Artifice
One definition of artifice is clever or cunning devices or expedients. Artifice, the technology and science of Shadows and Echoes, is just that: clever devices, processes, and fantasy science that enable the Apt to create technology both wondrous and terrifying. The term artifice is used to describe both the creation process and the result.
Artifice has provided things such as ornithopters powered by clockwork engines, crossbows (repeating and single), pneumatic small arms (snapbows, named for the sound they make when they fire), metallurgy, chemical warfare, firearms (called nailbows), mechanical prosthetics, insect-legged and wheeled automotives, auditory sensors, assembly lines and factories, siege engines...
A theme or pattern may be detected: much artifice is technology supporting warfare. That's not all artifice has to offer, but the kinden can't help that they're human and thus intrinsically warlike.
If trained or educated, Apt kinden have the ability to invent and manufacture things using artifice. Their raw talent in artifice is directly related to their maximum ANC. In most cases, INT and education are also strong influences; often, skill in artifice is due to a character putting their scholastic time in, and Games Masters and Players should cooperate to make this work both from narrative and gameplay perspectives.
Artifice in Shadows and Echoes can provide the material for major campaign or plot arcs. A new weapon or tool that provides a significant advantage or efficiency might be highly sought after. Characters in possession of such designs or items could find themselves with major leverage - or under attack from all sides.
The results of artifice need not be weapons. A new kind of propulsion, a better agricultural system, a better way to store and access information... imagination is the only real limit.
Invention
Artifice, as a verb, is when an artificer conceives and builds something novel or new. Artificers need several things to invent and build: the concept, the plan, the resources, and the effort.
The Concept
The artificer Player(s) are usually responsible for the initial concept. The Games Master may steer, assist, or constrain Players in order to prevent deus ex machina while not crushing too much of the fun. The campaign or scenario itself may also provide hints or initial ideas for artificer Players to run with.
Some direct or peripheral connection to actual physical, mechanical, scientific, or theoretical principles is encouraged for the artifice concept - something pseudo realistic is preferred. It's better narrative and game form to use some creativity and style. Consider two examples.
Metz Alkin, Beetle artificer and crew member on the airship Lowlands Aurora, has a new idea for airship-to-airship combat.
"I conceive of a miniature clockwork timer. The timer may then be used to trigger a small bladder of rotten vegetables mixed with sulfurious, my previously invented chemical mixture. When triggered, it explodes with violent force. It also spreads the sulfurious, often causing fires."
Bee artificer Rath Warder has an idea for a new weapon.
"I invent a hand grenade."
It's obvious that Rath Warder's Player has some more conceptual work to do.
The Plan
The plan for artifice is the design for the new invention. It may take the form of blueprints, rough sketches, detailed instructions, etc. The plan may take any of various forms, but it should serve as adequate information to carry out creating at least a proof of concept of the invention.
Some plan designs may intentionally leave out key information in order to render them useless if stolen or copied. If this is the case, the Player whose character is designing the plan should tell the Games Master where the missing information is kept, how it is protected if at all, etc.
The Resources
Resources are the physical materials, equipment, and facilities required to create the invention. This may variously include things like raw or finished materials or parts; workshops, facilities, forges, smelting equipment, chemical processing equipment... The specific resources will likely differ from project to project.
Resources obviously require money. This may be the artificer's own money, or that supplied by patrons, employers, governments, or other interested parties.
The Effort
Artifice may require days, weeks, or months to design and build even proofs of concept. Refer to the Mythras rules for Equipment Manufacturing and Quality to help determine Task Round number, duration, and difficulty.
Success and Failure in Artifice
Inventions are up to Players, but characters are limited by ANC and artifice skill levels. If an artificer fails in creation, they may try again - how many times is up to the Games Runner. It is likely that the plan will need to be redefined to take into account the failure mode, which may increase the time required for attempting the creation again.
Note that even proofs of concept may take weeks or months to implement and refine.
The Mythras game system, rules, etc. are copyright The Design Mechanism.
All of Adrian Tchaikovsky's literature, stories, etc. are copyright Adrian Tchaikovsky.
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