The Prophecy

"You speak a truth so absolute that the universe must obey."

Seer R5 · Miracle Psionic
Cost
1 Memory
TN
16
Tempo
9 (ritual, 1 minute uninterrupted speech)
Steps
Resist

Effect

You deliver a Prophecy about a specific person, group, or event. The Prophecy must be:

  • Specific enough to be falsifiable (“The Consortium will fall” is too vague; “Baron Thorne will be betrayed by his lieutenant before the first snow” is sufficient)
  • About the future (not the past or present)
  • About something within the scope of the campaign

The Prophecy becomes a narrative truth. The GM must work toward fulfilling it, though the exact circumstances and timing are the GM’s to determine. The Prophecy will come true — but perhaps not in the way anyone expected.

Special

A Seer who delivers a Prophecy feels the weight of certainty settle on them. They know it will happen. This provides +2 Roll Bonus to all actions taken in direct pursuit of the Prophecy’s fulfillment.

However, attempting to prevent your own Prophecy causes 1 Erosion per attempt — the Current punishes contradiction.