Technolibertarian Tradition: This tradition was started by a mixture of rogue Technomancers and 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); and 2. the ways in which they use technology to decrease freedom. 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 mine); different traditions (different ways of understanding reality) are appropriate for different people. They therefore seek more to expand the borders of Sleeper understanding of reality rather than impose another reality. 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. The belief structure they're drawing upon for power is composed of two portions. The first is the belief in the prevailing laws of reality, and in scientists having understanding of that reality. The second is the belief, common to all Traditions (such as the Hacker Ethic for Virtual Adepts), that one who knows how things work can change those things. The combination gives them their abilities. 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 computer links. 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. Chantry: A think-tank in Los Angelos, CA. Acolytes: scientists, inventors, hackers, academics 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. 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. This Focus is not removable through Arete. However, they have an easier time learning the Spheres than most (due to that they aren't working against the Technomancer-imposed reality as much), and treat all Spheres as *6 (or 6 Freebie) for experience expenditure. The following are the Secondary Knowledges related to the Spheres; if more than one, average and round up. Sphere Knowledge Correspondence: Physics, Mathematics Entropy: Physics, Biology Forces: Physics Life: Biology Matter: Physics, Chemistry Mind: Psychology, Biology Prime: Mathematics, Occult Spirit: Cosmology Time: Physics, Mathematics Concepts: scientist, academic, libertarian Opinions: 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. 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. Euthanatos: As long as they kill the right ones and not the wrong ones, I don't have any disaggreement with them. Hollow Ones: I think a lot of it is a put-on. If it isn't, then I'm impressed. Order of Hermes: Organized and (although they won't admit it) semi-scientific, but generally too rigid and arrogant. Sons of Ether: If it weren't for their screwy approach, I could get along with these guys very nicely. Verbena: I have to agree with the Celestial Chorus with respect to them. Virtual Adepts: Nice. If I were better at computers (and my magic was oriented that way), I'd join 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.