Seer

The Seer has unparalleled insight through their Aspect. They pulls the strings of the session by examining and reexamining every clue, every victory, every failure, and all the possibilities that lay before the Heroes.

The Seer is the passive (-) counterpart to the Mage. The Seer studies their aspect to help their friends, while the Mage is shown the way to use their power destructively.

Skill Bonus: +2 Understanding

Piercing Gaze
Target: One ally or enemy

Range: Visual

Duration: Immediate

Casting Time: Standard Action

The Seer contests Understanding vs her aspect’s Chicanery. On a success, she learns their current HP total, DV, MA, and AT. When using this ability, she may instead choose to learn what all the target’s Powers are.

Insight
Target: Self

Range: 0

Duration: Ongoing Effect

Casting Time: Standard Action

The Seer tests Understanding, taking their choice of a -2, -4, or -6 penalty on the test. On a success, they gain a +2, +4, or +6 corresponding bonus to one skill of their choosing as an ongoing effect.

Divination
Target: One creature

Range: Visual

Duration: 1 round

Casting Time: Standard Action

The GM (Or, in the case of a PC, the player) must declare what the target’s next action will be. The target is now locked in on that action and will attempt to complete it to the best of its ability. If some action is taken to render that action impossible, the target must either futilely attempt the action or be stunned on its next turn. The target is unaware of the divination in either case.

Outside of combat, this ability instead causes the GM or player to describe the general plan of action that the target has for the immediate future. IE: Guard the bridge, deliver the note, search the basement.

Trance
Target: Self

Range: 0

Duration: Scene

Casting Time: Quick Action

The Seer opens their mind to that which should not be known, and that forbidden knowledge transforms them into a terrifying force. For the duration of the scene, the Seer loses the ability to speak intelligibly, and takes their level in fate damage at the end of their turn every round.

In exchange, they gains +6 to AV, +6 to MA, +6 to all skills, and +2 to Move. The Seer can fly and swim effortlessly while this ability is active, and the Seer does an additional +6 Fate damage on all attacks and damaging effects. This effect ends when the scene ends (generally with the defeat of all enemies), or when the Seer falls asleep, falls unconscious, or dies.