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Some divinations gain their knowledge from the future; however, as any heroic character is capable of altering the weave of fate, it is understood by diviners that their visions are less than perfect. Inaccuracies and even outright failures to predict events are common, and their warnings are taken as such by most people who solicit their services. | Some divinations gain their knowledge from the future; however, as any heroic character is capable of altering the weave of fate, it is understood by diviners that their visions are less than perfect. Inaccuracies and even outright failures to predict events are common, and their warnings are taken as such by most people who solicit their services. | ||
− | The Power of a Divination is noted in each individual ritual. In addition, characters may spend a full hour meditating and working rituals for +2 dice, or succeed on a Difficulty 2 Stamina + Resistance roll and spend a full day working for +4 dice on their roll | + | The Power of a Divination is noted in each individual ritual. In addition, characters may spend a full hour meditating and working rituals for +2 dice, or succeed on a Difficulty 2 Stamina + Resistance roll and spend a full day working for +4 dice on their roll. |
=== Student Divinations === | === Student Divinations === | ||
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=== Adept Divinations === | === Adept Divinations === | ||
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<b><i>Simple Knowledge</b></i> | <b><i>Simple Knowledge</b></i> | ||
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=== Master Divinations === | === Master Divinations === | ||
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Revision as of 20:28, 21 July 2006
The Science of Divination
Roll: Perception + Lore
Divination is the science of discovering information. By following the threads of the Loom that connect people and events, the thaumaturge gains insight and information into events, people, and places.
Some divinations gain their knowledge from the future; however, as any heroic character is capable of altering the weave of fate, it is understood by diviners that their visions are less than perfect. Inaccuracies and even outright failures to predict events are common, and their warnings are taken as such by most people who solicit their services.
The Power of a Divination is noted in each individual ritual. In addition, characters may spend a full hour meditating and working rituals for +2 dice, or succeed on a Difficulty 2 Stamina + Resistance roll and spend a full day working for +4 dice on their roll.
Student Divinations
Omen</b>
Essence Cost: 4 Difficulty Modifier: +1 Resources Cost: 1
This simple ritual is one that almost all Diviners are taught first. The character focuses on the course of action that she is planning on taking, and learns how likely it is to succeed ("Certain", "Almost Certain", "Likely", "Possible", "Unlikely", "Extremely Unlikely", "Impossible"). This omen takes the general power of any impediments to the task into account, and unless there is a factor that is warded against divination, will succeed. Power is unimportant; either this ritual succeeds or fails.
<b>Connection</b>
Essence Cost: 2 Difficulty Modifier: +1 Resources Cost: 1
The character studies two objects, in order to learn what bond they share. This ritual must be worked in the presence of both of the objects, beings, or places being studied. If it succeeds, the character gains a one-sentance understanding of how, if at all, the two things are previously connected. If the character beats the difficulty by 5 or more, she gains a complete understanding of the relations and the emotions behind them, if not always the reasons for them.
<b>Vision of the Unholy</b>
Essence Cost: 4 Difficulty Modifier: +0 Resources Cost: 1
By focusing and trailing Essence lines, using holy symbols and blessed items, the character senses if their are forces of darkness (demons, undead, or fae) in the vicinity. This ritual searches an area with a radius of (the character's Essence squared) x10 yards. It detects all creatures of darkness with an Essence score of (7 - successes rolled) or above. Creatures that are magically hidden by non-perfect effects apply their successes against the caster; perfect effects that mask a being's nature trump this effect.
<b>See Essence</b>
Essence Cost: 6 Difficulty Modifier: +0 Resources Cost: 1
The character puts herself and her target into a trance, searching her target for traces of magic and alterations from it. This ritual affects a single being, object, or location. The character immediately learns if the target is under the effects of a Charm or other Essence effect, and what type of being placed it. If the character can roll a number of successes equal to the placer's Essence, she learns the name of the effect's creator, and exactly what the effect does and if it can be countered.
<b>Ripples in Fate</b>
Essence Cost: 4 Difficulty Modifier: +0 Resources Cost: 1
By watching the strands of fate ripple, and using a geomantic map, the character senses the presence of those who can change their destinies. This ritual searches an area with a radius of (the character's Essence squared) x10 yards. It detects all beings with a Kismet score of (6 - successes rolled) or above. Beings that are magically hidden by non-perfect effects apply their successes against the caster; perfect effects that mask a being's nature trump this effect.
Adept Divinations
<b>Simple Knowledge</b>
Essence Cost: 3 Difficulty Modifier: +2 Resources Cost: None
A sense of the tapestry allows a character to learn simple information without being asked. This ritual requires only 10 ticks to cast; it can be cast in 1 tick at +2 difficulty, and may be cast reflexively at +1 difficulty. It allows the character to learn a single fact about a target being, object, or place, provided that this fact is not being hidden. The character must name the fact. Power does not affect this ritual.
=== Master Divinations ===