The Seer

The Silver Thread

"I don't guess the cards. I read the ink before it was printed."
Support / Scout / Utility SAVVY Psionic
Role
Support / Scout / Utility
Key Attribute
SAVVY
Total Talents
50

Seers navigate the causal web of the Frontier. They see past, future, and distant present. Their power is subtle but invaluable — they know what’s coming before it arrives, and sometimes they can change it.

Seer Reaction Convention — Universal Rule

Seers are reactive by nature — they see things coming and respond. To honor this identity without crushing the discipline under Mettle taxation, the following rule applies (parallel to the Bastion Soul Reaction Convention):

The first Seer Reaction used in a scene costs only 1 Strain (no Mettle). Subsequent Seer Reactions in the same scene cost 1 Mettle + 1 Strain (standard Reaction cost).

Glimpse Stacks Independently

Glimpse has its own “first free” mechanic that operates independently of the Reaction Convention. The first Glimpse of any scene is free; after that, Glimpse costs 1 Mettle (per its own Special clause).

Meanwhile, the first non-Glimpse Seer Reaction in the same scene still costs only 1 Strain. This effectively gives Seers two cheap swings per scene before standard Reaction taxation begins:

  • 1 free Glimpse (any time)
  • 1 cheap-cost (1 Strain) non-Glimpse Reaction (Fate’s Nudge, Déjà Vu, Flicker Step, etc.)

Everything after pays full price.

Reactions Affected by the Convention

All Tempo 0 Seer Talents are subject to the Convention (Glimpse uses its own stacking rule):

  • Rank 1: Glimpse, Déjà Vu, Fate’s Nudge, Flicker Step
  • Rank 2: Borrowed Time
  • Rank 3: Precognitive Dodge
  • Rank 4: (none — Seer R4 has no Reactions)
  • Rank 5: The Rewind, The Last Thread (see the universal rule below)

Miracle Reaction Rule — Universal (Cross-Discipline)

This rule applies to every Discipline, not only Seers — but it’s codified here because Seers have two of the most prominent Miracle Reactions (The Rewind, The Last Thread).

Miracle-tier Reactions pay only their Memory cost. No Mettle is required. The act of burning a Memory IS the cost — Mettle is incidental.

This applies to:

  • Psy-Slinger: The Dead-Eye Waltz (R5 Reaction)
  • Seer: The Rewind, The Last Thread (R5 Reactions)
  • Any other Reaction Miracle introduced in future content

A Memory is already the steepest cost in the game. Charging Mettle on top would make Miracle Reactions effectively unreachable for low-Mettle characters, especially when the trigger is “you are about to die.”

Sub-Discipline Ladders

ClusterR1R2R3R4R5
TimeFlicker StepTemporal Stutter, Synchronize, Borrowed TimeTemporal Anchor, Chrono-LockTimeline Splice, Convergence Point, Thread-WalkerThe Anchor in Time, The Rewind
FateFate’s Nudge, Ill OmenHex, Fortune’s Favor, Fate TaxProbability Storm, Dead Man’s HandFate’s Shears, The Arbiter, Cascade FailureFate’s Decree
VisionDéjà Vu, Coin Toss, Read the Bones, Omen Reading, Hindsight, Echo of IntentPremonition, Scry, Probability Spike, The Fatal Reading, Shared Foresight, Causal LoopObject Reading, Thread Sight, Fate’s Ledger, Paradox Gambit, Moment of ClarityThe Unraveling, Doom Clock, Destiny’s Web, Prophecy of DoomThe Thousand Eyes, The Prophecy
Defense / ReactiveGlimpse, Fate’s Nudge, Flicker Step, Déjà Vu, Danger SenseBorrowed Time, Shared Foresight, PremonitionPrecognitive DodgeThe Last Thread

Key Mechanical Notes

  • Damage cap on Doom Clock: Margin contribution capped at +5, keeping R4 single-target lethality within reason while preserving the 5-Tick warning + escape clause.
  • Fate’s Shears is the discipline’s anti-luck weapon. It works on allies as well as enemies — a moral choice as much as a tactical one. Severs Critical Successes, blocks Mettle Reactions, treats doubles as Fumbles, and prevents psionic healing.
  • The Tension Pool interacts heavily with Seer Talents. Convergence Point adds +2 dice; The Last Thread adds +3 dice; Fate’s Nudge overuse adds +1 per misuse (more than twice in a scene). The Veil notices when fate bends too far.
  • Pool Bonus stacking ceiling. Probability Spike (raw +2 dice) and Fortune’s Favor (selection consistency) cannot stack on the same roll. A character benefiting from both rolls the larger pool, then selects their best two from it normally — Fortune’s Favor doesn’t add a die on top of an existing Pool Bonus.
  • Causal Loop’s plausibility test is the GM’s call. “I bought rope in town” works. “I left a stick of dynamite under the throne” usually doesn’t. Use it for reasonable preparation the character could have conceivably done.

Talents in this Discipline

Rank 1 · Cantrip

12

Rank 2 · Tactic

12

Rank 3 · Power

10

Rank 4 · Devastation

10

Rank 5 · Miracle

6