Artifice: Difference between revisions

From Antarok

No edit summary
No edit summary
Line 6: Line 6:
''An Artificer is doing his thing.''
''An Artificer is doing his thing.''
=Artifice=
=Artifice=
   An overview of Artifice. Artifice requires at least 25 Experience in Ensorcelling and Engineering, as well as a '''[[Merit|Minor Merit]]''' to pursue.
   An overview of Artifice. Artifice requires at least 25 Experience in [[Ensorcelling]] and Engineering, as well as a '''[[Merit|Minor Merit]]''' to pursue.
<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;">
<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;">
<tr>
<tr>
Line 17: Line 17:
<td>
<td>
==Concepts==
==Concepts==
:*'''Automata:''' - Anything given the rudimentary intelligence of a powered Core is by definition [[Automata]]. If made to resemble a person, it would be an Automaton. When implanted into the body, it is referred to as Engrafted or Grafted Automata.
:*'''Automata:''' - Anything given the rudimentary intelligence of a Cognition powered by a Nexus is by definition [[Automata]]. If made to resemble a person, it would be an Automaton. When implanted into the body, it is referred to as an 'Engrafted' within or 'Grafted' upon Automata.


==Tools==
==Tools==
Artificers work with mundane tools, together with the [[Ensorcelling|Glyphics]] of Ensorcelling, and the various machinistry an [[Engineering|Engineer]] might employ. Commonly, Artificers either work with, or are [[Terra]] or [[Draoidh]] themselves. Otherwise, they employ smiths or utilize Automatons to manufacture the components they need. [[Crest|Crested]] will make them appear more lifelike or organic, while maintaining functionality.
Artificers work with mundane tools, together with the [[Ensorcelling|Glyphics]] of Ensorcelling, trade skills like smithing or carpentry, and the various machinistry an [[Engineering|Engineer]] might employ. Many Artificers either work with, or are [[Terra]] or [[Draoidh]] themselves. Otherwise, they employ smiths or utilize Automatons to manufacture the components they need from their designs. Artifice is not undone by other forms of magical alteration to its make, meaning that [[Crest|Crested]] can make them appear more lifelike or organic with additional properties, while maintaining functionality.
 
====Modules====
Modules are components which may be swapped, installed, or forcibly inserted into Automata, effectively hijacking or patching their Diction, adding a new Nexus or Cognition, or adding an entirely new extension.


==Techniques==
==Techniques==
====Diction====
====Diction====
As Artificing relies upon the [[Ensorcelling|Argumentation]] of Glyphics, one's ability to dictate how Automata should act, and how it is powered is entirely dependent on this. Unlike a Conjuration, Artificers teach the [[Metaphor]] how to act through written and sometimes verbal or Canted.
As Artificing relies upon the [[Ensorcelling|Argumentation]] of Glyphics, one's ability to dictate how Automata should act, and how it is powered is entirely dependent on this. Unlike a Conjuration, Artificers teach the [[Metaphor]] how to act through written and sometimes verbal or Canted.
====Cognition====
====Cognition====
The Cognition of an Automata can be thought of as a rudimentary Operating System or motherboard. These are carefully jeweled lines of Diction logic containing the routines, understanding, and memory banks of an Automata, if any. Cognition dictates how Automata should act, and determines how it should process the information of its components. Within the Cognition are logic statements, written against phrases or variable machine language. The more specific the language, the less likely Automata are to misinterpret their own logic, and the more non-specific, the less it will understand about itself - it cannot be told that it is a human without first writing everything into its Cognition that a human should be.
The Cognition of an Automata can be thought of as a rudimentary Operating System or motherboard. These are carefully jeweled lines of Diction logic containing the routines, understanding, and memory banks of an Automata, if any. Cognition dictates how Automata should act, and determines how it should process the information of its components. Within the Cognition are logic statements, written against phrases or variable machine language. The more specific the language, the less likely Automata are to misinterpret their own logic, and the more non-specific, the less it will understand about itself - it cannot be told that it is a human without first writing everything into its Cognition that a human should be.
:*Cognition may be astoundingly complex even for small machines powered by a single Gram of Dust.
:*Cognition may be astoundingly complex even for small machines powered by a single Gram of Dust. Creating a Cognition takes a considerable amount of time, with weeks, months, and sometimes years and even decades of effort being poured into a single Cognition.  
====Nexus====
====Nexus====
A Nexus serves as the engine of power for Automata, and for this [[Alkahest]] is commonly used, paired with the Alchemical symbol for that Metaphor inscribed upon the Alkahest itself, or its housing, and then connected to with lines of Diction to its Cognition.
A Nexus serves as the engine of power for Automata, and for this [[Alkahest]] is commonly used, paired with the Alchemical symbol for that Metaphor inscribed upon the Alkahest itself, or its housing, and then connected to with lines of Diction to its Cognition.
:The size of Alkahest used dictates the length its Diction can travel instantaneously across its network, slowing to around a meter per second beyond this additive distance. The upper limit of weight it may support is also determined by this, provided the material does not buckle.
:The size of Alkahest used dictates the length its Diction can travel instantaneously across its network, slowing to around a meter per second beyond this additive distance. The upper limit of weight it may support is also determined by this, provided the material does not buckle. However, talented engineers can get around these limitations by designing machines which are in turn controlled by the Automata rather than 'being' the Automata.


