around with an individual Werewolf, although their nature as a Werewolf is probably reflected in a powerful and difficult to shift Supernal Symbol of Werewolves which is why they'd get to resist with their Primal Urge! Similarly, the GM's infrastruture is nothing inherently particularly special as far as objects of the phenomenal go, it's just that it's connected to this immense entity with, as you say, incredible Archmage-like power, which exists in the Fallen World.







Oh, yeah. Totally agree you can effect them with spells. Infastructure is in fact easier: per dave, it is I'm and of itself completely mundane. In fact, that is in part why mages often miss it, since there is nothing that makes 4 clock towers stand out to mages (unless their creation/architecture screams supernatural, or uses magic to hide them). It would only be after the purpose gets activated or something weird happens involving them that the mage would likely start to look into it.







You know, I think there's a strong implication, even in Demon, that the G-M isn't an immense entity that infrastructure is connected to, but rather that it's an emergent property *of* all the infrastructure and new infrastructure is a self reinforcing feedback loop from existing infrastructure. There's really only infrastructure, in the way that a person is really only cells. So even as an Archmaster, there isn't a specific thing to attack; much like a Demon would, you can go for a cascade failure by breaking exactly the right infrastructures, and as an Archmaster maybe you can see enough of the bigger picture to get a sense for the consequences and lynchpins of the entire system (though, honestly, probably not. Archmastery doesn't give omniscience. Even Ascending wouldn't necessarily give you that kind of global awareness, though certain concepts of Fate might get you close), but there probably *isn't* a God Machine Supernal symbol that you can write out of existence.




Edit: tl;dr version, it's not just infrastructure that pings as completely mundane, the G-M itself is completely mundane, and not a supernatural entity, but a result of the existence of Infrastructure and natural law.




Agreed. The infrastructure IS the God machine. A part of it, at least.




05-16-2015, 01:21 PM

"It's the emergent self awareness of the magical symbolism of human systems" is pretty unambiguous on that point, I think.




Edit: to clarify, yes, the God Machine is just an emergent property. But whether there was something behind the creation of humans, the magical symbolism of their systems, or the universe itself, that's down to whether you believe in God; if there is something behind creation, it isn't the God Machine. The universe existing as it does, the God Machine simply arises from nature the way that birds self organize in fligh







So just to clarify, to check my own understanding:




The GM is the product of the metaphysical components of human infastructure, which has gained self awareness and now perpetuates itself to become more and more powerful and secure.




So it is essentially the magical equivalent of the Singularity. Except instead of existing in digital space and relying physical components such as servers/chips/Networks, it exists in a metaphysical aspect of our physical world and relies on Angels/Infastructure/Occult Matrixes.




So the only way to destroy the GM would be to destroy every piece of infastructure, every angel, etc. as well as every potential piece of human system that it could adapt into infastructure... Yeah, that doesn't seem good.







I think it's even possible to read this as: as long as humanity and the metaphysics of the universe exist as they do, Infrastructure will always arise.




Well, there is the solution: destroy humanity, and you destroy through GM. Guess I am going Aswadim.




It would be quite the Omen for an archmaster to alter the symbolism of "human systems." Who knows, maybe the God Machine is/was a working of an ascended mage, and since realty changed, the God Machine always existed. The Abyss could even be parts of the previous realty without the benevolent, yet totally unfathomable, guidance of the God Machine.




I'm now more curious about the magical symbolism of non-human systems, and the brave or foolish mages who delved into such a dangerous mystery.




Originally posted by branford View Post










It would be quite the Omen for an archmaster to alter the symbolism of "human systems." Who knows, maybe the God Machine is/was a working of an ascended mage, and since realty changed, the God Machine always existed. The Abyss could even be parts of the previous realty without the benevolent, yet totally unfathomable, guidance of the God Machine.




I'm now more curious about the magical symbolism of non-human systems, and the brave or foolish mages who delved into such a dangerous mystery.

Well, IM does drop a line hinting at a faction, the Alienated, proposing such a thing and hinting one was already built. Specifically:

Strategy: The archmaster seeks out Old Ones, entities that were born in the Supernal Realms. She enters the service of a single god or pantheon as a high priest or loyal advisor.




Starved of rightful Supernal power, the gods hunger. While Alienated could simply reap souls to feed their patrons, this is actually the least effi cient method. Founding a religion is challenging, but channels human spiritual power in a more refined, potent fashion. It might also be possible to secretly change the world into an occult engine for a Fallen God: a Mystery Play that returns it to power. The ententes believe at least one such “God Machine” already exists.

To be fair, it is more a theory and mage story hook then explanation of what the GM is, but it is an interesting idea.




What if, like, when the Exarchs hurled the Supernal Gods to Earth, that included the burgeoning Supernal God of Infrastructure.




The GM is a Supernal Fallen God which has gone native. It has grown roots in the Fallen World, where the very Infrastructure that it is symbolic of exists. That''s why it has not specific Supernal reflection, it already is it's own Supernal reflection! It's not a Mystery Play to return a Supernal God to the higher realms, it's the expression of a Supernal God who has started to really like it here, in this Phenomenal world!




I suggested no such thing.




The ambiguity I am highlighting is whether the emergent property and intelligence of human systems known as "the God-Machine" is a designed or organic development. The ambiguity is where the God-Machine ultimately comes from.




The Machine has influenced human society for a span of time that is by nature difficult to concretely describe, and it is deliberately unclear whether the Machine dwells in human systems because It was born from human activity or human activity was cultivated into systems that support the Machine's perpetuation. It is likewise ambiguous whether the Machine's presence in parts of the cosmos humanity at large has not touched is a result of expansion outward or inward relative to the human sphere, and whether the Machine's "mind" is solely Its own concern or if it is the sensory-motor apparatus of some extradimensional observer present or long-gone.




You're in a thread talking about the ways this entity interacts with the playable supernatural group who truck with a realm of pure symbolism postulated to have already consigned at least one civilization to the world of mythology. "Did something otherwise undetectable in the programming code of reality create this entity whose programming code exists in reality?" "If not, how did it come to be?" These are not irrelevant questions.




I don't believe Dave's statement about what the God-Machine is in practical scalar terms is meant to render every bit of speculation about how It interacts with the endemic supernatural mythology about ancient cataclysms fundamentally changing humanity's relation to the supernatural, or the Unchained's implicit possession of some of the qualities of the Machine in miniature or the Cipher's relation to the Machine on the level of macroscopic cosmology, an extracanonical flight of fancy. I don't need to make comparisons to Fallen for any of that stuff's canonical ambiguity to be important.




Well the fact that one of the storylines in GMC is the G-M deciding humanity has outlived its usefulness, I think it's safe to assume that the G-M has a back up plan.




Neo - You won’t let it happen, you can’t. You need human beings to survive.




The Architect - There are levels of survival we are prepared to accept. However, the relevant issue is whether or not you are ready to accept the responsibility for the death of every human being in this world.




I like the Matrix as Demon inspiration (and I love that scene!) but I feel that the Machines are a poor stand in for the GM because, well, the Machines are actually sentient and self-aware, and I don't think the GM really is. We know it's just the sum total of all of the integrated infrastructure that is encountered in the Fallen world, but I doubt it has any kind of actual intellect in the way that we would recognise it.




The GM probably does have a back-up plan for the destruction of humanity, in the sense that the GM probably creates plans for loads of different eventualities just out of pure instinct. If humanity is annihilated, the GM might survive, it's got systems in place to try and ensure this, but I doubt it really thinks about things in any way. The purpose of the GM is to ensure the continuance of the GM.




Also I am pretty sure that a lot of Archmages are so far gone that their answer would be along the lines of "yes, I am absolutely prepared to accept that." Didn't DaveB once make a post on how Kadmon is one of the most powerful Archmages there is, and if it came to annihilating humanity and replacing them with his own specifically bred form of humanity, then he'd be totally okay with that?




Anyway I think there's a lot of things the GM could be (in terms of origin) but let's. in true Mage style, run through what a Cabal of Mages looking at it could reasonably assume it isn't.




Arcana used to scan some Gears will reveal that those Gears look suspiciously normal through Mage sight. They aren't Supernal manifestations, because otherwise that'd be incredibly clear. They aren't Abyssal, because of the same. They aren't of Shadow or Underworld origins, Thyrsus and Moros would detect that instantly, or indeed anyone with Death and/or Spirit. They seem to be working entirely within the Fallen World. They don't seem to be subject to the Lie in any way (I think?) so they are probably here naturally, where they should be (metaphysically speaking), and they don't seem to just absorb or hunger for Supernal power like something from the Lower Depths would.




