Tatha – Sense Archetypes

The Sense Archetypes

They are often called the ‘eyes’ or the ‘arcane’, the 6 sense archetypes are the birthing grounds for magic.  Wheras the 10 Knowledge Archetypes govern skill and knowledge in the realms of the mundane, the sense cover that which is beyond the normal experience.  Each Archetype provides a single channel skill called a sixsense.  Like other channels, they must be activated and they use bandwidth while they are on.

It is common for avatars of one sense archetype to have more than one sense, and there are explicit uses found in combining them.  In addition, the sum of all 6 archetype values is the Awareness score, which is used for all passive sensory checks, and can be thought of the sixth sense.  See The Senses for more information.

These are the 6 Sense Archetypes and their abilities:

Magician – (Magician)

The Magician is the true physicist.  Waves, fields, particles, energies, bonds, and structures become directly visible.  The Magician is also a mathematician, able to see numeric relationships and the formulas or coefficients that compose any thing they can see.  A Magician (rank 2) for example would be able to look at a piece of glass and see that it has a refractive index of ~1.51724 just as easily as someone else might see something as ‘red’.  Much like all the senses. this information works like a parabolic microphone with a ‘tune’ control.  A little information can be seen about a lot or a lot of information can be seen about a little.  The Magician is able to see ‘magic’ often for what it is, and at very high levels, how to recreate it.  This understanding is a cornerstone for the practice of magic.  Common aspects are witchcraft, alchemy, chemistry, physics, biology, astrology.

Ability: Truth Sense

  • Rank 1: Can sense relative power, notable/primary archetype, aura colours representing elements
  • Rank 2: Can sense makeup, components, structure, ratios, proportion, full light spectrum
  • Rank 3: Can sense causality, flow, rivers (coherence, energy, karma)
  • Rank 4: Can sense capabilities, abilities, effects
  • Rank 5: Can sense ultimate truth, reconstruction, formulaes (can copy an observed specialization as long as Truth Sense R5 remains on)

Witch – (Empress)

Wheras the Magician is concerned with discrete ‘things’, the Witch is more concerned with the bonds between them.  The Witch is often thought of as the female counterpart to the Magician.  When looking a chair, the Magician would see a base, a back, a hinge joint force, 4 legs, a dispersion force, the gravity, the grain of the wood and the jitter of the particles, the Witch sees a chair, the people who sit on the chair, the person who crafted the chair, people thinking about the chair, or creating similar chairs, and will see peoples’ relative desire to sit, and their usages of the word ’sit’ in every language that they speak it.  To the Witch, these are the parts of the chair, just as much as legs, a cushion and a back might be parts.  This sense is far more powerful when also applied to things that create outgoing links, like things with a mind.  The thoughts appear as if thrown through the air or sribbles as images in muddy crayons and oil.  Words stream from all things and the strongly reinforced ones rise to the forefront as if spoken louder.  Witches are telepaths, mind readers, linguists, psychologists, match-makers, weavers, workers of fabric.

Ability: Link Sense

  • Rank 1: Can sense quantum threads, physical entanglements, body links, sense links, possessions (can identify something’s owner through acclimation)
  • Rank 2: Can sense mind links, telepathies (uses of link sense to view the mind – rank 2 or 3), probes, strong intent or emotions
  • Rank 3: Can sense thought links (if anyone is currently thinking about something), loves, trusts, hatreds, empathy, surface thoughts
  • Rank 4: Can sense soul links, puppeteers, summoners
  • Rank 5: Can sense creators of things, the user of an ability, originations (homeworlds, etc)

Oracle, “Mother” – (High Priestess)

Most see things through the lens of the self – the bodymind.  The Oracle can sense things without the lens in the way.  The act of sensing, as if taking a photograph, leaves a record.   These photographs persist and can be found after the fact by the trained eye – The Oracle, the great historian.  It is commonly called Post-Cognition, but it is more than that.  It is relocation the sensesphere’s origin to a different temporal frame (different space and time).  Unlike the other sixsenses, temporal sense cannot easily co-exist with normal sensory information, so during the time this sense is active, the main sensesphere is not.  However, on occassion, strong interferences may ‘flash’ into an Oracles’ senses.  Since Oracles can choose their viewpoint, they can literally have eyes on the back of their head, or see around a corner.

