This is one thing we definitely discarded already, because it's entirely made to prevent global changes to the setting, with the system designed as a quick vs. "who beats who" scenario facilitation device. Which this quest isn't.This is a product of Exalted Artifice. Its, by definition, not mass-producible.
Holden went out of his way to make it that way when he chose to throw out the Wonder system.
I would expect them to have more knowledge of artificial spirits, and artificial spirits guarding prisons than anyone on Earth. Labyrinth explorers seems to be near perfectly aligned for this.They didnt even have know that spirits associated with death are a thing until they came to Earth.
And I doubt they have any knowledge of, or experience with, artificial genius loci.
This looks a lot like asking a traffic cop to handle a homicide investigation.
The mechanics havent changed.This is one thing we definitely discarded already, because it's entirely made to prevent global changes to the setting, with the system designed as a quick vs. "who beats who" scenario facilitation device. Which this quest isn't.
I wouldnt.I would expect them to have more knowledge of artificial spirits, and artificial spirits guarding prisons than anyone on Earth. Labyrinth explorers seems to be near perfectly aligned for this.
Thank you for bringing that up.Mechanically, we have dudes with Summoning, Binding and Warding, as seen in this update.
They just haven't tried it on Earth yet, since the conditions are different.
Spirit Binder
Attributes:
Strength 2, Dexterity 3, Stamina 3,
Charisma 3, Manipulation 4, Appearance 2,
Perception 3, Intelligence 4, Wits 2
Abilities:
Academics 2, Alertness 1, Awareness 3, Athletics 2, Computer 1, Drive 1, Investigation 2,Fire Arms 2, Occult 4, Law 2, Science 2, Stealth 1, Technology 3
Willpower: 7
Sorcery: Summoning, Binding and Warding 3*, Spirit Chasing 3
*Currently limited to Spirits from Sanctuary due to lack of outside-contact so far.
Also summoning something from Sanctuary to earth is untested and might be difficult on initial attempts.
Spirit-Chasing (Nokehono):
1: Feed on thermic energy, considerablyheating up an area in front of them and freezing what is behind them. It takes 15 minutes of walking around with this effect to replace a full meal.
2: Feel the flow of magical energies, roll the Manipulation+Occult to determine nearby Leylines and Dragon Nests, exceptionally powerful beings (Gods, Demons, Exalted) might also stand out to your sight.
You also have a sense of magnetic fields and always know the way towards the center of Sanctuary (or after some training North/South on earth).
3: Absorb surrounding energy to improve your health, as long as the Sorcerer walks on a Leyline, his wounds heal in half the usual time and he gets no infections or similar complications. Walking on a Leyline takes no effort and counts as resting, as long as no strenuous activities are undertaken simultaneously.
Spirit-Gifts:
Thermal Protection:
The Sorcerer is immune to the effects of harsh weather and extreme temperatures, though not open flames or direct temperature-based attacks, but he can soak fire and frost-based damage with his full Stamina at DC 5.
Burrow (Level Two) — This Gift grants the ability to burrow through the earth, creating a tunnel roughly the size of the digger's body, which others can follow through. The werewolf must be in a form possessing claws to use this Gift. Mole-spirits teach this Gift.System: The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some metals (such as steel and titanium alloys) and other reinforced structures won't yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed
Cutting Wind (Level Two) — The sorcerer conjures up a bitterly cold blast of wind and directs it at will. The wind can knock opponents off their feet and chill them to the bone. System: The player spends one Willpower point. Directing the gust requires a Dexterity + Occult roll. Anyone hit by the wind loses two dice from all dice pools for two turns. The wind can also knock foes off ledges, into traffic, or into pits. The wind's medium range is 20 yards (18 m), and it is modified as per the rules on firearms (see p. 293). The wind lasts for a number of turns equal to the successes rolled.
This is false. Arcana, specifically emanations, crafting require no special components.
No you are misremembering.This is false. Arcana, specifically emanations, crafting require no special components.
No, I remember that, butNo you are misremembering.
Arcana, even emanations, have always required Dragon Nest time, which is in itself a special component/resource.
Both the actual crafting of the arcana itself, and the animation ritual? Have to be done in a workshop in a Dragons Nest, and in so doing depowers the Nest for further Exalted artifice for (X) weeks, where X = artifact rating.
