Cyberpapacy

Magic:
14
Social:
18
Spirit:
16
Tech:
26

The reality of the Cyberpapacy bends almost entirely to the will of the Antipope. Malraux’s formidable force of personality is amplified by the reach and integration of the GodNet.

The Law of the One True Way

Malraux’s stairway to God is technology, and many are eager to ascend. Cybernetic conversions are a form of communion, and wondrous machines provide everyday miracles for the poor and displaced within the Cyberpope’s reach.

The overwhelming rewards granted to the faithful quickly overcome most dissent and convert those of other sects or religions. There are, of course, plenty of Muslims, Jews, Hindus, and people of other faiths in the Cyberpapacy, but they are slowly either leaving the realm, undergoing conversion, or at least keeping silent about their preferences.

The Cyberpope’s dogma transmits targeted ads that address citizens personally as they pass by, or television commercials that speak directly to those watching. All of this is controlled by the ubiquitous GodNet. To most citizens, it is all-knowing, all-seeing, and all-powerful. It rewards those who follow Malraux’s way with Achievements that eventually add up to tangible rewards.

This powerful mixture of doctrine and technology unites most citizens of the Cyberpapacy into complacency with some of the regime’s more draconian measures. It also provides the basis for Cosm cards such as God in the Machine and Mandatory Upgrade.

  • One True Way: Invoking miracles using religions other than the Cyberchurch’s count as Contradictions, even if the Cyberpapacy’s Spirit Axiom would otherwise support them.

The Law of Heretical Magic

Malraux believes sorcery is a tool of the devil, and his cosm reflects his single-minded will. He’s never managed to purge magic’s presence completely, though. In fact, the more he castigates those who practice witchcraft and sorcery, the stronger it seems to become. He may not be able to eliminate heretical magic, but he can punish it.

The main consequences of the Law of Heretical Magic are the increased presence of demons and harsher backlash effects. Cosm cards such as Heretical Magic and Malraux’s Wrath combine to make life extremely difficult for magic users in the Cyberpapacy, despite its high Magic Axiom.

To survive, witches and warlocks have turned to technology of their own. The Hexxer series of implants provides some protection from Malraux’s hate, and more powerful devices can even redirect that energy.

  • Heretical Magic: Spellcasters who roll a Mishap suffer an additional 1 BD Shock.

The Law of Suspicion

Citizens who live under the ever-watchful eyes of Jean Malraux are suspicious and paranoid. They are quick to report strange activity they witness and denounce friends and family out of misguided faith or fear. Dutiful servants of the Church are rewarded—those who aid (including failing to report) possible enemies of the state meet dark and terrible ends.

Trial by ordeal is an intrinsic truth inherited from Magna Verita, and is still the main method of proving innocence once suspicion has been cast. There are many different types of ordeal, but the most common are trial by combat and trial by torture. Combat matches are fought to the death between the accused and the cyberpriests’ chosen champions. Holographic images of trials are projected by the Church for education and entertainment.

The atmosphere of constant wariness and mistrust created by this law produces Cosm cards like Denounced, Heightened Paranoia, and Wanted.