Which is pretty fascinating, if you're a Mage. Like, for Mages, all of the weird shit and mysteries tend to come from somewhere else (Shadow, Supernal, Lower Depths, Astral Realms etc) and intrude here, but this crazy ass shit seems to be entirely native. Does GM infrastructure have a Shadow reflection? I forget... if it doesn't, then that's also weird, but at the same time kind of human in a slightly disturbing way, in that there are no spirits of humans, only spirits that are created by human emotions, and Gears (just as an example) don't have feelings.




So here we have a basement full of weird machinery that clearly isn't just weird machinery (no "weird machinery" essence), but isn't from anywhere else. It kind of has the same impact in the Fallen World as a bunch of humans standing there, thinking about absolutely nothing at all and doing nothing at all but just continuing the mechanics of their own existence (breathing, heart beating and so on).




Creepy




This. This is why GM is such a fun thing to pull in to your story. it is just so... different.




You know what's super interesting? If the God-Machine isn't a coherent entity (which is the most widely supported interpretation, Dave says its canon, and I personally like it a lot), but an emergent property...then isn't it essentially a kind of magically powerful symbol? Like the spiral in Uzumaki, but much wider spread and more powerful yet subtler? If you want to have 2 mages investigating the GM, that's definitely something to work with given how important symbols are to them.

Sunday, September 29, 2019

[Mage: The Awakening 2e] Legacy: The Austere

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum



Legacy Conversion: The Austere

A Left-Handed Legacy born from the Guardians of the Veil and provides crossover with God-Machine systems.

The following is a conversion by Jerad Sayler from the original Legacy: The Fangs of Mara to a version for use in Mage: The Awakening Second Edition for a player's new mage Character Felix. The intent was to link Clockwork Mages to the God-Machine at last.  We are very excited about the prospects.  Changes from original materials in Red, god voice in orange.


Sources:
- New Legacy system from Mage: The Awakening 2nd Edition corebook
- Original Legacy as seen in Guardians of the Veil sourcebook (MtA1.0)
- Base conversion from Legacies: The Rehashed (MtA2.0 fan-made conversions here)
- God-Machine Chronicle from The Chronicles of Darkness corebook
- Attainment mechanics developed using Demon: The Descent corebook


Flesh is weak. Compassion is nothing. Only the Movement is Eternal."

History: 
The Guardians of the Veil sacrifice their own moral status so that other mages are free to cultivate Wisdom. It’s a difficult way to live, balancing the positive virtues that the order expects all mages to pursue against the immoral actions required for the greater good. Guardians must always be mindful of the line between necessary evil and self-serving cruelty. The legacy of the Austere crossed that line long ago. Theirs is a creed that eschews compassion and self-sacrifice , whose members seek to replace morality with machine-like detachment even as they modify their own bodies with mechanical constructs.

The first of these Clockwork Mages, an agent of the Dragon’s Eye who became known to his followers as the Prime Mover, developed a metaphysics that envisioned the Tapestry of Creation and the Diamond Wheel as an immense and intricate clockwork mechanism. In his view, the Abyss was a misalignment of key elements in this Eternal Movement (aka the Great Movement). To restore the smooth functioning of the Mechanism of Creation, he concluded, mages must become Austere: pitiless, free of sentiment, even machine-like in their outlook. They must reject all trappings of mercy and compassion, which obscure one’s ability to perceive and correct the flaws that prevent the smooth functioning of reality.

Further contemplation — or derangement — convinced the Prime Mover that simply attempting a detached, mechanistic view of Creation was not enough. He and his inheritors would need to become machines in fact as well as in outlook. By replacing their body parts with superior mechanical analogs, the Austere would advance their detachment from their own humanity and increase their sympathetic connection to the Eternal Movement. While the Guardians nipped at the edges of the Abyss with their subtle and ineffective schemes, the Austere would seize control of it by spilling blood without hesitation or remorse. Mages careless about Paradoxes would be eliminated; Sleepers who glimpsed hidden truths would be sacrificed. Murder, torture, terrorism and other immoral actions would be used s tools to shift the Eternal Movement into its proper configuration.

The Subversion of the Diamond Wheel:
Somewhere along the way, the Diamond Wheel that they served shifted to something else.  The Eternal Movement called for balance, safety and the status quo.  Magic could do harm to the Fallen World and the Fallen World and the Abyss could certainly harm Magic.  The Eternal Movement that they believe essentially the same cycle of souls as the Diamond Wheel is not, in fact, the Diamond Wheel.  When the Prime Mover entered the trance reached out to connect with the Diamond Wheel, what he actually touched was a perversion of that cycle, a Machine that grinds lives for occult output and its critical projects across the Tellurian.  It too was cold and emotionless.  It too did what it felt was necessary without remorse or hesitation.  It was what the Prime Mover was looking for.

The God-Machine network used by Angels and Infrastructure to pass information  (and derogatorily referred to by Demons as Angel Radio") instructs the Clocker how to construct the Mainspring in their entranced state, a sort of Infrastructure Lynchpin built into the mage's body.  With the insertion of the Mainspring, a Clockworker places a permanent connection to the God-Machine and shapes his soul around that cog.  Something like a Mage-Stigmatic is the result.  But the Austere are so much more than that.

Their Order never fully knew the truth, still don't in fact.  But when they discovered how the Legacy's doctrine shifted from being cruel because of its necessity to being cruel for its own sake, it was labeled Nephrandi.  Most were "dealt with" in private, others went into hiding.  Still other keep their Legacy a secret from the Order or are permitted by certain caucuses to continue to serve.  These were deemed by the authorizes in their respective conciliums "not to demonstrate the aberrant behaviors incompatible with the Order's tenets."  This is an extremely dangerous approach and one not sanctioned by the order itself.  Since the Austere are so eager to destroy and disrupt Guardian operations where ever they can, leaving a potential double agent in the organization would be frowned up by most.  Still some remain, hidden in tight circles, especially where they and other Nephrandi Guardians can cover each other's backs.

Appearance: 
Superficially, a Clockworker can look like anyone. His mechanical implants and enhancements are designed to mimic the appearance of actual flesh (at least when inactive). However, certain commonalities do tend to crop up. Scars from when they acquired their Attainments are not always easily concealed; a Clocker hoping to keep his affiliation secret will be careful to create a plausible excuse for his disfigurements. Also, many Clockers favor tattoos, body piercing and other mundane physical modifications — either because a penchant for such things attracted them to the Legacy, or because such activities express their willingness to modify their bodies.

Background: 
Any mage proficient in the Matter and Life Arcana can find a place among the Austere, though there are few healthy reasons for wanting to do so. Some who seek the Legacy have pre-existing obsessions with body modification and/or machinery. Others are physically or emotionally damaged and see the Legacy as a way to replace what they’ve lost. Some desire to shed their humanity in order to indulge in secret vices and compulsions. Tutors have their own reasons for seeking pupils. Some wish to pass the ideology of the Prime Mover to a new generation of mages. Others merely desire a source of cheap labor.

Organization: 
The first generation of the Austere cooperated closely as followers of a greater cause, but today many Clockwork Mages now operate solo, following a personal agenda that includes acts of wanton cruelty and violence intended to test or reinforce their lack of humanity. Some Clockworkers do seek to improve the functioning of the Great Movement, based on their particular understanding of it. Among these Austere, observing, disrupting and damaging the operations of the Guardians is a primary goal (since they are not willing to do what is necessary and the Order tried to wipe them out). One favored tactic is to infiltrate the ranks of the Labyrinth and steer the Sleepers toward the Austere’s agenda. Clockworkers who are skilled at disguising their mechanical nature (or eliminating those who become suspicious) have been known to infiltrate the order itself.

Officially they are banned by the Diamond but many are Apostates in the fringes of mage society.  There they serve their enigmatic and alien master with complicity.

The Eternal Movement continues as time passes.  Only the highest leadership in the fragmented Legacy or those who stumble across their associations by accident know that the Eternal Movement is the God-Machine and its servants.  Which side the Legacy members land on that Eternal Conflict between Angels and Demons is dependent on them.

Doctrine:
Parentage: Former or current Guardian of the Veil, Founded by Mastigos but Moros can also be initiated.

Prerequisites: Matter 2, Life 2, Crafts 2, Gnosis 2,

Nicknames: Clockworkers, Clockwork Mages, Clockers (w/i group, vulgar), Cyborgs, Steampunk Cyborgs, Cybermen (demon derogatory),  Cybomen,

Concepts: Creepy antique dealer, eccentric tattoo or piercing artist, wandering handyman, maverick surgeon, maimed car accident survivor, traumatized war veteran, heartless assassin.
Initiation:
Construct and implant, with the assistance of your tutor, your Mainspring, enter into a trance-like state, and implant it into your chest or abdominal cavity while shaping your Soul around it.  See First Attainment on the creation and Installation of the Mainspring.

