====== Perceptions ======
[[:Game Mechanics:Perceptions#Perceptions|Perceptions]] is a mechanical category. The 6 types of [[:Game Mechanics:Perceptions#Perceptions|Perception]] reflect the varied ways in which an [[:Game Mechanics:Definitions:Entity]] takes in the stimuli of the Meat Space around them, each individual taking in more or less based on how their physicality has developed to absorb that stimuli.\\
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Each [[:Game Mechanics:Perceptions#Perceptions|Perception]] can uniquely perceive aspects of reality in varying degrees of strength, ranging from **Oblivious** to **Flawless**, these degrees offer negatives and benefits as detailed in each [[:Game Mechanics:Perceptions#Perceptions|Perception's]] description.\\
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//**Ash's Aside**// \\
Perceptions are a difficult set of mechanics to describe. They use a lot of words, it's a huge section, and one that touches every part of the game, and ironically, they are something we all understand already. You at home, reading this, probably can see, hear, taste, etc. You have senses. You can read body language and emotion, you can see reflected light, you can feel warmth on your skin, or at least some of these to varying levels.
Meat Space is a game about aliens, monsters, robots and magical spirits. These beings might not perceive the universe around them as humans do. Hell, humans from the future probably won't perceive things as we do now. After all, they usually have Wi-Fi in Meat Space.
Below is a series of rules that explain what these 6 senses are, how to use the varying levels, and what they entitle the player to. This is very much something that y'all can figure out as you play. It is largely to explain how you interact with the local area around your character, and if they gain any bonuses or penalties to any rolls or what have you. The best thing you can do with these is go with your gut.
Here is the cheap and nasty rundown: Visual means, can you see? E.M. means, can you detect radiation or energy? Digital means, do you have a Wi-Fi or Bluetooth range? Astral means, can you detect mana and magic? Physical means, can you detect the world around you via a combination of senses, such as hearing, scent, echolocation, etc. And Social means, do you understand people exist, and can understand relationships such as romance, family, religion, work colleagues, etc.
If an Entity has average perceptions, then they can interact with stuff, as Appropriate, using that perception, with no bonuses or penalties. If acute, then they might get Advantage or Trusty, etc., and if flawless, they might automatically succeed or gain a whole heap of bonuses. The same works in reverse: dull gives Disadvantage or Fickle, and Oblivious means they can't interact and fail automatically.
Also remember that just because I might not be able to see someone, I might be able to hear them. It just might be less optimal for certain things. Always remember to discuss how you view the situation, and if in doubt, go with the rule of cool and let the dice sort it out.
Perceptions are supposed to be fun, and allow characters to feel very different, but they aren't intended to be a bother. If they are bogging down the game too much, just apply Advantage or Disadvantage, as Appropriate, and move on with the encounter.
====== Primary Perception ======
[[:Game Mechanics:Perceptions#Primary Perception]] is a mechanical term. It refers to the most helpful or [[:Game Mechanics:Definitions:Appropriate]] [[:Game Mechanics:Perceptions|Perception]] to use when observing or interacting with the world around you. \\
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When using your [[:Game Mechanics:Perceptions]] it is often the case that multiple will help in understanding and discerning the full picture of what exactly you are seeing, but only one will be the most [[:Game Mechanics:Definitions:Appropriate]] for the situation at hand. The [[:Game Mechanics:Perceptions|Perception]] that is deemed most [[:Game Mechanics:Definitions:Appropriate]] in a scenario is called the [[:Game Mechanics:Perceptions#Primary Perception]] and imparts it positives, negatives and other effects to [[:Game Mechanics:Definitions:Roll|Rolls]] in said scenario, as detailed below.\\
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To determine the [[:Game Mechanics:Perceptions#Primary Perception]], an [[:Game Mechanics:Definitions:Ability]] may dictate which is used but typically you simply select the one that seems the most [[:Game Mechanics:Definitions:Appropriate]]. This is done by discussion and feel. Don't be afraid to way in, if you feel one [[:Game Mechanics:Perceptions|Perception]] could be more relevant than another. Many groups will allow the [[:Game Mechanics:Definitions:Game Master|GM]] to choose, for expediency, but as with all [[:Game Mechanics:Definitions:Appropriate]] rules, it is a discuss for the entire table.\\
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The following are the main [[:Game Mechanics:Perceptions#Perceptions|Perceptions]] available to an [[:Game Mechanics:Definitions:Entity]], for more information on each, scroll down to their section below or click their link.\\
====== Perception Types ======
**[[:Game Mechanics:Perceptions#Astral]]**\\
The ability to see the unseen magical currents that weave through all life.\\
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**[[:Game Mechanics:Perceptions#Physical]]**\\
The ability to take in your surroundings, be spatially aware; Knowing whats there without seeing.
