================================================================= THE VOID ENGINEERS _________________________________________________________________ We Are! we are. . . we are. . . we are. . . We Are The Engineers! We Can! we can. . . we can. . . we can. . . Demolish Forty Beers! - Anonymous Drinking Song The Void Engineers are the most eccentric and least trustworthy members of the Technocracy - at least that's the view of most other Conventions. Unfortunately, with the defection of the Virtual Adepts, their skills have become more vital than ever. Long the forefront of Technomancer activity in the Umbra, the Void Engineers are now the Technocracy's front-line troops in the Digital Web as well. This vital dual role has increased the importance, but not the influence, of the Convention. To keep the fractious Engineers under control, the Symposiums have consistently required the expenditure of vast physical resources to make space exploration successful, placing the Engineer's under the aegis of the shadowy Syndicate. The New World Order has made the projects of the Void Engineers matters of 'National Security' in the countries where they are allowed. These two power-mad Conventions keep the Void Engineers from straying into experimentation that would jeopardize the Time Table. They also have most of the Engineers living in fear and some of them looking for a way out. Individual Void Engineers chafe under their dependence on the Syndicate's funds and the constant supervision of the New World Order. Most simply aspire to the relative freedom of Exploration and Development Stations, others are vocal and short- lived. There is a much greater incidence of Questing and Dynamic Essences among the Engineers than within any of the other Conventions and the behavior of its members reflects this. Void Engineers can be brilliant, erratic, inspired, and even dangerously insane. They often resemble the Sons of Ether as much as they do the other Conventions. SPHERES & FOCI: "So we trust in this grand creation Of the scientist's bold art. And we trust in the lowest bidders Who constructed all her parts." - Steve Savitsky, 'Rocket Rider's Prayer' Many of the Foci employed by the Void Engineers are very difficult to obtain access to. This is especially true of those needed to perform magick beyond the second sphere of Spirit. In response, some have taken up the use of old Void Seeker foci even though this means using Field Expedient and Experimental effects more often. A few have even abandoned the use of foci in one or more spheres in spite of the risks this entails. Unless she has virtually abandoned the Technocracy's paradigms, a Void Engineer using magick without a focus cannot cover it with a coincidental effect - it is always Vulgar and in front of a witness (the heretical Engineer, herself). Those who overcome the need for a focus completely are in more danger from their fellows than from Paradox spirits. Correspondence: Astronomy: The Void Seekers used astrolabes and star charts to make effective navigation possible (thus shortening travel times) at the close of the Mythic Age. Today the Void Engineers can use all manner of astronomical equipment to access the sphere of Correspondence. Telescopes (from portable to observatory types), star charts, tables, radio telescopes and satellite dishes are all used, depending on the type of effect invoked. Generally speaking, foci used in viewing remote locations take a small (+1) initiative penalty, while those used in movement take a much larger (+3) one. Entropy/Time: Computer: When accessing the spheres of Entropy and Time, the Void Engineer must make complex computations using concepts from physics, quantum mechanics, and chaos theory. Level 1 effects can be punched out on a scientific calculator. Higher level effects require sophisticated binary computers. Sufficiently powerful laptops are available to perform any effect in the field (initiative difficulty is +2) but mainframes and super-computers are preferred for level 4 & 5 effects (taking minutes or hours to program, but granting reduced difficulties). Forces/Matter: Spectrometer: Void Engineers use light (and other forms of electromagnetic radiation) reflected from or emitted by patterns of Matter and Forces to analyze and even influence such patterns. In a pinch, an ordinary glass prism will work for low - level effects. Normally, a hand-sized portable spectrometer (with built-in scanning laser) is used. There are no initiative penalties for using such devices. Life/Mind: Telemetry: To make use of the spheres of Life and Mind, the Void Engineer must have an established communications link with confederates (acolytes or fellow Engineers). Any subjects to be affected must also be within communications range of the caster - this can simply be shouting distance or any form of electronic communications. There is a definite delay in relaying and processing telemetry so effects using this focus occur on the turn after they are cast, however casting them incurs no initiative penalty. Prime: Photo-voltaic Cells: The continuous light of the sun is what keeps the Earth from becoming a 'closed system,' doomed by the laws of thermodynamics. So it should come as no surprise that the Void Engineers make use of solar panels in collecting and manipulating quintessence. Void Engineer constructs make conspicuous use of these devices, and individual Engineers can carry small versions for field use. Even the cells of a solar-powered