The Austere, who once served the Diamond Wheel, which they now call the Eternal Movement became Left-Handed when there obsession with cold cruelty and calculation aligned them with the desires of the God-Machine and its angels. Some Clockers know this, some do not realize it. The Tutor assists the student in tapping into a subliminal form of the God-Machine’s network which is used to communicate with angels and Stigmatics. The implanted Mainspring is actually small Lynchpin of the God-Machine and combination Soul Stone, without the benefits or drawbacks or being a Soulstone. The implantation is a Wisdom Sin for all but the Falling level.

 Are the Austere firmly loyal to the God-Machine? Not at all.  Most of the Legacy does serve in their own way, even if they don't know the identity of the Eternal Movment they serve.  They have to use Demon technology (because of its physicality) and Aetheric energy instead of the direct occult energies of the God-Machine.  This means rather than interfacing with Angels directly they have to cannibalize Demons for parts as a result of this disconnect.  They may serve themselves as rogue agents or side with an Agenda.  Infrastructure and Angels sometimes reacts positively to Austere, sometimes they attack as surely as any other threat.

Another Spring:

If the Stigmatic chooses they can choose to make Soul Stones in the future which are implanted in the body at a later time. These Soulstones may also be Imbued and may even be Gadgets or enhancements. This is in keeping with the Legacy but prevents them from making Demenses.

Magic:
Ruling Arcanum: Matter
Secondary Arcana: Life, Mind

Yantras:
Succeed on an Academics check relevant to the spell (+2), acting ‘logically’ (+1), investigating the functionality of the target (requiring either disassembly and reassembly, or vivisection) (+2), putting aside distractions and focusing on the matter at hand (+1, +2 if this removes a Positive Condition). Demon or God-Machine items work well here too.

Oblations:
Observing the function of a large, mechanical structure such as a Ferris wheel, watching the movement of the stars and planets in the night sky, disassembling and reassembling (without using magic) an object with complex moving parts (such as a pocket watch), committing an act of minor but dispassionate cruelty against a stranger, receiving a permanent or semi-permanent body modification (such as tattooing, piercing or scarification), performing the former on another according to that person’s specifications, vivisecting a living creature. Studying and reverse engineering pieces of inactive Infrastructure, Demon bodies or Gadgets.

Regular magic performed by the Austere revolve around transhumanistic biotechnology, designing and inventing specialized equipment/items and infusing cross-compatibilities of Life and Matter into their own bodies and the devices they use.


Attainments:
Clockworker Attainments require that the mage achieve a degree of dissociation from conventional morality and her own humanity in order to internalize the precepts that make the Attainments possible.

1. First Attainment: "Mainspring Attunement"
Pre-Requisite: Matter 2, Life 1, Gnosis 2, Craft 1, and Initiation.

With this Attainment, the mage creates a small device (usually less than Size 1) that represents his personal understanding of the Eternal Movement. Designing and constructing the device requires one week of uninterrupted work. Once the Mainspring is created, the mage enters a trance-like state in which the device magically implants itself somewhere in his chest or abdominal cavity, where it will establish a connection to his nervous system.

Occluded Mainspring: Initiation Implantation and attunement to a Mainspring is the first and only step in becoming Austere.  In addition, the Mainspring’s integration into the body of the Mage grants additional benefits. Firstly, the Mainspring itself is invisible to magical detection, requiring Focused Mage Sight (FMS) and contests this detection with a Clash of Wills, using the higher of the Mage’s Life or Matter, this is counted as having an Indefinite duration. To God-Machine beings and other Aetheric phenomena also require a Clash of Wills to detect the mage’s Lynchpin.  If successful the mage registers as a Stigmatic with a piece of Infrastructure in them. Implants also register as analogous to Gadgets or Demon parts.

Aetheric Detection: The Mainspring may or may not be of Angelic design, but it remains inexorably tied to the God-Machine’s nature. So too do the Austere. The methods of magical occlusion the God-Machine uses to mask its works from mortal eyes do not function against the Unchained. Of course, the God-Machine has devised solutions to this threat. In addition to magical occlusion, most facilities are stored away from high-traffic areas or disguised through mundane means. As an Instant Action, the Austere can detect (outside of sensory range) and/or perceive (within sensory range) the presence and location of God-Machine Angels and Demons, including those in Twilight, but is not able to discriminate between the two.  Clockers can also detect Stigmatics, Cryptids and God-Machine Infrastructure.  If the beings have any concealment powers active the detection provokes a Clash of Wills using the highest of Matter or Life dots.  The mage can also detect Aetheric Resonance just like a Demon or Angel. Initially, the Austere can only detect such phenomenon within a small room, however at Life or Matter 4 this extends to a large room.

Design: Replicates Detect Life/Matter, Reach into Instant Casting, secondary factors into scale, primary into mostly-irrelevant duration set to a Scene for simplicity.

Optional Effect: "Machinations"
Requirements: Mind 1

People do not necessarily wear their flaws openly, but such failings are easily read by a member of the Austere. As an Instant Action, the Mage can determine Rank, Virtue, Vice, Incarnation, or Primum of an observed subject. Additional study can slowly reveal all the information.  This optional Attainment only works as Sensory but only within the same area covered by the Mainspring Attainment.

Design: Reach into Instant Casting, and perhaps (unaccounted) Sensory Range.  Adding a different restriction to balance.

2. Second Attainment: "Motor Activation"
Pre-Requisite: Matter 2, Life 2, Gnosis 2, Craft 2,

Body Control: The implantation of the Mainspring into the Austere’s body is only the first step, with additional training, the Mage can draw directly upon its power to charge their own bodies. With an Instant Action, the Austere can draw upon the Mainspring to control the actions on their body for a scene. This replicates the effects of the Body Control spell with Potency equal to the Mage’s dots in Life.

Each level of Potency gives one rank in each of the following:
-         Breathing: Each rank slows down the subject’s breathing, halving the amount of oxygen she needs to function normally.
-         Heartbeat: By slowing down the subject’s heartbeat, she can double the interval at which a toxin affects her.
-         Metabolism: Regulating the subject’s metabolism allows her to subsist on half as much food, and doubles the amount of time between checks for deprivation or fatigue.
-         Reflexes: Add +1 to the subject’s Initiative.
-         Scent: The mage can change the subject’s scent to any that her body could naturally produce, eliminating (or increasing) body odors, controlling pheromone release.
-         Fast Healing: Each level of Potency also halves the healing time of bashing wounds by controlling internal bleeding, preventing bruises or helping them to heal quickly.

Design: Reach 2: Advanced Duration, Instant action. It’s pretty much 2-3 abilities in one, however the first element only works for a scene, and must be continually re-activated which can eat into action economy. So assume most Austere don’t re-activate it every scene, and shame ones who do. Second ability is mostly just to hide that they are Austere, and also to add in a little invisibility-from-cameras ability.

Optional Effect: "Hidden Agenda"

Requirements: Mind 2 
Invisible to Technology: If the Mage is versed in the Principles of Mind, he may also use the Mainspring to shift the perception of technological witnesses away from himself. As an Instant Action, and by spending a point of Mana, the Austere may render himself “invisible” to the perceptions of others as viewed through digital technology, as per the spell “Incognito Presence” for a single Scene. This provokes a Clash of Wills in any Magical attempt to detect them through this same technology.

Limited Incognito Presence: While this secondary Attainment is active the mage can apply his understanding of part-whole interactions to a social context, enabling him to pass himself off as an anonymous member of any large organization or group. This effect only operates within the target group’s own territory — the hallways of a corporate office building or police station, for example — or among an assembly of the group’s members, such as a union hall meeting or cult ritual. When the power is active, those who witness the mage will assume he’s one of the group and will barely notice him (as per the spell “Incognito Presence”).

Social Context: Should the mage choose to speak or interact with any group members he is hidden within, he automatically gains two steps to his Impression level for Social maneuvering.

Design: Incognito Presence, Reach for Instant Action and Advanced Duration. But only works on self, no secondary factors to help others.  Additional/combined effects but with major limitations.

3. Third Attainment: "Cogs of the Machine"
Pre-Requisite: Life 3, Matter 3, Gnosis 4, Crafts 3,

Device Integration: Studying the intricacies of the Great Movement grants the mage insight into the way that parts reflect the whole. He gains mechanical insight into how to integrate technology and biology together. As the Austere advance, they learn how to integrate mechanical devices into their own body, becoming closer to the Eternal Movement. They can transfer qualities from a mechanical device to herself, mimicking the device with her flesh. For instance, they could borrow a screwdriver’s Phillips head and turning capability and transfer it to her index finger, so that they can unscrew things with her hand.