**[[:Game Mechanics:Perceptions#Digital]]**\\
The ability to see the internet, follow the flows of data and find a wifi hotspot.\\
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**[[:Game Mechanics:Perceptions#Social]]**\\
The ability to see group dyanamics, understand social roles and interpsersonal relationships
**[[:Game Mechanics:Perceptions#E.M.]]**\\
The ability to see radiation of all forms, UV, Nuclear, X-Rays and so on.\\
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**[[:Game Mechanics:Perceptions#Visual]]**\\
The ability to see. Light refracted from objects to an ocular organ.
===== Astral =====
[[:Game Mechanics:Perceptions#Astral]] is a type of [[:Game Mechanics:Perceptions#Perceptions|Perception]]. It reflects an [[:Game Mechanics:Definitions:Entity|Entity's]] capacity to take in and understand the ambient and focused winds of magic that twist and wind from the Astral Space through the Meat Space. Internal glands secreting astral-receptive cells allow ocular organs to understand the [[:Game Mechanics:Perceptions#Astral]] spectrum as visual light, hardened keratin horns acting as natural antennae to feel the astral winds around and how they settle or forged arcano-steel tubes that chime and register magic as digital signals; these are just some of the ways in which [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] can allow an [[:Game Mechanics:Definitions:Entity]] to discern and understand the world around them.
When using [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as your [[:Game Mechanics:Perceptions#Primary Perception]], you gain any [[:Game Mechanics:Definitions:Appropriate]] negatives and positives as discussed at your table, as well as the following mechanical benefits for that level of [[:Game Mechanics:Perceptions#Perceptions|Perception]].
==== Oblivious Astral ====
[[:Game Mechanics:Perceptions#Oblivious Astral]] is a level of [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Oblivious Astral]] lacks the ability to take in the magical signals of the world around them, spells being cast, the ambient astral winds, pooling mana and magical beings are all absent. [[:Game Mechanics:Perceptions#Oblivious Astral]] eliminates the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of magic in the world, they cannot see or discern anything of a purely magical nature, though physical manifestations as a result of magic may be seen through other means.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Oblivious Atral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* [[:Game Mechanics:Definitions:Roll|Rolls]] will always suffer [[:Game Mechanics:Definitions:Property:Disadvantage]], or as [[:Game Mechanics:Definitions:Appropriate]], [[:Game Mechanics:Success and Failure:Automatic Failure|Automatically Fail]].
* They can not [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Dull Astral ====
[[:Game Mechanics:Perceptions#Dull Astral]] is a level of [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Dull Astral]] has a poor ability to take in the magical signals of the world around them, spells being cast, the ambient astral winds, pooling mana and magical beings are all poorly seen and at short range. [[:Game Mechanics:Perceptions#Dull Astral]] limits the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of magic in the world, they can barely see or discern things of a purely magical nature and within a range of no more than a few rooms away.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Dull Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can differentiate types of mana and magic with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* Constructed and well-known [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], such as those from [[:Masteries]], are easier to discern, as [[:Game Mechanics:Definitions:Appropriate]].
* They can tell if a [[:Game Mechanics:Definitions:Perceived]] [[:Game Mechanics:Definitions:Entity]] has more than 0 total [[:Ratings:Mana]], determining if they are living or not.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total [[:Ratings:Health]] and [[:Ratings:Strain]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Average Astral ====
[[:Game Mechanics:Perceptions#Average Astral]] is a level of [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Average Astral]] has a normal ability to take in the magical signals of the world around them, spells being cast, the ambient astral winds, pooling mana and magical beings are all clearly seen and at moderate range. [[:Game Mechanics:Perceptions#Average Astral]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a solid sense of magic in the world, they can see and discern things of a purely magical nature and within a range of no more than a neighbourhood away.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Average Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can differentiate types of mana and magic with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* Constructed and well-known [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], such as those from [[:Masteries]], are easier to discern, as [[:Game Mechanics:Definitions:Appropriate]].
* They can tell if a [[:Game Mechanics:Definitions:Perceived]] [[:Game Mechanics:Definitions:Entity]] has more than 0 total [[:Ratings:Mana]], determining if they are living or not.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total [[:Ratings:Health]] and [[:Ratings:Strain]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] current [[:Ratings:Mana]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Acute Astral ====
[[:Game Mechanics:Perceptions#Acute Astral]] is a level of [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Acute Astral]] has a keen ability to take in the magical signals of the world around them, spells being cast, the ambient astral winds, pooling mana and magical beings are all clearly seen and at great range. [[:Game Mechanics:Perceptions#Acute Astral]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a good sense of magic in the world, they can see and discern things of a purely magical nature and within a range of no more than a city away.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Acute Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can differentiate types of mana and magic with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* Any [[:Game Mechanics:Check|Checks]] or [[:Game Mechanics:Attack|Attacks]] to determine the nature of [[:Game Mechanics:Definitions:Perceived]] ongoing magical effects [[:Game Mechanics:Success and Failure:Automatic Success|Automatically Succeed]], as [[:Game Mechanics:Definitions:Appropriate]].
