Major Supernatural Virtue
Mechanica of Heron, Continued
continued from previous page
determine its Size (ArM5, page 192). Next, choose a material for construction using the Material Table (ArM5, page 97). These factors determine the anima's Magic Might score. When designing a simulacrum, the Mechanician may add a number of points to the Magic Might equal to the lower of his Philosophiae or Artes Liberales Abilities. The material cost of creating the device and attempting to awaken its anima is a number of Mythic Pounds equal to its Magic Might.
Anima's Magic Might: Size + Material Base Points + (lower of Philosophiae or Artes Liberales)
Construct Simulacra Cost: 1 Mythic Pound per point of Magic Might
Magic Might determines the construction total needed to construct it. Since this is a magical creation, Magic Might is also the automaton's Magic Resistance. The Mechanician can construct a number of Magic Might points per season equal to his Mechanica of Heron Ability + Intelligence.
Once the simulacrum is constructed, the Mechanician compares his Intelligence and Mechanica of Heron Ability plus the lower of his Philosophiae or Artes Liberales Abilities to an Awaken Anima Level of 9 plus the magnitude of the device's potential Magical Might. As with Mechanica, a lab is required and auras affect the process. If the total is insufficient, the Mechanician may continue to work for another season, adding a cumulative +1 bonus to his total for each further season. The anima is awakened when the Mechanician's total in a season exceeds the Awaken Anima Level. If the work is interrupted, the device is ruined.
Awaken Anima Total: Intelligence + Mechanica of Heron Ability + (lower of Philosophiae or Artes Liberales) + Aura
Awaken Anima Level: 9 + Magnitude of Anima's Magic Might
Once the anima awakens, it is a sentient being and possesses mental and physical traits based on whatever creature it emulates. A number of points equal to the magnitude of its Magic Might may be used to modify these traits as per character creation ArM5, page 30. If the base creature does not possess Intelligence, it gains Intelligence +0. At least one Personality Trait is gained based on the form or material of the anima's body (see ArM5, page 110) as part of the new creature's personality these cost nothing and range from –3 to +3. For example, a golden owl might have the Wise or Greedy Personality Traits. Once awakened, the anima can learn Abilities, including languages, as per the rules for training and instruction (ArM5, page 163–166).
Anima are not capable of movement or speech on their own and must have these abilities instilled as constant effects. A number of effects can be instilled in a simulacrum equal to the limits dictated by the Material and Size Table (based on the equivalent size) in ArM5, page 97. Naturally, the effect must be logical and the simulacrum capable of carrying it out. For example, a turtle makes a poor runner and a fish could not fly. The imbued locomotion powers for any sentient mechanica will in practice be a Rego Terram effect of level 20 or 25 (base = 2 or 3 , +2 metal, +1 concentration; +5 self-concentrating; +10 unlimited uses) depending on whether the movement is considered "unnatural" or "highly unnatural." As such, they generally have a level of 12 or 15. Powers may be drawn from those used by automata in Houses of Hermes: Mystery Cults, page 129. These powers are invested according to the rules for investing a single power in a non-sentient mechanica, above.
The anima are often bound their creator as a part of their construction and have a Loyal +3 Personality Trait, but this is not required. Most feel gratitude for their awakening and happily serve their creator. Anima are not subject to fatigue. Anima cannot be made into familiars.
Major Breakthrough: Mutable Device
A mutable item is created like a Lesser Enchanted Device with the new Mutable Device property adding +10 to the device's level of effect. If applicable, the Lab Total gains bonuses from the item's shape and material (see ArM5, page 110). Any magus with the Craft Mutable Device Virtue can subsequently alter the device's enchantment at need. With a week's work in the laboratory and the expenditure of a pawn of Vim vis, he can alter the device's invested effect to another one having the same Form and Technique. Any modifications such as conditions or uses per day may also be changed so long as the final level of effect remains the same or lower (including the +10 for the Mutable Device property). For example, a wand instilled with Heat of the Searing Forge, used continually, could be altered to one containing Flash of the Scarlet Flames, usable 12 times per day with a +5 Penetration.
To Integrate Mutable Device into Hermetic Theory: Suggested accumulated breakthrough points > 45
Study Mechanica: Intellego Vim Lab Total + stress die vs. device spell or effect level
This study is performed concurrently with the first season spent studying a mechanica.
Integration Process
Once an Insight Lab Text is created, the magus can begin the process of integration with Hermetic theory by devising enchanted items which Hermetically duplicate the mechanica's effects. Though a magus cannot create an Awakened Device prior to making the requisite Breakthrough, duplicating the functions of mechanica (which need not be awakened devices) are acceptable sources of breakthrough points for this.
Incorporating the Mechanicians' ability to build enchanted devices without vis breaks the Lesser Limit of Creation (ArM5, page 80), requiring a Hermetic Breakthrough to achieve.