Entry tags:
Permissions!
Let me know which, if any of these, you're fine with happening in relation to your character. Or if not, we can work around that!
1. Sin-sensing:
By being in the presence of a creature or object, Magr'ateth can get a sense of the moral standing of that person. This follows a mix of objective and subjective rules. Most particularly, volition is vital. A wild animal or a non-intelligent robot, for example, will simply not register at all to this sixth sense, regardless of what acts it's been involved in. A thoroughly insane person, too, will be a nonentity to this sixth sense, though a sociopath who intellectually knows better but still indulges in harmful acts will ping on it.
This gives a general sense of the uprightness or wickedness of what Magr'ateth encounters, though most people fall into a broad and mostly-ignored middle band of only a little bit tilted towards one or the other. Devoted sinners or saints will stand out more obviously. Violent or cruel acts have the greatest influence, but they aren't required; an incredibly greedy and gluttonous merchant may well stand out more than someone who once killed a man in a fit of passion.
This is a magical sense, and magical effects or dampening can interfere with it. Technology normally presents no special direct defense against it, but dealing with things like AIs could return such muddled results as to be useless. It's also independent of actual, physical senses—if there was a saint's ghost wandering around, it would register, even if it had 0% physical presence and was completely impossible to otherwise interact with.
Since this all can be a pretty nebulous territory, especially where it interacts where the moralities of other characters, I'd prefer to work out the way Magr'ateth will sense characters with this in advance of a meeting happening.
2. Keen senses:
Outside of that supernatural sense, Magr'ateth has extremely keen normal senses - hearing, sight, scent, and even a sort of infra-red sense. He's likely to recognize characters by scent even if they change their looks, or to pick up on strange traits about other characters that way. He can potentially do Sherlock Holmes-style tricks of observation, too, though he hasn't really had enough exposure to humans to "connect the dots" in most cases.
3. Imitations:
Magr'ateth is a shapechanger - and can imitate other people fairly easily, though these imitations are generally incomplete, since he never has much reason to practice looking like other people much. Even with only a few minutes' work, though, he can copy the generalities of somebody's looks (and try to hide via mundane means the differences and "tells" that leak through the mask). With an extended period to practice he might be able to play body double to someone, though doing so would mean working around loopholes in the religious oaths he follows.
4. Aura of menace:
Magr'ateth has a lingering magical aura of danger about him, like the distilled essence of the menacing presence of large predators. Because of his age, it's normally quite weak enough that only animals can pick up on it, though characters with especially sharp mundane or magical senses might also get a hint of it.
1. Sin-sensing:
By being in the presence of a creature or object, Magr'ateth can get a sense of the moral standing of that person. This follows a mix of objective and subjective rules. Most particularly, volition is vital. A wild animal or a non-intelligent robot, for example, will simply not register at all to this sixth sense, regardless of what acts it's been involved in. A thoroughly insane person, too, will be a nonentity to this sixth sense, though a sociopath who intellectually knows better but still indulges in harmful acts will ping on it.
This gives a general sense of the uprightness or wickedness of what Magr'ateth encounters, though most people fall into a broad and mostly-ignored middle band of only a little bit tilted towards one or the other. Devoted sinners or saints will stand out more obviously. Violent or cruel acts have the greatest influence, but they aren't required; an incredibly greedy and gluttonous merchant may well stand out more than someone who once killed a man in a fit of passion.
This is a magical sense, and magical effects or dampening can interfere with it. Technology normally presents no special direct defense against it, but dealing with things like AIs could return such muddled results as to be useless. It's also independent of actual, physical senses—if there was a saint's ghost wandering around, it would register, even if it had 0% physical presence and was completely impossible to otherwise interact with.
Since this all can be a pretty nebulous territory, especially where it interacts where the moralities of other characters, I'd prefer to work out the way Magr'ateth will sense characters with this in advance of a meeting happening.
2. Keen senses:
Outside of that supernatural sense, Magr'ateth has extremely keen normal senses - hearing, sight, scent, and even a sort of infra-red sense. He's likely to recognize characters by scent even if they change their looks, or to pick up on strange traits about other characters that way. He can potentially do Sherlock Holmes-style tricks of observation, too, though he hasn't really had enough exposure to humans to "connect the dots" in most cases.
3. Imitations:
Magr'ateth is a shapechanger - and can imitate other people fairly easily, though these imitations are generally incomplete, since he never has much reason to practice looking like other people much. Even with only a few minutes' work, though, he can copy the generalities of somebody's looks (and try to hide via mundane means the differences and "tells" that leak through the mask). With an extended period to practice he might be able to play body double to someone, though doing so would mean working around loopholes in the religious oaths he follows.
4. Aura of menace:
Magr'ateth has a lingering magical aura of danger about him, like the distilled essence of the menacing presence of large predators. Because of his age, it's normally quite weak enough that only animals can pick up on it, though characters with especially sharp mundane or magical senses might also get a hint of it.
no subject
1. About the only one I can see having a distinctly positive/negative ping is Ai (maybe Lafiel). Ai is a sweet woman who nearly gets herself killed because she refuses to take an injured terrorist/former friend's air. (And carrying her across the moon to find help, since she couldn't walk, was why Ai ran out of air first.) Lafiel maybe could have a slight negative streak; she's basically a good person, but at least once killed someone for interfering with a mission of hers. (Granted, he was committing high treason, then tried to kill her when kidnapping wasn't working, but she was pretty pleased with it.)
2. Mags may pick up that Lafiel's got some unusual sensory stuff herself from watching her. No distinct scents besides 'human' and what they work on. Georgia will almost always be in a suit or in quarantine, but it's possible to smell the Kellis-Amberlee virus when it's active (and maybe when it's dormant, as in George's case). Not just 'rot' -- George or Shaun note that recent outbreaks have a distinct smell. George's suit probably reeks of disinfectant.