Preview post of the concepts chapter for Tatha
http://docs.google.com/View?id=dhpn5xkg_
Originally published at The Ephemeral Notebook. You can comment here or there.
Preview post of the concepts chapter for Tatha
http://docs.google.com/View?id=dhpn5xkg_
Originally published at The Ephemeral Notebook. You can comment here or there.
Disclaimer: this list is still a work in progress and is subject to change. It covers the ‘mainline’ (the primary probability path)’s history from the year AD2023 to AD5346. This is meant to be viewed as a sampling of the settings’ issues and technologies. I have put in a considerable amount of work developing these elements and am still writing much of it down. This is a short summary, so most items do not come with definitions.
2023 - First incomplete Neuropatterning (Attempted AI ‘clone’ created from a human brain)
2031 - Spinor Coil topology theorized
2036 - OCEAN (Experiential Metaverse) developed
2038 - First Non-Plus-K Android (-K)
2046 - Nanotech Weaponry
2051 - Febri Ahmaji (Software Genius) and Shouhei Niijima (Neurodeveloper) form Ahmni Inc.
Ahmni-Network (AHMNI-N) is developed. First omnibrain / wetnet. Minds hooked up to omni can pull up information on it by thought matching. Ahmni is developed as an open source, self regulating framework.
2065 - First complete Neuropatterning (Full memories and consciousness)
2068 - The Fukuoka incident occurs (mass imprint and suicide cult)
2072 - Ahmni-N based OCEAN diving catches on, new net dubbed “@”
2079 - Ahmdroids created (Ahmni-based droids)
2081 - Identity play raises issues (chaining, composites, dubbing, handshakes, spoofs, IDD, zombie)
2083 - Bill of Sentient Rights established, doesn’t include androids
2086 - UCF (Ultra Cosmic Frequency) Radiation Detected
2086 - Bay Area *droid Revolt, amendment to Bill of Sentient Rights includes *droids
2092 - NanoConstruction Tech upheaves manufacturing, allows building in inhospitable environments such as space
2105 - First Extraplanetary (Lunar) Colonization
2110 - Ractor Shells used by society and military (over-wire unmanned / mannable ahmdroid)
2120 - Manifold distortion discovered, dark energy constant finally put to rest
2123 - Identity decomposition first noticed and studied (street term: selfsoup), Ident Constant theorized
2130 - Semi-self Ident Framework extends Ahmni-N
2148 - Nonliving matter is forcejumped halfway around the Earth
2149 - Publicly Published Legitimate ESP Findings, starts Rattle-Power Movement
2160 - First ReadWrite Shell developed
2167 - Mass Identity issues ensue (swaps, redub, wipes, trigger hacks, WIDE)
2175 - First @War
2192 - Mars Colonized
2199 - The New Dubai Nightmare - First Major act of Ident Terrorism, hundreds of thousands wiped and zombie processed
2200 - Planet Earth Terraforming Project Begins
2212 - First Mara Contact discovered, theorized at what they really are, kept secret
2222 - First Extraorbital Colonization: LOKA-1, LOKA 2-6 planned (Orbital Terradomes)
2227 - Pre-Symbolic Soulplotting developed, kept secret due to findings
2263 - Soulplotting technology leads to Demon-based weaponry, kept under wraps
2254 - Spansors discovered, Tachyons created in lab
2288 - Neuro-Nano Tech (NN) allowing assisted thought control of nano clusters
2295 - First and Last Intersolar War
2336 - OCCULE system developed, Field of Obseoscopy developed (virtual long range telescopy)
2347 - First publicly confirmed Extraterrestrial, Cosmoprotista discovered
2380 - Planet Earth Abandoned
2399 - First Nebule discovered
2437 - Archetype Knowledge System theorized, prematurely debunked
2444 - First Non-Public Dreamscape Exploration
2448 - Existence of Märchen discovered, kept secret
2490 - Faster than Light (FTL) transport is developed allowing a large object to ripple fold space.
2501 - Dreamgate Society (Gesellschaft Traum-Tor) Founded
2525 - First Extrasolar Colonization by Mankind
2547 - First Silicate discovered
2583 - First Helioid discovered
2586 - Starforms, Gasforms and Al-Nebules discovered
2602 - First Interstellar War
2760 - Junks discovered
2819 - K-Constant found, science is thrown upside down
2860 - J. Francis Hauber develops first Anima Intelligence
2888 - Soul Wavelength Mapping implemented
2896 - Mara existence becomes public knowledge, Mara attacks begin
2970 - First encounter with fold-future Civilization (not known at the time)
3015 - First +K Android developed, species fragments into Unity and Diversity segments (those willing to remain a part of mankind, and those revoking it to live on their own)
3039 - T-Dent system developed (Temporal Identification, carbon dating for timespace)
3057 - New field of Symbolics developed by Genesse and Wong
3061 - Zeinbraun, Findlsi and Boschmann develop first prototype of an Animus Network
3068 - First Symbolic computer
3082 - Akashic Datastore Project begins, extends Ahmni-N (some call it Ahmni-A)
3124 - First public knowledge encounter of Mainline Mankind with Variant Mankind
3177 - Xenoradiation and Xenoforce Theorized
3196 - Archetype Training Developed
3233 - Xenoradiation Detected
3247 -First Unidirectional Parajump / Shift
3279 - Quantum Globs and EPNs (Energy Pulse Networks) discovered, Charge Computers developed
3305 - Xenosentience Theorized, observed (Localized Inequality)
3306 - EONs are first developed for use in Far Jump transport
3340 - CS (Communique Symbolique) developed by Giuseppe Laroche, first cross-lingual communicator
3377 - First Human Transcend
3412 - Exos and Vrombir encountered
3416 - Flarenodes / Star Children discovered
3417 - Calliopede race encountered
3477 - First Corporeal Horror Observed
3479 - The Boundless Invasion
3526 - Taiga Intersect
3864 - First Large Scale Parajump - The Horrorshift
3867 - STFA Concord passed (Syun, Tarkani, Faraday, Aoshima) called colloquially the ‘Stay-the-fuck-away’ Concord
3920 - RODAN is created (Remote Observation and Distribution Animus Network)
3948 - Jump Tether Developed
3952 - RODAN is successfully connected to Ahmni-N/A, renamed Ahmni-R
3973 - Soul Aperture Theories published, Mantra Equations unproven
3991 - Gunarfson and Cooper develop first Recursive Mantra
4005 - First distal reverse observation using Ahmni-R
4019 - Gemini Earth discovered
4048 - Kaleidoscope World discovered
4072 - Deco Radiation (DR) Detected
4075 - Cantor Worms encountered