* Constructed and well-known [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], such as those from [[:Masteries]], are easier to discern, as [[:Game Mechanics:Definitions:Appropriate]].
* They can tell if a [[:Game Mechanics:Definitions:Perceived]] [[:Game Mechanics:Definitions:Entity]] has more than 0 total [[:Ratings:Mana]], determining if they are living or not.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total [[:Ratings:Health]] and [[:Ratings:Strain]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] current [[:Ratings:Mana]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] current and total [[:Stats:Grit]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Flawless Astral ====
[[:Game Mechanics:Perceptions#Flawless Astral]] is a level of [[:Game Mechanics:Perceptions#Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Flawless Astral]] has an exceptional ability to take in the magical signals of the world around them, spells being cast, the ambient astral winds, pooling mana and magical beings are all clearly seen and at astonishing range. [[:Game Mechanics:Perceptions#Flawless Astral]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a superior sense of magic in the world, they can see and discern things of a purely magical nature and within a tremendous range, up to a planet or even further away, as [[:Game Mechanics:Definitions:Appropriate]].
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Flawless Astral]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can differentiate types of mana and magic with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].
* Any [[:Game Mechanics:Check|Checks]] or [[:Game Mechanics:Attack|Attacks]] to determine the nature of [[:Game Mechanics:Definitions:Perceived]] ongoing magical effects [[:Game Mechanics:Success and Failure:Automatic Success|Automatically Succeed]], as [[:Game Mechanics:Definitions:Appropriate]].
* Constructed and well-known [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], such as those from [[:Masteries]], are easier to discern, as [[:Game Mechanics:Definitions:Appropriate]].
* They can tell if a [[:Game Mechanics:Definitions:Perceived]] [[:Game Mechanics:Definitions:Entity]] has more than 0 total [[:Ratings:Mana]], determining if they are living or not.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total [[:Ratings:Health]] and [[:Ratings:Strain]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] current [[:Ratings:Mana]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] current and total [[:Stats:Grit]] and [[:Stats:Wyrd]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], [[:Game Mechanics:Spell|Spells]] and [[:Game Mechanics:Invocation|Invocations]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
===== Digital =====
[[:Game Mechanics:Perceptions#Oblivious Digital]] is a level of [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Oblivious Digital]] lacks the ability to take in and send the electronic signals of the world around them, web histories, net sources such as routers and antennae, ambient net traffic and websites are all absent. [[:Game Mechanics:Perceptions#Oblivious Digital]] eliminates the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the net world, they cannot see or discern anything of a purely digital nature, such as web traffic and netcode, nor can they act as a network hub in any capacity, though technological devices can be still be used to facilitate this instead.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Oblivious Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* [[:Game Mechanics:Definitions:Roll|Rolls]] will always suffer [[:Game Mechanics:Definitions:Property:Disadvantage]], or as [[:Game Mechanics:Definitions:Appropriate]], [[:Game Mechanics:Success and Failure:Automatic Failure|Automatically Fail]].
* They can not [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Dull Digital ====
[[:Game Mechanics:Perceptions#Dull Digital]] is a level of [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Dull Digital]] has a poor ability to take in and send the electronic signals of the world around them, net sources such as routers and antennae, ambient net traffic and websites are all only received at short range. [[:Game Mechanics:Perceptions#Dull Digital]] limits the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the net world, they can barely see or discern things of a purely digital nature, such as web traffic and netcode, they can act as a weak network hub, connecting and being connected to with a weak range of no more than a few rooms away.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Dull Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]], interact with or down data from wireless networks with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* Wired connections, such as those from direct contact with [[:Cyberware:Digiplates]], are much easier, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] networks and net traffic, as well as connect to them at a short range, no more than a few rooms away, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater, as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Average Digital ====
[[:Game Mechanics:Perceptions#Average Digital]] is a level of [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Average Digital]] has a normal ability to take in and send the electronic signals of the world around them, net sources such as routers and antennae, ambient net traffic and websites are all received at moderate range. [[:Game Mechanics:Perceptions#Average Digital]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a solid sense of the net world, they can see or discern things of a purely digital nature, such as web traffic and netcode, they can act as a network hub, connecting and being connected to with a range of no more than a neighbourhood or city away.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Average Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]], interact with or down data from wireless networks with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* Wired connections, such as those from direct contact with [[:Cyberware:Digiplates]], are much easier, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] networks and net traffic, as well as connect to them at a moderate range, no more than a neighborhood or city away, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] if an [[:Game Mechanics:Definitions:Entity]] has [RAM] and how much.