Ability: Temporal Sense

  • Rank 1: Can sense the just-past, echoes of change (diminishing heat, long tail sound reverberations, remnant air currents)
  • Rank 2: Can sense from a distant point of view (any object within range – can be sense-point, however still cannot see past sensesphere), view strong traces of an objects’ or spaces’ past
  • Rank 3: Can query a space (count of occurances in a time, look for sensable elements that are most or least – e.g., heaviest person to pass this point), and see from multiple distant points of view (think closed circuit security cams)
  • Rank 4: Can maintain a distant point of view beyond the sensesphere
  • Rank 5: Temporal Omniscience: can see everywhere, however filtering is required and takes time, can read an object to its origin and see everywhere it’s been

Explorer – (Hanged Man)

The Explorer is the selfless wanderer, always searching for what is just beyond reach, what remains undiscovered.  Much like the other senses, it works as a tunable parabolic-style focus – the further away, the less that is seen.  This can be applied to any sense, including the bodysenses.  In addition, the sense sphere is also extended, allowing the explorer to observe things within a much greater range.

Ability: Wandering Sense

  • Rank 1: Sense range increased by 100% (2x – 200m)
  • Rank 2: Sense range increased by 300% (4x – 400m)
  • Rank 3: Sense range increased by 700% (8x – 800m)
  • Rank 4: Sense range increased by 1500% (16x – 1.6km)
  • Rank 5: Sense range increased by 3100% (32x – 3.2km)

Thief – (Wheel of Fortune)

The Thief (often also called the Gambler) sees everything as warm and cold.  These heat signatures dance and fluctuate in harmonic patterns similar to those of the Wave Function.  When dice are thrown in the air, the thief sees warm and cool numbers flash on the surface of the table before the dice land.  If someone asks the thief what the chance of success of a particular plan or set of actions is, they might respond with confidence “33.33 percent.. repeating of course”. However this does not mean that they can see the future, only the given probability of relatively contained conditions.  The Thief understands that skill and chance are one and the same.  Thieves are excellent gamblers, risk-takers, and opportunists.  They tend to be be self-centered, as opposed to the Explorer’s altruism – afterall, to take advantage of the best path is to take it from someone else.

Ability: Probabilty Sense

  • Rank 1: +1 To any Skill Roll
  • Rank 2: +2 To any Skill Roll
  • Rank 3: +3 To any Skill Roll
  • Rank 4: +4 To any Skill Roll
  • Rank 5: +5 To any Skill Roll

Hacker – (Tower)

Much like Shiki from Kara No Kyoukai or Raistlin from Dragonlance, a Hacker (often also called a Saboteur or Assassin) can see the death of things.  It often manafests as cracks or visible points of light emenating from the weakest or strongest points of all things.  For others, staring at anything for too long will make the thing appear to shatter or wither away, or slowly seperate into all of its components.  These seperations happen along well defined lines A well trained hacker can attack or manipulate a thing along these weakest point, having a much greater chance of doing considerable damage.  Mastery of certain sword arts, atemi-based martial arts techniques (pressure points, chi flow and ‘death touch’), computer hacking, demolition, and acupuncture are all aspects of the Hacker.  A Hacker enjoys taking things apart, whether or not they plan on putting them back together again.

Ability: Fault Sense

  • Rank 1: +1 To Damage Rolls
  • Rank 2: +2 To Damage Rolls
  • Rank 3: +3 To Damage Rolls
  • Rank 4: +4 To Damage Rolls
  • Rank 5: +5 To Damage Rolls

Combining Senses

Senses do not exist in isolation.  They work together to unveil that which is sought.  Usually sense related rolls will roll against the Awareness Stat (Magician + Witch + Oracle + Explorer + Thief + Hacker), which represents general awareness, intuition and perception.  However, sometimes a more specific roll is called for when, for example, something is being searched or queried.  Here is a simple list of some possible combination applications:

