Seer

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.

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