{| class="wikitable" style="margin:auto"
{| class="wikitable" style="margin:left"
|+ Caption text
|+
|-
|-
! Size !! Radius !! Weight
! Size !! Radius !! Weight
Line 50: Line 52:
| Globe || 100,000 Meters || 1 Kiloton
| Globe || 100,000 Meters || 1 Kiloton
|}
|}
:Automatrick Armor uses the power of its Nexus to enhance its wearers strength, allowing them to perform unnatural feats or benefit from its deference.
  '''Examples:''' Two grams of Dust would equate to a machine that could support the movement of 20 kilograms at once, as an Automata with a maximum radius of 2 meters. Automatrick Armor uses the power of its Nexus to enhance its wearers strength, allowing them to perform unnatural feats or benefit from its deference.
  '''Example:''' Two grams of Dust would equate to a machine that could support the movement of 20 kilograms at once, as an Automata with a maximum radius of 2 meters.


====Deference====
====Alignment====
Automata have a slight deference to the [[Metaphor]] of their Nexus. This will never confer them a resistance to that Metaphor, but it does have uses. While multiple Nexuses are possible, they must be fashioned into the creation with parallel lines of Diction to wherever its Deference might overlap.
Automata possess an Alignment to the [[Metaphor]] of their Nexus. This is an ability While multiple Nexuses are possible, they must be fashioned into the creation with parallel lines of Diction to wherever its Alignment should overlap. The simplest Automata without any moving parts are referred to as Aligned, such as an Aligned Pickaxe which does not wear from striking the earth.
 
{| class="wikitable" style="margin:left"
{| class="wikitable" style="margin:auto"
|+
|+ Caption text
|-
! Alkahest !! Alignment Ability
|-
| Aetherite || Able to learn (spend experience on) Skills following the same rules as a Personal NPC, provided their Cognition is adequate enough to carry out or understand it, from Novice at Dust, up to Grandmaster with a Globe. Automata may not wield Arcana unless they are using the Conjurations of [[Ensorcelling]], or they have become a [[Djinn]].
|-
| Fabulite || Able to better glean more sensory information from inferior components. A Gram of Dust is enough to make a vibrating Tuning Fork sound barely intelligible, while a Crystal would make them able to converse, smell, see, or hear from any component as a human might. Superhuman senses beyond the mechanical are possible with Spheres and Globes.
|-
| Luxiumite || Able  to fill translucent objects such as bulbs or crystals with light; a Gram able to make a single palm-sized bulb shine brightly, while a single Globe could fill an infinite number across its Diction, or something as luminous as the sun itself.
|-
| Aerisite || Able to now float, supporting up to the tonnage of its Aerisite Nexus. Other forms of propulsion must be built into the Automata in order for it to move through the air. It also possesses an equivalent level of the Flying Skill without needing to be taught, provided its Cognition is adequate enough to understand how. It will not rust, wherever its Diction can reach.
|-
| Geomenite || Able to carry out an equivalent level of the Deepcraft Skill without needing to be taught, provided their Cognition is adequate enough to do so, while conferring the ability to dig or move through softer minerals than itself without being worn down or scratched. They will also resist the sway of lesser-tiered [[Terra|Terrari]] trying to manipulate its materials directly.
|-
|-
! Alkahest !! Deference Ability
| Imberite || Able to regulate buoyancy underwater, while utilizing an equivalent level of the Swimming Skill without needing to be taught, provided its Cognition is adequate enough to do so. Imberite confers a resistance to water pressure, with a Crystal adequately safeguarding even the most fragile of materials from the deepest depths of [[Lacon]].
|-
|-
| Aetherite ||  
| Somniite || Able to better understand the aspirations behind its Cognition, allowing for poorly or hastily written Cognitions to achieve tangible results while. Somniite Modules are used to program slapdash Cognitions in mere moments to jury rig solutions, add context to weapons in the heat of battle, to prototype, or to patch existing Automata with concurrent cognitions, even hacking them. Somniite is used with implants and prosthetics to better understand the body without need for an exact logical breakdown of something so complex.
|-
|-
| Sliver || 10 Meters || 100 Kg
| Saolite || Able to regenerate slowly if made of organic materials such as flesh, bone, or plant material, and able to regenerate most damage provided its Nexus and Cognition both remain intact. Saolite Alignment Modules may be woven into living tissues by a competent surgeon or [[Malediction|Maltrician]] Grafts and Engrafts in order to create intelligent, immune-safe prosthetics, artificial organs, or implants. Saolite confers immunity to the sway of a lesser-tiered [[Draoidh]] upon its materials.
|-
|-
| Shard || 100 Meters || 1 Tonne
| Ardorite || Able to function in cold weather without freezing, while resisting [[Abation]] of a lesser tier. It will also be able to tell the time down to the current nanosecond, without needing any other way to first deduce the time.
|-
|-
| Crystal || 1,000 Meters || 10 Tonnes
| Miasmite || Able to sense [[Apparation|Apparationists]] of an equivalent tier while preventing them from moving through itself, barring weaker Apparationists from traveling through it - this is how Aligned structures such as vaults and fortresses are protected from such mages and beings, and suits of armor that deny [[Possession]] might be made.
|-
|-
| Sphere || 10,000 Meters || 100 Tonnes
| Anathemite || Able to resist acids of a lesser tier, and it will appear pitch black standing within a shadow or the darkness no matter its material.
|-
|-
| Globe || 100,000 Meters || 1 Kiloton
| Absentite || Able to feel the sway of [[Nihilos]], Diction slowly subverted until the Automata goes awry with time. These are commonly woven into machines by saboteurs and [[Blight|Blighted]] agents well ahead of any conflict. Like Aetherite, it may learn or be taught additional skills up to its tier, provided it is given an adequate Cognition to understand these.
|}
|}