As an Instant Action and at a touch, the Mage may integrate a number of traits from a mechanical device into their body, similar to the spell “Wondrous Mechanism.” Traits/capabilities integrated from the device cannot exceed their dots in Matter.  Doing so uses parts from the actual item.  The effect is Lasting but the number of pieces of equipment that can be simultaneously integrated is equal to their dots in Life.  Each piece of equipment may grant one or more traits each (based on Matter dots).  These features or devices are fully integrated and the Mage will suffer no harm from these item’s operation for the duration of the implantation, for example implanting a heater into the Mage’s body will not cause burning of the body.
 
Supernatural Item Integration:
If integrated with an extended action, Gadgets (Embedded and Exploited) and Magical Items (Imbued, Enchanted, and Enhanced items but not Artifacts) can also be integrated, each trait can include the supernatural effects of the item.  If an effect is contingent or passive that effect remains so and must be activated in a similar way.  Such devices can be fueled by the Mage’s Mana pool instead of Aether or their own storage of Mana.

Using Gadgets: Adapt rules for Embedding Gadgets from Demon: The Descent in order to implement this. Or keep it simple.  Exploited Gadgets are Embedded the same way but installation can cause Glitches just like a Demon would deal with.

Removing and adding such specialized items requires an extended action of Intelligence + Crafts + Gnosis with target successes equal to the structure of the device being removed or added.  Each roll requires 15 minutes in a quiet workspace and appropriate tools (or this roll is penalized).  Exploited Gadgets require double the successes and one hour per roll. Failure on any roll to install a Gadget causes a Transient Glitch.  Dramatic failure at any time causes a Permanent Glitch.  The Glitches can be removed if the Gadget is removed but even reconstructed the Glitch will return any time a Clocker installs it using this attainment.

During the procedure, a gadget radiates enough Aether to trigger the aetheric resonance of any other Demons in the area. Installation comes with concomitant visual effects — arc lightning, localized thunder, and power outages. If the mage performs too many Installations in the same place or in a short period of time, the God-Machine’s agents will likely investigate sooner rather than later.

Triggers for devices are integrated into the body, simplified interfaces with additional mechanical components. Activation of these items still require whatever time interval the original item had and only last as long as originally designed. Items integrated into the body are effectively destroyed once integrated and removed.  Per Storyteller discretion these items may be carefully reconstructed but usually supernatural items do not survive transplantation.

Design: Wondrous Machine, Reach into Instant Casting, and two Reach for Lasting Duration. Secondary factors are removed, and the Attainment can only be used on the Mage themselves.

Sum of its Parts:
Use of the Cogs of the Machine Attainment with a Clockworker’s mechanical parts is always limited by the Size of the added device. The mage couldn’t graft a full-size refrigerator to his hand as a way to keep food supplies cold, for example (though he might be able to transplant some of the fridge’s parts to give the hand cold producing properties).

Optional Effect: "Suppress Sentiment"
Requirements: Mind 3, Merit: Emotional Detachment

Condition Suppression: The Austere seek to purify themselves of the disgusting pity, sentiment and other mental flaws which prevent Mages from truly comprehending the Eternal Movement. Application of the principles of the Mind Arcanum are thus much cherished in purging these hated failings from the Mage’s mind. As an Instant Action, the Mage can suppress one mental condition or tilt per dot of Mind for the remainder of the scene.  Supernatural mental Tilts/Conditions require a Clash of Wills.

Design: Clear Thoughts, One Reach for Instant, one for Advanced Duration, One to allow it to work on Paradox and Supernatural Mind Conditions without a Clash of Wills. No secondary factors, only on self.

4. Fourth Attainment: "Install Implants"
Pre-Requisite: Life 4, Matter 4, Gnosis 6, & Crafts 4, and a single Wisdom check at Falling level when first learned.

Construction of Enhancements: With this Attainment, the Austere learns how to implant advanced, customized technological devices and body modifications permanently into his own body, replacing his failing, weak flesh with the rigid certainty of inert matter and the biomechanics of Demons and Angels. The Mage must fully construct new devices before they are implanted, and may seek assistance in this matter from trusted allies. The exact method by which they are constructed is modeled after the Gadget design, creation and Installation process from the Demon: The Descent corebook.

With this Attainment, the Austere can replace or modify part of his body. A body part that’s replaced cannot be restored, so if the device breaks the mage suffers the consequences of living without the original (though the Attainment allows the inert device to remain in place without triggering an immune response). Should the mage’s Mainspring ever be destroyed or removed, his artificial body parts become partly inert, performing only mundane functions.
Additionally, as opposed to constructing something new, the Clockworker and reverse engineer Demon Form powers/equipment and integrate these parts into their body.  This also follows the same process above to make them ready and compatible for the mage’s pattern. Having this ability also allows them to jack into Demons, Angels and Infrastructure and convert their Aether and Essence into Mana.

Once the item is ready, a scene-long ritual of implantation is performed by the Mage, at the end of which his fleshy organ has been replaced by his construct part. The parts of the body that can be replaced   this way defy science but are limited in number to the highest of Life and Mind dots. Swapping out a single part with another takes one Scene. Taking the Enhancement out again would require a replacement part or a donor fleshy limb. Each specific construct becomes a part of the Mage’s body, and has abilities based on its construction, which should additionally be determined by the player and the ST. 

Design: Life 4, Matter 4 spell to graft inanimate objects into a subject’s body. Primary Factor is duration made Lasting with 2 Reach, secondary factor is mostly irrelevant, as the effects are not really based on Potency.

Some examples include but are not limited to the following:

Before performing the Attainment, a Clockworker must design the desired device. This is an extended action with the target number depending on the body part mimicked (eight successes for a limb, 10 for an internal organ, 12 or more for a sensory organ). The mage rolls Intelligence + Science, with each roll representing a half-day of research and experiment. Once the design is complete, constructing the devise is another extended action, with each roll representing one day of uninterrupted work and meditation. The mage rolls either Intelligence or Dexterity + an appropriate skill (typically Academics, Crafts, Medicine, Occult or Science), with bonuses or 
penalties dependent on the equipment mage has available. If the mage is assisted during the design or construction process by another Clockworker — usually a tutor or pupil — apply the Teamwork rules from the World of Darkness rulebook, p. 134. (The mage receiving the device must be the primary actor.) The number of successes required for construction is the same as that for design.


For construction, failure to acquire enough success in a number of rolls equal to the mage’s Attribute + Skill indicates that the device fails and must be discarded. A dramatic failure indicates that the device seems to function, but once implanted will fail, becoming completely inert. The character will only discover this after undergoing the full, painful implantation process. 

Once the device is constructed, this Attainment allows her to enter a trance state during which the object is activated and then implants or attaches itself to the mage’s body. This bloody and painful process takes one hour, after which the Clocker Mage must rest for at least 24 hours. A constructed device need not be implanted immediately. Below are some possibilities; Storytellers are encouraged to create their own variations. Each mage can choose only one of these options. Should a mechanism be destroyed or damaged beyond repair, the mage can replace it with a similar device, but he must again undertake the full design and construction process.


Independent Hand: A mechanical hand which may detach itself and move on pre-assigned tasks, or be reflexively directed by the Mage, relying on its sensory information. The mage’s hand can detach itself and function somewhat autonomously, with Durability 3, Structure 4 and Speed 3 (by crawling or climbing). The mage can send the limb on a pre-assigned task — “Crawl over there and bring back that key” — or he can reflexively direct it mentally by sight or touch (the mage can feel through the hand as if it was still attached). If he is controlling the hand directly, the mage must take an instant action for the hand to perform a task. In addition, the mage can use his Third Attainment to temporarily add additional functions to the hand, either while attached or while it’s separated.

Independent Eye: Instead of his hand, the mage replaces his eye. The mage’s eye and optic nerve can detach from his skull, and extend small legs allowing it to scuttle about (with the same traits as the hand, above). The mage can see whatever the eye sees. If the mage possesses Space 2, he can reflexively direct the eye’s movements regardless of distance; otherwise, if the eye leaves sensory range, he must concentrate to maintain contact with the eye (and he has to regain contact if his concentration is ever broken).

Prehensile Eyes: The mage’s eyes can extend from their sockets on articulated stalks up to four feet long. This allows the mage to see into a small space, around corners or anywhere else the eye can fit. The mage can enhance the eyes’ vision with appropriate sensory spells. If she chooses to extend both eyes at once, she effectively has Omnivision with the benefits of the "Innward and Outward Eye" spell.

