The Soothsayer Class

 Gazing into balls In a haze of misty weirdness, chuckling through pipe smoke, observing, and sometimes gutting, birds, brewing tea and being vague, do they even have powers at all? They don't look like they do much, yet things seem to go their way....
......
This is an experimental, somewhat conceptual class, based on an idea I had on the blog aaages ago; narrative wizard/old school fighter. A class in an old school bx-commons game where everyone else runs by normal old-school logic but one, a wizard, works via rules and patterns more familiar with what used to be called(?) 'story games'.
Essentially this would make the wizard character a kind of sub, or alter or co-DM for the game, able to introduce elements, shape the course of events, make some events more or less likely, or even certain or impossible.
Their spells, controlled by level and slot as the old Gygaxian master set down affect not the tactical situation, tactically they have the same options as an ordinary human, or a thief without skills, but are meant to interlace with the structure of the story of the game as it evolves. Quite literally changing fate


Some Basic Concepts;
SecrecySoothsayers, Haruspex and Fatemasters in general work to keep the nature of their powers secret and obscure. In many cases these powers can lose their effect if their nature is known. In others full knowledge of what they can do creates dangerous moral problems and difficult prophetic feedback effects.
As a general rule, consider this as a possibility; If the Soothsayer can cast the spell without either PCs or NPCs noticing, if takes effect. If anyone directly perceives the spell as a spell, then the targets must save vs spells against it.

LimitersSoothsayers start off knowing only one method of prediction. Roll randomly below. On each level gained roll again and if the result is already chosen, pick the closet adjacent available.
1. Examining Smoke from your own Pipe2. Playing a Silver-Wired Guitar.3. Casting Tarot Cards4. Observing the flights of birds.5. Reading the entrails of animals.6. Reading Tea Leaves.7. Observing the stars.8. Reading palms.
Obviously if a Soothsayer can't obsere the stars or light their pipe they can't do their thing, and if they are known to be casting spells or reading fates then they might not work.



LOW-LEVEL SPELLS(these should be actually useful in low level adventures)
'Recall' the way - the Player can look at the DMs map for ten seconds.

"Seems like Troll country" - Player can look at the current encounter chart for ten seconds.

"You were meant to find it" - cast on a particular PC, the next time they search for a hidden thing that is present, they will find it, they need only look.

"Foolishly left unlocked" the next lock the Soothsayer tries will have been left unlocked.

"Curious Clouds today.." - the Soothsayer examines the clouds. The DM must roll or decide an extreme weather event, and how long it will last and communicate it secretly to the Soothsayer. This event will take place in d6 hours.

"Some suffer dark dreams" - Last night a single named individual whose name the PCs know, suffered painful nightmares in which the lowest-level PC figured strongly. Though they don't remember everything this individual will be troubled and frightened by this PC till they sleep again.

"A Message is on its Way" - For the next encounter. The next potential or actual foe of the PCs will receive a message which will radically change their behaviour. This will take place after 1 minutes of observation or conversation. If a fight breaks out the message will not reach them.



MID-LEVEL SPELLS(what's the fatemaster equivalent to 'Fireball'?)
"The time is now" - Cast upon the PCs as a whole. When they next encounter an enemy, that enemies morale has already been damaged by previous events unknown to the PCs, in this case if forced to test morale, this foe will break automatically without a roll.

"Not by the hand... of man..." - The Soothsayer prophecies that, before the next dawn, one named individual known to them, shall not die, by one specific physical means. i.e. not by the blade, not by the 'hand of man', not by poison, not by spellcraft'. This prediction becomes true though it refers only to death and not any similar status like mutilation, petrification, madness, etc. The Soothplayer must use the simplest possible descriptor for that physical means. The DM can ask for a more specific wording if the Soothplayer uses "by violence" or something like that.

Unholy Knowledge - Through a foul and disturbing ritual which must not be observed, the  Soothsayer discovers a hidden truth. The Soothplayer can write a single question on a note and pass it to the DM. The DM writes a note back and MUST answer honestly, though they are free to be terse. If the  character OR Soothplayer ever directly or specifically mentions what they have learned from that answer the DM is allowed to change the truth of it. 

"it carries a shared doom" - Can be cast a weapon, arrow, tool etc when 'found'. It cannot be cast on a weapon the party already holds. This weapon is fated to kill a particular, named opponent whom the party has encountered already. IF they fight using this weapon then it will always hit and always wound to the greatest damage possible against this one, singular opponent. However, if lost, dropped, fumbled or in any way turned against the wielder, it will do the same to them.



HIGH LEVEL SPELLS
Their Fate is Set - during the NEXT encounter one named enemy will suffer the maximum damage from any successful attack.

"They shall not prevail" - during the next combat encounter, the enemies of the PCs will not win. If the PCs prevail 'normally', no action need be taken. However, if the PCs are 'losing' this encounter, the DM may intercede to make sure the enemy of the PCs does not "win". The means and method by which they do this are entirely up to the pleasure of the DM.

"Your goal is near" - Is 'cast' upon a single PC with the focus of one single, particular physical goal of that PC. The DM must inform the Soothplayer exactly where it is and what stands between the PC and their goal. The Soothsayer, and Soothplayer, may communicate this to the PC once, verbally, and ONLY in the form of poetic rhyme. If the Soothsayer or Soothplayer communicates the same information in any other way at any time, the DM may change the details referred to.

Prophecy - the Soothsayer makes a Nostrodamus-style prophecy. A prophecy is made up of an object or identity, an action or situation and a result and reads something like; "when the king of crows swims in wine, the mage shall fall". the Soothplayer takes three pieces of paper. They keep one for themselves, give one to the DM and one to another player. The Soothplayer can decide who writes which element, i.e. "I will write the result, you Jack write the object or person and you DM write the action or incident", but they cannot control _what_ each individual writes, and none of them can reveal what they are writing to each other during this process. Each individual then hands back thier slip to the Soothplayer who reveals them. The Soothplayer then may combine each of these elements in a single sentence with no punctuation - this sentence is then TRUE for this campaign until its prophecy is fulfilled.
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Published on October 11, 2022 13:35
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