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[✗] [Amendment] Animatii; Clockwork Artifice - No More Combat Pets

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PrimnyaQuorum

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43 minutes ago, SteppeNomad said:

AT MOST, you might have their durability reduced,

This is actually a really good compromise! If a compromise must be made, that is.

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It’s not cheating death when Lord Cog Father Garumdir blesses you with steel clad immortality, you’re gonna see him one way or the other eventually. Kloning is the actual abomination stealing succulent souls from the aenguldaemonica.

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10 hours ago, Operator_Bugman said:

Servants and pets, rather than being disabled due to any magic use, should be disabled due to voidal magic use. There is precedent for that in machine spirits being weakened by the use of voidal magics. That and pets of any Tier aren't really 'bound' to the user unless you have an obedience module and thats not exactly soul magic. I don't know why magic being cast by the user should shut them off. Should have any magic cast in say, a 3x3 disables it instead of magic cast by the user.

 

Machine Spirits, you've seen roughly the same opinions from people above so I won't repeat those statements 1-1. Having a clear definition of what constitutes an actual dead & loss of a body is nice to have. I do have some qualms about the limit of 3 machine spirits only. If you are trying to make it more similar to klones you should realize how wildly different the two methods are. Klones are a much more time consuming method, you aren't going to be hopping bodies all the time considering the quality you can put into them without a MArt. Although they each last much longer. Machine Spirits on the other hand can be made in roughly a week at best or two without help. Though they are much more simple, you won't really get a bunch of 'mutations' put into each spirit so in exchange for quality you have quantity.

 

As it stands, wonderful formatting. Good to see some thought put into the process, but personally not a fan.

 

I'll keep re-pointing out the line in Core Alchemy III that states all magic interferes with combative alchemical applications. In a later amendment if this passes I may amend that line on Machine spirits to clarify any weakness/condition afflicted by a magical condition carries over, though it would require a lot more reading into Machine Spirits. 

 

As for the point of Machine Spirits are easier to produce - fair enough. I was aiming to codify the fact that one can only make a Machine Spirit for their own soul similar to Tawkin, but hadn't quite considered their comparative ease of production - that'll be changed. I do think Machine Spirits should be most customizable personally, but as it stands right now you are correct.

 

To knock out the general comments about Pets - Animii Pets are more resilient by virtue of being made of metal (slashing a dog with a sword will probably kill it, while a animii pet can withstand a few slashes), Player made and player signed, and capable of much more utility; I've seen backpack dogs that can break the rules regarding combat pets needing to be emoted before CRP, purely because it was a Animii pet. I have carried down the redline from Core Alchemy III to apply to the combat application of Animii Pets - for the people who fight without magic, this change holds no effect on them. It only effects people who already have magics and are stacking it with a Alchemical Combat Pet (Seriously, every magic worth its salt besides Kani has a method for summoning NPC allies - just use that). Per the redline, Magic be cast at the summon does not innately disable it - the user of the Animii Pet must be the one connected to magic to render it inert. 

 

3 hours ago, SteppeNomad said:

While the idea of cognitohazards are funny, machine husks have literally been openly debated upon by the church, and many nations individually. Knowledge of them bringing about a pk clause is not necessary in this case, when logically in-universe, of course you could use machine husks (owyn was augmented as a cyborg hyperwarrior)

 

I'm going to ignore the various lore-breaks you have done in the past and consider your point fairly Mr. Unsigned Null Arcana bottle. The Amendment concerns OOC, and considers overarching lore points - not the individual actions of players. The point is moreso that the Monks will shun revival of those who know of the means to cheat death, regardless if they intend to do it or physically can. It's the same concept that entails why every other revival CA carries a PK Clause of some sort across every magic - once you can cheat death, the monks no longer will help you. 

 

Animii Pets are nowhere near comparable in the utility, customization, and capability they offer - again, they have much more durability then a comparable animal and are allowed to bypass Combat Pet Rules in regards to their presence before CRP begins. You can scare a mundane animal away if you do enough, but unless a automaton is programmed to feel fear that's not the case. Smoggers is something I intend to amend with the same redline regarding all magic, not just void, but I'd like to see how this one goes first. 

 

Overall, if you don't use magic when you utilize a animii pet, this amendment does not effect you - summons are not becoming weak to magic. They are becoming Inert if the Character utilizing them connects to magic.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

Well well well this one slipped under my radar on account I thought it only addressed robo-howlers . . . Again, like the Klone Piece, LT has had discussions in the past regarding Machine Spirit PKs. If we had qualms with people NOT being on a PK clause we would've stimmed during the Klone update and when the rewrite was in submission. Again, like the Klone proposal, doing this unnecessarily puts many on a PK clause for effectively a non-issue. Machine Spirits are ultra rare as is, no need to harm Animii Crafters when they all inevitably embrace the power of the FLESH by kloning. Total nerds those ones.

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