  '''Example:''' An Automata with a Shard of ''Aerisite'' as its Nexus in order to support the floating of 1 Tonne at a dead wind. This small personal craft had an additional Nexus composed of 2 Grams of Imber to prevent it from Rusting, while conferring immunity to the pressures of deep Lacon.
  '''Example:''' An Automata Air Bike with a Shard of ''Aerisite'' as its Nexus may support the floating of 1 Tonne at a dead wind while granting it the Journeyman Flying Skill to operate its fin-like wings. This small personal craft has a Gram of Imber as a secondary Nexus to prevent its exterior surface from rusting, while conferring the Novice Swimming skill. They want their bike to serve as a calculator on the fly, so they install an Aetherite Sliver Calculator Module between the handlebars, allowing it to move abacus beads which solve equations. Out of character, they have spent 25 XP on their bike to teach it Apprentice Mathematics as they would any other NPC they owned. They might have also funded the skill as part of a [[Formation]], or a [[Seasonal Points|Hired Hand]].
 
:*'''Aetherite''':
:*'''Fabulite''': Paired with the symbol of Fabula, [[Fabulite]] allows Automata to speak, see, and hear via vibrational eardrums, vocal tuning forks, and gemstones. A Gram of Dust is enough to make them on par with somebody slow, but a Globe would make them able to parse an infinite number of conversations without overwhelming them.
:*'''Luxiumite''': Paired with the symbol of [[Luxium]], Luxiumite allows Automata to fill glass bulbs with lights, with a gram able to make a single palm-sized bulb shine brightly, and a single Globe filling an infinite number, or something as blinding as the sun itself. It also allows the machine to exhibit the emotion of hope, and sense hope being displayed around them.
:*'''Aerisite''': Paired with the symbol of [[Aeris]], Automata given Aerisite, Automata will develop a sense for controlling its built-in method of aerial propulsion, conveying an equivalent skill of flight to the tier of Alkahest. With a Crystal of Aeristie, it will also never rust or stain, and its paint will not flake, any natural beauty of the machine retained through time.
:*'''Geomenite''': Paired with the symbol of [[Geomena]], when given Geomenite Automata may fool others by having the sensation of a pulse, developing a sense for vibrations in the earth. It will also give the Automata an equivalent skill in Deepcraft.
:*'''Imberite''': Paired with the symbol of [[Imber]] and Imberite, Automata will have an equivalent tier proficiency in Swimming, as well as in any weapon they are supplied, but not a Fighting Style. They will see the world as a predator might, scarcely restrained violence dictated by their Argumentation.
:*'''Somniite''': Paired with the symbol of [[Somnium]] and given Somniite, Automata may sleep and dream while idle and come up with new ideas, fostering curiosity, creativity, and aiding their Artificers with problem solving or unique perspectives. They also develop an equivalent skill in a Fighting Style that makes sense for them, if they fulfill its prerequisites.
:*'''Saolite''': Paired with the symbol of [[Saol]] and given Saolite, an Automaton will develop the ability to selectively ignore orders and put itself first regardless of its Diction. As a tradeoff for this, it develops the ability to wield Animism at an equivalent tier, regenerating itself slowly if made of organic materials like bone or wood.
:*'''Ardorite''': Paired with the symbol of [[Ardor]] and given Ardorite, a machine will be able to maim without killing, knowing instinctively what it must do to keep someone alive. It will also be able to tell time - what day it is with Dust, the hour at a sliver, the minute, the second, and the nanosecond. It will not freeze unless exposed to an equivalent tier of elemental Ardor.
:*'''Miasmite''': Paired with the symbol of [[Miasmata]] and given Miasmata, a machine may harm and sense [[Apparation|Apparationists]] of an equivalent tier, barring them from possessing or traveling through it - this is how vaults are protected from such mages.
:*'''Anathemite''': Paired with the symbol of [[Anathema]], Automata given Anathemite will be able sense the despair in others, and resist corrosion by acids of a tier less.
:*'''Absentite''': Paired with the symbol of [[Absentia]] and given Absentite, the machine becomes a pawn for [[Nihilos]] who will subvert its Diction to make it go awry with time. These are commonly woven into machines by saboteurs and [[Blight|Blighted]] agents. Like Aetherite, it will possess any skills imparted through Imitation up to its tier.