calculator are sufficient for most needs. Note that sunlight need only be present to fuel patterns - all other uses of Prime simply use the cells as a conduit. Some Engineers use other power sources - notably atomic batteries - as Foci for Prime. Spirit: Space Exploration: One of the must restricted, but most fascinating, areas of research for Void Engineers is the realm of Spirit. Indeed, they are the only Convention to actively pursue mastery of this sphere. Observatory telescopes, space probes, and (of course) the Hubble Space Telescope are used to plumb the Deep Umbra. The Penumbra is scanned with Earth Observer Satellites. Stepping sideways is permitted only at very high altitudes. Level one and two effects can be done by linking to appropriate installations/telemetry (initiative penalty of +3). Level three and higher effects require access to restricted telemetry or actual space vehicles. Such spells can take minutes or hours to complete and actually gaining access to the needed foci can be the work of a lifetime. Dimensional Science: Cosmology: Some Void Engineers have combined the spheres of Spirit and Correspondence into the discipline of Dimensional Science. The Advanced Mathematics of Cosmology and Physics - usually performed on computers - is the primary focus for Dimensional Science. Portable computers allow most DS effects to be invoked with a +2 initiative penalty. Some Void Engineers have taken to performing calculations 'in their heads,' which boarders on the abandonment of foci. These heretical Engineers are currently under close scrutiny by a special Amalgam. Some Dimensional Science effects also require complex, futuristic foci so far beyond the current paradigm that they are only useable in the Umbra. These odd technologies are usually voice controlled and take no initiative penalty. The Dimensional Scientists refer to their improbable devices as Tecknology, and are developing applications in other Spheres, Including Prime and Forces. In addition, Space Exploration and Astronomy have also been adapted to the precepts of Dimensional Science. As a final note, some Tradition theorists fear that Dimensional Science may prove to be the first step towards the mythical Tenth Sphere - and a certain Technocratic victory in the Ascension War. Virtual Reality: When working on the Digital Web, Void Engineers adapt all of their foci to computer simulations. Thus their focus for all spheres effectively becomes their computer. This allows them to use most Virtual Magick as Conventional Science (Static Magick). Their facility in this is not quite as great as the Virtual Adepts, but the gap is small. Dimensional Scientists have a love-hate relationship with the Digital Web. On the one hand, their computer foci are enormously powerful there and they can perform all manner of Experimental science without much risk of Paradox - or complaint from the other conventions. On the other, they view the Web as a pointless distraction from the grandiose scope of the Deep Universe. CONVENTIONAL AND FIELD EXPEDIENT EFFECTS: "Second stage is cut - We're now in orbit. Stabilizers up - Running perfect. Starting to collect - Requested data. What will it effect? When all is done. . ." - "Major Tom" Earth Observer Satellite Telemetry: Spirit * Correspondence * * By training her satellite dish on an Earth Observer Satellite, the Void Engineer receives data about any location on the globe he wishes. These data, collected in the infrared and other spectra allow her to construct an image of the local penumbra. [This rote combines the effects of Correspondence Sensing and Spirit Sight. The Gauntlet is effectively pierced at the orbital altitude of the satellite being used so only two success are necessary, unless the point to be viewed is not well known to the caster] F/X - With the introduction of the EOS system to the masses, this activity is now Field Expedient (Coincidental). Probe Telemetry: Spirit * * This activity simply accesses the Telemetry of one of many space probes that have been launched by the Void Engineers. Every 'planet' that has been probed is available for investigation since the probes actually have much longer useful lives than has ever been revealed to the masses. [This is a version of Plumb the Deep Umbra note that only those areas of the Deep Umbra explored by Void Engineer probes (all planets except Pluto & Mercury) are accessible, but a high level of information can be gleaned.] F/X - This effect is Static if used to view the 'surface' of planets, if used to view the actual realm, it is Field Expedient. Hubble Telemetry: Correspondence * * Spirit * * The Hubble Space Telescope is perhaps the most coveted focus in the world. A Void Engineer who gets time with the Hubble can view any region of the Deep Umbra. The distortions caused by the HST's 'flawed optics' allow the Void Engineers to draw conclusions about the realms they view as well the 'stellar objects' credited by conventional science. The other Conventions are not amused. [This is a version of Plumb the Deep Umbra but is not as restricted in its capabilities as other, similar Void Engineer Effects.] F/X - Use of the Hubble is Conventional, even when realms are being viewed. Telescopic Observation: Spirit * * This is the tried and true way of investigating the Deep Umbra. Telescopic Observation is used to scan the heavens for evidence of Nephandi and Marauder activity and to provide the Void Engineers with data for their many experiments. [This