Implanted Weapon: Weapons hidden within the Mage’s own body which can be extended or hidden with an Reflexive Action.
Circulator Upgrade: The mage’s circulatory system has been altered, so that when this enhancement is activated, her blood is infused with a sticky, viscous oil. This fluid causes any tears in the mage’s skin to seal themselves, stopping blood loss. For each point of Mana the mage expends, she may heal one lethal wound or two bashing wounds. Note that this doesn’t repair damage to the Austere’s mechanical body parts. This can be used to restore function to biological parts suffering Tilts.

Vascular Sealant: The mage’s circulatory system has been altered, so that when this enhancement is activated, her blood is infused with a sticky, viscous oil. This fluid can patch damage to the Clocker's machine parts. For each point of Mana the mage expends, she may convert a point of Lethal Damage to Bashing or heal two Bashing Damage. This can restore function to mechanical parts suffering Tilts.

Secondary Body: The mage creates a tiny automaton that is stored in his chest cavity. Once released, the device unfolds itself into a human-like form that stands one-fifth the size of the mage. While the mage enters a trance state and concentrates, he can project his awareness into the puppet, operating it and perceiving through it as if it were his own body. The device has the same Physical and Mental Attributes as the mage, including Health and Defense (except that the device’s Size is 1), and uses the mage’s Mental Attributes when active. The mage cannot cast spells while he is operating the small body, but any spell that he casts upon himself before activating the device will affect the automaton as well. As the device has no mind of its own, it can only operate under the mage’s direction. If the automaton moves out of sensory range, the mage must concentrate to maintain contact with it unless he has Space 2 or greater (in which case maintaining control is a reflexive action). If the automaton is destroyed or contact is broken, the mage’s consciousness returns to his body without harm.

Any Demon Form power can be emulated or stolen to provide more options.

Such implanted enhancements can be further enhanced with Cog in the Machine but count against the total number of devices altered in such a way (limited by Life dots).


The Body Eclectic
A Clockworker’s mechanical enhancements have the following properties:

1.        Anachronistic design: The Austere are not cyborgs. Their mechanisms are not high technology, but exquisitely complex mechanical parts designed along God-Machine-based engineering principles that blur the line between science and magic. As their name implies, the Clockwork Mages favor a baroque assemblage of gears, cogs, wheels, pins, springs, shafts, wires, jewels and similar moving pieces.

2.       Mundane appearance: Except when performing an obviously unnatural action, a Clocker’s artificial body part is indistinguishable from the real thing. The artificial part’s magical nature prevents it from triggering metal detectors. Viewed by x-ray or other imaging devices, the implants appear as featureless blurs that could be ascribed to scanning errors (which may raise suspicions, depending on the circumstance). Enhancements that have no human analog will, of course, never be mistaken for natural. If an enhancement is damaged, its organic façade is revealed for what it is: a thin skin covering a host of mechanisms within.

3.        Mundane function: As long as the parts are functional, artificial parts are able to perform the mundane functions of the part they replace. An artificial hand is as sensitive and dexterous as the original; an artificial eye sees at least as well as the real thing. This is true even if the original was lost long before its replacement was added. A part that’s been damaged won’t heal, but may be repaired magically or by mundane means. A damaged part may or may not maintain its mundane function, depending on the circumstances.


     Optional Effect: "Deference Engine"
        Requirements: Mind 4, Merit: Tolerance for Biology

The Clockwork Mage can use the Mainspring to subtly reinforce her brain and nervous system. This improves cognitive abilities and perceptions, enabling them function normally while performing morally dubious acts. This attainment re-orders the brain to that of an ordered thinking machine running on wetware.


Total Immorality: The Clockworker is now completely free from the normal bounds of morality.  While they can still suffer Wisdom Sins in the normal way, they are no longer disturbed or prone to suffering Breaking points from witnessing or committing any level of horrible atrocities or insanity.  The mage is immune to Madness, Fugue, Broken, Guilty, Spooked, Shaken and a host of other conditions that deal with sanity and the condition of someone's mind.

Total Detachment: If the Austere is sufficiently trained in the Mind Arcanum, their attunement to the Eternal Movement through their Mainspring can be completely separate their minds from the bounds of emotional and irrational impulses. They are completely immune to mental Conditions based on non-supernatural emotional control or manipulation. All Supernatural means of mental influence forces a Clash of Wills. If the supernatural means targets emotions specifically it automatically fails.
Cross-Compatibility: Additionally, the mage is now able to use his mind's processing schema and Major Installation parts to interface directly with God-Machine Infrastructure, Angels and Demons.  Jacking into Angels and Infrastructure without authorization runs the same risk of detection that Demons experience when they connect to God-Machine systems and may result in the same conditions Demons have to deal with.  Through this connection they can transfer huge portions of unformatted data and can also leech Aether, converting it into Mana in the Clockworker's pattern.

Design: Customized, Persistent, and Lasting.

5. Fifth Attainment: "New Motive Power" 
Pre-Requisite: Life 5, Matter 5, Gnosis 8, Craft 5, and a single Wisdom check at the Falling Level when first learned.

At this stage, the Austere becomes one with the Eternal Movement. He is at this point fully capable of transferring his entire mind, soul and consciousness into a bio-mechanical construct of his own conceptualization, constructed with his mind and magic. This new assumed form is persistent but requires extensive hours, days and even months of time to construct and one scene to transfer consciousness into the device.  The body must be specially tailored and customized to house the mind and soul of the mage.  The body is virtually a Demon Form for many intents and purposes but for a few biological components.

The form may be built of any material of which the Austere can acquire and craft, and will require the power of the Attainment to operate, due to a violation of physical laws. In practical terms, the Austere replaces Stamina with Durability and Structure for Health.  Physical Attributes are limited to the design of the body and the ability for Matter spells to increase them (requiring Life 2). The body is a combination of living organic and powered inorganic components.  A true cyborg that cannot function without both sides in question.

In addition, when constructing his new form, the Austere may include any number of “enhancements”, and may indeed reuse previous standbys. At the core of this body remains the Mainspring, which the Austere must either re-use or construct a new version before consciousness is transferred. It is this item to which his existence is now bound, and is greatly protected as a result. If it is removed, the Austere must construct a new one taking a scene, and until that time is counted as being Soulless.

As a result, neither Matter nor Life is sufficient to affect him alone, and requires the other of the pair at two dots in order to effect the mage with a spell that would normally be effected by the spell. Additionally, the mage is immune to poison, disease and is functionally immortal so long as he maintains his body's mechanics.

Clockers with this Attainment also gains access to the Demon Merits: Bolthole and Suborned Infrastructure.
Design: Patterning your body into a new one. Reach for complexity of the new form, and including “mods”. Reach into Advanced Duration, and Complexity..

Optional Effect: "Singularity" 
Requirements: Mind 5, Merit: Eidetic Memory

Purity of form does not necessarily come with purity of mind. That takes something more. With Mastery of Mind comes protection from all manner of malady, as the Austere reworks his entire consciousness to fit better within his new existence is a heartless machine of mechanical flesh, effectively creating a complete division between the mind and the flesh.

Advanced Cognition: The Mage is now gains Exceptional Success results on all mental rolls with only three successes. They also do not need to roll to remember anything they have experienced, they have the complete perception-based memory equal to that of Demons.

Complete Control: The Austere with this Attainment do not possess the unconscious tics and inadvertent displays one would expect from a human being. They now never expresses a thought or emotion involuntarily. When he laughs he does so deliberately; when he yawns, or cringes, or cries, it is because he made the conscious decision to express himself in that exact manner. This precise trait makes it almost completely impossible to read his true intentions.  All rolls made to judge the Austere's emotional state, detect lies, or assess desires based on involuntary physical indicators fail automatically. They do not sweat under pressure, nor do they giggle uncontrollably or blush when embarrassed. The sharpest eye cannot spot a sign that simply does not exist.

Liar’s Tongue: Demons are perfect liars. The Austere's superlative ability to replicate this comes from a confluence the power of the Mainspring, and the fact that their mind is so completely de-coupled from their bodies. The actual, objective truth of the matter makes no difference — if the Clocker lies, any method of detecting truth or lies, magical or otherwise, reads that statement as "true” (if the Clocker wants it to read as true). Likewise, the mage can tell the truth — but have it read as a lie. When dealing with human beings this tends not to matter, since most human methods of detecting lies actually detect physical responses to emotion. The mage has no problem keeping rein over these responses. However, a power that detects whether a statement is true (like with Fate magic) rather than whether the speaking is deliberately lying will be able to tell the difference, unlike with a demon or angel.
Design: Patterning your mind into a “cleaner” form. Can’t be influenced, and supremely logical. Lasting.