====Imitation====
====Imitation====
Teaching Automata skills for independent action through mimicked information, limited by the quality of the Core.  
The process of teaching Aetherite-Aligned Automata a skill which cannot be conveyed through Diction is referred to as Imitation, and is performed by getting the machine to follow along with their movements, or those of another they are watching. This might be as simple as placing a Module with the correct sensory components to observe and record several sessions of a training regimen, and then collecting it later for installation into a machine.
 
==Components==
Automata are the sum of their parts, and their Components refer to the various distinct parts of their anatomy [[Engineering|engineered]] by the Artificer. This is not a comprehensive list, and only covers some of the more common ones - you are free to devise your own.


====The Frame====
====Components====
Among all other Practices, Artificers require the broadest knowledge; they must form and engineer the body of their Automata themselves.
Components are mundane contraptions designed by [[Engineering|Engineers]] who then take their plans to Tradesmen or manufacture these themselves. Most Artificers prefer to reduce their reliance on Alkahest by manufacturing highly complex machinery. The most complex of these - a fully-functional hand as good as a human's - would require Expert skill in Engineering, and an Apprentice smith to forge its pieces. Below are common components utilized or commissioned by Artificers. See [[Engineering]]. With a powered fuel source and adequate machining, a single Gram of Dust wielded by a Nexus could empower a Cognition to manipulate a clockwork machine far larger than it should normally be able to.
:*'''Body''': The type of Automata is dictated by the overall shape of its body. They are designed as [[Engineering|mechanisms]], tools, implants, extensions buildings - or the buildings themselves - and given examples in life such as people or animals and insects. Sapient, crawling castles and reactive airships are entirely possible through Artifice just as locks and firearms are, only limited by the scarcity of prohibitively expensive Alkahest and the time it takes to create such things. Rarely a live being will be used as a basis for a frame, usually to enslave their body with Welded implants, forcing the use of their skills or Arcana or denying them. There are derelict gnomish Automata the size of cities; the minimum size of an Automata body is as large as the [[Alkahest]] used for its core, up to as far as its networked nodes allow.
:*'''Extensions''': Extensions are any sources of power irrelevant of Nodes such as Steam Engines or Flywheels. Any [[Ensorcelling|Conjurations]] and [[Alkemicals]] or [[Contrivances]] derived from [[Practice|Practices]] are also considered as extensions of the design. If the Body is an implant, then the implantee would be studied as an Extension. Abominations of Routed, Node-embedded bone shaped and reinforced by [[Malediction]] are not unheard of, and for some intra-Practice creations are a privilege of living alongside magi or having the time to pursue multiple Practices. Extensions are also all manner of weaponry fitted to Automata or made into such. Guns, blades, spears, hammers, and improvised methods such as of ramming.
:*'''Mechanisms''': Mechanisms are components designed by [[Engineering|Engineers]] who then take their plans to Tradesmen or manufacture these themselves. While complexity can be derived from Cores and Nodes, most Artificers prefer to reduce their reliance on Alkahest by manufacturing highly complex machinery. Made from wood in the beginning, they graduate in complexity over time and require extensive Routing to function and bridge their capabilities. The most complex of these - a fully-functional hand as good as a human's - would require Expert skill in Engineering, and an Expert smith to forge its pieces. Below are common mechanisms utilized by Artificers. See [[Engineering]].
::*'''Engines''': Engines are highly complex machines with combustion reservoirs, pistons, crankshafts, and rods. They power machines in lieu of higher tier Nodes.
::*'''Engines''': Engines are highly complex machines with combustion reservoirs, pistons, crankshafts, and rods. They power machines in lieu of higher tier Nodes.
::*'''Synthetic Organs''': Objects with thin membranes or reservoirs of acids designed to mimic life. These function as rudimentary eardrums, eyes, or pressure sensors when Routed between in lieu of the more accurate and compact Alkahest sensors. Rarely are these functional enough to satisfy the needs of a living body.
::*'''Synthetic Organs''': Objects with thin membranes or reservoirs of liquids designed to mimic life. These function as rudimentary eardrums, eyes, or pressure sensors when Routed between in lieu of the more accurate and compact Alkahest sensors.
::*'''Wheel''': A Wheel, with an axel. With or without a source of Steam power which may be used in place of an Alkahest Node. They serve as internal drivers, or a way of motion.
::*'''Wheel''': A Wheel, with an axel. With or without a source of Steam power which may be used in place of a more powerful Nexus or far-reaching Diction. They serve as internal drivers, or a way of motion.
::*'''Pulley''': Pulleys transfer rotation between smooth or toothed wheels at a distance through belts or chains, often providing shock protection for internal gears as the machine moves or receives impacts. These are often but not always housed to prevent debris from snagging them, but larger pulleys such as treads might crush anything that snuck its way into the rollers.
::*'''Pulley''': Pulleys transfer rotation between smooth or toothed wheels at a distance through belts or chains, often providing shock protection for internal gears as the machine moves or receives impacts. These are often but not always housed to prevent debris from snagging them, but larger pulleys such as treads might crush anything that snuck its way into the rollers.
::*'''Gear''': Gears are toothed wheels meshing against one another at differing angles and diameters. Their rotation is often driven by a pulley system connected to a source of power - Nodes, or Steam Engines - and they create an internal complexity which might drive the appearance of lifelike motion in Automata. Smaller geartrains referred to as Clockwork might be added so that an automaton can tell the time, move its joints precisely, or navigate with built-in logic such as astrolabes.
::*'''Gear''': Gears are toothed wheels meshing against one another at differing angles and diameters. Their rotation is often driven by a pulley system connected to a source of power - Nodes, or Steam Engines - and they create an internal complexity which might drive the appearance of lifelike motion in Automata. Smaller geartrains referred to as Clockwork might be added so that an automaton can tell the time, move its joints precisely, or navigate with built-in logic such as astrolabes.
::*'''Bladders''': Sacs filled with gases or fluids for creating Synthetic Organs, or else increasing the ability for zeppelin-type [[Airships]] to float.
::*'''Bladders''': Sacs filled with gases or fluids for creating Synthetic Organs, or else increasing the ability for zeppelin-type [[Airships]] to float.
::*'''Coptics''': Rotor blades for creating helical-type Airships, aerial or watercraft propulsion, and spinning laceration devices.
::*'''Coptics''': Rotor blades for creating helical-type Airships, aerial or watercraft propulsion, and spinning laceration devices.
 
