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game_mechanics:perceptions [2026/08/10 12:43] – [Dull Physical] ms_ashgame_mechanics:perceptions [2026/08/10 13:41] (current) – [Perceptions] ms_ash
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 <WRAP Notice> <WRAP Notice>
 //**Ash's Aside**// \\ //**Ash's Aside**// \\
-Aside here.+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.
 </WRAP> </WRAP>
 ====== Primary Perception ====== ====== Primary Perception ======
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   * 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 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 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]].+  * 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]].   * They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].
      
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   * They can feel out the area, sensing movement and hidden objects with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].   * 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 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]].+  * 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]].   * 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]].
      
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   * 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 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 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]].+  * 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]].   * They can [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]] with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].
  
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 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: 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 other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]] or social creatures, with [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].+  * 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 understand simple, primal relationships such as families and lovers.
-  * They can [[:Game Mechanics:Definitions:Perceived|Perceive]] other [[:Game Mechanics:Definitions:Entity|Entities]] as well as remember and understand them as an individual.+  * 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]].   * They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
      
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 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: 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 other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]] or social creatures, with no [[:Game Mechanics:Definitions:Property:Advantage]] or [[:Game Mechanics:Definitions:Property:Disadvantage]], as [[:Game Mechanics:Definitions:Appropriate]].+  * 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 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 well as remember and understand them as an individual.+  * 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]].   * They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
      
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 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: 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 other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]] or social creatures, with [[:Game Mechanics:Definitions:Property:Advantage]], as [[:Game Mechanics:Definitions:Appropriate]].+  * 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 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 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 well as remember and understand them as an individual.+  * 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]].   * They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
      
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 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: 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 other [[:Game Mechanics:Definitions:Entity#Entity Types|Sapients]] or social creatures, with [[:Game Mechanics:Definitions:Property:Advantage]] or even [[:Game Mechanics:Success and Failure:Automatic Success]], as [[:Game Mechanics:Definitions:Appropriate]].+  * 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 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 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 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 well as remember and understand them as an individual.+  * 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]].   * They can not [[:Game Mechanics:Acquired|Acquire]] [[:Game Mechanics:Definitions:Entity|Entities]].
 ===== Visual ===== ===== Visual =====