Space Occultism: Sci-Fi Magick II

On one of occult spaces on the net someone posted How Occultists Beat Physicists to the Punch: Clairvoyance, Atoms, and String Theory. Someone else posted the essay Swedenborg and the Holographic Paradigm. The Beginning Theistic Science blog also has some stuff on Swedenborg & QM.

As usual regardless of these cases being reality - my rule of thumb is never think this supernatural stuff can be used to avoid going to the doctor or taking medicine, and don't forgo logic in one's life decisions - for our game purposes it weds together ritual Psi-boosting practices identified as "Space Occultism" and scientific discovery. Were the Precursors just better at this particular kind of clairvoyance? Is that how they advanced so far beyond what Post-Cataclysm civs have managed to achieve on similar timescales (if the retrieved history archives are to be believed)? Will the civs serving as the setting's Points of Light be unable to achieve such heights without similar mastery over psionics, or will they just have to plod along for millennia until they catch up?

As the younger Post-Cataclysm civs seek to follow in the footsteps of their now bygone betters, a few disciplines that might assist them:

Environmental Empathy - Feel the world at different levels. Especially good for biological studies. If the Universe is more like an organism than a machine, perhaps a space-druid could be an asset to scientific/technological development. Grasping the Holography via inward focused meditation/irtual can yield solutions to external problems.

Seeing the Code of the Matrix - Sense the subroutines that make up the world. Good for prediction. An RPG that has taken this and run with it is Vurt:The RPG based on the Cypher System by Monte Cooke games. The Mathemagician class takes advantage of the aspects of reality that can be modeled via mathematics and uses this to hold predictive simulations in the mind or even tweak the "code" of reality. As Warren Ellis put it in Planetary, "Magick is the Cheat Codes of the Universe".

Retro-voyance - See the past rather than predict the future. Being able to know some history about an object upon touching it. Naturally touching the ruins of the Ancients/Precursors might be useful. This might require a ritual if you want to actually have a coherent vision of the past that is stable/clear enough to drawn any academic lessons from.

Animism/Polytheism - If everything has a spirit or at the least Everything is overseen by spiritual entities, there can be religions that have some dedication to technological development. Think vision quests to see how some unknown technology works or sacrifices to the Loa to gain insight on how to get past a particularly vexing engineering problem.



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