'''Technology Warning:''' Please consult with a Storyteller before introducing a new technology to the setting, if it did not exist in the industrial era.
====The Core====
The Core is a series of Alkahest housings dedicated to serving as the brain and logic systems of Automata. Most often they are centrally located, or spread across the body. Note that an Automata still needs the necessary frame and engineering to move in the ways required of its Skills, and cannot naturally wield or be initiated into Arcana.
:*'''Logic Gates''': Created from Alkahest Dust for each command, Logic Gates allow for basic reactions when their Routing veins connect.
 
:*'''Mnemonic Sliver''': A Sliver of Alkahest which contains an embedded function or idea imparted through [[Theorem|Sovereignty]] and linked up to Logic Gates for further programming. With enough additional Logic Gates, a single skill of Novice or Apprentice level might be conferred by the Artificer. Practices are not yet viable for a Mnemonic Sliver, but they might still assist in other ways like being taught to pan for Alkahest.
 
:*'''Thought Shard''': A Shard of Alkahest imparted with the idea of a soul through Sovereignty. A Shard has the ability to adapt, but with limited ability to reason. Each Thought Shard has up to a single Journeyman skill or Arcana Practice through Imitation, and multiple may be routed together within a single Automata.
 
:*'''Mind Sphere''': A Sphere of Alkahest given some small semblance of a soul through Sovereignty, capable of interpreting and learning with occasional logical errors and mistakes. A Mind Sphere confers up to a single Expert Skill or Practice through Imitation, and cannot yet learn on its own; multiple may be routed together within a single Automata.
 
:*'''Quintessence''': A Globe of Alkahest which has been steeped in Sovereignty, forming a mind of its own that draws personality and Skills from each who held the Quintessence. Each Quintessence confers up to a Master-level Skill or Practice through Imitation, but must have a Master-level node to enact that Skill in the physical world.
 
:*'''Soul Star''': Taboo and often illegal Alkahest which contains the soul of a sentient being, a Soul Star is created by [[Nekros|Necromancers]]. These impart the mind of the sentient while binding their will to Edicts. They possess the skills they had in life including Arcana, but they are limited in how much of their Skill they may access by the tier of Alkahest. Shard: Journeyman, Sphere: Expert, and Globe: Grandmaster. These true soul Automata are referred to as Venator, as they are often enslaved as warriors and beast hunters by magi, and they are the most likely to become Soulforged unless made from flesh or bone, in which case they become Draugr.
====Nodes====
Nodes are both the nervous system of an Automata, and its power source. They dictate how quickly an Automata can function when spinning or manipulating its own joints and gears without the aid of engines, and the tier of Skill they can operate at. Nodes may also be used as multi-purpose Sensors if left exposed or positioned well by the clever, but this often makes the creation less hardy against violent trauma. Even if the Automata is powered by an engine, it must still have some kind of Node to allow for a Core to control its routed mechanisms.
:*'''Dust''': Incapable of moving steel while iron is barely mobile. Wood is favorable while paper is nimble. Can operate [[engineering|engineered]] clicks and whistles for its voice. 5ft of length per gram. Can operate an engine, but with significant lag time. Supports Known Novice skills.
:*'''Sliver''': Incapable of moving stone while steel is barely mobile. Iron is favorable, and wood is nimble. Can be vibrated for monotone voices and improved with [[Engineering|engineered]] mechanisms. 50ft of length. Supports Known Apprentice skills. Can operate an engine with some lag time.
:*'''Shard''': Stone is barely mobile while steel is favorable. Iron is nimble. Supports Journeyman skills. Voices are still robotic yet vary in volume, tone, and pitch based on Imitations of what that voice should sound like. 500ft of length. Can operate an engine with minimal lag time. Supports Known Journeyman Skills.
:*'''Sphere''': Stone is favorable while steel is nimble. Voices are human-like. 5000ft of length. Can operate an engine as an extension of itself. Supports Known Expert Skills.
:*'''Globe''': All materials are nimble. 50,000ft of length. Voices can match those of Imitated orators and singers, or those who participated in its Quintessence. Supports Known Master Skills, and Grandmaster Skills linked to a Quintessence Core.
====Sensors====
Extending the core to create the five senses, or additional senses based on Metaphor. In the case of eyes, two or more are needed for depth perception. Contrivances might make use of a membrane to hear, or a glass scope to see. More advanced senses depend on exposed crystals of Alkahest which themselves provide one specific sense each through the routed nervous system to its Core.
:*'''Contrivances''': Muted senses.
:*'''Sliver''': Normal senses.
:*'''Shard''': Above average senses.
:*'''Sphere''': Superior senses.
:*'''Globe''': Supernaturally gifted senses.
 
