Duchy of Eternal Myst
“The Power of Fate”
(Changeling: the Dreaming 2E, pp. 180-183)
Soothsay is the Art of divination, prediction and interaction with Dan, the fae belief in fate.
This Art is for thinkers and contemplative Kithain. As such, changelings who specialize in Soothsay can often be found as seers and advisors to nobles. Most Kithain have widely differing views of those fae skilled in the art of Soothsay. Nobles find them useful for court intrigue, and commoners are wary of their knowledge. In general, they are accorded much respect.
Level 1: Omen
In general, most people have difficulty seeing themselves as part of the “big picture.” This cantrip offers a glimpse of the target’s place withing the great tapestry of Dan. Subtle clues of the ultimate fate of a person, place or thing reveal themselves to the caster. While this cantrip is too weak to ascertain more than a hint of the target’s future, Omen is nonetheless a useful tool.
The information leaned by Omen is cryptically prophetic. It hints at the target’s future, but is sometimes vague concerning the immediate present. The changeling may not be able to discover that the target is an axe murderer, but she might guess that the target’s intentions do not bode well for someone.
The user gets a glimpse into the tapestry of existence and how a specific individual is progressing in life. The answer is usually vague, such as a candle image of a person burning down to nothing in the case of them dying a violent death in a fire in the near future.
The sucesses determine what information is available of the subject. None of the answers provided are straightforward, and the ST should frame the responses as symbolic visual clues.
*1 success = One clue about an immediate plan of the target.
*2 successes = One clue about the Demeanor or general disposition of the target (if a changeling, one clue about his Court alliance).
*3 successes = One clue about a long-term goal of the target.
*4 successes = One clue about the inner nature (or Legacy) of the target
*5 successes = One clue about a closely guarded secret of the target.
Again, a changeling casting this cantrip receives no direct information. Multiple castings are not cumulative. Any further castings are at a +1 difficulty, and the info has a tendency to be more vague with each successive casting.
The Bunch used to spark the cantrip should involve some traditional means of fortune-telling.
Level 2: Fair is Foul and Foul is Fair
With this cantrip, the caster can more directly affect the target’s Dan. She can surse the target with misfortune, or she can trow a ray of good fortune into the target’s path. In either case, the change is not usually major; the target’s situation usually only affects elements not already decided one way or another. powerful enemies will not suddenly die, but with a bit of good luck, the target may find a piece of information that changes her enemy’s mind about her, or (with bad luck) the target’s closest ally suddenly decides she is not trustworthy and joins the enemy camp. Whatever happens, the change is usually unexpected.
Multiple castings are not cumulative; they only cause multiple effects. All successive castings are at a +1 difficulty and successive “bad” castings tend to rebound on the caster.
The number of successes determines the amount of good or ill fortune the target receives.
*1 success = Find or lose a small thing
*2 successes = Find or lose a valued acquisition
*3 successes = Find or lose something treasured
*4 successes = Find or lose a major element
*5 successes = Find or lose something critical
Level 3: Tattletale
This cantrip provides a way to scrye through an object that is familiar to the caster. With Tattertale, the changeling can see anything that is within the immediate vincinity of the object. This image appears in any reflective surface that she desires. In order to successfully cast this cantrip, the target must be well-known tot he changeling, or she must possess a part o, or know its True Name. Once she establishes a connection, she can use any Perception based Ability or cantrip through the object.
Multiple castings are not cumulative on this cantrip. There is no limit to the casting’s range. Some users have even caught glimpses of the Dreaming (if the object is in the Dreaming, Umbra, etc., subtract two from the total successes. Assume the cantrip failed if the net result is less than one).
Successes determine the detail of the information given and the duration of the scrying.
*1 success = Shimmering glimpses, with breaks and gaps if the object is moved. Visual only, lasting one turn.
*2 successes = A good image that lasts approximately five minutes with no sound or color. The viewpoint cannot be chosen, and it does not change unless the object is moved.
*3 successes = The image is perfectly clear, with full color and fuzzy sound quality (sounds can be heard within five feet of the object). Viewpoint may be tilted up or down or pan left to right. Contact lasts one scene.
*4 successes = Same as above, except that everything within normal earshot of the object can be heard. Furthermore, the caster can focus (or “zoom”) upon any detail near the object. With a successful Soothsay + Perception roll (difficulty is the target’s Banality + 4), the caster maybe use Omen on any subject she can see with this cantrip. Contact lasts sunrise to sunset, whichever is closest.
*5 successes = As above, except that the caster can move her point of view wherever she likes. She can choose a subject and follow him, even if he moves out of eyesight of the original object. With a successful Soothsay + Perception roll (difficulty is the target’s Banality + 4), she may use up to Level Two Soothsay cantrips upon the target (giving new meaning to a “good luck charm”). Contact lasts one full day, but a Stamina + Meditation roll (difficulty 7) is necessary to maintain contact every six hours.
Level 4: Augury
A changeling uses Omen to get a small glimpse of a person’s Dan. With Augury, he can throw a major element into the path of a person’s destiny.
Augury works as a limited form of Fate Fire. After the Bunk is performed (which must include some form of divination, as with Omen) and the cantrip cast, the changeling describes a scene or event which will take place at some time in the future. The event could occur anytime, the caster has no control over when it does. Furthermore, the adage, “Be careful of what you wish for…” is particularly germane here; the changeling describes the scene, but the circumstances leading up to and following the scene are at the whim of the Storyteller (who should give the players a little slack, unless the scene is described is a ridiculous attempt of power-mongering).
Multiple castings are not cumulative; however, multiple castings can “link” successive scenes in the future together. No more than three scenes may be so linked, and the ST can add unforeseen plots and elements in between the linked scenes.
The number of successes determines the pivotal consequence of the described event.
*1 success = Minor event
*2 successes = Uncommon event
*3 successes = Significant event
*4 successes = Decisive event
*5 successes = Acutely incredible event
Note: The caster achieved one free success (in addition to any successes earned) if her suggested Augury event is a complimentary element to the target’s Dan. For example, if her target is a person dying of AIDS and she describes a scene where he passed away with all of his loved ones present, she gets one free success. If no successes are earned, she does not get this free success.
Level 5: Fate Fire
Many people have little contact with their Dan; this is why the concept is so elusive. The day of reckoning does not usually arrive for a while. Casters of Fate Fire can speed up the process and bring a person’s fate to manifest sooner for good or ill, depending on the balance.
The caster has no control over the outcome. Of course, he can make suggestions as to what may be the most fitting manifestation of Dan to the Storyteller. Casters of Fate Fire often have vague, portentous dreams of what will come to pass.
Fate is usually obvious in its manifestation, but this cantrip should not totally unbalance the story.. unless the ST wishes to have a storyline where the main plot is the aftershock of Fate Fire.
The successes determine the degree of Dan brought to bear on the target.
*1 success = The target receives a chance encounter, warning her of the consequence or benefits of her actions.
*2 successes = The target receives a clear illustration of her Dan, suggesting her ultimate rewards.
*3 successes = A sudden turn of events in the target’s plans either set her back or propel her ahead of “schedule.”
*4 successes = Fate dramatically steps in and reveals the ends to the target’s means.
*5 successes = Instant karma
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