TECHNOLIBERTARIAN

By Allen Smith (EALLENSMITH@OCELOT.RUTGERS.EDU) (Revised 1 October 1995)

This tradition was started by a mixture of rogue Technomancers and Orphan libertarian scientists. Their problems with the Technocracy aren't so much the reality that they seek to impose (i.e., their preference for a scientific one) as: 1. their intolerance for any other reality (Technolibertarians may not desire another, but they can see why other people would); 2. the ways in which they use technology to decrease freedom; and 3. the distortions they make of what science can be (the only (thus far) empirical way to figure out how the universe really is). In their scientific work, they try to find ways of creating technology that give people more, rather than less freedom. They don't look upon technology/science as magic; they look upon magic as another variety of technology/science. It's simply that the standard set of physical laws, etc. isn't truly accurate.

They also believe that no one tradition will be right (including theirs); different traditions (different ways of understanding reality) are appropriate for different people. They point to mathematical proofs that any mathematical system has some things in it that can neither be proven nor disproven (a rather paradoxical concept) as another justification for this. They therefore seek more to expand the borders of Sleeper understanding of reality rather than impose another reality. However, this does not mean that they think the Traditions as they currently exist are the best way for anyone to Ascend.

Due to misunderstandings of their beliefs, other traditions such as the Celestial Chorus, the Dreamspeakers, and the Verbena think they're no different from the Technocracy. Their partially Orphan heritage is also a problem when dealing with some Traditional magi, such as many of the Order of Hermes.

One way in which they act against the Technocracy is in removing the effects of faked Technocracy experiments when true scientists do their own experiments -- they intervene using magical or mundane methods to counter the effects of Technocratic belief. They also disrupt tests of formerly Technocratic "proven" technology which is designed to decrease individual freedoms.

Technolibertarians, if they revere anything other than magic, revere Free Will. They believe that Ascension will come only when everyone has the most ability to express their free will that they can. In other words, when everyone is a mage. They also believe that the way that people can best learn to express their will in magic is by being allowed to express it other ways. If one is not free outside, then one is not likely to be truly free inside, and able to see beyond static reality. In addition, freedom in mundane things is practice (moral and otherwise) for freedom in all things.

They believe that the Scientific Method, properly applied, is the best method thus far created for distinguishing true (or at least useful) reality, if one removes outside influences such as beliefs. Technolibertarians believe that they have done so, and thus have; they are aware of this apparant contradiction, but it does not contradict with their beliefs (see below). Their magic typically isn't imposing new physical laws upon reality; it's more either using the laws that are there already (such as quantum mechanics) to do things that most think aren't possible, or alter what's there and let the standard laws work on them. A lot of their magic is thus coincidental; they justify this weakness in influencing Sleepers by using it for the increase of individual freedom. They work via the belief that Will can shape Reality -- the central belief of all Magi. By using their knowledge of how the universe currently works, they can use just this belief to shape reality via putting pressure on the right points (normally, they'd have to have a belief system that said they could manipulate reality by doing a given thing in order to manipulate reality directly).

There are several Factions within the group, as there are in most traditions. Generally, these are due to either differing opinions on the proper role of government (ranging from those who believe it can be used for good if freed of authoritarian types, to those who believe it hopelessly and inevitably corrupt) and on what science it is best to put resources into (however, all agree that individuals should put their efforts into what they individually judge to be their best areas; it's just the group resources they have fights about). One rogue faction is the Egoists, who believe that the individual will should rule over everything, including the wills of others (although it is right, according to them, for those others to rule over one, if they are able). They take the Marquis de Sade as one originator, or at least exponent, of these ideas. These rogues tend to be barrabi or Marauders [a personal reality, after all, is potentially the best way to have control over one's world]. However, almost all other Technolibertarians condemn the Egoists for inadequate concern for others, including the Ascension of everyone.

Organization: Their organization resembles that of the Sons of Ether in that it's rather like academia. However, they use computers to a considerably greater degree (most of their journals are e-mail mailing lists).

Meetings: They have various meetings throughout the year, generally of specialized groups within the tradition. They also have less frequent (except in emergencies) meetings of the entire tradition, sometimes through e-mail and sometimes in their Chantry.

Initiation: They generally select scientists who are flexible in thinking (although not as odd as those of the Sons of Ether) and who are against limits on human freedom; they have also been known to select libertarians who are interested in and understand science. One example of this latter type are Extropians; indeed, they are actually responsible for quite a bit of anonymous donations to the Extropy Institute (see below for more information). They also have a liking for rescuing Technomancer recruits.

Chantry: A think-tank in Los Angeles (Marina Del Rey), CA.

Acolytes: Scientists, inventors, hackers, academics, libertarians, Extropians

Sphere: They must put at least 1 point in the Sphere in which their limit (see below) is the highest. However, this Sphere does not have a lowered experience point cost. Their worst Sphere tends to be Spirit.