====Acquiring Alkahest====
====Acquiring Alkahest====
See [[Seasonal Points]] and [[Duty|Duties]] to acquire Alkahest.
See [[Seasonal Points]] and [[Duty|Duties]] to acquire Alkahest.
Line 147: Line 112:
<tr>
<tr>
<td>
<td>
Artificers are themselves Ensorcellers, so they understand with some degree the Glyphics behind their Diction. Much of the complexity exists behind the logic.
====Novice====
====Novice====
:A Novice can manipulate up a single Sliver of Alkahest dust by themselves in one creation.
:A Novice can fully utilize up to a gram of Alkahest Dust in one creation. Their Cognitions are extremely rudimentary, able to handle Novice-level tasks with a high risk of going haywire.
====Apprentice====
====Apprentice====
:An Apprentice can manipulate up to three Slivers of Alkahest by themselves in one creation.
:An Apprentice can utilize up to two Slivers of Alkahest by themselves in one creation. Their Cognitions are adequate for Apprentice-level tasks, with some level of risk for going haywire.
====Journeyman====
====Journeyman====
:A Journeyman can manipulate up to a Shard of Alkahest by themselves in one creation.
:A Journeyman can utilize up to a Crystal of Alkahest by themselves in one creation. Their Cognitions are robust enough for Journeyman-level tasks, able to partially mimic human personas with enough time and dedication with bombastic or cold personalities. They can intentionally manufacture highly volatile Cognitions that handle basic tasks in just a few minutes if they so choose.
====Expert====
====Expert====
:An Expert can manipulate up to a Crystal of Alkahest by themselves in one creation.
:An Expert can utilize up to a Sphere of Alkahest by themselves in one creation. Their Cognitions can handle Expert-level skills, able to mimic personalities almost exactly with enough time and effort.
====Master====
====Master====
:A Master can manipulate up to a Sphere of Alkahest by themselves in one creation.
:A Master can utilize up to a Globe of Alkahest by themselves in one creation. Their Cognitions can handle Master-level skills, and their Cognitions can be entirely custom creations with adaptive personalities.
====Gestalt====
====Grandmaster====
:The [[Gestalt]] can manipulate up to a Globe of Alkahest by themselves in one creation. </td>
:The Grandmaster can successfully utilize any amount of Alkahest by themselves in one creation. Their Cognitions can handle Grandmaster skills, even able to Imitate a [[Dominion]].</td>
</tr>
</tr>
</table>
</table>
</div>
</div>
{{Practices Footer}}
{{Practices Footer}}

Revision as of 21:24, 2 July 2024

An Artificer is doing his thing.

Artifice

 An overview of Artifice. Artifice requires at least 25 Experience in Ensorcelling and Engineering, as well as a Minor Merit to pursue.

=Artifice

A brief history of Artifice

Concepts

  • Automata: - Anything given the rudimentary intelligence of a Cognition powered by a Nexus is by definition Automata. If made to resemble a person, it would be an Automaton. When implanted into the body, it is referred to as an 'Engrafted' within or 'Grafted' upon Automata.

Tools

Artificers work with mundane tools, together with the Glyphics of Ensorcelling, trade skills like smithing or carpentry, and the various machinistry an Engineer might employ. Many Artificers either work with, or are Terra or Draoidh themselves. Otherwise, they employ smiths or utilize Automatons to manufacture the components they need from their designs. Artifice is not undone by other forms of magical alteration to its make, meaning that Crested can make them appear more lifelike or organic with additional properties, while maintaining functionality.

Modules

Modules are components which may be swapped, installed, or forcibly inserted into Automata, effectively hijacking or patching their Diction, adding a new Nexus or Cognition, or adding an entirely new extension.

Techniques

Diction

As Artificing relies upon the Argumentation of Glyphics, one's ability to dictate how Automata should act, and how it is powered is entirely dependent on this. Unlike a Conjuration, Artificers teach the Metaphor how to act through written and sometimes verbal or Canted.

