Mimics, Endgame & Artificing
We've received a looooot of questions about this, so we wanted to write up some general guidelines we could direct everyone to. It's just taken awhile, since we've been busy! (So busy.) This ended up a bit long, but please read it over carefully, especially if you play an Artificing kid who's been trying to find a way to counter the mimic problem.
Mimics and Endgame (Spoilers!)
After some discussion, we've decided to just be upfront about what our concerns are. The plan is to let you play mimics of some of your characters during endgame. Your mimics will act as antagonists in confrontations with other characters. (There's more to endgame than this, of course, and we will not be answering any questions about it. Wait and see!) We think that there's a lot of fun drama to be had here, and we worry that having any kind of foolproof method to distinguish a mimic is going to be anticlimactic. However, we don't want to hamper character initiative either. So here's the deal:
With a few caveats, we will allow players to determine their characters' level of preparedness for a mimic confrontation with one of their classmates.
So, if a player wants their character to have to rely on how well they know someone versus having a magical charm to tell them, they should get the opportunity.
Our huge concern is that if someone determines a "foolproof" anti-mimic measure, then prefects will insist that everyone receive this object and/or learn this spell. (Substitute prefect with "overprotective friend" as you will.) As a player, I might want to opt out of learning a "mimic-revealing spell" for plot reasons, but I can't justify my characters ignoring friends who'd insist on them learning it. We want to avoid strategies that can be mass-produced or is reproducible by the majority of characters.
Creating Magical Objects
Here are things you don't need approval for:
Objects with a one-to-one linked relationship. For instance, a pair of charms that glow when they're brought together. The glowing effect applies only to these two objects.
Objects that identify someone by their physical traits (e.g. fingerprints, touch, hair, etc). For instance, Sy gave Rosy a locket that is charmed to only open at her touch. A mimic is still able to take Rosy's form and bypass the charm. (Yes, this means that a mimic would be able to steal your journal, read your secrets, and pretend to be you!!!)
Unique objects with a magical effect limited to one person. For instance, a locket that can only be opened by one person. The above limitation still applies.
Generally speaking, anything that is either limited to 1-2 people, or can be used by a fully accurate mimic.
Here are things the mods want some head's up on before you proceed:
Objects that are linked to multiple items/people. This includes all uses of the Protean Charm. We want to limit use of the Protean Charm to only seniors who are noted as being particularly proficient in Charms. We're allowing this on a case-by-case basis, so long as you find a way to avoid the "huge concern" we mentioned earlier.
Objects that can pinpoint someone's location. This can get overpowered really quickly, so you will have to be specific about exactly what information is conveyed. Something like the Marauder's Map is out of the question. Something like a compass that gives an idea of direction or distance might be okay. Again, it should be linked to a specific person (or persons, maybe up to three). You will have to tell us if you are open to having this object be fooled later on.
Objects that involve Dark magic in any way. For instance, Dark Detectors. Your characters can attempt to make/modify objects that detect Dark magic and/or deception, but we can't give you an answer at this time as to whether or not they succeed, since they don't have any mimics to test on. We will say there's a high chance later that these can be fooled. :)
Here are things you straight up can't do:
Something that just "knows" whether or not someone is 100% the person in question. It's just vague and way too powerful. None of the students have enough information about the mimics or skill in making magical objects that they might be able to do this. If you make an object that can verify a person's identity, you must be specific about how exactly it works.
Modifying objects that were not player-created. This includes the magical journals, the portable communication mirrors, etc. If your characters want to attempt this, you can say either they broke the object or they reached a point in their tinkering where they realized they'd break it.
Mass-produce magical identifying/detecting objects. Anything you create in Artificing should have required time, effort and resources on your character's part. Assume this is like actual shop class; you don't have the time to make twenty cool birdhouses for you and all your friends. So depending on how cool the birdhouse is, we may limit how many of these things you can make.
Other Questions
My character isn't in Artificing. Can I say that they bought a magical object that might help distinguish them from a mimic? Yes, if it fits in the "things you don't need approval for" list. If not, please run it by the mods. We will be stricter because we do feel like this is a special thing that should be reserved for Artificing students.
I want my character to be proactive but I also want messy plot opportunities later. What do I do? You may get the opportunity later to have it so a) your character just happens to not have this object on hand during endgame, or b) it was stolen from them by a mimic. Hopefully once we reveal endgame details in June, you'll be able to make more educated decisions.
What about [really cool spell] or [really powerful potion]? Would that help at all with the mimics? Um, just ask in the comments and we'll figure out if we can answer or not. Generally speaking, if something is noted to be high level, then your character probably shouldn't be able to do it, at least not without checking in with us first.
Will learning Expecto Patronum actually matter at all in endgame? ¯\_(ツ)_/¯
When is endgame? It will start either Fri, Jun 22 or Sat, Jun 23 depending on how the schedule works out. It will last for one week, with the possibility of being extended for a few more days as scenes get wrapped up. We're planning to reveal endgame details at least a week in advance so people can start plotting. Hopefully we stay on schedule!!!
As a general rule, if you're ever not sure if something will work, just assume it won't. If you want to appeal that policy, you can ask the mods in our dropbox.
QUESTIONS
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Luckily I play all dumbasses with no ideas
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Right? My only Artificing kids are my space cadet, my dumb jock, and my lazy jeweler. :') SO THAT WORKED OUT WELL.
Guess you should've taken Artificing, Casper.
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fucked
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I know some of the things you proposed go into the "please give us head's up" territory and iirc most of it is just fine, but if you're concerned and have specific questions, we will try to get back to you asap.
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