Renewable yes. But limited.No, I remember that, but
A) This is a renewable resource
B) Once we raise a manse, we xan produce spirits with no downtime
No, I remember that, but
A) This is a renewable resource
B) Once we raise a manse, we xan produce spirits with no downtime
I wonder if we could somehow make them capable of reproducing*. Instead of making them at full power for everyone we make a new species of spirit symdiote. Rather than fusing to a mortal soul it binds itself to an item of emotional significance to a caster and forms a pact with its chosen host; power for power.Renewable yes. But limited.
Limited Exalted crafter time, limited recharge time for safe Dragons Nests.
This is not a recipe for mass production. Of anything.
We arent building any manses any time soon, if ever.
And not all manses are capable of Crafting use, either, IIRC my Exalted lore correctly. But I'd have to dig out my Oadenol's Codex to confirm one way or the other. Not relevant to this discussion anyway.
It bears pointing out that the Exalted did not, could not mass produce spirits back in the First Age.
And its not like the ethical issues were a consideration for them, like they are for us.
So temper your expectations.
No downtime for arcana crafting was indicated as a basic effect of any manse we raise, due to re-balancing / normalizing / affecting the flow of energy. We also get a city-wide charm-grade effect out of it. Which is why while you are not interested in raising one, I am, and I am aiming at doing it within the next year, ideally half a year. Too big an advantage to pass on.Renewable yes. But limited.
Limited Exalted crafter time, limited recharge time for safe Dragons Nests.
This is not a recipe for mass production. Of anything.
We arent building any manses any time soon, if ever.
And not all manses are capable of Crafting use, either, IIRC my Exalted lore correctly. But I'd have to dig out my Oadenol's Codex to confirm one way or the other. Not relevant to this discussion anyway.
It bears pointing out that the Exalted did not, could not mass produce spirits back in the First Age.
And its not like the ethical issues were a consideration for them, like they are for us.
So temper your expectations.
Reproduction might be hard to setup, but we can automate production, I think. A 3 dot transformation splendor that would transform... chicken into magical wands should be entirely doable. Form of primal nature + transformation + elongation of the curse X3 to make the transformation permanent. It would be a fascination. Probably a giant snake or something that eats chicken and lays eggs that hatch into magic wands.wonder if we could somehow make them capable of reproducing*. Instead of making them at full power for everyone we make a new species of spirit symdiote. Rather than fusing to a mortal soul it binds itself to an item of emotional significance to a caster and forms a pact with its chosen host; power for power.
Spirits get power from purpose, and it might not be a cosmic one but being the magical partner to a talent is a defined role which could come to some importance under the setting conceits of the DF. Especially because it's got the energy of mortal life involved in it.
Beyond that I'd also add something like an exp share and/or needing to feed it magic collected by the talent in question.
We would need to add something to let them rush along the synergy path though, they need it to be high to perform their core function. Maybe a steep exp discount on that path alone in exchange for only being able to use it with their bond partner**?
I'm not totally sold on doing this, but if it was going to happen we'd need something other than personally crafting each spirit to make it work beyond our chosen few.
Technically we made a new species with Olivia's upgrades, so it wouldn't be completely unfounded.
* Maybe by something like being party to some significant act of magic that validates their partnership? Narratively interesting stuff for PCs, but it could be simplified mechanically to the user rolling legendary+ on X many checks or something.
** As an aside, this has some interesting overlap with another of Butcher's series; Codex Alera. It's not quite the same, but after generations of specialization I could almost see these becoming something like a fury. Butcher has tease potential connections between his own settings, so it's kinda weirdly appropriate that we're arriving at one of his magic systems from the other.
Mechanically, we have dudes with Summoning, Binding and Warding, as seen in this update.
They just haven't tried it on Earth yet, since the conditions are different.
I'm skeptical of that working unless we have little spirits to feed it, which may be a problem.Reproduction might be hard to setup, but we can automate production, I think. A 3 dot transformation splendor that would transform... chicken into magical wands should be entirely doable. Form of primal nature + transformation + elongation of the curse X3 to make the transformation permanent. It would be a fascination. Probably a giant snake or something that eats chicken and lays eggs that hatch into magic wands.
I don't think we can restore the Passenger Pigeon. Their habitat is gone.