Still not Demonic:
Despite all these abilities, they still aren’t Demons or Angels by half.  No Numina or Influence access.  No cover, Primum score, Spoofing ability, no Aether pool or the quantum state that allows them to swap with a human or mechanical body (at least not without magic and technological designs).  Without Gadgets they have no access to Exploits or Embeds, cannot manipulate reality like Demons or Angels, cannot take advantages of making their own Contracts and have no special access to manipulating souls.  They can gain Conditions that flag the mage to Angels and the God-Machine just like any other but don’t suffer Compromise.  If a Compromise roll is called for, usually a Clash of Wills involving Gnosis and an applicable Arcana or Attribute will serve instead.  Without the ability to assume Cover, Clockworkers can be easier for Angels to track down.



Appendix 1: Gadgets

Whatsoever touches the God-Machine’s Infrastructure comes away changed. Humans become stigmatic, animals become cryptids, and even inanimate objects acquire strange and unexpected traits. Through a process called Installation, a demon can imbue specific aspects of Embeds and Exploits into a physical object, altering its fundamental structure and granting it supernatural properties. Items altered in this way are called gadgets and fall into two broad categories: Embedded and Exploited. While the process of Installation is similar for both, the resulting gadgets differ significantly in appearance and utility.

Embedded Gadgets: 
An Embedded gadget remains outwardly unchanged from its original form, but under close inspection anyone who has a sense for the God-Machine’s workings can tell there is something fundamentally different about the device. It is now a supernatural tool, instilled with magical properties derived from the Installed Embed.

Embeds may only be Installed into objects with a similar function. For instance, a demon can create a dagger that silences his victims (using the Hush Embed), but he cannot make an air horn with the same effect. Embedded gadgets are never as flexible as the power from which they are derived. They always have a specific effect related to the Embed from which they are derived. They do not need Aether but often require a specific trigger condition or an activation roll to function. 

Thanks to their mundane appearance and relative ease of use, Embedded gadgets make ideal armaments for stigmatic operatives and demons alike. They don’t run the risk of being detected by aetheric resonance, nor do they attract Aether-hungry cryptids.

Exploited Gadgets: 
Exploited gadgets function similarly to Embedded ones with a few key differences. Most notably, the process of Installation permanently warps the gadget, rendering it alien in appearance. An Exploited rifle may become a smooth chrome tube reminiscent of classic science fiction lasers, while an Exploited camera could develop a glowing red eye that moves of its own accord. Whatever the change, an Exploited gadget is never mistaken for mundane. At best a Demon might be able to pass one off as a prop or toy, but that is unlikely to fool a savvy agent.

Exploited gadgets do not require Aether to function, but they can be detected with aetheric resonance and may act as stockpiles for excess energy. Aether stored within diminishes at one point per month and serves to stabilize the gadget maintaining its effects against decay. If an Exploited gadget runs out of Aether and is not refueled within a week, it ceases to function. Attempting to refuel it after this point destroys it.

Even when fully stocked with Aether, Exploited gadgets are extremely unstable. Destroying one is ill-advised. When such an object is broken, latent aetheric energy erupts outward and reacts with the Primum of any demon in the area. Any demon within range of the object’s destruction as determined by the demon’s aetheric resonance must check for a transient glitch. Humans close enough to see the device destroyed may become stigmatic, and the eddies in reality draw the immediate attention of the God-Machine or its agents.

Despite the risks, these gadgets do carry some advantages over raw Exploits. They do not evoke a compromise when activated. They are also more flexible than Embedded gadgets, capable of being installed into any object regardless of function. This can lead to some unusual contraptions, such as flying carpets, explosive tarot cards, and memory altering furniture.

Using Gadgets:
Gadgets are universally accessible, requiring no special connection to the God-Machine, but that doesn’t mean just anyone can use them. Gadgets have triggers set forth during their creation that range anywhere from passwords, to specific actions, to external stimuli. Trigger conditions are specific and tied in some way to a gadget’s normal function. Embedded clothing would almost certainly have to be worn in order to function, for example. More unusual and restrictive triggers exist as well. Passphrases, specific gestures, and unique environmental conditions are common. Gadgets are not self-aware, so they cannot deal in subjective conditions or make judgments concerning a situation. Therefore, triggers such as “held by Jon Smith’s ally” or “when the wearer is threatened” will not function, but “when this badge held over the heart” and “when the wearer is being shot at” are quite reasonable.  How quickly a gadget can be activated depends entirely on its triggers. A gadget in the form of an English longbow would take an instant action to draw and fire. An elaborate passphrase, on the other hand, might stretch that activation out over several actions.

Gadgets may also require an activation roll as determined during Installation. This roll is always a combination of an Attribute and a Skill appropriate to the device (the longbow would likely use Dexterity + Athletics) and uses the same mechanics for resistance as the Installed Embed or Exploit. Gadgets that take the form of weapons may also have to contend with Defense and armor.


Gadget Installation Process:
Installation has three steps: Design an Effect, Select Hardware, and Perform Installation. The process is mutable. No hard and fast list exists of the exact properties an Embed or Exploit can convey. Indeed, it is possible for a single Embed or Exploit to be installed in a variety of ways, each time to different effect. It falls to the player and Storyteller to work out the specifics of a gadget’s operation during its design.


1. The Gadget Effect
The first step in creating a gadget is to determine which Embed or Exploit a character plans to Install and how that power translates to gadget form. Installation cannot convey the full effect of an Embed or Exploit. Gadgets offset portability and reliability with inflexible single-function usage that represents only a portion of the Embed’s or Exploit’s potential. For instance, a boxing glove Installed with Knockout Punch could cause anyone struck by it to fall unconscious for precisely one minute. This both maintains the effect of the original, while restricting it with an inflexible time limit.

Cause and Effect should not be able to make a Gun that allows its wielder to substitute Firearms for any other skill, but it could certainly make a calculator capable of hacking computers. If a gadget seems right, go with it, even if it changes the assumptions of the Embed/Exploit slightly. If it is overly powerful or just doesn’t fit the tenor of the game, veto it and work with the player to devise an alternative.

2. The Gadget Hardware
Installation can be performed on just about any object so long as it is completely mundane. Devices that already possess supernatural properties, and those on which Installation has already been attempted may not be changed. Consideration should be taken for an object’s Size and construction; sturdier devices are more difficult to alter.

Embeds may only be installed into synergistic objects, those that share a common function. Weapons tend to work well with Cacophony Embeds, while clothing and jewelry mesh well with Mundane Embeds. Again, the Storyteller should use her best judgment in finding a proper match. If the device and the Embed could both be employed towards the same end, they are probably a good fit for Installation.


Exploits are not restricted by synergy, but it behooves a demon to consider the structure of an object and what alien alterations Exploiting it will bring about. Exploiting a tool frequently removes its original function. Even if it doesn’t, the integrity of the item may be changed in such a way as to make it dangerous and unwieldy to use. Storytellers should strive to warp Exploited gadgets in a manner that both alludes to their true effect and makes them abnormal enough to discourage characters from brandishing them openly.


This is also when the specifics of a gadget are determined. What activation roll does it use? How quickly can it be activated? How long will its effects last? What trigger conditions will it have and how many people can it affect? Use the original Embed or Exploit for reference when modeling these effects, but don’t feel bound by it. Taking some liberties with duration, targets, and scope is expected, but Storytellers should be careful when allowing gadgets to be activated reflexively as it can dramatically alter the flow/balance of game play.

3. The Installation:
The demon must invest the chosen vessel with Aether. A single point is enough to begin the Installation process. The player makes an extended roll using a pool of Intelligence + Crafts + Primum. When Embedding, the process requires successes equal to the objects Structure, with each roll taking fifteen minutes. If Exploiting, that target number is doubled and each roll takes a full hour. The complexity of a device does not factor into this equation, as even the most advanced technology is rudimentary when compared to the intricacy of the God-Machine.


Appendix 2: Glitches
At the moment of a demon’s Fall, several dramatic metaphysical changes occur. He loses his rank and gains Primum, his current identity becomes his Cover, aptitudes fade, and Numina vanish altogether. But that is only the beginning. The newly Unchained will discover that prolonged detachment from the God-Machine and its maintenance bays carries with it a number of unexpected faults, anomalies that manifest with greater frequency and severity as he grows in power. Demons call these oddities glitches.

What Is a Glitch?
Put simply, glitches are unexpected alterations to a demon’s physique, psyche, or surroundings. Neither inherently helpful nor harmful, these anomalies become prevalent throughout the demon’s life, permeating every Cover he possesses.

What Causes Glitches?
Glitches can emerge from two primary sources: Primum and Cover. Changes in either of these qualities cause them manifest. Glitches fall into one of two categories: transient or permanent. Transient glitches last only a short while (as dictated by the demon’s Primum), while permanent ones endure indefinitely.

