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