Cognition

The Cognition of an Automata can be thought of as a rudimentary Operating System or motherboard. These are carefully jeweled lines of Diction logic containing the routines, understanding, and memory banks of an Automata, if any. Cognition dictates how Automata should act, and determines how it should process the information of its components. Within the Cognition are logic statements, written against phrases or variable machine language. The more specific the language, the less likely Automata are to misinterpret their own logic, and the more non-specific, the less it will understand about itself - it cannot be told that it is a human without first writing everything into its Cognition that a human should be.

  • Cognition may be astoundingly complex even for small machines powered by a single Gram of Dust. Creating a Cognition takes a considerable amount of time, with weeks, months, and sometimes years and even decades of effort being poured into a single Cognition.

Nexus

A Nexus serves as the engine of power for Automata, and for this Alkahest is commonly used, paired with the Alchemical symbol for that Metaphor inscribed upon the Alkahest itself, or its housing, and then connected to with lines of Diction to its Cognition.

The size of Alkahest used dictates the length its Diction can travel instantaneously across its network, slowing to around a meter per second beyond this additive distance. The upper limit of weight it may support is also determined by this, provided the material does not buckle. However, talented engineers can get around these limitations by designing machines which are in turn controlled by the Automata rather than 'being' the Automata.
Size Radius Weight
Dust (Gram) 1 Meter 10 Kg
Sliver 10 Meters 100 Kg
Shard 100 Meters 1 Tonne
Crystal 1,000 Meters 10 Tonnes
Sphere 10,000 Meters 100 Tonnes
Globe 100,000 Meters 1 Kiloton
Examples: Two grams of Dust would equate to a machine that could support the movement of 20 kilograms at once, as an Automata with a maximum radius of 2 meters. Automatrick Armor uses the power of its Nexus to enhance its wearers strength, allowing them to perform unnatural feats or benefit from its deference.

Alignment

Automata possess an Alignment to the Metaphor of their Nexus. This is an ability While multiple Nexuses are possible, they must be fashioned into the creation with parallel lines of Diction to wherever its Alignment should overlap. The simplest Automata without any moving parts are referred to as Aligned, such as an Aligned Pickaxe which does not wear from striking the earth.

Alkahest Alignment Ability
Aetherite Able to learn (spend experience on) Skills following the same rules as a Personal NPC, provided their Cognition is adequate enough to carry out or understand it, from Novice at Dust, up to Grandmaster with a Globe. Automata may not wield Arcana unless they are using the Conjurations of Ensorcelling, or they have become a Djinn.
Fabulite Able to better glean more sensory information from inferior components. A Gram of Dust is enough to make a vibrating Tuning Fork sound barely intelligible, while a Crystal would make them able to converse, smell, see, or hear from any component as a human might. Superhuman senses beyond the mechanical are possible with Spheres and Globes.
Luxiumite Able to fill translucent objects such as bulbs or crystals with light; a Gram able to make a single palm-sized bulb shine brightly, while a single Globe could fill an infinite number across its Diction, or something as luminous as the sun itself.
Aerisite Able to now float, supporting up to the tonnage of its Aerisite Nexus. Other forms of propulsion must be built into the Automata in order for it to move through the air. It also possesses an equivalent level of the Flying Skill without needing to be taught, provided its Cognition is adequate enough to understand how. It will not rust, wherever its Diction can reach.
Geomenite Able to carry out an equivalent level of the Deepcraft Skill without needing to be taught, provided their Cognition is adequate enough to do so, while conferring the ability to dig or move through softer minerals than itself without being worn down or scratched. They will also resist the sway of lesser-tiered Terrari trying to manipulate its materials directly.
Imberite Able to regulate buoyancy underwater, while utilizing an equivalent level of the Swimming Skill without needing to be taught, provided its Cognition is adequate enough to do so. Imberite confers a resistance to water pressure, with a Crystal adequately safeguarding even the most fragile of materials from the deepest depths of Lacon.
Somniite Able to better understand the aspirations behind its Cognition, allowing for poorly or hastily written Cognitions to achieve tangible results while. Somniite Modules are used to program slapdash Cognitions in mere moments to jury rig solutions, add context to weapons in the heat of battle, to prototype, or to patch existing Automata with concurrent cognitions, even hacking them. Somniite is used with implants and prosthetics to better understand the body without need for an exact logical breakdown of something so complex.
Saolite Able to regenerate slowly if made of organic materials such as flesh, bone, or plant material, and able to regenerate most damage provided its Nexus and Cognition both remain intact. Saolite Alignment Modules may be woven into living tissues by a competent surgeon or Maltrician Grafts and Engrafts in order to create intelligent, immune-safe prosthetics, artificial organs, or implants. Saolite confers immunity to the sway of a lesser-tiered Draoidh upon its materials.
Ardorite Able to function in cold weather without freezing, while resisting Abation of a lesser tier. It will also be able to tell the time down to the current nanosecond, without needing any other way to first deduce the time.
Miasmite Able to sense Apparationists of an equivalent tier while preventing them from moving through itself, barring weaker Apparationists from traveling through it - this is how Aligned structures such as vaults and fortresses are protected from such mages and beings, and suits of armor that deny Possession might be made.
Anathemite Able to resist acids of a lesser tier, and it will appear pitch black standing within a shadow or the darkness no matter its material.
Absentite Able to feel the sway of Nihilos, Diction slowly subverted until the Automata goes awry with time. These are commonly woven into machines by saboteurs and Blighted agents well ahead of any conflict. Like Aetherite, it may learn or be taught additional skills up to its tier, provided it is given an adequate Cognition to understand these.
Example: An Automata Air Bike with a Shard of Aerisite as its Nexus may support the floating of 1 Tonne at a dead wind while granting it the Journeyman Flying Skill to operate its fin-like wings. This small personal craft has a Gram of Imber as a secondary Nexus to prevent its exterior surface from rusting, while conferring the Novice Swimming skill. They want their bike to serve as a calculator on the fly, so they install an Aetherite Sliver Calculator Module between the handlebars, allowing it to move abacus beads which solve equations. Out of character, they have spent 25 XP on their bike to teach it Apprentice Mathematics as they would any other NPC they owned. They might have also funded the skill as part of a Formation, or a Hired Hand.