Causes of Transient Glitches
• Succeeding on a compromise roll (optional)
• Dramatic failure during Installation (p. 188)
• Going loud (p. 195)*
*Use the demon’s “loud” Primum rating, 10, when determining the type, severity, and duration of this glitch.

Causes of Permanent Glitches• Primum increases or decreases
• Failure or dramatic failure on a compromise roll (optional)

Types and Severity
Glitches are broken down into three classes: brands, tells, and emanations. These are further divided into minor, major, and catastrophic variations. As Primum increases, so does the duration of transient glitches, and the odds of manifesting a glitch of a more severe variety.

Brands
Brands affect a demon’s physical form, causing a change in the demon’s appearance or body chemistry.

Minor: Easily concealed physical markings, minor changes in diet or physique.
Examples: Inability to consume unprocessed food. Smelling slightly of burnt copper. Hair changes to a different but still natural-looking color. Scar tissue on palm in the shape of a star or circuit-pattern.

• Major: Visible changes, inconvenient alterations to body chemistry. Examples: Hair turns bright pink.. Tattoo-like glyph of angelic script on forearm.

• Catastrophic: Obviously supernatural, impossible to hide or explain phenomena away. Examples: Manifestations of traits from demonic form (though not form powers). Changes in skin color. Horn- or tail-like protrusions. Eyes or mouth emit smoke. Can only consume battery acid.

Tells
Tells are bad habits and involuntary mental behaviors that are visible and potentially disconcerting.

• Minor: Small physical tics, easily explicable to witnesses. Examples: Must touch top of doorways before entering. Must shake hands with left hand. Cannot cover head.

• Major: Defining mannerisms in speech or posture; more difficult to explain, possible to exploit. Examples: Must take a step back whenever confronted with a cat. Cannot accept offered objects by hand. High-frequency sounds (10K Hertz or more) cause pain.

• Catastrophic: Obvious, extreme eccentricities the demon cannot help but follow. Examples: Must count discarded coins. Must speak in rhyme.

Emanations
These glitches do not manifest within the demon but are projected into the surrounding environment. Emanations never manifest in demons with fewer than six dots of Primum.

• Minor: Small, subtle shifts in reality, not easily traceable to the demon. Examples: Changes in temperature or air quality around the demon, small tricks of the light or unusual scents.

• Major: Obvious but not necessarily supernatural alterations to reality. Examples: Electromagnetic phenomena, TVs showing static, or electrical malfunctions. Sounds may become distorted. Objects might rust slightly. Flowers die as the demon passes.

• Catastrophic: Actual changes in the fundamental physics of reality that obviously following the demon. Examples: Lightweight objects float when the demon nears them. The demon’s footsteps echo loudly. Demon always seems noticeably farther away than he is. Demon randomly freezes or skips in time, like a video on a slow Internet connection.

Designing Glitches
All glitches are unique — there is no master list of possible alterations. Storytellers may compose a small list of customized glitches they can later draw upon for each character when glitching occurs. Alternatively, this process can be handed over to players themselves. In this case, each player should include a few sample brands and tells, as well as ideas as to how these glitches may progress as their character’s Primum increases. Keep in mind that glitches are not inherently bad or harmful conditions. They should never be used to deliberately cripple a character’s capacity or alter their base concept. Glitches are an expression of the demon’s nature, a shift away from being a uniform servant of the God-Machine and towards becoming a unique individual. They should be themed around a character’s personality, concept, and goals.

Becoming an individual is inherently dangerous to a demon’s Cover, which is intended to hide defining aspects and traits. It is fine for glitches to covey the occasional advantage, but they should always endanger a character’s Cover and anonymity in some way. Glitches that fail to do so or endanger Cover in a manner that is unlikely to emerge in play should be tweaked to satisfaction or vetoed outright.

Acquiring Glitches
When a glitch could occur, that demon’s player must roll Primum (–2 if it would be a permanent glitch). Unlike most rolls, a player may not elect to declare the result a dramatic failure, nor may she spend Willpower on the roll. Success indicates a more severe glitch; higher Primum demons are more likely to manifest glitches.

Dramatic Failure: No glitch occurs; add two dice to the next glitch roll for the character.
Failure: The demon manifests a minor glitch.
Success: The demon manifests a major glitch.
Exceptional Success: The demon manifests a catastrophic glitch; the next glitch roll for the character is made with two fewer dice.

Whether the glitch that emerges is a brand, tell or emanation falls exclusively to the Storyteller’s preference. Storytellers are encouraged to keep two factors in mind. First, glitches tend to repeat. Therefore if a character has previously developed an allergy to silver, they are more likely to manifest that glitch again, and it will might well become permanent the next time Primum increases. Second, glitches tend to have some relevance to the event that caused them or to the current situation.

Example: Callie, Kim’s Tempter, has just emerged from a chase sequence in which she was forced to assume her demonic form in order to make a quick getaway. She actives the Living Shadow Exploit. Kim succeeds on the compromise roll and chooses to a take a transient glitch. Kim rolls Callie’s Primum, 3 dice, and turns up no successes. Callie develops a minor glitch. The last two times she glitched she became hot to the touch. However, because Callie (once she returns to Cover) is wearing a dense leather jacket and has little flesh exposed, the Storyteller judges that that particular glitch is highly unlikely to come into play. Kim’s Storyteller decides to give Callie a tell instead, compulsively lighting a Zippo lighter she carries.

Glitch Duration
Primum Transient Duration (whichever is less)
1 One Scene/Hour
2 Two Scenes/Hours
3 Three Scenes/Hours
4 One Chapter/Day
5 Two Chapters/Days
6 Three Chapters/Days
7 One Story/Week
8 Two Stories/Weeks
9 Three Stories/Weeks
10 One Chronicle/Month

Curing Glitches
The safest method for removing a glitch is simply to wait it out. For a minor glitch or one only lasting a scene, this isn’t usually a problem. If time and endurance are not an option, though, the demon must correct the glitch manually. This can be done in one of two ways: gaining a new Cover or employing a restoration facility. Acquiring a new Cover automatically removes all transient glitches, but not permanent ones. Restoration facilities can heal both, but the God-Machine knows full well that demons rely on these Infrastructures. Such facilities are always well guarded with at least one guardian angel as a devoted defender.

Even if the demon does manage to infiltrate the location, she must still decipher how to safely activate and apply it to the desired effect. Restoration facilities stolen from the God-Machine and fiercely defended serve this purpose. Access to such facilities is always restricted and outsiders are rarely allowed to use them without incurring a steep debt. If diplomacy is not an option, it is possible to infiltrate facilities and activate them discreetly or to storm the gates and claim one for a short while.

System: Getting into a guarded, active restoration facility is its own challenge. The Storyteller should design guardian angels, stigmatic agents, or guard-cryptids as appropriate. Assuming the demon can get to the inner works, the demon must assume demonic form and plug herself into the facility. This does not require a roll. Once plugged in, the character must rewrite her basic code to edit the glitch and remove it.

Dice Pool: Intelligence + Stamina + Primum
Action: Extended (see below; each roll requires 10 minutes of work)

Roll Results
Dramatic Failure: All successes are lost and the action must be abandoned. The demon must tear herself free of the connection to the facility, which inflicts three points of lethal damage. The demon gains the Hunted and Flagged Conditions and needs to escape the facility before the angelic guardians find her.

Failure: The demon can either abandon the attempt or accept a Condition (Flagged, Plugged In, or Hunted are possibilities).

Success: When the player acquires the requisite number of successes (see below), the glitch is gone. The demon can now disconnect and leave the facility, which might be more difficult than getting in depending on what Conditions she may have gained during the attempt.

Exceptional Success: As above. The player can choose one of the options on p. 313 or can refill the demon’s Aether pool entirely.

Glitch Severity Successes Required
Minor 4
Major 8
Catastrophic 12


Embedded Gadgets
Installing Embeds into a gadget is not a complex procedure. Though the installation does take time and effort, the nature of Embeds makes the process relatively simple. For this reason, most of the Unchained learn to install Embeds before anything else. Usually the process is described to a new
demon, as the theory behind the process easy enough for any Unchained to understand.

In order to create an Embedded gadget, the demon must take what he knows and remembers about the secret backdoors through reality and guide the item he wishes to Install through one of those supernatural pathways. Once the object is in position, the demon locks it into place, forcing the supernatural into the natural world and part of reality. This process is strenuous, regardless of the simplicity of the task. The demon first changes the nature of the item by forcing Aether into it. The Aether degrades the core of reality holding the item together, making it malleable to the demon’s will. This process changes the metaphysical form of the object, creating a vessel primed to house the Embed effect. If the object is not normally powered for operation, the exchange of Aether is painful for the demon, as he pushes energy through a source that is not receptive to it. Using knock-off hardware makes this part of the process easier. Knock-offs are completely electrical in nature and are already somewhat consistent to the nature of the God-Machine, allowing the demon to forego having to degrade the reality around it.