  • Magician + Witch – sense the truth of a linked thing
  • Magician + Oracle – sense the truth in the past
  • Magician + Hacker – sense the truth of a weakness
  • Magician + Thief – sense the probabilities that a truth might change, sense the probable other truths
  • Magician + Explorer – sense the truth at a distance
  • Magician + Oracle + Thief – sense the truth in the probable future
  • Witch + Explorer – follow a link as see from it
  • Witch + Oracle – sense a past link
  • Witch + Thief – sense a possible link
  • Witch + Hacker – sense the weakness of a link
  • Witch + Oracle + Thief – sense a probable future link
  • Oracle + Explorer – see further around in the past
  • Oracle + Thief – sense the probable future
  • Oracle + Hacker – see faults in the past, intrusions in the timeline
  • Oracle + Thief + Explorer – see further around in the future, more possibilities
  • Oracle + Thief + Hacker – see future cataclysms, major fractures in the timeline
  • Explorer + Thief – see a wider range of probability
  • Explorer + Hacker – see faults further away
  • Thief + Hacker – see the most critical probabilities

March 23, 2009

Tatha – Collaboration, Duration, Bandwidth, Restrictions

Now that the basics of the Rank system are out of the way – on to some of the more special cases:

Restrictions

In addition to Ability Variables, some abilities may also contain one or more Restrictions.  These work like negative variables (thought they often have less ranks, often only 1).  For each Restriction purchase during the usage of an ability, the total Rank Cost goes down by 1.

Duration and Bandwidth

Abilities in Tatha do not have ‘durations’ attached to them.  Instead, there are three types of abilities:  Instant, Channel, and Burst ChannelInstant abilities subtract their usage cost from ones’ current stats immediately upon usage and have no lingering effects.   Channel abilities temporarily consume stats for as long as they are on.   This means that you record 3 pieces of information per stat:

  1. What the current maximum stat is (typically 100, unless modified by abilities or equipment)
  2. What the current stat value is
  3. The sum of the currently active channeled abilities that use this stat as a cost

Of these three numbers, #2 is often called the Bandwidth.  This represents the current maximum for the third number, the Channel.  Any channeled ability can be deactivated at any time, but the effect is terminated immediately with it.  If at any point the available bandwidth is smaller than the current channel, then the player must deactivate channeled abilities of their choice until the bandwidth is equal to or greater than the channel.

Burst Channel is the last kind of ability, and it is simply a combination of two abilities: an Instant and a Channel.  As such it will be listed with two costs: the instant cost and the channel cost.  The last things that can come into the equation here are Overpowering, Contests, and Conditions – all of which will typically drain bandwidth (like an instant), but may do so on a periodic basis or based on a failed roll or other condition.

Collaboration

One might look at the Rank chart and say: “with only 100 Energy, what’s the point of having Rank 5 on an ability that costs 400 Unit Energy Energy – no one can ever cast that”.  And that would be correct – so you need to get more than one to cast it.  Collaboration can be a tricky however, and may not even prove fruitful (too many cooks can spoil a broth).  When collaborating, the output of the group is determined by the following ’simple’ formula:

Total Output = Sum( Ability Unit Cost * ( 2 ^ ( User’s Rank – 1 ) ) ) – ( Ability Unit Cost * (Number of Collaborators * ( ( Number of Collaborators – 1 ) / 2 ) ) )

Whew.. Now this looks pretty complicated , but it’s not.  Another way to put it is that the amount of energy that this rank would cost if the user had the ability at rank 1 is added to a pool and the pool loses the cost of the ability times the number of unique connections between people involved off the top and that .  This pool is then used to cast the ability as if the caster had the ability at Rank 1.  To simplify calculating the number of unique connections, otherwise known as the Triangular Number (ref1, ref2, ref3), here is the following table for most real-world uses of this:


 1:   0
 2:   1
 3:   3
 4:   6
 5:  10
 6:  15
 7:  21
 8:  28
 9:  36
10:  45
11:  55
12:  66
13:  78
14:  91
15: 105
16: 120
17: 136
18: 153
19: 171
20: 190

Now some examples: (for all these examples, the ability cost is 20Energy).

