Seers are self-appointed religious authorities, operating outside normal churches. They can be found in the market places of any town, proclaiming their latest revelations to anyone who will listen. In an age of religious tolerance and competition, Seers may appear to be opportunists, poaching from genuine beliefs; in an age where mental illness is not fully understood, the Seer may more realistically be seen as an eccentric. Some of them may actually be divinely inspired; more often than not, though, they are either Charlatans on the make or completely unhinged.
Advance Scheme | |||||||||||||
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M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
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+1 |
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+10 |
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+10 |
+10 |
+10 |
In order to enter this career, a character must spend 100 experience points to roll for a skill on the following table:
Roll | Skill Required |
---|---|
01-30 | Augury |
31-35 | Oracle |
36-60 | Scrying |
61-90 | Scapulomancy |
91-98 | Visionary |
99-00 | Roll twice |
Skills
- Arcane Language: Magick
- Divining
- Magical Sense
- 50% chance of Blather
- 50% chance of Charm Animal
- 50% chance of Public Speaking
Trappings
- Divination equipment (bones, sand-tray, dice, etc.)
Career Exits