Perceptics

Published by Abraxas on

Perceptics

“Eyes of a hawk,” and “ears of a fox,” are not exaggerations for a Caster with knowledge of Perceptics. This unassuming spell can give a Caster just the right advantage required for numerous situations. Some even use the spell in their later years as a means of working around the tolls of old age. In either regard, perceptics is capable of bestowing a new level of versatility.



Contrary to popular belief of Perceptics, most of the spell’s function does not occur within the receptors of the Caster’s senses but within the neural pathways of the brain that interpret the information that their senses perceive. More experienced Casters delve into manipulating their sensors in order to interpret their environment in ways that are normally impossible for their race to do. A Caster’s Personal Rigen is flooded into their neural pathways to expand so that less information is passively filtered out by the brain. The sensors can be mutated intentionally by Rigen to receive stimulation more intently or through a different process.

A highly advanced usage of Perceptics permits a Caster to remove a sense from their body and place it in a receptacle. A Caster’s Personal Rigen connects the receptacle to the Caster to serve as an extended neural pathway. This process is referred to as Dislodging. A dislodged sense cannot be enhanced or mutated. The extended pathway can traverse through obstacles but the information becomes distorted when it does. A Caster has no influence on  the Rigenic Pathway as it naturally maintains a direct line to the receptacle. If another Caster were to perceive a receptacle with Auristics the item would radiate the caster’s aura as well as the rigenic pathway.


Prerequisites

The Caster must have an understanding of Personal Rigen and how to manipulate it. Also, they need to have a basic understanding  In order to learn perceptics a caster must have at least 15 skill points in Rigenology and 10 skill points in the Anatomy skill pertaining to the caster’s race.


Initial Learning

An instructor is required to learn Perceptics and cannot be self-discovered or self-taught. Without the instructor a Caster would fail to apply their Rigen to the correct areas of the body to generate the desired change. The instructor must be at least an Expert with the spell.


Skill Levels


Apprentice

An instructor begins with teaching the Apprentice how to open their neural pathways so that a single sense can be amplified. This process restricts the pathways of the other senses and nullifies them completely during the spell’s duration. While a Caster can only enhance one sense per use of the spell they are not restricted to only using the spell on that one sense every time thereafter. A Caster’s enhancement lasts for up to two minutes and requires a couple minutes to initiate.


Journeyman

Now a Caster is capable of affecting their neural pathways so that the non-amplified senses are dulled rather than fully muted. Initiating an enhancement only requires one minute for a Journeyman. With an instructor’s guidance, they can begin experimenting with mutating the receptors of a single sense per use of the spell. Such mutations can permit the sense to alter its function temporarily in ways that are normally impossible for the Caster’s race. Causing a mutation requires five minutes of concentration. A Journeyman is only capable of either a mutation or an enhancement with each use of the spell, but not both. A Caster’s enhancement or mutation lasts for up to fifteen minutes.


Expert

At this stage, the Caster is able to enhance any sense without affecting any of the other senses, and only takes about thirty seconds to initiate. In addition, they can enhance more than one sense at a time, however, for each additional sense enhanced beyond the first, one of the other senses must be muted to compensate. This option applies to the mutation of their senses as well. Mutation requires a couple of minutes of concentration. A single sense can now be mutated and enhanced at the same time. A Caster’s enhancements or mutations lasts for up to two hours.


Master

Each of the senses can be mutated and enhanced in profound ways. Masters can augment as many of their senses as they desire without muting or dulling the others. Enhancements require only seconds to initiate and mutations can be done in just under a minute. Advanced Masters begin experimenting with Dislodging up to two senses, or a portion of up to two senses (Example: The ability to see out of the right eye), from their body and placing it in a receptacle so that their sense(s) can receive information from a different location. The drawback is that their dislodged sense(s) only function from the receptacle they’ve placed them in. Dislodging a sense requires ten minutes and can function up to 100ft with clear line of sight to the receptacle. 

When a direct line of sight is lost the receptacle is able to clearly function up to thirty feet, and operates up to seventy feet with increased distortion depending on the level of obstruction. Other sensory enhancements and mutations can last up to twelve hours. Retrieving dislodged senses requires a few seconds if the caster is in possession of the receptacle. Otherwise, they can still retrieve their senses from a receptacle that is up to thirty feet away, however, the caster could potentially lose the sense(s) permanently if interrupted. The process of retrieving from a distance takes thirty seconds to four minutes per sense, depending on the distance. A sense can remain in a receptacle indefinitely so long as the receptacle remains in range.


100 Points

Casters with 100 skill points in Perceptics now can have a receptacle for their dislodged senses up to one mile away. With their tolerance for the greater distance, they are able to handle greater levels of interference with their line of sight. The range for retrieving dislodged senses extends to 100ft and requires thirty seconds. If the receptacle is taken beyond the one mile range limit the Caster loses their connection to it. However, if the Caster ever rediscovers the receptacle intact they can still recover their dislodged sense(s).


Costs

All the Rigen for Perceptics comes from the Caster’s spellpool. The base cost is 24 points for when the Caster is enhancing a sense to the best of their ability. When enhancing a sense to a point that a less experienced Caster could produce, the amount taken from their Spellpool is reduced. The following table shows cost regarding a Caster’s capability and the level of Perceptics they are performing.

ApprenticeJourneymanExpertMaster100
Spell Level
Apprentice2412632
Journeyman241263
Expert24126
Master2412

Risks

The largest risk a Caster has with Perceptics is the potential to permanently damage or lose a sense. While a sense is enhanced it is more sensitive and overstimulation can occur if the Caster is not careful. Headaches and migraines are frequently experienced by Casters of every level. Mutating a sense can be done faster than what is listed under the Capabilities section. However, mutating too quickly is painful, and if done for too long, or too often, irreparable damage will occur. Also, a dislodged sense could be permanently lost if the receptacle is taken too far away from the Caster, too many obstacles are set between the receptacle and Caster, or if the receptacle is destroyed before the Caster can remove their sense(s) from it.

Additionally, if a sense is partially dislodged into a receptacle the Caster can quickly suffer from migraines until the sense is restored. Using the previous example of placing only the right eye’s vision in a receptacle, seeing two different visual inputs can cause disorientation and will over stimulate quickly. And if that partial sense is lost, the the right eye is permanently blind.


Article Credit to Abraxas.

Last updated byAbraxas on June 29, 2022
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