Once the item is primed, the demon concentrates on the specific effect he wants to Install in the object. He pushes the item towards that effect as he simultaneously pulls the effect into reality. Alignment of the two dictates the exact effect the demon can Embed in the gadget. This is also when a demon can experiment with the Embed’s effects to create a near-field gadget (p. 149). As the demon analyzes the Embed, he can attempt to twist its purpose as he pulls it towards the object.
The Unchained warn that this is the most important part of the process, requiring the most time and concentration to achieve. Some say it is the reason only a limited aspect of an Embed can be Installed into a gadget at a time. The demon must hold the object and the supernatural effect in balance as he
attempts to bind the specific effect to the object and lock them together creating the subsequent gadget, exchanging Aether back and forth with the item to create the precise alignment desired. This energy exchange resonates noticeably to any nearby Unchained. It also creates visual effects, such as energy arcs or power flickers. The longer it takes the demon to create the gadget, the more intense these disturbances become.

Exploited Gadgets
Installing Exploits into gadgets is far more taxing and complicated. Though the basic installation process is similar, the metaphysical push and pull is completely different. The Unchained rarely offer to show this process, as it can be dangerous if it takes too long. A simple description is often enough
to start an enterprising demon on the right path for experimentation and eventual success.

Instead of priming the object with Aether, the demon simply pulls forth the Exploit and pushes it onto the object until it bends under his will. Creating near-field effects for Exploited gadgets requires more raw power and creativity than for Embedded gadgets, as the demon must wrench the Exploit into reality several times as he attempts to find the exact effect he wants. During the process, the demon uses the Exploit to completely change the nature of the item so as to create a shell for the Exploited effect. Of course, this burns out the object and it ceases to function in its normal capacity, with the Exploit effect being the only thing it is capable of producing. The demon pours Aether into the object, which warps its essence and metaphysical reality as it become a receptacle for the Exploit effect. The outside appearance of the object warps to takes on aspects of the Exploit, making it clearly a supernatural thing. Not only does Exploiting a gadget take longer, but it creates an even greater aetheric resonance than Embedding a gadget does. The longer a demon takes to Exploit a gadget, the more likely he is to cause power outages across entire city blocks and create freak electrical storms in the area. This kind of power exchange could draw notice from the God-Machine if it takes too long.

Form Gadgets
Few Unchained partake in creating form gadgets, as they are both painful and labor intensive to make. The process has parallels to Exploiting a gadget, but instead an Exploit, the demon takes a piece of his own demonic form and welds it into a physical object. Most Unchained do not talk about this process and only teach it if given a good enough incentive. Some demons who have seen form gadgets get the idea and attempt the process without instruction, resulting in an exhausting and painful experience with little to show for the effort. The fundamental theory is simple enough. A demon must extract his demonic form ability to install into the gadget. To do so, the demon manifests the form ability either as a partial transformation or by changing to his full demonic form. He must then extract his form ability from his body and reassemble it as part of the object. Depending on the type of form ability, the removal process can be quite painful. Technologies and Propulsions tend to be less painful, as they only require removal of a single subunit from the demon’s form, while Modifications and Processes require removal of entire body systems, which is time consuming and excruciating. For this reason, demons almost never witness a form gadget Installation other than their own.

After removing the form ability, the demon begins a welding process using Aether and whatever tools he deems necessary to attach his form ability to the object. The demon must invest much more effort into the process than other types of installations, willing his demonic form ability to remain separate within the material world and not to return to his body. Some demons cannot find the will to go through with the process after they begin. The strain and pain of such an installation can break down the resolve of some of the strongest demons. Of course, stopping halfway through the process or not completing the installation is a dangerous proposition. Formed gadgets have been known to explode with terrible effects when abandoned by an exhausted demon. Just as with Embedding or Exploiting a gadget, this process resonates with Aether and causes all sorts of electrical effects. Even just a short time installing a form gadget can lead to brownouts across several city blocks, and arcs of electricity can be seen from at least a mile away.

One-Shots
Creating one-shots, or one-use gadgets, is in essence the same as creating any other Embedded or Exploited gadget. The process is similar, but the results are slightly different. Instead of spending the effort to make one gadget well, a demon spends the same amount of effort to make many gadgets
that are more limited in scope. Some of the Unchained claim that one-shots originated from failed experiments with making more powerful gadgets.

While the demon must invest his Aether into each gadget being created, he doesn’t have to concentrate on each one the same way he would with a fully Embedded or Exploited gadget. Instead, the demon concentrates on the group, as one entity as he goes through the motions of his installation procedure. For one-shots with Embedded effects, he simply tries to align the objects for effect, not necessarily duration or durability. The same goes for Exploited gadgets as he pushes the Exploit at all the objects at the same time. The Unchained isn’t concerned with precision so much as with efficiency. Usually, this type of installation creates a storm of energy as Aether is poured into all the objects at once. This kind of exchange is arduous; the Unchained performing the installation is often mentally and physically taxed after creating a group of one-shots.

Lambdas
Few Unchained understand the process of creating lambdas. Many have tried, but few have succeeded, and those who have guard their gadgets with covetous paranoia. A demon seeking information on lambda creation must be very careful about how he goes about asking questions.
The process is fundamentally the same as Embedding or Exploiting a gadget, though it takes more time and requires doing the installation of several powers at once. Just the deconstruction alone is dangerous. Most demons who have reverse engineered a gadget know that the normal outcome for pulling the Embeds and Exploits out of a gadget is its destruction. Yet, to create a lambda, a demon must pull apart gadgets and reassemble them into one complete whole. The act of disassembling the gadgets is slow and exacting. Though dangerous, it is by far the easiest part of the process.

Once the gadgets are disassembled to their barest parts and metaphysical components, the demon must act quickly. He has already created a wasteland of Aether, and the resonance from the process is bound to bring curious Unchained (or angels) to the area. To reassemble the parts and install the effects into one shell, the demon must channel Aether into the item as with normal Embedded or Exploited gadgets. From there, the creation works exactly the same as with Embedded or Exploited
gadgets, only he must do the process for both effects at the same time, blending the effects into a new one while holding all aspects in balance.

The whole process is exhausting. It takes hours to complete and if the demon makes a mistake on any part of the process, he is likely to end up with an explosion and the attention of the God-Machine directed his way. For this reason, few demons even attempt the process, though the results are usually impressive.

Complications of Gadget Creation
Even if a demon fails to install his effect, an object that has been treated to such an extreme reality bending exercise is changed forever into a supernatural object. Unsuccessful attempts at creating a gadget yields an object with an effect for a short amount of time. Once the power fades, the items still register with aetheric resonance and are harder to destroy than normal mundane objects. Unsuccessful Exploited items are filled with the Aether poured into them, and are volatile and unstable. The Aether bleeds quickly, at a rate of one per hour, and often attracts attention. Once the object is completely drained of Aether, it becomes the same as any other unsuccessfully made gadget.

Once created, a gadget is bound to reality, and in some ways to the demon who created it. The demon has invested his own Aether into the creation of the item, and some of his own connection to reality goes into holding it together. Gadget creation does not affect Cover in any way, instead a demon offers up bits of his Primum as his own ties to reality to bind the gadget together, or in the case of form gadgets, his own demonic form. Creating too many gadgets can be demanding on the demon, however, and causes him to suffer strange supernatural fatigues. Each time a demon attempts to create a gadget after the first within the same 24 hour time period, he gains a transient glitch.


This limitation is only in relation to gadget creation; reverse engineering and examining unknown gadgets do not fatigue the demon in the same way. Creating knock-offs and one-shots is less draining on the demon. He can create knockoffs as often as he chooses to, as long as the Storyteller allows it. One-shots are a little more stressful, and the demon needs to rest at least half a day between one-shot creations.

Demons have a connection to any gadget they have created, a thin tenuous thread of aetheric energy that binds them together. A demon always knows if a gadget he created is still functioning, even if he doesn’t have possession of it. This does not give the demon knowledge of where the gadget is, just that it has not been destroyed. If a gadget is stolen or lost, the demon can attempt to sever the connection between him and the item. A successful Stamina + Resolve roll allows the demon to destroy the connection he has to the gadget, but all that does is prevent anyone from tracking the gadget back to him. Gadgets survive the death of their creator, even if the connection between gadget and demon is still intact.


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