You are a seer. You have a gift to see the past,
the present, and into the future. The visions that
come to you do not come to you clearly, they are
more like trying to read a book at the bottom of a
murky pond, but you do see the book, and sometimes
you can make out a sentence or two. Many
would kill for the gift of clairvoyance, but you
understand the burden that comes with knowing
what’s to come. How do you idly chat with someone
you know will meet their end tomorrow? Is
there a point to try and stop them from meeting
their end? Or is there nothing you can possibly do
to prevent what is meant to happen? These are the
questions you’ve been made to ponder because of
your gift, and it falls on you to make these choices.
Skills
Insight, Perception
Equipment
A set of tools you use for divination, such as
tarot cards or an armillary sphere, a book to write
down your visions, a quill and bottle of ink, and a
pouch containing 10 gold pieces
A Tool for the Job
Seers can see the future in their visions, and
you use a method to see these visions more
clearly. Choose a way of seeing the future, or roll
on the table below.
d8 |
A Tool for the Job |
1 |
Aeromancy: Looking at the movement
of atmospheric conditions, such
as clouds, to divine the future |
2 |
Runic Divination: Casting tokens with
runes on them to interpret the future |
3 |
Cartomancy: See into the future
by using cards, like tarot cards |
4 |
Astragalomancy: Casting dice
to interpret the future |
5 |
Astrology: Divine the future by looking at
the movement and placement of celestial
bodies such as planets, stars, and comets |
6 |
Botanomancy: Burn plants and
flowers to divine the future |
7 |
Arithmancy: Divine the future by using
numbers and algebraic equations |
8 |
Capnomancy: Interpret the movement
and shape of smoke to divine the future |
Feature: Second Sight
Once a day, you can perform a small ritual
to see into the future. You use the tools you are
comfortable with, like cards, a crystal ball, or
scattered bones, for they do not matter; the gift is
within you. Your GM can either choose to give you
a vision, or flip a coin. The contents of the vision
can be as clear or as obscure as your GM decides,
and they can be anything that hasn’t happened
yet. Visions don’t have to relate to you, and they
don’t have to be about something important. A
vision could be something as inconsequential as
“you see the baker burning his bread, having to
open the bakery later than usual”, but they could
also be as major as “you see falling stars crashing
into the countryside, ending the lives of every
living thing”. It’s for your GM to decide.
Comments