RP REFRESHER POINTS
Aug 11, 2015 3:57:54 GMT
Caitlin Cockfoster, Edelweiss Fjäril, and 6 more like this
Post by Admin on Aug 11, 2015 3:57:54 GMT
Quick refresher course for ALL of our sakes: tech breaks in ANDER hands
- Anders do not stop Humans from using tech as Humans do not stop Anders from using Magic.
- All Anders have an invisible 'aura' around them, similarly to a magnetic field, and that's what allows them to cast magic and makes it impossible for them to whield tech. Humans do not have this aura, which means they can't cast magic but can use tech instead.
- While casting a spell, the aura flares out according to the level of magic the Ander can use (someone with Lv5 magic has a wider aura than someone with Lv1), with a Lv5 aura being measured around an arm's length from the body. If any tech is within the aura reach, it'll show the usual malfunction signs of Ander-exposure.
- While NOT casting a spell, this magic aura is minimal and remains very close to the body. At that state an Ander's mere presence does not break tech, it only malfunctions if there's direct contact.
- The only caveat is in the case of a high concentration of Andersweltler's in a condensed space with tech can - by extension of their collective auras - have damaging or 'wonky' effects on tech. The impact of magic user auras is so negligible that it cannot be accounted for individually, but as a group there is potential. Refer to the FOH 2014 and how the Ferris Wheel broke.
- Caitlin did the 'human' test on Rava when she came to her ship for a trial she made rava Pick Up a complex watch (or clock) and tell her the time to see if by using the clock in her hands it would break. The clock was fine, so long as Cait herself never touched it.
- Here are a few examples of how to address this balance: there are plenty of Anders on Caitlin's ships, and many many many times its been mentioned she carefully calculates the ratio of human to Ander to maintain a balance, and she keep Anders away from the tech relative jobs (such as engineering, hoist and drop anchor, etc).
- That's not to say an Ander can't defend themselves against tech weapons, they just have to do so within the definitions of their skills skill trees. They can use UC (unarmed combat) to wrestle the gun from the human (if they have UC) or they can use a magic skill (like Frostmancy I) to freeze the weapon, *just bear in mind some skills like Frostmancy I require direct contact (you gotta touch the weapon to ice it).
- A spell is not part of an Ander's aura, and won't damage tech "because it's magic". A spell can, however, damage tech for its inherent atributes: Pyromancy and Frostmancy can overheat or freeze a gun, for example.
- There are differences in how spells affect tech for the same reason fire and frost have different effects on it. Freezing a gun, overheating it, sticking sand/mud in it all can stop it from being usable but don't have the same effects on the gun per se. Deceit requires that the target has a 'mind' to affect, therefore although it can have effect on a clockwork doll (scramble the sensors and minor side-effects) you can't Deceit a gun or clock. Health and Poisons don't work on tech since tech can't get sick nor healed. Telekinesis works normally.
- You can use Deceit on clockwork dolls and robots, but you can't make them feel pain/fear/etc with it. Dolls and bots do not have emotions.
- Magic-depleted Anders (who used all their allowed daily casts) have a very minimal aura. Not enough to not affect tech, but affecting it less than normal. Like a little wristwatch stalling rather than breaking, for example.
- The aura fades once the Ander dies. Dead Anders don't break tech.
- Lastly, Human medical can be done to an Ander and vice versa, its all about prejudice getting in the way.
- What counts as technology is considered to be anything that: is run by electricity (tesla tech, light switches, phones, etc.), has an AI (robots), uses an ignition (guns, steam vehicles, certain explosives, etc.), and/or is semiautomatic or automatic (clocks, music boxes, etc).
- Anything that can be manually manipulated (such as telescopes, simple crossbows, gear boxes, mouse traps, etc.) can still be handled by Anders/Half-Ander dominants without issues.
- There are ways that magic can be used to imitate or produce similar effects as certain types of tech, but it will be up to your imagination to figure it out. (If you have any questions, concerns, and/or are in need of clarification, please send a message to the guild leaders and we will answer your questions to the best of our abilities.)