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater, with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Acute Digital ====
[[:Game Mechanics:Perceptions#Acute Digital]] is a level of [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Acute Digital]] has a keen ability to take in and send the electronic signals of the world around them, web histories, net sources such as routers and antennae, ambient net traffic and websites are all received at great range. [[:Game Mechanics:Perceptions#Acute Digital]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a good sense of the net world, they can see or discern things of a purely digital nature, such as web traffic and netcode, they can act as a network hub, connecting and being connected to with a range of no more than a planet or small star system away.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Acute Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]], interact with or down data from wireless networks with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* Wired connections, such as those from direct contact with [[:Cyberware:Digiplates]], are much easier, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] networks and net traffic, as well as connect to them at a long range, no more than a planet or small star system away, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] if an [[:Game Mechanics:Definitions:Entity]] has [RAM] and how much.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entity's]] cyberspace browser history, digital profile, data cashe and other openly available information collated together as if a web search on that [[:Game Mechanics:Definitions:Entity]] had been performed manually.
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater, with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Flawless Digital ====
[[:Game Mechanics:Perceptions#Flawless Digital]] is a level of [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Flawless Digital]] has an exceptional ability to take in and send the electronic signals of the world around them, web histories, net sources such as routers and antennae, ambient net traffic and websites are all received at astonishing range. [[:Game Mechanics:Perceptions#Flawless Digital]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a superior sense of the net world, they can see or discern things of a purely digital nature, such as web traffic and netcode, they can act as a network hub, connecting and being connected to with a tremendous with a range spanning up to multiple galaxies.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Flawless Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]], interact with or down data from wireless networks with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].
* Wired connections, such as those from direct contact with [[:Cyberware:Digiplates]], are much easier, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] networks and net traffic, as well as connect to them at a tremendous range, up to and beyond galaxies, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] if an [[:Game Mechanics:Definitions:Entity]] has [RAM] and how much.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entity's]] cyberspace browser history, digital profile, data cashe and other openly available information collated together as if a web search on that [[:Game Mechanics:Definitions:Entity]] had been performed manually.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] and ping Cyberspace nodes, seeing how they overlap with the Meat and Astral Spaces, as if they were one and the same.
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] that have a [[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] of [[:Game Mechanics:Perceptions#Dull Digital|Dull]] or greater, with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
===== E.M. =====
[[:Game Mechanics:Perceptions#E.M.]] or [[:Game Mechanics:Perceptions#E.M.|Electromagnetic]] is a type of [[:Game Mechanics:Perceptions#Perceptions|Perception]]. It reflects an [[:Game Mechanics:Definitions:Entity|Entity's]] capacity to take in and understand the various wavelengths of the electromagnetic spectrum ranging from radio waves and infrared light to Gamma radiation. A set of photoreceptor cells taking in a broad band of wavelengths and processing them into visual information such as blobs of colour or scratchy lines, a pit organ lined with sensitive membranes that react to infrared radiation or tubes of electrified argon gas sending signals based on how much gamma radiation passes through them; these are just some of the ways in which [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] can allow an [[:Game Mechanics:Definitions:Entity]] to discern and understand the world around them.
When using [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as your [[:Game Mechanics:Perceptions#Primary Perception]], you gain any [[:Game Mechanics:Definitions:Appropriate]] negatives and positives as discussed at your table, as well as the following mechanical benefits for that level of [[:Game Mechanics:Perceptions#Perceptions|Perception]].
==== Oblivious E.M. ====
[[:Game Mechanics:Perceptions#Oblivious E.M.]] is a level of [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Oblivious E.M.]] lacks the ability to take in any form of electromagnetic wavelength, photoreceptive cells, pit organs and other detecting mechanisms are all absent. [[:Game Mechanics:Perceptions#Oblivious E.M.]] eliminates the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of radiation in the world, they cannot see or understand the various wavelengths around them beyond the visible effects and what their other [[:Game Mechanics:Perceptions]] can tell them, such as heat on one's skin or reflected light.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Oblivious E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* [[:Game Mechanics:Definitions:Roll|Rolls]] will always suffer [[:Game Mechanics:Definitions:Property:Disadvantage]], or as [[:Game Mechanics:Definitions:Appropriate]], [[:Game Mechanics:Success and Failure:Automatic Failure|Automatically Fail]].
