Perceiving
Perception is the ability of an elohim to discern information about others and about their surroundings. The information gathered is mostly limited to the creativity of the player trying to Perceive information. Perceived information should be something that can be reasonably argued to be observable, even if it would be very difficult to observe. Perception can also be used by the Host to determine if the elohim naturally recalls relevant information. Perception is only necessary in instances when the character would not reasonably and readily know information. For example, if a holy character has reduced Speed because of a Song, it would be obvious that they are being affected by Sloth. If they see chains forming around another elohim, it would be apparent that Bind or Bondage is being used. Which Ministering Spirit is creating the chains may not always be as readily apparent.
Perception is considered a Social Attribute and is divided into "to Perceive" and "vs. Perceive". Perception is more of a static Attribute than one that can be purposely developed. Most characters are considered to have average ability to Perceive and avoid being Perceived. A character can boost both of these abilities by assuming Defensive Stance and thereby behaving in a more alert and more cautious manner. Also, Messengers are blessed with increased abilities in both aspects of Perception. This aids them in performing their given duties.
Incidental Perception vs. Intentional Perception
Perception works in two ways; Incidental Perception and Intentional Perception.
- Incidental Perception is when there is something that an elohim may incidentally Perceive just by being nearby but the elohim is not actively trying to Perceive it.
- Intentional Perception is when the Player is actively trying to Perceive specific information.
In the case of Incidental Perception, the Host secretly rolls a Perception Interaction for the player. If the Perception Interaction is Passed, then the Host will reveal information to the player. If the Perception Interaction is Failed, then the Host will proceed without drawing attention to the fact that a Perception Interaction was even made. Some Hosts may even occasionally roll for no actual purpose to make it less obvious when they are actually rolling Incidental Perception Interaction!
In the case of Intentional Perception, the player initiates by declaring to the Host what it is they would like to try to Perceive. The Host then rolls a hidden Perception Interaction for the player and informs the player what, if anything, their character Perceives. Sometimes the Host may require the player use Action Points in order to Intentionally Perceive multiple things in a row. The general rule is that a character can try to Perceive up to two things each Turn without requiring the use of Action Points. Being especially skilled in Perception, players with a Messenger character would be wise to make good use of Intentional Perception to gain valuable information that could affect their choices or the choices of their allies.
When an elohim has a high "vs. Perceive" value, they may find it a beneficial option to engage in stealthy activity. While the enemy is unaware of an elohim's presence, Incidental Perception is used to determine if/when the enemy notices them. Once the elohim has been noticed, no further Perception Interactions are needed to continue to notice the elohim unless they leave line of sight of the enemy or group of enemies. If having left line of sight, the Host will determined if/when the situation warrants requiring an Incidental Perception check once again. As a general guideline, if the elohim spends at least one complete Turn outside line of site, then a Perception Interaction might be warranted when they re-emerge. If the character steps behind a rock and enemies are watching the whole time, simply waiting and stepping back out will not likely warrant a Perception Interaction for them to be noticed. However, if the elohim enters a building by a front door and exits by the rear or side door later, the Host may determine the enemy would need a Perception Interaction to notice them.
Resolving Perception Interactions
As stated before, the Host resolves all Perception Interactions privately with the exception of Perception Interactions made for Trained Eye, which are made by the player. This adds to realism in the story experience. Sometimes the roll may be so bad that the Host decides to give false information.
Interpreting Die Results
Pass (positive)
Neutral
Fail (negative)
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9-12 is a Pass representing that the character was discerning to a degree.
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4-8 is a Neutral representing that the character failed to see to a degree.
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1-3 is a Fail representing that the Target was guarded and undiscernible to a degree.
In regard to Epic Interactions:
- If the natural roll contains two or more uncanceled 12s (not canceled by a 1), the roll is considered an Epic Interaction and natural 12s may not be adjusted down in an Epic roll.
- If the natural roll contains three or more uncanceled 12's, it is automatically a Passed Interaction, regardless of how Adjustments would affect the final outcome. Adjustments may, however, avoid a Superb Pass.
- If the natural roll contains two or more uncanceled 1s (not canceled by a 12), the roll is considered an Epic Interaction and natural 1s may not be Adjusted up in an Epic Failure.
- If the natural roll contains three or more 1s, it is automatically a Failed Interaction, regardless of how Adjustments would affect the final outcome. Adjustments may, however, avoid a Supreme Failure.
Degrees of Success
Perception Interactions require 3 or more Passes to Succeed, but there are different degrees of actual results. Results are judged as follows:
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7 or more Passes = Superb Success; gives bonus information
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3-6 Passes = Success; give the full information sought
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1-2 Passes = Near Success; some vague related information is Perceived
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0 Passes-2 Fails = Failure; no usable information
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3 or more Fails = Supreme Failure; Perceive false information
Adjustments
There are no Factor Values for Perception Interactions. Values for "to Perceive" and "vs. Perceive" are each directly a number of Adjustments and do not need translated. The modifiers are also directly a number of Adjustments. Interactions are intended to be resolved as simply as possible to keep the game moving.
Several things can modify the number of Adjustments in a Perception Interaction. The primary modifiers are the "to Perceive" and "vs. Perceive" values of the any characters involved. "to Perceive adds Adjustments in favor of the one Perceiving, while "vs. Perceive" adds Adjustments in favor of the one being Perceived. There are several other variables that can affect Perception such as Range and visual obstruction. The goal is not to be overly technical about the modifiers and get bogged down with them. Treat the information listed below as guidelines and suggestions for the Host. Ultimately, the Host is the only one who sees the Perception rolls and their ultimate purpose is to enhance the story, not detract from it with a long pause.
