Difference between revisions of "Prophecy"
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Revision as of 19:16, 3 January 2014
Auspex 4, Dementation 3
For some, madness is a link to the storms of destiny and the Malkavian seer is a powerful figure among Cainites. By opening her mind to the inherent lunacy of the world and observing the mind-shattering patterns of fate (usually through the device of ritual implements), the seer can predict the future. She may be bombarded by images or simply gain instinctual feelings, but either way she gains insight that is useful. she can keep this insight to herself, use it to aid others or use it to do them harm.
System: The Malkavian who wishes to spout prophecy must look to the patterns of fate in the world about her. Such supposedly random devices as thrown bones, billows of smoke, the entrails of slaughtered animals (or humans) or the very tides are common devices through which she may see the course of fate. Although the Malkavian oracle may do these things wordlessly, the player should phrase a question or subject for the divination. (Good examples include "Who betrays the prince?" "What is the fate of my childe?" "How may I defeat my enemies?") The player then spends two points of blood and rolls Perception + Awareness (difficulty 8). The process takes an hour.
If the character is seeking simple information, she receives visions from the seas of fate. A single success indicates a quick flash accompanied by a dominant emotion, while five successes indicate a true experience set in the future. If the character applies prophecy to an action she is about to undertake - such as facing an enemy or travelling through dangerous land - she gains an instinctual edge. the player treats the successes as a pool andn can spend them to reduce the difficulty of any subsequent rolls tied to the action. Each success can only be spent once. The Storyteller has final say as to which type of prophecy is appropriate and can even choose to combine them.
Malkavian oracles often use thsi ability to trace the fate of others. The same rolls are involved in this case, but two additional blood points are needed from the prophecy's subject. If the prophecy results in visions, it is up to the Malkavian to relay them; if it results in an instinctual edge, the Malkavian must convey that edge through cryptic warnings. These make little or no actual sense, but the subject's player gets a pool of difficulty modifiers (as above) equal to half the Malkavian's successes.
Experience Cost: 28