* They can not [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Dull E.M. ====
[[:Game Mechanics:Perceptions#Dull E.M.]] is a level of [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Dull E.M.]] has a poor ability to take in all forms of electromagnetic wavelengths, photoreceptive cells, pit organs and other detecting mechanisms are weak and short-ranged. [[:Game Mechanics:Perceptions#Dull E.M.]] limits the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of radiation in the world, they struggle to see or understand the various wavelengths around them, strong bands such as infrared appear visually, coming across as indistinct blobs of colour around those radiating heat.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Dull E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can discern the different types of electromagnetic radiation and how strong they are with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can read, intercept and receive non-[[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#E.M.]] transmissions with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [[:Ratings:Barrier]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Average E.M. ====
[[:Game Mechanics:Perceptions#Average E.M.]] is a level of [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Average E.M.]] has a normal ability to take in all forms of electromagnetic wavelengths, photoreceptive cells, pit organs and other detecting mechanisms are capable and mid-ranged. [[:Game Mechanics:Perceptions#Average E.M.]] gives the [[:Game Mechanics:Definitions:Entity]] a sense of radiation in the world, they can see and understand the various wavelengths around them, strong bands such as infrared appear visually, coming across as distinct blobs of colour around those radiating heat, gamma rays become evident, leaving taste, clicking noises or distinct blurs across their sight.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Average E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can discern the different types of electromagnetic radiation and how strong they are with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can read, intercept and receive non-[[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#E.M.]] transmissions with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]]as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [[:Ratings:Barrier]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [Systems].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Acute E.M. ====
[[:Game Mechanics:Perceptions#Acute E.M.]] is a level of [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Acute E.M.]] has a keen ability to take in all forms of electromagnetic wavelengths, photoreceptive cells, pit organs and other detecting mechanisms are all good and long-ranged. [[:Game Mechanics:Perceptions#Acute E.M.]] gives the [[:Game Mechanics:Definitions:Entity]] a strong sense of radiation in the world, they can see and understand the various wavelengths around them at huge distances, strong bands such as infrared appear visually, coming across as distinct blobs of colour around those radiating heat, gamma rays become evident, leaving taste, clicking noises or distinct blurs across their sight.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Acute E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can discern the different types of electromagnetic radiation and how strong they are with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can read, intercept and receive non-[[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#E.M.]] transmissions with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]]as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [[:Ratings:Barrier]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [Systems].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] any [Energy] [[:Items:Equipment:Weapons]], [Electronic] [[:Items]] and [[:Cyberware]] an [[:Game Mechanics:Definitions:Entity]] may have with them.
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Flawless E.M. ====
[[:Game Mechanics:Perceptions#Flawless E.M.]] is a level of [[:Game Mechanics:Perceptions#E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Flawless E.M.]] has an exceptional ability to take in all forms of electromagnetic wavelengths, photoreceptive cells, pit organs and other detecting mechanisms are all near-perfect and exceptionally long-ranged. [[:Game Mechanics:Perceptions#Flawless E.M.]] gives the [[:Game Mechanics:Definitions:Entity]] an unparalleled sense of radiation in the world, they can see and understand the various wavelengths around them at extreme distances, strong bands such as infrared appear visually, coming across as clear shapes of colour around those radiating heat, gamma rays become evident, leaving taste, clicking noises or distinct blurs across their sight.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Flawless E.M.]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can discern the different types of electromagnetic radiation and how strong they are with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can read, intercept and receive non-[[:Game Mechanics:Perceptions#Digital]] [[:Game Mechanics:Perceptions#E.M.]] transmissions with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]]as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [[:Ratings:Barrier]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] an [[:Game Mechanics:Definitions:Entity|Entities]] total and current [Systems].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] any [Energy] [[:Items:Equipment:Weapons]], [Electronic] [[:Items]] and [[:Cyberware]] an [[:Game Mechanics:Definitions:Entity]] may have with them.
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
===== Physical =====
[[:Game Mechanics:Perceptions#Physical]] is a type of [[:Game Mechanics:Perceptions#Perceptions|Perception]]. It reflects an [[:Game Mechanics:Definitions:Entity|Entity's]] capacity to take in and understand sensory information outside of traditional means such as sight. Organs such as tongues and noses allow in scents and tastes which form a sensory-scape, jawbones and tympanic membranes assist in echolocating static objects and people or carefully calibrated pendulums pick up subtle vibrations of movement in the surrounding environment; these are just some of the ways in which [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] can allow an [[:Game Mechanics:Definitions:Entity]] to discern and understand the world around them.
When using [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as your [[:Game Mechanics:Perceptions#Primary Perception]], you gain any [[:Game Mechanics:Definitions:Appropriate]] negatives and positives as discussed at your table, as well as the following mechanical benefits for that level of [[:Game Mechanics:Perceptions#Perceptions|Perception]].
==== Oblivious Physical ====
[[:Game Mechanics:Perceptions#Oblivious Physical]] is a level of [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Oblivious Physical]] lacks the ability to take in the extra sensory world around them, things such as smell, taste, echolocation, object permanence or seismic detection are all absent. [[:Game Mechanics:Perceptions#Oblivious Physical]] narrows the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world to nothing beyond themselves and what they can see directly before them.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Oblivious Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* [[:Game Mechanics:Definitions:Roll|Rolls]] will always suffer [[:Game Mechanics:Definitions:Property:Disadvantage]], or as [[:Game Mechanics:Definitions:Appropriate]], [[:Game Mechanics:Success and Failure:Automatic Failure|Automatically Fail]].
