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Classification: Union // Open Ref mage/trait/practice/weird-science

Weird Science

Practice · Mage

Mage
Type
Practice

Folks who think that “science is boring” know nothing about science. Underneath the lab coats and brain-cracking equations run currents of curious wonder. And though cold-eyed Technocrats favor a controlled approach to the Scientific Arts, certain visionaries refuse to be so confined. Would you call them mad? Perhaps… but their dedication keeps the hope of Science alive!

Unlike most other technomagickal Arts, weird science isn’t based upon repeatable results. Oh, sure, the mad scientist wants to be able to craft armies of robotic servitors or fleets of dirigible warships… and he may well be able to create them too, once a favorable prototype has emerged from his laboratory. However, that Inspired Scientist (don’t call him a “mage” – that’s ridiculous!) is more engaged by the spirit of inquiry and potential than by the devotion to repeatable craftsmanship. As a consequence, his creations often feature glaring flaws and Paradoxes that will be smoothed out, of course, in later iterations… if he ever gets around to making them, that is.

Weird science, by definition, defies the bounds of possibility. Its crazy ideas fuel crazy creativity. Theories that no rational scientist would entertain guide the creation of devices and creatures whose very existence violates the Consensus: jetpacks, death rays, quirky robots, outlandish vehicles, Atlantean sonic technologies, spacecraft, mechanical appendages, psychic enhancement gear, lab-grown allies, devastating war machines, and whatever other strange gadgetry a mad scientist can imagine. And yet, this isn’t some sort of “magic” – heavens, no! Every piece of odd technology depends upon theories so unconventional yet sublime that they MUST be true, if only for the sake of an imaginative universe.

As with other tech-based practices, weird science requires serious work in the lab before working results appear. An Enlightened Scientist might spend months or years honing his creation before revealing it to the world. Yet once that innovation has been achieved, he can often replicate it quickly, often with the help of skilled (if dispirited) minions. Weird science also allows the Scientist to alter tech with sudden bursts of inspiration, MacGyvering rickety inventions that last just long enough to accomplish a single task. And so – because he’s no sort of wizard, you imbecile! – the mad scientist needs tools and materials close at hand in order to work his wonders. True Science is indeed miraculous, but it’s not some kind of magic. No, not at all…

Associated Paradigms: A Mechanistic Cosmos; Bring Back the Golden Age; Divine Order and Earthly Chaos; Everything is Data; It’s All Good – Have Faith; Might is Right; Tech Holds All Answers

Associated Abilities: Academics, Crafts, Esoterica (various so-called disproven scientific theories), Energy Weapons, Hypertech, Research, Science, Technology

Common Instruments: Armor, books, bones and remains, brain/ computer interface, celestial alignments, computers and IT gear, devices and machines, elements, gadgets, inventions, laboratories, languages, numbers and numerology, toys, vehicles, weapons, writing and inscriptions

Referenced by 4

Merits & Flaws

Paths & Numina

  • Alchemy mage/power/sorcery_path/alchemy

Rules

Traditions & Orders

  • Verbena mage/faction/tradition/the-verbena
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