4090 - First Recyclers Observed
4124 - OMI - Observational Mass Index enters theory
4153 - Gregori Constant proven, Recycle Helix equation
4177 - Pretalokas explored
4186 - Decoherence Waves observed, OMI proved, DWV (Decoherence Wavecrest Volume - often called Deco-V) calculated
4191 - Deco-V mapping begins
5003 - Sumeru discovered
5053 - Deva Fold Map found
5055 - The Deva Gateway explored
5097 - Asura Realms first explored
5138 - Dragons encountered
5166 - Narakas explored
5169 - Larvae encountered
5232 - Deco-Buoys developed
5238 - Reinforced Coherence theorized
5240 - Reinforced Coherence proven by Johannson and Kipler’s historic voyage
5267 - Reco (as Reinforced Coherence is now called) projects begin
5275 - OCCULUS Project becomes umbrella project
5299 - OCCULUS Seeds developed
5321 - Entropiths discovered
5334 - Elementals and Incarnates discovered
5346 - Primary Game Campaign Setting
Originally published at The Ephemeral Notebook. You can comment here or there.
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:
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
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
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
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
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
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
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:
Originally published at The Ephemeral Notebook. You can comment here or there.
Now that the basics of the Rank system are out of the way - on to some of the more special cases:
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.
Abilities in Tatha do not have ‘durations’ attached to them. Instead, there are three types of abilities: Instant, Channel, and Burst Channel. Instant 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:
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.
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:
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).
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:
Some observations can be made about the following examples:
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).
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.
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.
Originally published at /dev/oizys. You can comment here or there.
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.
Originally published at /dev/oizys. You can comment here or there.
A large part of the gameplay of Tatha is the introduction of external forces into a given scenario. The 12 Knowledge Archetypes help with the pedestrian and physical interactions but they don’t help with the beyond. Through nanotech, genetics, esper enhancements and training, human kind and other species able to travel across worlds have developed extra sensory powers. It turns out present day humans already have a little bit of this: the ’sixth’ sense. Over time it was found to contain far more nuances and techniques - another 6 whole disciplines hidden within the ’sixth’ sense. Each one of these disciplines is codified into an Archetype, containing the knowledge and experience with that realm of sense. Many of these are requirements for ‘magic’ as the ability to see and understand the powers beyond is the first step to mastering them.
Much like the 3 computed scores from the Knowledge Archetypes, the senses also have a computed score. Called the ‘sixsense‘, named after both its original name - a long lasting meme through history, and the fact that there are 6 disciplines for its mastery. The Sixsense is used in the plane that many games use ‘awareness’ and ‘initiative’ rolls - it represents the cumulative sensitivity to things that happen beyond the body.
Sixsense = Magician + Witch + Seer + Explorer + Thief + Hacker
To understand the senses one must understand the Sensesphere (or Ayatana). The Ayatana is all of the sense objects found within one’s Local Reality (the unique world observed by the character). It is all things ‘observable’ within a local sense. The default size of this sphere for gameplay purposes is 100m, meaning anything outside of this is not fully observed within the local space (making out a shape on the horizon is only partially observing it - it could be something very different when it gets close). This becomes the default distance for all abilities that aren’t denoted as “Far”.
The mind can only process a given bandwidth of information. What this means is that one can focus a little on a lot (awareness) or a lot on a little (pick a single sense - like smelling for something - you might close your eyes and focus on just the olfactory). As such, even though the sixsense are omnipresent it helps to focus them mapped onto another sense as a way of narrowing the scope - which the bodymind has an easier time assimilating. These focus tradeoffs come in the form of quality of information versus distance.
There are 3 basic ranges within the Ayatana:
…
Next up - each of the 6 Sense Archetypes and their Ranks
Originally published at /dev/oizys. You can comment here or there.
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:
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
Energy - Mind - Chaos - Anatta - Cardinal
Coherence - Body - Form - Dukkha - Fixed
Stay tuned - next up is the 6 Sense Archetypes
Originally published at /dev/oizys. You can comment here or there.
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.”
Originally published at /dev/oizys. You can comment here or there.
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
Originally published at /dev/oizys. You can comment here or there.
Driving home tonight I came up with an idea for a game/world for either pen and paper RPG or video games. It’s a little bit off the wall but very similar to a lot of previous ideas I’ve had (Bathos, Gemini, Quipu, Bit Depth, Ubiquity, Refuge). If you have no idea what any of this is or this post confuses you, like always with the internet, you’re welcomed to skip it. That or ask me questsions.
The basic idea:
Quantum + Buddhism + Cyberpunk + “Any sufficiently advanced technology is indistinguishable from magic.”
Originally published at /dev/oizys. You can comment here or there.
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