is yet another version of Plumb the Deep Umbra. Only areas corresponding the night sky can be investigated and clear skies are required.] F/X - Telescopic Observation is a Conventional practice. SETI Spirit * * You, too, can be a part of the Search for Extra-Terrestrial Intelligence. All you need is a radio telescope and lots of patience. If you are a Void Engineer you will soon find yourself conversing with the inhabitants of the Umbra and even the Deep Umbra. You may also find yourself answering many difficult questions posed by Men in Black. [This is virtually the only Technocracy effect that allows for the use of Call Spirit. All warnings about dealing with spirits go Triple for Void Engineers.] F/X - The use of SETI equipment is Conventional, actually getting an answer is Field Expedient at best. Sub-Orbital EVA Spirit * * * Void Engineers can only enter the Penumbra at high altitudes where the gauntlet is fairly weak. The required equipment for Extra-Vehicular Activities include a space suit and umbilical. The effect is used to repair umbral satellites and reach space stations (anchorheads to horizon realms). [This effect allows Void Engineers to Step Sideways into Gaia's Near Umbra and back. It also allows stepping from the Near Umbra of some other realm to it's physical manifestation if that realm has a gauntlet. The Gauntlet at sub-orbital altitudes requires only two successes to pierce.] F/X - EVA is Conventional in orbit. In the atmosphere it is always Experimental (Vulgar). Life Support Systems Spirit * * * * * Forces * * * Matter * * Prime * * In the void of space, everything - food, water, air, warmth & light - must be provided artificially. In the vastness of interstellar space, provisions must be made for producing such necessities, for it would be virtually impossible to take enough supplies for such long journeys. [Tradition Mages use the sphere of Spirit to keep themselves alive during sojourns into the Deep Umbra. The more rational Void Engineers prefer not to breathe 'Ether' or eat 'Spirit Food,' so they also include the necessary equipment and Procedures to reproduce required mundane supplies. Normally, a mystic can remain in the Deep Umbra for the duration of his 'Deep Umbral Travel' effect. Void Engines routinely have their Life Support Systems 'charged' for years of continuous use, and generally have fall-back supplies of Quintessence, as well.] F/X - The effect is Conventional for orbital journeys, but is officially considered experimental during interplanetary and interstellar travel - though there is, of course, not Paradox involved. Inter-Planetary Launch & Fast Ion Drive Spirit * * * * * This is actually a pair of effects used to escape the Earth's gravitational field and journey quickly (at a significant fraction of the speed of light) to other planets. The Void Engineers have several orbital (Near Umbra) facilities capable of initiating such journeys. [Inter-Planetary Launch is the Void Engineer version of Break the Dreamshell. Fast Ion Drive moves the vehicle per Deep Umbral Travel.] F/X - Because these effects are used in the Umbra, they draw paradox like Coincidental Magic, however the other Conventions regard them as Experimental. Global Positioning System Correspondence * Void Engineers can access a satellite system to instantly ascertain their exact position on the globe. The GPS is available to the other Conventions as well and is often put to unauthorized use by the Virtual Adepts. In the past this was done by observing stellar positions with an astrolabe or sextant and consulting tables. [One success give a position good to within a few miles, two successes to within meters, and three or more with any desirable level of accuracy.] F/X - Conventional activity for the Void Engineers. Simulation Correspondence * Void Engineers use sophisticated computer simulations to enter the virtual reality known as the Digital Web. [This is a version of Hardware Entry (Digital Web p.98).] F/X - Simulation is a Conventional effect. Observation Correspondence * * Time * * The many eyes of the Void Engineers do not look only outwards. The Void Seekers used their telescopes to view events beyond the horizon by watching their reflections in portions of the upper atmosphere. Today, satellites used for surveillance and communication give the Engineers even more potent abilities. Technomancer satellites can see through walls (and ceilings) by scanning the infrared and even hear conversations by measuring the air's vibrations with a laser beam. It is even possible to view past events by watching light from those events reflected back off of distant objects. This last application requires digital enhancement and reconstruction more sophisticated than any available to sleepers. [An application of Correspondence Sensing and Retrocognition, Observation allows the caster to see any point on the surface (or near the surface) of the earth and to view events in the past as well. The sphere of time (and computer focus) is only necessary when past events are viewed. The level of success required is still based on the Correspondence range chart.] F/X - Spying on the surface (either with telescopes or satellites is Conventional. Viewing the past in reflected light has not yet been revealed to the Masses and is Field Expedient. Navigation Correspondence * * * or * * * * One of the first really valuable effects created by the Void Seekers, Navigation - originally done by observing the stars - allows