* They can not [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Dull Physical ====
[[:Game Mechanics:Perceptions#Dull Physical]] is a level of [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Dull Physical]] has a poor ability to take in the extra sensory world around them, things such as smell, taste, echolocation, object permanence or seismic detection are all weak and hampered in the distance they can reach. [[:Game Mechanics:Perceptions#Dull Physical]] narrows the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world to the immediate area around them, barely being able to feel beyond a few small rooms.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Dull Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can feel out the nearby area, sensing movement and hidden objects with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They are entitled to [[:Game Mechanics:Save|Saves]] against nearby hidden targets such as [Hiding] [[:Character|Characters]] or [[:Items:Equipment:Weapons#Mines]], with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] nearby [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Average Physical ====
[[:Game Mechanics:Perceptions#Average Physical]] is a level of [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Average Physical]] has a normal ability to take in the extra sensory world around them, things such as smell, taste, echolocation, object permanence or seismic detection are all capable and have a fair distance they can reach. [[:Game Mechanics:Perceptions#Average Physical]] shapes the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world to a moderate area around them, roughly the size of a neighbourhood.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Average Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can feel out the area, sensing movement and hidden objects with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They are entitled to [[:Game Mechanics:Save|Saves]] against hidden targets such as [Hiding] [[:Character|Characters]] or [[:Items:Equipment:Weapons#Mines]], with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Acute Physical ====
[[:Game Mechanics:Perceptions#Acute Physical]] is a level of [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Acute Physical]] has a keen ability to take in the extra sensory world around them, things such as smell, taste, echolocation, object permanence or seismic vibrations are all sharp and have a great distance they can reach. [[:Game Mechanics:Perceptions#Acute Physical]] shapes the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world to a large area around them, roughly the size of a city.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Acute Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can feel out the area, sensing movement and hidden objects with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They are entitled to [[:Game Mechanics:Save|Saves]] against hidden targets such as [Hiding] [[:Character|Characters]] or [[:Items:Equipment:Weapons#Mines]], with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Flawless Physical ====
[[:Game Mechanics:Perceptions#Flawless Physical]] is a level of [[:Game Mechanics:Perceptions#Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Flawless Physical]] has a near-perfect ability to take in the extra sensory world around them, things such as smell, taste, echolocation, object permanence or seismic detection are all beyond the norm and have an exceptional distance they can reach. [[:Game Mechanics:Perceptions#Flawless Physical]] shapes the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world to a staggering area around them, roughly the size of a planet or beyond in some cases.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Flawless Physical]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can feel out the area, sensing movement and hidden objects with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].
* They are entitled to [[:Game Mechanics:Save|Saves]] against hidden targets such as [Hiding] [[:Character|Characters]] or [[:Items:Equipment:Weapons#Mines]], with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
===== Social =====
[[:Game Mechanics:Perceptions#Social]] is a type of [[:Game Mechanics:Perceptions#Perceptions|Perception]]. It reflects an [[:Game Mechanics:Definitions:Entity|Entity's]] capacity to take in and understand the hierarchies and interconnected relationships of individuals, their ability to remember those individuals and understand them. A subconscious intuition that someone you've just met is the brother of someone you know, a dedicated hindbrain that stores every intricacy of different societies greeting rituals or a computer bank subscribed to, and scrubbing through, every social media site on the net; these are just some of the ways in which [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] can allow an [[:Game Mechanics:Definitions:Entity]] to discern and understand the world around them.
When using [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as your [[:Game Mechanics:Perceptions#Primary Perception]], you gain any [[:Game Mechanics:Definitions:Appropriate]] negatives and positives as discussed at your table, as well as the following mechanical benefits for that level of [[:Game Mechanics:Perceptions#Perceptions|Perception]].
==== Oblivious Social ====
[[:Game Mechanics:Perceptions#Oblivious Social]] is a level of [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Oblivious Social]] lacks the ability to take in any facets of interpersonal connection or hierarchies, their ability to remember individuals and understand them, understanding of structured hierarchies, language skills and comprehension of social constructs are all absent. [[:Game Mechanics:Perceptions#Oblivious Social]] eliminates the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the sapient world, they cannot see or understand anything of a societal nature, such as community, individuality or lasting relationships.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Oblivious Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* [[:Game Mechanics:Definitions:Roll|Rolls]] will always suffer [[:Game Mechanics:Definitions:Property:Disadvantage]], or as [[:Game Mechanics:Definitions:Appropriate]], [[:Game Mechanics:Success and Failure:Automatic Failure|Automatically Fail]].
* They can not understand social constructs, communicate or otherwise understand language.
