Artifice: Difference between revisions
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'' | ''Antarok is a world where man must overcome machine.'' | ||
=Artifice= | =Artifice= | ||
An overview of Artifice. Artifice requires at least 25 Experience in [[Ensorcelling]] and Engineering. | An overview of Artifice. Artifice requires at least 25 Experience in [[Ensorcelling]] and Engineering. | ||
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=Artifice= | =Artifice= | ||
Invented as many things are by the [[Faefolk]], the origins of Artifice are lost to time. However, it had become a staple for [[Duerger]] and [[Gnome|Gnomish]] societies, who were themselves the exiled [[Satyr]] and [[Boggart|Boggarts]] banished from [[Ælphyne]] to the depths of the [[Ur'Duun]] for their inventive genius. In a bygone era, they quickly overtook the earth, establishing railways and autonomous facilities throughout the underground world. | |||
:In the last two centuries, the [[Vokhan]] have systematically destroyed the Duergar and Gnomish Holds, leading to many ruins operated by dangerous machines and untold creations, some of these co-opted by the sway of [[Nihilos]]. Only a few Duergar Holds remain, holding out against a world that forsook their ambitions. | |||
Humanity has taken Artifice just as far, with Artifice being a vital component to citizens of [[Dullahan]], which itself possesses a fleet of [[Airship|Airships]], and an arsenal of Automatricks. This has led to Artifice bleeding into every country across the known world, save for those that regulate it due to their beliefs such as [[Ælheim]]. | |||
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:*'''Aligned:''' - Creations without a Cognition are referred to as Aligned. | :*'''Aligned:''' - Creations without a Cognition are referred to as Aligned. | ||
:*'''Automata:''' - Creations with a Cognition powered by a Nexus are by definition [[Automata]]. | :*'''Automata:''' - Creations with a Cognition powered by a Nexus are by definition [[Automata]]. | ||
:*'''Automaton:''' - Automata made to resemble a person through appearance | :*'''Automaton:''' - Automata made to resemble a person through appearance are referred to as Automatons. | ||
:*'''Automatrick:''' - Automata which are handheld, worn, or expendable for some purpose. | :*'''Automatrick:''' - Automata which are handheld, worn, or expendable for some purpose. | ||
:*'''Automaclothy:''' - The field of Artificing porous or unconnected materials like textiles, bundles of grass, or chains. | :*'''Automaclothy:''' - The field of Artificing porous or unconnected materials like textiles, bundles of grass, or chains. |
Revision as of 19:48, 11 July 2024
Antarok is a world where man must overcome machine.
Artifice
An overview of Artifice. Artifice requires at least 25 Experience in Ensorcelling and Engineering.
ArtificeInvented as many things are by the Faefolk, the origins of Artifice are lost to time. However, it had become a staple for Duerger and Gnomish societies, who were themselves the exiled Satyr and Boggarts banished from Ælphyne to the depths of the Ur'Duun for their inventive genius. In a bygone era, they quickly overtook the earth, establishing railways and autonomous facilities throughout the underground world.
Humanity has taken Artifice just as far, with Artifice being a vital component to citizens of Dullahan, which itself possesses a fleet of Airships, and an arsenal of Automatricks. This has led to Artifice bleeding into every country across the known world, save for those that regulate it due to their beliefs such as Ælheim. |
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Definitions
ToolsThere are no tools which are specific to the Artificer, as Automata can be made from any material whether it be steel, wood, bone, or a corpse. They use mundane tools, creating Diction as one would the Glyphics of Ensorcelling. They also use trade skills like smithing or carpentry, and the machinistry of engineering. Some Artificers either work with, or are Crested, Terra, or Draoidh themselves. Artifice is not undone by other forms of magical alteration to its make, meaning that other Theorems and Practices can expand upon their capabilities.
TechniquesDictionDiction is another word for the Argumentation of Ensorcelling, dictating how Artificed creations should act while storing and carrying logic between components. There is no rule on how Diction should be written. 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. Diction logic is not so objective as a true or false statement, meaning even poorly written creations can function with danger or impediment. Even well-intentioned Automata can be extremely dangerous as a result, and Automata with suffuse Cognitions can even degrade or be injured in such a way that their morality and function suffers.
CognitionCognition refers to organized clusters of Diction logic containing the routines, understanding, and memory banks of Automata. Within the Cognition are logic statements, written against phrases or variable machine language. Automata cannot understand what being human is without first writing everything into its Cognition that a human should be.
RoutinesA Routine is a common function of Cognitions which Artificers commonly employ and teach their apprentices.
ImitationThe 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 observe the practical applications of a Skill. 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. Example: An Artificer wishes for their Automata to serve as a calculator, so they upgrade it with a Calculator Module powered by a Sliver of Aetherite, allowing it to solve equations using abacus beads at up to an Apprentice Mathematics level. 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. HackingTo 'hack' Automata is to devise a Module with a specific or general purpose that modifies existing Diction. Such Modules are affixed to Artificed creations with adhesives, wrapped around and secured with rope, or screwed, nailed, and riveted into place. Some Modules are even composed as tarps of cloth or netting that render Automata inert, common in traps or the storage of weaponry reserved for warfare. As a general rule, an Artificer can devise hacks for the Cognitions of equivalently skilled Artificers, but there is always a chance for this to work against simple Diction with few redundancies.
NexusNexii are one or more Alkahest power sources embedded into an Artificed creation, powering its Diction while conferring an Alignment. It will only confer its power if the Diction is connected to its housing, meaning Automata will be powered down should their Nexus be removed or destroyed. As Alkahest is a soft metal similar to gold, Artificers go to great lengths to hide and protect the Nexii deep inside their creations.
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 of strength or benefit from its Alignment. AnimationAll Artificed creations are capable of rotating or spinning upon an axel or ball joint connected to its Diction, with the amount of force supplied by its Nexii. They can also accelerate or push objects housed inside them, meaning small projectiles or even other Automatricks can be ejected as a weapon by Automata. AlignmentAutomata possess an Alignment to the Metaphor of their Nexus. While multiple Nexii are possible, they must be fashioned into the creation with parallel lines of Diction to wherever its Alignment should overlap. The simplest creations without any Cognition are referred to as Aligned, such as an Aligned Pickaxe which does not wear from striking the earth.
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. GraftingIt can be troublesome at times to tell where the trade of Artificing ends, and Malediction begins. Saolite allows for Automata which can support or mimic life function. While appropriate skill in Surgery or Medicine is required, the body is a canvas to Artificers who wish to be more machine than man.
While this is only known to a select few Gnomes, any who somehow convert their minds entirely into Diction will become a Djinn. ComponentsMost Artificers prefer to reduce their reliance on Alkahest by using components which expand upon what a machine is capable of. The most complex of these - a fully functional hand - would require at least an 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. Below is a non-comprehensive list of a few common components an Artificer might make use of.
Technology Warning: Please consult with a Storyteller before introducing a new technology to the setting, if it did not exist in the industrial era. CreationsAutomata are commonly sold, commissioned with a purpose, or manufactured as a reproducible model by the apprentices or proletarians supervised by an Artificer. Labels and descriptions are thrown around loosely, and it can be difficult to tell what an invention is by a glance.
Acquiring AlkahestSee 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. NoviceAs an Ensorceller ventures into the field of Artifice, they begin to learn of Diction and the idea of a Nexus. This is always taught or gleaned from a book detailing the process, and they spend time learning how each form of Alkahest interacts with Diction.
Apprentice
Journeyman
Expert
Master
Grandmaster
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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 ] |