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.