travellers to make the best possible speed to their destination and to plan for the journey precisely. This includes avoiding possible delays and dangers along the way. [A Void Engineer travelling alone can use Navigation to figure the fastest route between two distant locations given available transportation. If willing to cast the rote Coincidentally he can also have the best possible form of transportation made available. Five successes reduce travel time to the absolute smallest interval conceivable, one success simply finds the shortest route. The fourth sphere of Correspondence is used if passengers are to be taken along. This is effectively a form of Teleportation 'covered' by an established Static effect.] F/X - Navigation is a well-established Conventional effect as long as transportation is at hand. It is Field-Expedient when transportation is Coincidentally called up. Sample Container: Spirit * * * * This effect 'shields' a small container or even a room. Samples from extra-terrestrial sources can be kept within such Containers without fear of contamination (in either direction). [This is an application of Control Gauntlet. It creates a bubble of Ephemera within the physical universe surrounded by an extended and strengthened gauntlet. The Gauntlet strength is equal to the number of successes obtained in its creation (difficulty of 5+successes, to max 10 in Werewolf terms). Umbrood who lack the ability to materialize can thus be brought into the real world. A minor variation on this effect taps the power of the sample inside (effectively creating a TechnoFetish).] F/X - Creating and filling a Sample Container is Conventional however, opening one in the real world can result in paradox. The fetish-like variation is Experimental. EXPERIMENTAL & DIMENSIONAL SCIENCE EFFECTS: "The Meek shall inherit the Earth... The rest of us are going to the Stars!" - T-Shirt seen at a SF Convention. Hyperspace Jump Dimensional Science * * * Add a 4th axis to three dimensional space and you have defined hyperspace. Void Engineers have developed a way of successfully navigating the treacherous vastness of four dimensional space by using the gravity 'shadows' of stars and planets as references. The Technocracy's Time Table introduces this technology somewhere in the 22nd century in the form of monolithic starships. While it remains experimental, the Void Engineers figure they may as well use it with much smaller foci instead. [This is similar 'The Seven League Stride' or 'Leap Sideways' and allows transportation between distant points in the Umbra or physical space. This rote requires several foci that are well beyond current science including a pocket gravity-wave detector and a 'dimensional stabilizer' as well as a navigational computer.] F/X - This rote is Experimental. Coincidental effects can be used to 'cover' it as with Tradition magick. StarGate Dimensional Science * * * * or * * * * * The Time Table admits this technology some decades after Hyperspacial Jumping becomes commonplace. It opens a stable 'gate' between two distant points in space. All comments under Hyperspace Jump go double for this one. [This effect combines 'Hermes Portal' with 'Breach the Gauntlet' or 'Break the Dreamshell' - depending upon where the StarGate leads.] F/X - This effect is Experimental unless covered by a Coincidental Effect. Dimensional Manifold Dimensional Science * * * * * Prime * * Also called a Warp Bubble or Shield, the Dimensional Manifold is the key enabling technology of the Void Engineers' most advanced vehicles. It maintains a normal environment on Void Engines travelling through the Deep Universe much as other Life Support systems. However, the purpose of the Manifold is not merely to provide a livable environment, but to shield the vehicle from the reality and denizens of the Deep Universe, as well. [The Dimensional Manifold creates an artificial Gauntlet around the affected Void Engine (the Gauntlet rating is equal to the intensity of the Manifold effect). Within the artificial Gauntlet, the physical laws of the Void Engineers hold sway, allowing mundane technology and VE Tecknology to function normally, and the Engineers and their Acolytes to live comfortably (the Manifold even enables the Engineers' advanced, Pattern creation technologies), even in the furthest reaches of the Deep Universe. While this enforced reality does not allow the Void Engineers to take the force of Paradox with them into the Deep Universe, it does cause anything entering the manifold to conform to the enforced reality in a superficial way. Likewise, everything examined through the Manifold is perceived in the context of VE science. The practical advantages of this perceptual shift are minimal to the Awakened, but it does help keep the Engineer's acolytes sane, and makes for more consistent log entries.] F/X - The Manifold can only be activated in the Umbra, so there is no particular risk of Paradox. However, the Symposia still consider the underlying tecknology to be Experimental. Vibratory Reality Shift Dimensional Science * * * This is a highly experimental way of 'Stepping Sideways' while on the surface. It conceptualizes the Penumbra as a separate but co-existent 'vibratory reality' - an alternate universe whose sub-atomic oscillations make it invisible and insubstantial with respect to our own. There are a number of other, equally weird explanations as well. None have been accepted at a symposium yet. [A version of 'Stepping