Foci: Their foci are knowledges of sciences related to the Spheres. They may may not roll more dice from Arete than the corresponding Knowledge*2 for working magic in a Sphere (this effect also limits multi-Sphere magic, in which they may not roll more than the lowest Knowledge*2), and they may not have a higher rating in a Sphere than the corresponding Knowledge. They are also unable to use Abilities to lower the Difficulty of magic. This Focus is not removable through Arete. However, they have an easier time learning the Spheres than most (because they aren't working against the Technomancer-imposed reality as much), and treat all Spheres as X6 (or 6 Freebie) for experience expenditure. Since their magic is so much the direct application of will, they may not have an Arete score above their Willpower. The following are the (usually Secondary) Knowledges related to the Spheres; if more than one, average and round .5 up after multiplying.

SphereKnowledge
CorrespondencePhysics, Mathematics
EntropyPhysics, Biology
ForcesPhysics
LifeBiology
MatterPhysics, Chemistry
MindPsychology, Biology
PrimeMathematics, Occult
SpiritCosmology
TimePhysics, Mathematics

Concepts: Scientist, academic, libertarian

Stereotypes

Akashic Brotherhood: They've got possibilities, although a bit too mystical and (philosophically) pacifistic for my tastes.

Celestial Chorus: In general, too rigid and intolerant. I can get along with the ones who aren't, although proselytizing by anyone gets on my nerves.

Cult of Ecstasy: Fun guys, even if they do go to extremes.

Dreamspeakers: Too mystical for my taste, as well as over-environmentalist. I don't care about Gaia except as "she" impacts on humans (and other potentially Awakenable -- i.e., intelligent -- creatures).

Euthanatos: As long as they kill the right ones and not the wrong ones, I don't have any disagreement with them. However, I suspect they make more mistakes in that regard than they'd admit.

Hollow Ones: I suspect (I hope) that a lot of the doom-and-gloom is a put-on. I can sympathize with them on their problems with the older Traditions.

Order of Hermes: Organized and (although they won't admit it) semi-scientific, but generally too rigid and arrogant.

Sons of Ether: I'll give them credit (a lot of credit -- it allows for free will even inside the Technocracy) for introducing Quantum Mechanics. But they're just as bad at screwing up doing science (theorizing then setting up so as to confirm that theory) as the Technocrats.

Sons of Jupiter: Yes, magic is a choice, and it has consequences. But so does every other choice. With rights come responsibilities.

Verbena: I have to agree with the Celestial Chorus with respect to them. Plus, they limit themselves so much with their respect for "Life." On the other hand, I agree with them about the Self.

Virtual Adepts: Nice. If I were better at computers (and my magic was oriented that way), I might have joined them.

Discordians: Fun and interesting, although not the way I choose to function.

Wika: Same as for the Verbena, although more reasonable. I agree with them about the Celestial Chorus.

Notes

1. One possible power drop would be to have their usage of magic take longer except for their Arete-d spheres. In other words, since they're having to think more of how the magic interfaces with the Technomancer-influenced reality, it takes longer for them to do magic until they truly understand it. The Sphere with the highest limit is the one in which they must put the initial time decrease. This might be true only for Vulgar magic, especially if combined with the below limit.

2. Another possible power drop is to lower the Knowledge*2 to Knowledge*1.5. This has the problem of that they're going to have to learn knowledges to above human levels (indeed, above Technomancer levels) in order to get effective Arete very high. However, this is unlikely to affect a starting character. One possibility would be to make it Knowlege*1.5 until Arete is 6 or higher, then have it go to Knowledge*2.

3. In regards to their power level, I would point out that instead of spending as many points on their Spheres, they're having to spend them on Knowledges.

3. They will typically have Limited Sphere for Spirit, and Sphere Natural for their best Sphere. Scientific Ties and Fast Learner are two other common Virtues.

4. In characteristics, they tend to concentrate on Intelligence (most have it at 4 or 5). Most do not have particularly high Manipulation or Physical Attributes, although there are definite exceptions (for instance, Disciples of Life who have used their skills on themselves).

5. The Extropy Institute is a real organization, of which I am a member. See http://www.acm.usl.edu/~dca6381/c2_mirror/exi/extropy.html for a major source of more information. Other sources include the 50 Greatest Conspiracies of All Time WWW page (http://www.webcom.com/~conspire/extro.html), although I wouldn't call Extropians a conspiracy, and the Hyper_Weirdness on the WWW page (http://www.physics.wisc.edu/~shalizi/hyper-weird/conspiracy.html, searching for "Extropians").

New Virtues/Flaws

Scientific Ties (1 point Virtue): This is the equivalent of Church Ties for the scientific community, although with somewhat less influence and somewhat more knowledge. You will have the most knowledge of the portion related to your best Scientific Secondary Ability. This Virtue is primarily useful when trying to find an Acolyte from among scientists, when trying to detect Technomancer tampering, and when trying to find someone for scientific advice and information. For a 3 point Virtue (common among higher-up Technomancers, and requiring background explanation for others), you can do things like influencing grants and publications (through being on various Boards, etcetera, or by being an "e'minence grise").

Limited Sphere (3 point flaw): One sphere, chosen at character creation, is considered at double its level for purposes of experience neccessary to raise it, Technolibertarian and other (e.g., Do) skill-based limits, etcetera. Freebie points put into it are halved, as are initial Sphere points put into it. This is a lesser version of Sphere Inept.

Copyright 1994, 1995 by Ed Allen Smith (EALLENSMITH@MBCL.RUTGERS.EDU). May be freely redistributed, so long as this copyright notice is left intact and any other changes are clearly indicated.