Divination is a skill that must be discovered in-play. Players who choose to take this skill may assume that they will be woken up in the middle of the night or extremely early in the morning.
Players must be aware that this skill has a very real chance of significant short-term role playing difficulties, permanent madness, and/or premature character death.
Once this skill has been chosen it is not something that can be easily turned off.
Requirements: Access to this skill must be discovered in play but has no other requirements aside from purchasing with XP. Characters gain either Premonitions or Dreamer for free with purchase of Novice Diviner.
Cost: 5 XP
A Plot member may call for Premonitions and any character with this ability can choose to go to the Marshal for a short briefing. These are usually vague feelings of something that is about to happen. Players may always choose to ignore this. Ignoring the Marshal call is taken in-play as shutting out the character’s inner voice and actively preventing this ability from manifesting.
Cost: 5 XP
Dreamer character will receive visions of events that are convoluted and normally wrapped in metaphor. A Marshal will read 1 dream at check in. Any dream briefing is read only once and is up to the player to remember as best as possible. Players may have dreams in-play as well but this should not be regularly expected.
This is required to learn any skills while in the Dream/Astral realm. Dream encounters are expressly not promised by Plot. They are a tool of Plot and should never be expected.
Requirements: Dreamer and Premonitions
All Adept Divination abilities are consistently more expensive than the previous ability. Each is bought as a separate per day ability following the 5/10/15/20 XP model. These abilities may be purchased as many times as desired. Characters must have both Dreamer and Premonitions as a requirement for Adept Divination. When purchased, characters gain a single per day use of Object Reading or Post-Cognition for free with purchase of Adept Diviner.
Cost: 5/10/15/20 XP
This form of divination allows the Diviner to learn some of the history or properties of a specific item. The information is limited but it can provide a significant bonus to Investigations performed on that item or on how to solve a physical object puzzle while the Divination is being performed. Diviners at this level are often absorbed by the Divination and may be wholly unaware of events around themselves.
After a successful Divination the Adept is considered to have a lore skill that applies to the item in question. This knowledge is fleeting and the Lore skill does not assist beyond the initial Investigation.
Cost: 5/10/15/20 XP
This form of Divination allows a Adept to see past events in a specific location, building, or area. Only large scale or events of significant emotional content would be visible this way so not all places may have information for a Diviner. While a brief glimpse of events will always be provided this ability also significantly increases the success of an Investigation regarding the history of a given area. Diviners at this level are often absorbed by the Divination and may be wholly unaware of events around themselves.
After a successful divination the Adept is considered to have a Lore skill that applies to the item in question. This knowledge is fleeting and the Lore skill does not assist beyond the initial Investigation.
Masters of Divination gain only one additional ability but it is the ability most commonly associated with concepts of divination and with madness. This is purchased as a per day ability and each use is bought as a separately following the 10/20/30/40 XP model. These abilities may be purchased as many times as desired. Characters must have both Object Reading and Post-Cognition purchased at least twice as a requirement for Oracular Divination. When purchased, characters gain a single per day use of Scrying for free with purchase of Oracle.
Cost: 10/20/30/40 XP
This ultimate expression of divination pulls not only from past and present but from the future as well. This provides visions of possible futures, often providing multiple or opposing series of events regarding the question asked. Diviners of this level are wholly unable to defend themselves while Divining and cannot break the Divination once it has started. Once activated this ability must run its course.
After a successful Divination this may completely answer a question without need of further Investigation but it will always at minimum count as the diviner having 3 Lores in appropriate skills during a related Investigation if one is held.