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game_mechanics:perceptions [2026/08/10 12:52] – [Dull Social] ms_ashgame_mechanics:perceptions [2026/08/10 13:41] (current) – [Perceptions] ms_ash
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 //**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. 
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 +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. 
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 +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. 
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 +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. 
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 +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. 
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 +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. 
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 +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.
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 ====== Primary Perception ====== ====== Primary Perception ======