Imitation

The process of teaching Aetherite-Aligned Automata a skill which cannot be conveyed through Diction is referred to as Imitation, and is performed by getting the machine to follow along with their movements, or those of another they are watching. This might be as simple as placing a Module with the correct sensory components to observe and record several sessions of a training regimen, and then collecting it later for installation into a machine.

Components

Components are mundane contraptions designed by Engineers who then take their plans to Tradesmen or manufacture these themselves. Most Artificers prefer to reduce their reliance on Alkahest by manufacturing highly complex machinery. The most complex of these - a fully-functional hand as good as a human's - would require Expert skill in Engineering, and an Apprentice smith to forge its pieces. Below are common components utilized or commissioned by Artificers. See Engineering. With a powered fuel source and adequate machining, a single Gram of Dust wielded by a Nexus could empower a Cognition to manipulate a clockwork machine far larger than it should normally be able to.

  • Engines: Engines are highly complex machines with combustion reservoirs, pistons, crankshafts, and rods. They power machines in lieu of higher tier Nodes.
  • Synthetic Organs: Objects with thin membranes or reservoirs of liquids designed to mimic life. These function as rudimentary eardrums, eyes, or pressure sensors when Routed between in lieu of the more accurate and compact Alkahest sensors.
  • Wheel: A Wheel, with an axel. With or without a source of Steam power which may be used in place of a more powerful Nexus or far-reaching Diction. They serve as internal drivers, or a way of motion.
  • Pulley: Pulleys transfer rotation between smooth or toothed wheels at a distance through belts or chains, often providing shock protection for internal gears as the machine moves or receives impacts. These are often but not always housed to prevent debris from snagging them, but larger pulleys such as treads might crush anything that snuck its way into the rollers.
  • Gear: Gears are toothed wheels meshing against one another at differing angles and diameters. Their rotation is often driven by a pulley system connected to a source of power - Nodes, or Steam Engines - and they create an internal complexity which might drive the appearance of lifelike motion in Automata. Smaller geartrains referred to as Clockwork might be added so that an automaton can tell the time, move its joints precisely, or navigate with built-in logic such as astrolabes.
  • Bladders: Sacs filled with gases or fluids for creating Synthetic Organs, or else increasing the ability for zeppelin-type Airships to float.
  • Coptics: Rotor blades for creating helical-type Airships, aerial or watercraft propulsion, and spinning laceration devices.
Technology Warning: Please consult with a Storyteller before introducing a new technology to the setting, if it did not exist in the industrial era.

Acquiring Alkahest

See Seasonal Points and Duties to acquire Alkahest.

Skill Tiers

Artificers are themselves Ensorcellers, so they understand with some degree the Glyphics behind their Diction. Much of the complexity exists behind the logic.

Novice

A Novice can fully utilize up to a gram of Alkahest Dust in one creation. Their Cognitions are extremely rudimentary, able to handle Novice-level tasks with a high risk of going haywire.

Apprentice

An Apprentice can utilize up to two Slivers of Alkahest by themselves in one creation. Their Cognitions are adequate for Apprentice-level tasks, with some level of risk for going haywire.

Journeyman

A Journeyman can utilize up to a Crystal of Alkahest by themselves in one creation. Their Cognitions are robust enough for Journeyman-level tasks, able to partially mimic human personas with enough time and dedication with bombastic or cold personalities. They can intentionally manufacture highly volatile Cognitions that handle basic tasks in just a few minutes if they so choose.

Expert

An Expert can utilize up to a Sphere of Alkahest by themselves in one creation. Their Cognitions can handle Expert-level skills, able to mimic personalities almost exactly with enough time and effort.

Master

A Master can utilize up to a Globe of Alkahest by themselves in one creation. Their Cognitions can handle Master-level skills, and their Cognitions can be entirely custom creations with adaptive personalities.

Grandmaster

The Grandmaster can successfully utilize any amount of Alkahest by themselves in one creation. Their Cognitions can handle Grandmaster skills, even able to Imitate a Dominion.

Articles on Practices

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Practices

Practices · Alkahest · Ensorcelling
Practices [ Alchemistry · Artifice · Malediction ]
Products [ Contrivances · Alkemicals · Mutagens · Automata · Airships · Railways ]