  • 1 Person Rank 4:  160 (Rank 4)
  • 2 People Rank 4 for both:  160 + 160 = 320 – (20 * 1) = 300 (Rank 4 – almost Rank 5)
  • 3 People Rank 4 for all: 160 + 160 + 160 = 480 – (20 * 3) = 420 (Rank 5)
  • 4 People Rank 4 for all: 160 * 4 = 640 – (20 * 6) = 520 (Rank 5)
  • 5 People Rank 4 for all: 160 * 5 = 800 – (20 * 10) = 600 (Rank 5)
  • 6 People Rank 4 for all: 160 * 6 = 960 – (20 * 15) = 660 (Rank 6)
  • 7 People Rank 4 for all: 160 * 7 = 1120 – (20 * 21) = 700 (Rank 6)
  • 8 People Rank 4 for all: 160 * 8 = 1280 – (20 * 28) = 720 (Rank 6)
  • 9 People Rank 4 for all: 160 * 9 = 1440 – (20 * 36) = 720 (Rank 6)
  • 10 People Rank 4 for all: 160 * 10 = 1600 – (20 * 45) = 700 (Rank 6) !!!

So if you notice this pattern here, while simplified because they are all using the same Rank of the ability, you will notice that after a while, adding more people becomes fruitless, even harmful.  Here are some more random examples:

  • 2 People Rank 2 each: 40 * 2 = 80 – (20 * 1) = 60  (Rank 2)
  • 3 People Rank 2 each: 40 * 3 = 120 – (20 * 3) = 60 (Rank 2)
  • 2 People Rank 1 each: 20 * 2 = 20 – (20 * 1) = 20 (Rank 1)
  • 3 People Rank 5 each: 320 * 3 = 960 – (20 * 3) = 900 (Rank 6)
  • 2 People Ranks 2 and 3: 40 + 80 = 120 – (20 * 1) = 100 (Rank 3)
  • 4 People Ranks 3, 3, 2, 2: 40 + 40 + 80 + 80 = 240 – (20 * 6)  = 120 (Rank 3)
  • 4 People Ranks 3, 3, 2, 3: 40 + 80 + 80 + 80 = 280 – (20 * 6)  = 160 (Rank 4)
  • 5 People Ranks 3, 3, 2, 3, 2: 40 + 40 + 80 + 80 + 80 = 320 – (20 * 10)  = 120 (Rank 3)

Some observations can be made about the following examples:

  • The threshold for ‘useless addition’ comes sooner the lower the ranks being contributed are
  • Conversely, the higher the ranks being added, the more resistant they are to the loss
  • Rank 1s are always a hindrance, never a help (because the addition of 1 rank 1 adds at most Unit to the total, but will add at LEAST Unit worth to the loss)
  • This isn’t to say that Rank 1 users can’t help, they just need to spend more than usual (instead of spending 20E, if they spent 80E, they’d be a rank 3)
  • In the last example, the 4 people had an already stable Rank 4 usage – the addition of the extra Rank 2 user actually destabilized the ability, dropping it a rank

However, there is a way to beat the loss.  Any Soul Link groups are counted as a single person as far as the Triangle Number section is concerned.  This means that two users with a Soul Link have ZERO loss, allowing them to effectively double their output (which will mean if they are using the same rank, they will get 1 more than what they could have individually).

  • 2 Soul-Linked People Ranks 4 and 4: 160 * 2 = 320 (Rank 5)
  • 2 Soul Linked People Ranks 3 and 3 + 3 Non-soul linked Rank 3s: 80 * 5 = 400 – (20 * 6) = 280 (Rank 4)
  • 2 Groups of 2 Soul Linked + 1 Non-linked People all Rank 3: 80 * 5 = 400 – (20 * 3) = 360 (Rank 5)

The difference between the 2nd and 3rd example there is not the addition of any people or any ranks, but just the linking of two unlinked users.

Notes

I will probably develop a simplified system for collaboration (based on tables of the likely outputs from this formula), but this system was developed by my usual means:  I know the curve/effect in my mind that I want, and then I look for the formula that produces it.  A simplification would probably look like a rule of thumb for ’small group’ scenarios:  Everyone must use the same rank.  To raise the rank of the output 1 rank, you need 3 people, or 2 people under a Soul Link.

