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Though only a Magus can perform an enchantment, metal that is already enchanted can be altered(carefully) into a new form by an artificer. Many less affluent artificers work primarily with recycled parts, rather than partnering with a Magus.
Most enchantments are destroyed at high temperatures, but the metal can be heated enough to reshape it before the enchantment breaks. They cannot be melted entirely, however. Alterations have to be made through an arduous cycle of heating, and reshaping by force. It is far too easy to tip the temperature too high and lose the magic.

Though the Automata Corps is responsible for keeping peace and apprehending criminals, judgment is dispensed traditionally by members of the Royal Family. The seriousness of the case determines how high up the line of succession the judge comes from. Petty criminals often have harsh punishments doled out; lower members of the family have been known to sentence criminals to stripping of their Technomancy, only to turn around and sell it for recycling to line their own pockets.

The Magi, as the richest level of Everden society, determine the height of fashion. They enjoy complex, and carefully controlled outfits. Tightly fitting waistcoats and trousers, ties tucked into their vests. Outfits never have excess fabric or freely hanging parts. Jackets are short, not extending below the waist.

In keeping with the fashion theme of neatness and order, hair is often carefully braided, or sculpted meticulously with copious amounts of styling products. It is also very popular to keep one's head shaved.

Most of these fashions are specific to the Inner Circle, though the highest social circles are known for selectively eschewing stylistic norms to set themselves apart. This is something a lower Magus could not do without being a subject of rude gossip.

Palladium: stores information, encoded in the magic. Can therefore store commands and instructions, and is necessary for any automated function, as well as the transferring of a living consciousness to a machine.
Difficulty: It ranges. A simple message stored would be 3, but creating a functioning automaton would be 10. It's easier to transfer a consciousness to an Automata body than to create and intelligence, hence the Automata corps using volunteers rather than artificial intelligence.
Iron: moves with most force, creating the strongest limbs.
Difficulty: 3

Copper: moves the fastest, good for skilled laborers.
Difficulty: 4

Mercury: stimulates healing, and particularly advanced enchantments can repair breaks and cracks in metal. Repairs it makes in metal merely fuse it back together. It cannot repair broken devices with moving parts.
It is a catalyst and is not used up when it takes effect.
Difficulty: 7(9 to repair metal).

Titanium: can be made indestructible. A tricky thing to do, because once this enchantment is placed the piece becomes inalterable. A blade would remain sharp forever, but a box of titanium could never be opened.
Difficulty: 6

Aluminum: can levitate. The strength of its lift depends on the skill of the Magi, and the mass of aluminum.
Difficulty: 6

Silver: can be made significantly more malleable. Good for anything mimicking organic movement.
Difficulty: 8

Gold: can transmit nerve signals back to the owner. Different configurations can be used to simulate different sensations. Gideon and Duncan work extensively in gold.
Difficulty: 9

Platinum: absorbs and steals magical properties. Can pierce titanium because it becomes indestructible while stripping titanium's indestructibility.
Bonds to its owner apparently of its own accord. The bond is strong and takes a long time to transfer to a new owner. The owner can control its movement, and if there is levitating aluminum around it can fly around by its owner's will.
Powerful, dangerous, and ironic. It's the height of Technomancy, but renders all nearby Technomancy useless and can only be used by a fully organic(or fully platinum) being.
Difficulty: impossible. There are known examples of it, but no living Magi has been able to perform the enchantment, and few Artificers can even get their hands on the metal to work with it.
Oh, I definitely want to do something with mercury, I hadn't even thought of it.

And I think I will give some less literal and less physical capabilities.
Magus Duncan Allistair.

Unnaturally tall and vaguely otherworldly in appearance, most(if not all) of Magus Allistair's body is Technomantic. His legs and arms are longer and thinner than his original, with finely crafted spindly fingers. His joints have a larger range of movement than is natural, allowing his body to twist into unusual shapes; a talent that he loves to display as a parlor trick. His enhancements are primarily of rose gold, and his body has a dark, rich luster. The gold is intricately filigreed.
The exception is his face, which is a marvel of Technomancy. It is white gold, cast into the shape of his previous natural face, but it has been enchanted(by himself, he will tell you with pride) to be malleable like flesh, and it moves to give him a fully expressive face. How deep the enhancements on his head and face go are not known, though one can still see his tongue behind his perfectly carved ivory teeth(what's the point of luxury without a sense of taste?).

He dresses in finely tailored clothes, primarily of silk, in a variety of rich colors. His head is usually covered by any of a series of wigs. His favorite is a head of luscious raven locks.
All of his appearance is a testament to his vanity. Even his face, those who are close to him will whisper at parties, is younger in appearance and ever so subtly more handsome than he truly is.

