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