Below are several Perception modifiers that will give an idea of how different factors play in to Perception.
- "+" indicates Adjustments in favor of the one Perceiving
- "-" indicates Adjustments against the one Perceiving
Incidental Perception
Range Modifiers
Perceiving a presence out to 3”…...auto sensed unless Glory is Concealed
Perceiving a presence beyond 3” out to 14".........…………………....…...+3
Perceiving a presence beyond 14” out to 28”……………...……......……...0
Perceiving a presence beyond 28” out to 40”…………….….....…...……..-7
Perceiving a presence beyond 40” out to 49"..……………...……...……..-12
Perceiving a presence beyond 49" is usually unlikely
Incidental Perception Interactions are usually rolled each time an elohim crosses into a closer range to the nearest elohim of grouping of elohim. However, if characters are spending significant time in the same proximity, the Host should occasionally roll an Interaction to see if any unaware characters notice the other.
Tier & Horse Modifiers
Strongest Tier being Perceived is Tier:0….......……….......…….….…......-3
Strongest Tier being Perceived is Tier:1-2.....……....……...……...............0
Strongest Tier being Perceived is Tier:3.....….……..……....…...…..........+3
Strongest Tier being Perceived is Tier:4.....….……..……....…...…..........+7
The Perceiving elohim has a Horse or Chariot.……….......……......….…+3
The Perceived elohim has a Horse or Chariot...………...........….....…....+3
Having a higher Magnitude makes an elohim easier to notice. Elohim on a Horse or Chariot also have a better vantage and can notice others more easily.
Other Modifiers
When the elohim is aware of a presence......……....................................+3
When the elohim is facing in a 90° cone......+3 or auto if unobstructed within 14"
When the Perceived is Singing..............auto within 14"; +3 within 28”
(distances are halved if Song passes through a physical structure or Dominion)
Group Modifiers
group's "to Perceive"..........................................best "to Perceive" + grouping
group's "vs. Perceive"......................................worst "vs. Perceive" - grouping
Generally, the Host will often roll only one Incidental Perception Interaction on behalf of an entire grouping of elohim. Elohim are generally considered together as long as they are within 12" of another in the same grouping. So, a character trying to use stealth may want to be at least 12" apart from their nearest ally.
When Perceiving for a grouping, the Host should use the "to Perceive" of the character who would have the most total Adjustments in their favor and then add any Adjustments for grouping size. Every additional Messenger adds an Adjustment and every two additional non-Messengers add an Adjustment.
When a grouping is being Perceived, the Host should use the "vs. Perceive" of the character who would have the least total Adjustments in their favor and then subtract and Adjustments for grouping size. Every two additional Messengers subtract an Adjustment and every additional non-Messenger subtracts an Adjustment.
Intentional Perception
Elohim Details
Clearly Visible things……….................…..…auto within 28”; otherwise +12
Easily Observable things.........................................................................+7
Somewhat Observable things……..................................……...…...…....+3
Difficult to Observe things……….................….........................................0
Perceiving Direction While Moving Underground……......………...…....0
- Clearly Visible things include a character's Tier, Order or Beast variety, a Song currently being sung, and Manifesting Spiritual Effects that are in use.
- Easily Observable things include whether a character is Holy or Unholy, in Defensive Stance, their Rank, Power or Discipline.
- Somewhat Observable things include a character's Basic Attribute values, War Attribute values, damage taken, Exertion level, and Affecting Spiritual Effects affecting the character.
- Difficult to Observe things include a character's Social Attribute values, the Allotment being put into a Spiritual Effect, and the SPP being invested into a Song.
These are not exhaustive lists, but should give a Host an idea of how to classify most things.
Range Modifiers
Perceiving details out to 14”…....................................................................0
Perceiving details beyond 14” and out to 28”.............................................-3
Perceiving details beyond 28” out to 40"..……………............……...……..-12
Perceiving details beyond 40" is usually unlikely
Additional Modifiers for both Incidental and Intentional Perception
Perceiving while in Defensive Stance…....…………………..….…….…….+3
Perceiving a character that is in Defensive Stance…....…....…………...…-3
Perceiving an elohim who's Glory is Concealed…………..…...……....…..-12
If partially obstructed......................(may negate auto Perception).............-3
If fully obstructed............................(may negate auto Perception).............-7
Example: An unholy Warrior is in Defensive Stance and trying to sneak up on Herald from behind across relatively open terrain. The Warrior crosses into a Range inside 14”.
The Host rolls an Incidental Perception Interaction for Herald. They total up the Adjustments giving: +3 for Herald being a Tier:1 Multi-Order Messenger, +3 for Range, and -3 for the Warrior being in Defensive Stance.
The net total modifiers are +3 for Herald, so the Host will make 3 Adjustments to the Perception Interaction roll in Herald’s favor.
Objects & Line of Sight
Elohim can pass through physical objects, but they cannot see through them. If an elohim attempts to Strike an enemy they cannot see, the Host will determine an appropriate penalty based upon Perception, Range, and how much the Target has moved since last seen.
Hearing Others
The following are appropriate distances to both hear and understand each kind of audible communication:
0”-3” Whisper
3”-7” Speaking
7”-14” Projecting, Singing
14”-28” Yelling
28"-80" Yelling might be perceived, but not understood
Each kind of communication can be noticed one range further with a Partial Pass, but cannot be understood. A Passed Perception Interaction enables understanding one range category further away. A Superb Pass can allow understanding 2 Range categories further. Most normal levels of sound are not perceived outside 28”.