Oracles are a unique creature in that they are not always... present in the world. Signs of a young Oracle
usually present themselves in several defensive capabilities like increased mental fortitude or an instinct
for when someone is magically spying. As an Oracle grows older, they not only see more clearly, but
learn to manipulate the strands of time and fate. Consulted warily, Oracles, true Oracles, are a sought-
after people for various towns, villages, and cities.
Aspect - Might | Magic and Observe
Gain 1 + TT/2 Gravity Reduction.
Boost: Gain +TT/3 on defense against effects that cause you to reroll.
Spell - Suppression | Magic and Observe
If a creature would Triumph, they reroll.
Aura 3 + TT
1 + TT rounds
Boost: After a creature rerolls, deal 1 + TT/3 Umbral damage to them.
Spell - Illusion | Magic and Observe
Sense if a Scry effect targets or senses you. If you would be seen through a Scry effect that does not target you, the effect attacks your Magic. On failure, it does not sense you.
Self
1 + TT hours
Boost: 2 Energy: Gain +1 + TT/3 on defenses against Scry effects.
Spell - Infusion | Magic and Observe
Gain +1 + TT/2 on defense against Domination.
Self
1 + TT hours
Boost: When you are Ambushed, count as in Conflict.
Aspect - Charisma | Magic and Observe
Gain 1 + TT/3 Reduction to damage against your Resolve.
Boost: Gain +1 + TT/4 on defense against Demoralize.
Talent | Magic and Observe
Gain +1 on Skill rolls.
Self
1 + TT/3 rounds
Boost: At the end of your next turn, heal 2 + TT/2 Grit.
Advanced Abilities
Those that practice and excel in the Oracle style gain access to these more unique abilities.
Spell - Transference | Magic and Observe
Requirements: Magic Proficiency 15, Observe Proficiency 15
Create a size -8 eyeball. It has 10 Movement Pool, Flight as a Primary Movement type, and follows your mental commands, though cannot Dash or Run. You see only what the eyeball see and cannot take actions except to Dismiss this.
1 + TT minutes
Boost: 2 Energy: The eyeball is Phasing.
Spell - Infusion | Magic and Observe
Requirements: Magic Proficiency 9, Observe Proficiency 9
Cease to exist.
Self
Up to 3 + TT rounds.
Boost: As this ends, Warp in 3 + TT range before reappearing.
Spell - Transference | Magic and Observe
Requirements: Magic Proficiency 9, Observe Proficiency 9
Know the approximate time of Environmental Factors and Precipitation that will occur in the next 1 + TT days.
Burst 1 + TT miles
Boost: Also know Disasters.
Trick - Infusion | Magic and Observe
Requirements: Magic Proficiency 9, Observe Proficiency 9
Target creature gains 1d12 on Skill rolls.
Target 0
3 + TT/3 - prior successes rounds
Boost: They can end this effect as a reaction to any roll to reroll.
Response - Transference | Magic and Observe
Requirements: Magic Proficiency 21, Observe Proficiency 21
3 Resolve: After the effect of a targeted action used by target creature, undo the effect and have the action target a different target in their range other than the creature that acted.
Target 1 + TT
Zeal
Boost: 1 + TT/4 times, if the effect of the action fails, have it target another target in their range.
Trick - Transference | Magic and Observe
Requirements: Magic Proficiency 15, Observe Proficiency 15
At the end of your turn, you may roll Magic to undo all events from after the time you Manifested this and continue your turn again, DL 9 - TT/2 + prior successes. Other creatures are not aware of events that occurred.
Boost: Roll this effect immediately if you become unable to act.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer Merch Store ~ The Team |