Dream Carefully

Conventions and Methodologies of the Technocracy

  • Iteration X
    • Through order, precision and technological prowess, these visionaries straddle the line between flesh, mind and machine. In that space, they seek perfection. (Forces)
    BioMechanics Through physical and behavioral modification, these Iterators attain union with The Machine. (Life)
    Statisticians Planners, leaders and architects, these experts master computers, predictions and mathematical esoterica, seeking the next level of human thought. (Entropy)
    Time-Motion Managers With technical wizardry and innovative technology, the Managers bring human achievement to new heights. (Forces or Matter)

  • Advantage: We Can Rebuild Him
    • One Technology Ability and one additional Ability from among the following: Computer, Science or Technology. Furthermore, all members of Iteration X are incredible at math. Before an Iteration X member attempts a static test where she does not know the difficulty, she may ask the storyteller what the difficulty is. The storyteller should - in almost all situations - tell her the difficulty before she chooses to attempt the test.
  • Disadvantage: Earthside Bias
    • Iteration X members are banned from ever learning Dimensional Science. Woe to the Iterator caught showing knowledge of other dimensions or planets (aside from Autocthonia).



  • New World Order
    • Information is reality. He who controls the information reshapes reality, and these specialists hope to save reality from its own imperfections. (Mind)
    The Ivory Tower As mediators, educators and facilitators, Ivory Tower agents oversee media operations, execute diplomacy and distribute information and indoctrination inside and outside the Union.
    Operatives When there's dirty work to be done, these dedicated Technocrats roll up their selves. Espionage, enforcement and flat-out warfare keep them busy. (Forces)
    Q Division An "UNOFFICIAL" Methodology of the Convention, this group devises tools and Procedures for field agents of other agencies. (Forces or Matter)
    Watchers Masters of media and surveillance, the Watchers deal out propaganda and take in essential data. (Correspondence or Forces)

  • Advantage: Agents Everywhere
    • One additional Influence trait in any area (Storytellers I highly advise you to NOT allow this advantage to be used to take Military or Espionage Influence, but hey, it's your game). One Ability of any one of the following: Subterfuge, Politics, Academics, Intimidation, Investigation or Law.
  • Disadvantage: Mantle of Authority
    • All members of the New World Order carry the resonance of control and authority. Therefore all members are Two Traits Down in all Social tests that do not involve intimidation, threats or scare tactics.



  • Progenitors
    • Life is an eternal evolution; these physicians and pharmacopoeists seek the secrets of that evolution, working to bring humanity into its next incarnation. (Life)
    FACADE Engineers With surgery, genetic manipulation and accelerated micro-evolution, these "MAD SCIENTISTS" create new life forms and alter old ones for future survival. (Entropy)
    Genegineers By studying the elements of reality at the base level, these scientists explore the possibilities of cloning, forced evolution and biomodification... then put them to use.
    Pharmacopeists Pioneers of the mind, these Technocrats deal in medicines, psychoactives and nutrients in an effort to unlock the doors of perception and the unattained thresholds of the body. (Mind)

  • Advantage: The Doctor Is In
    • One Influence trait in either Street, Underworld, University or Health. One Ability of either Medicine, Streetwise or Science.
  • Disadvantage: Send in the Clones
    • Due to the uncertainty of what this Convention is truly doing with their drugs, cloning and genetic experiments, other Conventions give a wide berth to the Progenitors. Never knowing if you are dealing with the original, or a clone, or a clone of a clone, makes all members of this Convention Untrustworthy x2.



  • Syndicate
    • Money and commerce provides progress; hence, these masters of trade and influence guide the world into a safer, more prosperous future. (Prime)
    Disbursements When the bills need to be paid (and funds need to be raised to pay them), these ops get to work. Cash in hand, they perform diplomacy and intrigue between the Conventions and secure tools and influences for their fellow Financiers. (Correspondence or Mind)
    Enforcers The hard end of the street provides cash and influence, and it gives the Convention a brutal edge when needs be. Crime is no sin to the Enforcers - its just business as usual. (Forces or Mind)
    Financiers The world economy rests in the hands of these brilliant Technocrats. From corporate influence to finance leverage, the Financiers are up to their armpits in cash. (Entropy or Mind)
    Media Control When people want something, they spend money to get it. These specialists keep the Masses wanting more... and sic them on the Syndicate's enemies when necessary. (Life or Mind) Special Projects Division The R&D arm of the Syndicate, this Methodology provides new gadgets and resources for agents in need. (Dimensional Science or Forces)

  • Advantage: All the Way to the Bank
    • One additional trait of Resources. One additional Influence in either Street, Underworld, Finance, Industry or Media.
  • Disadvantage: Follow the Money
    • Due to the underlying motive for profit within this convention, all members can be considered to be held accountable to The Bottom Line in one way or another. This drive for profit makes all members of this Convention Predictable whenever the money or profit is involved. Also, Syndicate associates are hardly willworkers like their medieval predecessors. Leaps of enlightened science and such are hardly understandable to the Syndicate. They are the only Technocrats who cannot learn Procedures from other conventions (though it may be assumed that most NWO procedures have been modified to work for the Syndicate). They may not attempt to join forces to work a procedure with another agent of any convention outside the Syndicate either.



  • Void Engineers
    • Slipping the bounds of Earth, these pioneers stake their claims on the next world(s) while defending this one from alien assault. (Dimensional Science)
    Border Corps Division (BCD) When alien horrors attack, these brave men and women stand ready to kick ass and take names. (Forces)
    DSEATC The ruling committee, this remote body makes decisions for the rest of the Convention.
    Earth Frontier Division (EFD) Exploring deep seas, high peaks and hidden places, these adventures map the unknown parts of the material world. (Correspondence or Forces)
    Neutralization Specialist Corps (NSC) Alongside the NWO, these ops clean up the messes that spread from alternate dimensions to our own.
    Pan-Dimensional Corps (PDC) Spanning the Deep Universe, the Net, time and alternate dimensions, these explorers risk their lives to expand the Union's reach. (Correspondence, Dimesional Science or Time)
    Research & Execution (R&E) The Engineers' "Q DIVISION" provides new gadgets, vehicles and technology for otherworldly expeditions. (Forces)

  • Advantage: A = B = C
    • One Ability trait of Subdimensions. One additional Ability trait of either Technology, Computer, Science, or Subdimensions. Opposite of the Syndicate, the VE's are so close to being Tradition mages they can smell the brimstone. Furthermore, VE's have the most advanced hyperscience. There is no scientific theory more complete anywhere. This allows Void Engineers to understand the very nature of reality better than any other convention, and most Traditions. Void Engineers are 2 traits up at resolution on any challenge to puzzle out strange aspects of reality, or odd magickal happenings (for example the mechanics of the Avatar storm, Ghosts, puzzling out Tradition "rotes", and aspects of Seekings). The answer always arrives in the form of a scientific theorem or equation, of course, and is often highly theoretical.
  • Disadvantage: There Was No Other Choice
    • Ship captains send space marines to their doom against alien hordes. Nuking realms from orbit to protect the earth and it's inhabitants. These small crises of the soul take their toll on all Void Engineers and as such they become Callous. Also, numerous brushes with Things Man Was Not Meant To Know in the Void Beyond has made all Void Engineers slightly Unstable.

    Help the Void Engineers out.
    Join the allwrong group and find ET.

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