* They can not [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Dull Social ====
[[:Game Mechanics:Perceptions#Dull Social]] is a level of [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Dull Social]] has a poor ability to take in the facets of interpersonal connection or hierarchies, their ability to remember individuals and understand them, understanding of structured hierarchies, language skills and comprehension of social constructs are all weak but culminate in passable ability to be social. [[:Game Mechanics:Perceptions#Dull Social]] weakens the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the sapient world, they can just barely see or understand things of a societal nature, such as community, individuality or lasting relationships.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Dull Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can communicate with social [[:Game Mechanics:Definitions:Entity|Entities]] and comprehend social concepts, with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can understand simple, primal relationships such as families and lovers.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] other [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Average Social ====
[[:Game Mechanics:Perceptions#Average Social]] is a level of [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Average Social]] has a normal ability to take in the facets of interpersonal connection or hierarchies, their ability to remember individuals and understand them, understanding of structured hierarchies, language skills and comprehension of social constructs are all solid, culminating in a common ability to be social. [[:Game Mechanics:Perceptions#Average Social]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a decent sense of the sapient world, they can see or understand things of a societal nature, such as community, individuality or lasting relationships.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Average Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can communicate with social [[:Game Mechanics:Definitions:Entity|Entities]] and comprehend social concepts, with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can understand simple, primal relationships such as families and lovers.
* They can understand complex relationships such as businesses, community, clans, religions and nations.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] other [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Acute Social ====
[[:Game Mechanics:Perceptions#Acute Social]] is a level of [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Acute Social]] has a keen ability to take in the facets of interpersonal connection or hierarchies, their ability to remember individuals and understand them, understanding of structured hierarchies, language skills and comprehension of social constructs are all good, culminating in an excellent ability to be social. [[:Game Mechanics:Perceptions#Acute Social]] gives [[:Game Mechanics:Definitions:Entity|Entities]] a greater sense of the sapient world, they can easily see or understand things of a societal nature, such as community, individuality or lasting relationships.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Acute Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can communicate with social [[:Game Mechanics:Definitions:Entity|Entities]] and comprehend social concepts, with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can understand simple, primal relationships such as families and lovers.
* They can understand complex relationships such as businesses, community, clans, religions and nations.
* They can gain insights into other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]], often automatically gleaning simple details such as if they are a brave leader, cowardly nobody, arrogant fool or wise trader.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] other [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Flawless Social ====
[[:Game Mechanics:Perceptions#Flawless Social]] is a level of [[:Game Mechanics:Perceptions#Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Flawless Social]] has an exceptional ability to take in the facets of interpersonal connection or hierarchies, their ability to remember individuals and understand them, understanding of structured hierarchies, language skills and comprehension of social constructs are all tremendous, culminating in an extremely potent ability to be social. [[:Game Mechanics:Perceptions#Flawless Social]] gives [[:Game Mechanics:Definitions:Entity|Entities]] an astonishing sense of the sapient world, they can with almost no thought see or understand things of a societal nature, such as community, individuality or lasting relationships.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Flawless Social]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can communicate with social [[:Game Mechanics:Definitions:Entity|Entities]] and comprehend social concepts, with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can understand simple, primal relationships such as families and lovers.
* They can understand complex relationships such as businesses, community, clans, religions and nations.
* They can gain insights into other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]], often automatically gleaning simple details such as if they are a brave leader, cowardly nobody, arrogant fool or wise trader.
* They can understand other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]] completely without ever having met them, with just the external social data around them such as friends, family or their social media pages.
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] other [[:Game Mechanics:Definitions:Entity|Entities]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
===== Visual =====
[[:Game Mechanics:Perceptions#Visual]] is a type of [[:Game Mechanics:Perceptions#Perceptions|Perception]]. It reflects an [[:Game Mechanics:Definitions:Entity|Entity's]] capacity to take in and understand light reflected off of objects and beings, forming distinct shapes and details. Ocular organs receiving tight bands of reflected lightwaves and processing them into recognisable objects and people, photoreactive cells lining a limb that follows sources of light or a large crystal lens that focuses the reflected light onto a surface that digitises the information; these are just some of the ways in which [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] can allow an [[:Game Mechanics:Definitions:Entity]] to discern and understand the world around them.
When using [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as your [[:Game Mechanics:Perceptions#Primary Perception]], you gain any [[:Game Mechanics:Definitions:Appropriate]] negatives and positives as discussed at your table, as well as the following mechanical benefits for that level of [[:Game Mechanics:Perceptions#Perceptions|Perception]].
==== Oblivious Visual ====
[[:Game Mechanics:Perceptions#Oblivious Visual]] is a level of [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Oblivious Visual]] lacks the ability to take in any form of reflected light, ocular organs, photoreactive cells or crystal lenses are all absent. [[:Game Mechanics:Perceptions#Oblivious Visual]] eliminates the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world cast in light, they cannot see anything, regardless of how well lit it may be, written words, faces, colours and other purely visual information are unavailable to them.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Oblivious Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* [[:Game Mechanics:Definitions:Roll|Rolls]] will always suffer [[:Game Mechanics:Definitions:Property:Disadvantage]], or as [[:Game Mechanics:Definitions:Appropriate]], [[:Game Mechanics:Success and Failure:Automatic Failure|Automatically Fail]], regardless of [Light Level].