March 10, 2009

Rank System

One of the paramount concepts of Tatha is the rank system.

Every ability, and archetype works on the same sliding scale rank system.  Each ability or archetype has a ‘unit cost’.  This is the cost for an increase of 1 rank.  When creating a character this cost is spent in karma.  However, this is only valid for the 1st rank.  The second rank costs 2x the unit cost.  The third rank costs 4x, the fourth 8x and the final rank costs 16x.  All ranks work on a power-of-two scale.

This carries over into usage:  Each ability has a ‘casting cost’.  This is the cost to use the ability at the rank that you have on your character sheet.  However, this isn’t the only choice that you have.  You can increase the effective rank of the ability for this one time by increasing the cost by a power of two for each increase.  This also works in reverse: you can cast at a lower level for less cost.

March 9, 2009

Tatha – 12 Knowledge Archetypes

Of the 22 Archetypes, the first 12 are The Knowledges.  They represent the accumulation of worldly knowledge and aptitude.  Each of these Archetypes has 5 ranks (as have all Archetypes and Abilities).  Each rank bestows a +1 to any skill checks pertaining to the realm of the ‘Skill keywords’.  This allows a loose interpretation of skills to fit the situation.  The GM will explain which Archetypes to add to the roll (possibly multiple).  If the player has any ranks in the types listed, he/she adds up all ranks in all the listed types for the bonus.

Many Abilities list a Knowledge Archetype as a prerequisite.

Lastly, there are the 3 Formations formed by adding each of the 4 domain Archetypes up:

  • Soul = Artist + Philosopher + Trickster + Shadow
  • Mind = Architect + Summoner + Scientist + Warrior
  • Body = Knight + Priest + Musician + Assassin

These are common rolls to resist attacks and harmful affects, test against highly generic conditions, apply contests, etc.  In as such, Knowledge Archetypes can be thought of as a combination of

Karma - Soul – Void – Anicca – Mutable

  • Artist - (Temperance, Sagittarius, Fire) – middle way, calm, beauty
    Skill keywords: visual arts, creation, imagination, painting, arts and crafts, and art appreciation, fashion
  • Philosopher - (Hermit, Virgo, Earth) – solitude, mercy, research
    Skill keywords: investigation, languages, philosophy, writing, research, programming (language)
  • Trickster - (Lovers, Gemini, Air) – harmonious opposites, desire, bonding
    Skill keywords: glib, bluff, acting, diversion, distract, seduce, drama, street smarts
  • Shadow -(Moon, Pisces, Water) – secrets, hidden, anxiety, doubt, fear, illusion
    Skill keywords: hide, move silently, palm, sneak, disguise, acrobatics, tracking, trailing

Energy - Mind – Chaos – Anatta – Cardinal

  • Architect - (Emporer, Aries, Fire) – responsibility, long term thinking, strategy
    Skill keywords: strategy, tactics, military, structure, formation, architecture, communication, communication systems, programming
  • Summoner - (Devil, Capricorn, Earth) – domination, power, uncontrolled energy
    Skill keywords: demonolgy, business, finances, legal systems, haggling, merchantile
  • Scientist - (Justice, Libra, Air) – intellect, reason, balance
    Skill keywords: scientific method, physical sciences, scientific equipment, medicine, biological sciences, technology
  • Warrior - (Chariot, Cancer, Water) – victory, bravery, pride
    Skill keywords: melee weapons, melee weapon crafting, physical skills, climbing, running, swimming, lifting, morale, intimidation

Coherence - Body – Form – Dukkha – Fixed

  • Knight - (Strength, Leo, Fire) – inner strength, compassion, perseverance
    Skill keywords: armour, armour crafting, defense systems, security systems, piloting, vehicles, navigation, drive systems, power systems
  • Priest - (Hierophant, Taurus, Earth) – belief, knowledge, group coherence
    Skill keywords: social sciences, history, culture, etiquette, sociology, taxonomy, factions, occult, religion, memetics
  • Musician - (Star, Aquarius, Air) – tranquility, calmness, harmony, trust, inspiration
    Skill keywords: music, musical instruments, oration, empathy, animal training, riding, psychology, interrogation
  • Assassin - (Death, Scorpio, Water) – regeneration, change, conclusion, loss, inescapable
    Skill keywords: ranged weapons, ranged weapon crafting, ranged weapon identification, forensics, demolitions, poisons, traps, weapons systems

Stay tuned – next up is the 6 Sense Archetypes

February 27, 2009

Tatha – Jumping

jŭmp·ing – to leap with the soul and land where the body cannot follow.

