By Clayton S. Caddy (c_caddy@oz.plymouth.edu) (10 Oct 93)
As they studied, they found that certain practices of relaxation, meditation, and focusing allowed them better grasp and control over their power. They built on this, and developed an intense understanding of the way they saw magick.
Unfortunatelly, no one ever told these people they were mages. In time, and while listening to the great thinkers of their days, they began to see their powers as an extention of the mind. By focusing their thoughts, they could shape reality by will alone. A vocabulary taken from various psychology and parapsychology books became used by these collected orphans, and a new tradition was born: one of the mind affecting the world. Terms such as psychokenesis, telempathic projection, and other psychobabble became the may of the world.
Only years later, once the tradition was firmly structured, did the other traditions take notice of these mind mages, whom they had originally considered crackpot spoon benders and psychics. But the Cerebus (originaly the Cerebellus) were very real. So real, in fact, and since they were separate from the other traditions, that the Technocracy waged a full scale war against them, as an 'example' to the other traditions.
The Cerebellus were decimated, and their art nearly lost. Only a few survived the war, but those who did gained 2 gifts: an immense knowledge of the Technocracy, and a burning desire for vengeance. The name of Cerberus, the three-headed dog which guarded the underworld, corrupted to Cerebus, became the emblem of the tradition, as a warning to those who opposed them: never surprised (as they had been), and one may fight as well as three. The Cerebus, originally one of the most pacifistic and philosophical traditions, became a holy army against the Technocracy.
In the years after the original war, the Cerebus stayed quiet, watching from the sidelines, until the moment of greatest weakness came: the separation of the Virtual Adepts from the Conclave. Then, the jyhad began, and the Technocracy reeled from the ferocity of the attack. Just as quickly, the Cerebus were gone, returning to the shadows, to watch once more. There they sit today, waiting for the next opportunity to strike.
These divisions, and their subgroups, focus on three things: opposing the Technocracy at every possible opportunity, initiating new members, and, as was their original purpose, learning a better understanding of their power. The Cerebus still seek their own Ascension, through complete understanding of their power and their own mind, but now see the Technocracy as an obstacle before them that must be destroyed before Ascension may occur. They know that anyone may be Awakened, but that the chokehold of technology prevents it. They do not oppose technology itself, just those who prevent free thought.
With the apparent double mission of the Cerebus, it might seem that the order would fragment quickly. There are three subgroups in the order: one oriented towards combat, one oriented towards the accumulation of knowledge. and one oriented towards self-enlightenment. They do not, however, clash. The three-headed emblem indicates several ideas working together for a common goal. The Cerebus see the subdivisons as beneficial, as the Technocracy sometimes doesn't know 'which head is biting them' at any given time. They share knowledge amongst themselfes freely, as well as to those they see as allies against the Technocracy.
Although there is no leadership, there are two types who stand out among the Cerebus, and are more likely to be listened to: those who have fought bravely and successfully against the Technocracy, and those who have gained great understanding of their powers. More often than not, one person is admired for both reasons.
Weapon: Any weapon may be chosen, from a knife to a submachine gun.
Meditation: The mage must successfully enter a meditative state to cast a spell. The mage may opt to attempt to reduce the difficulty (difficulty 9), but must successfully meditate first (effectively spending one round concentrating).
Celestial Chorus: The power comes from within, not a higher being. They must learn this before ascending.
Cult of Ecstacy: Hedonistic fools. They attempt to escape their destiny. We will have nothing to do with them until thety see the error of their ways.
Discordians: Valuable allies in a fight, but too unpredictable otherwise.
Dreamspeakers: Like the Chorus, the look outside themselves for the power which they already possess.
Euthanatos: Cleansing the world of the technocracy should be their priority, not killing those not worth the effort. Though we are allies, we abhore their lack of compassion towards the sleepers.
Hollow Ones: Our greatest asset. Teaching them how powerful they can be, our ranks swell.
Order of Hermes: Scholars beyond compare. Their research has aided us many times in the past.
Runecasters: Noble warriors, but they focus too little on the Technocracy, and too much on the Pyhrric enemies of the future.
Sons of Ether: The mirror of the Technocracy; we support them as much as possible. They also make some great weapons.
Technolibertarians: Like the Sons of Ether, they bring technology without crushing free thought.
Verbena: Blood is of the body, but is not in itself power. The life itself is.
Virtual Adepts: Electronic pulses from a computer are not as powerful as those of the mind. Self-reliance is needed.
System: Simple Telekinesis, as described in the book.
Mind Sight (Mind 3, Correspondance 4): The ultimate gathering of information, by 'skimming' all minds in the area for the answer to a specific question, much can be learned.
System: Each success acts as the Dream background for one turn. The knowledge may be penned, but will be quickly forgotten otherwise.
Psychic Blast (Mind 3, Force 2): The delicate workings of the human mind can be easily disrupted, sending the thought processes into disarray.
System: A form of induced epilepsy, each success stuns the victim into inaction for one turn (the effects can be 'soaked' with a wits roll, difficulty 6).
Mystic Sight (Mind 2, Correspondance 1): Three heads with six eyes can not be surprised. Each head watches a separate direction, to prevent an unexpected attack from behind.
System: A form of radar which passively scans all minds in the area. When the sense of hostility towards the caster is noted, the exact location of the perpetrator is known immediately. This is primarily meant to prevent surprise attacks in battle, stoping would-be backstabers.