* They can not [[:Game Mechanics:Definitions:Perceived|Perceive]] [[:Game Mechanics:Definitions:Entity|Entities]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
==== Dull Visual ====
[[:Game Mechanics:Perceptions#Dull Visual]] is a level of [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Dull Visual]] has a poor ability to take in reflected light, ocular organs, photoreactive cells or crystal lenses are all weak and short-ranged. [[:Game Mechanics:Perceptions#Dull Visual]] limits the [[:Game Mechanics:Definitions:Entity|Entity's]] sense of the world cast in light, they struggle to see anything, requiring strong lighting to help, written words, faces, colours and other purely visual information appear soft and indistinct but still legible enough to understand with effort.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Dull Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can interact with the world around them with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]]. Different [Light Levels] will affect this in similar ways as [Acquiring] below, discuss which applies, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] nearby [[:Game Mechanics:Definitions:Entity|Entities]] as long as there is [[:Game Mechanics:Definitions:Appropriate]] [Light].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Bright Light] with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Neutral Light] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Dim Light] or lower, as [[:Game Mechanics:Definitions:Appropriate]].
==== Average Visual ====
[[:Game Mechanics:Perceptions#Average Visual]] is a level of [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Average Visual]] has a normal ability to take in reflected light, ocular organs, photoreactive cells or crystal lenses are all average and moderately ranged. [[:Game Mechanics:Perceptions#Average Visual]] gives the [[:Game Mechanics:Definitions:Entity]] a decent sense of the world cast in light, they can see most things, with good lighting to help, written words, faces, colours and other purely visual information appear distinct and legible enough to understand.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Average Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can interact with the world around them with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]]. Different [Light Levels] will affect this in similar ways as [Acquiring] below, discuss which applies, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] not too distant [[:Game Mechanics:Definitions:Entity|Entities]] as long as there is [[:Game Mechanics:Definitions:Appropriate]] [Light].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Neutral Light] and higher with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Dim Light] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Null Light], as [[:Game Mechanics:Definitions:Appropriate]].
==== Acute Visual ====
[[:Game Mechanics:Perceptions#Acute Visual]] is a level of [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Acute Visual]] has a keen ability to take in reflected light, ocular organs, photoreactive cells or crystal lenses are all strongly capable and long-ranged. [[:Game Mechanics:Perceptions#Acute Visual]] gives the [[:Game Mechanics:Definitions:Entity]] a good sense of the world cast in light, they can see most things, even without good lighting, written words, faces, colours and other purely visual information appear sharp and highly legible.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Acute Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can interact with the world around them with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]]. Different [Light Levels] will affect this in similar ways as [Acquiring] below, discuss which applies, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] distant [[:Game Mechanics:Definitions:Entity|Entities]] as long as there is [[:Game Mechanics:Definitions:Appropriate]] [Light].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Dim Light] and higher with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Null Light], as [[:Game Mechanics:Definitions:Appropriate]].
==== Flawless Visual ====
[[:Game Mechanics:Perceptions#Flawless Visual]] is a level of [[:Game Mechanics:Perceptions#Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]]. An [[:Game Mechanics:Definitions:Entity]] with [[:Game Mechanics:Perceptions#Flawless Visual]] has an exceptional ability to take in reflected light, ocular organs, photoreactive cells or crystal lenses are all near-perfect and extremely long-ranged. [[:Game Mechanics:Perceptions#Flawless Visual]] gives the [[:Game Mechanics:Definitions:Entity]] a superior sense of the world cast in light, they can see most things, even through some solid objects, even without any light whatsoever, written words, faces, colours and other purely visual information appear beyond vivid and highly clear at vast distances.
An [[:Game Mechanics:Definitions:Entity]] using [[:Game Mechanics:Perceptions#Flawless Visual]] [[:Game Mechanics:Perceptions#Perceptions|Perception]] as its [[:Game Mechanics:Perceptions#Primary Perception]] gains the following effects:
* They can interact with the world around them with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]]. Different [Light Levels] will affect this in similar ways as [Acquiring] below, discuss which applies, as [[:Game Mechanics:Definitions:Appropriate]].
* They can see through thin walls and obstacles as if they were mildly transparent, as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Definitions:Perceived|Perceive]] extremely distant [[:Game Mechanics:Definitions:Entity|Entities]] as long as there is [[:Game Mechanics:Definitions:Appropriate]] [Light].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Dim Light] and higher with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
* They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] in [Null Light] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
==== Changelog ====
Version 0.5c - Jul 2026
* All Perceptions updated with rules and descriptions.