Sideways.' The focus is a 'phase discriminator' that ranges from booth-sized to hand held.] F/X - This rote is always Experimental unless covered by some Coincidental effect. Personal Shield Dimensional Science * * * * This particular piece of Tecknology has not been officially accepted by a Symposium, but it is in fairly common use in the fringes of Void Engineer space. A personal shield is a small, belt mounted, generator that produces an 'energy shield' to protect the bearer. [The 'energy shield' produced actually has nothing to do with forces, it is more like an artificial Gauntlet. Penetrating a Personal Shield requires a successful use of Spirit or Dimensional Science two, with a greater intensity than that of the Shield. Acolyte-useable Talisman Personal Shields can also be penetrated by a melee or brawl - but the difficulty of the attack is increased by the Intensity of the Shield. The protected individual must also be able to attack across the Gauntlet if he is to attack while Shielded. Note that penetrating a Shield does not cause it to fail, subsequent attacks must still get past it.] F/X - A Personal Shield can be activated, even in the real world, but is Experimental. They can, of course, be freely used in the Umbra and Deep Umbra. Anionic Interference Pulse Dimensional Science * * * * * This effect tunes a destructive pulse of energy to the individual waveform of an 'Anionic Life Form' (unmanifested spirit), annihilating it totally. Such energy beings have long been a bane of Void Engineer explorers, so the AIP has been well received. The weapon has a more sinister side, however - if turned upon a human, an AIP devastates the victim's psyche, leaving him a zombie-like, soulless, husk. [This Gilgul-like effect is designed to destroy spirits. There are many ways of attacking a spirit to reduce it's Power, but the spirit can always go into slumber and regenerate. An AIP inflicts 5 Power worth of damage per Intensity on any type of spirit, destroying the target permanently if it's Power is reduced to zero. When turned on a human, each success reduces the victims's Willpower one. Once Willpower is zero, the victim is reduced to a zombie-like state, unable to initiate action on it's own. For each success after 5, the victim's Avatar is also reduced by one - if taken below zero, the victim's magickal abilities are lost forever. If his Avatar is 'merely' damaged, it will regenerate in time (how much time, and what measures must be taken are up to the ST). The effect is resisted by Willpower. Note that damage caused to Spirits or Willpower is cumulative, but that destruction of an Avatar must be all at once. And that only the designated victim is affected (the weapon is tuned to the individual spirit's or person's unique anionic signature), so it is possible to 'exorcise' a possessing spirit without affecting the subject.] F/X - This effect is always Vulgar when used in Consensual Reality. It can even be Vulgar in many Near Umbral and Horizon Realms. It can be used freely in the Deep Universe. Position Determinism Correspondence * * * The Void Seekers occasionally risked Paradox to use this rote to travel instantaneously by 'proving' that they were actually at the new position. This kind of 'upside down science' is fine for the Sons of Ether, but anathema among the Conventions. This rote is officially outlawed, however, because of its simple foci it is often used by desperate Engineers in a pinch or by those travelling in the Penumbra where the danger of Paradox (and of detection by the other Conventions) is minimal. [This is a version of 'The Seven-League Stride.' The Void Engineer must have an accurate map, star chart, and a sextant, astrolabe or even a compass & protractor.] F/X - This rote can be Coincidental (in the Tradition's sense) if the Engineer really is lost and could have reached his destination in the time he has been travelling. Otherwise, it is Vulgar. Inire's Mirrors Correspondence * * * * Spirit * * * * * The heretical Void Seeker, Father Inire, built a set of opposing mirrors that infinitely reflected the distant stars. The supposed observatory was really a gateway, a gateway to any place - physical or spiritual - in the Tellurian. History says that Father Inire was stripped of his Avatar by the Order of Reason and burned as a witch by the Inquisition. Some however, contend that he used his Magickal Mirrors to escape. Father Inire's Mirrors predated the Dimensional Science movement by centuries, but the nature of the Mirrors - the blending of Correspondence and Spirit - suggests that the heretical Void Seeker may merely have been ahead of his time. [This is a combination of 'Hermes Portal,' 'Breach the Gauntlet,' 'Break the Dreamshell,' and 'Deep Umbral Travel.' It effectively allows instant travel to any place in any realm, physical or spiritual. Five successes are needed to pierce the Dreamshell - the most difficult part of the process. If used to travel to an umbral location only the local gauntlet at the Mirrors must be pierced. Use the normal correspondence range chart to reach other locations in the physical world. A little known fact is that the mirrors were one-way devices. A new set must be built at the destination in order to return.] F/X - Inire's Mirrors are Vulgar period. Only a Marauder could use them without incurring Paradox. Copyright 94-97, Tony Vargas=================================================================
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