Specifically the ability to imprint harmonic encodings that represent all ones thoughts, memories and experiences on one’s ālayavijñāna, and then rebuilding this bodymind after reincarnating into a new form.  The skill of jumping means to be able to influence the form that is created (often pre-conceiving the form through observation beforehand).  There are two primary types of jumping: Near Jumping and Far Jumping.  Near is categorized as within the mindsphere (the locations that the bodymind can observe at the given moment) – generally < 100 meters, and within a few seconds either way.  Far Jumping is far more complicated as involves taking an incarnation in a location outside of the mindsphere – this cannot easily be done without assistance (umbillicum or other gear, soul link assistance, etc) – as the location must first be observed.

However, Jumping is more of an art than a science – the science long being taken care of.

An example Near Jump in story:

“Rivari smirked as the spear pierced his chest – his almond eyes drifting off into meditation behind the thick spectacles.  The Asura looked around nervously, attempting to pull his spronged spear from Rivari’s flesh – but it was too slow.  An older man in a tweed suit leaned out from the alley and chanted a short mantra.  The last thing the Asura saw were a pair of similar thick glasses on the old man – one of many traits that were reminiscient beyond circumstance -  before it was engulfed in flames”

and in play:

GM: “Rivari is stabbed by the Asura’s spear causing 8 form damage.  You have 2 coherence left and are fading fast.”

Ted (Rivari’s player): “I spend the turn preparing a jump, distance 3: in the alley behind the Asura, dukkha: 2, form: 1 – I keep the glasses and my pocketwatch, spending my remaining coherence and as much energy as required to pay for that.  And I go out with a smirk.”

GM: “You are Frank Peddleton, who was taking a shortcut through the alley on his way home – a scrawny man in his early 60s with wiry short grey hair and a college professor stubble.  You have a tweed suit, with a familiar pocketwatch and glasses with a bent rim and an index of well over 1.6.”

Ted: “I’m so through with this guy… I peek out from the alley to orient myself and spend the entire turn chanting  my Flame of the Heavens mantra – power 4 on the blue skinned bastard.  I really liked playing that Greek.”

February 24, 2009

Tatha – goals, archetypes, ranks

Cross posted from a comment response on my LJ:

Character goals are largely factional – there are a few common goals however (often shared in a faction):

1) Spread of a given philosophy or worldview (believing makes it so) – to craft a specific utopia (i.e. gather of comrades, so hence group/view Coherence).

2) Gathering of coherence through adversity view (basically terrorism… the more people see/fear them, the more they are confirmed)

3) Gathering of energy/resources to achieve group or personal goals. Often energy or resources are in other planes/times – bringing it back is the trick, but artifacts of power are great ways of storing energy in something that’s easy to believe in / observe across shifts.

4) Gathering for collection purposes (either vanity or to power 1,2,or 3) – for example collecting the souls of the 100 Asura (demons) from the plane of Sumeru

5) Worldcrafting – basically you can never affect your own timeline – anything that happens in a time causes another probability fork/split in the tree (actually doesn’t cause it, just sort of strengthens the observation of it) – including these future beings shifting in. However, if one were to go back in time on a timeline, strengthen the path where something happened, then all branches of this ‘new’ tree are now strengthened, making them easier to shift to. Then go to one of the new branches, making another new branch and make something else happen. Rinse, repeat, until you have what you want (either a nice summer getaway location, or some meticulously crafted artifact or technology or world to harvest). Generally this works best with larger groups, as if a single person does it, the coherence of the new branch isn’t very strong (what if they forget/die?).

6) Pure destruction

7) Pure hedonism

8) Personal Growth through varied experience

February 23, 2009