Gideon Lockheed.

A talented Artificer, in stark contrast to his colleague and long-time Technomancy parter, Duncan, Gideon leaves his head and face quite natural, displaying his age in the wrinkles that have started to form around his eyes and mouth and his graying hair. The exceptions are his eyes, which are an absolute work of art, most people don't realize on first glance that they are prosthetic. They allow him to see minute details up close, or at great distance.

The lower half of his face is framed with metal around his jaw line, extending to the Technomancy that encases his throat, this silver is enchanted to move like flesh, maintaining the movement range of his head. His vocal cords have been replaced with a very sophisticated metal facsimile, that allows him to alter his voice at will, as well as increase his volume tenfold. He uses it primarily for opera. These enhancements extend down his torso and arms, and all are in smooth and well polished silver. His joints are of similar make and quality to Duncan's, but are plainer and left in his natural proportions. He does, however, break away from natural anatomy in the addition of a second set of arms that sit below his normal ones. The hands of these are much daintier, the fingers already long and able to extend further. There Is a series of compact tools worked into the forearms; he can select one to extend outward from the palm. He uses these to work on the most delicate projects.
His knees ankles and hips were replaced somewhat recently, a reaction to faint pains that he suspected were the onset of arthritis.

Nathaniel Flint
A physician in the Outer Ring.
His hands are copper, the finest made he could afford. They are quick and agile, useful for surgery with a retractable scalpel built into the first two fingers of either hand.

Michael Thatcher
A carpenter, his hands and forearms are replaced by simple, but strong iron versions. He paid a little more for finer workmanship in the finger joints, to allow him to hold his tools. He does fine work and has many customers in the Inner Circle, allowing him to afford the rent on an apartment with a workshop just inside the Circle.
A dark skinned man, who keeps his hair and beard short to stay out of his way.

Zachary Thatcher
Michael's younger brother, who has sort of piggy backed off of his success. A simple lumber jack by trade, but his brother gifted him a hefty set of iron arms, calves and feet. They are very simple, and somewhat clumsy, but more than adequate for his work. Though more extensive than his brother's enhancements, the lower quality made them similar in price. His added strength and stamina in his arms let him work faster and longer at felling trees outside of the walls of the Outer Ring. His feet are to protect him from stumbling and hurting himself when walking among fallen branches.

Taller and thicker built than his brother. He lets his hair and beard grow wild, heedless of twigs and dirt that get caught in them. Though his appearance contrasts from his brother, their professions make them natural partners.

Tobias Bell
A butcher. His body is entirely organic, he works in the center of the Outer Ring, and struggles to get by. He saved up two years worth of income over the course of the last ten to purchase a titanium cleaver. Though it makes his job easier and faster, and saves him on tool maintenance, he regrets the extravagant purchase.
Yup, I'm working on a list with various metals' Technomantic properties. I want platinum to negate titanium's ability(so it isn't too perfect), but I haven't decided on exactly how it will do so.

Silver and gold can be made more malleable(to simulate the movement of flesh for instance), aluminum can levitate. Iron moves with the most force, copper moves the fastest. Something can glow, zinc maybe.

I'm going to include a rating on how difficult(and therefore how expensive) those various properties are to achieve.

I'm also, as we speak, working on a few short character write ups that are meant to give an idea of the uses of Technomancy in prosthetic enhancements, as well as show the difference between what the various castes can afford.
A magic could make a lighter, and it could make projectile weapons. Blades are the most common weapons, though, because with technomancy as common as it is there's a good chance an opponent may be armored. Indestructible titanium blades are the most effective weapon in that case, and using bullets or arrows or what have you of a similar material would be ridiculously cost prohibitive.

Ergo: blades.

You can give him a projectile weapon, just know that it might not be terribly useful.
Post count, I'm not really sure. I'm trying to think of how to illustrate how long the plot would be without giving it away.

I don't mind if you drop out, if you see at least one plot through.

A private detective would actually be a really useful trope to have around.
Alright, I may have to add notes after seeing what people come up with, but I'm comfortable accepting CSes now. Please reread before creating one, I've added and edited things in all of the sections, so your knowledge could be out of date.

Name:
Age:
Appearance:
Enhancements:
Caste:
Bio:
Exactly. It adds another level of political inequality that would absolutely have to exist, but which I don't want to deal with.

Besides, the variety of technomantic modifications to people's bodies accomplishes a lot of the same thing.
I was considering other races, and the Magi definitely have strict and different classes. The artificers are ranked more or less by actual merit.
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