Rules: Portents

From Eradain
Revision as of 02:08, 9 March 2018 by Administrator (talk | contribs)
Jump to navigation Jump to search

Portents and Signs

Experimental System - Needs serious enhancement to add mystery and drama and also be useful. Flavor such as, 'the flights of birds', 'murder of crows seen over...', 'the owl hoots thrice', 'the angle of the falling star'. These could be used in a random combination, from a list and re-used. Look at info available about superstitions?

Within Eradain, those attuned to the will of their deity may be receptive to portents and signs of a divine nature. The signs may take any form, from a flight of birds, to the placement of stones, the casting of runes or bones, the way a cloud passes over the sun, even just the hair raising on the back of the neck. Generally priests may look for specific information or guidance only once per play session, but the DM can supply portents or call for portent skill rolls at any time. Skill checks for Portents and Signs generally require skill in either Knowledge (Nature) or Knowledge (Religion).

DC10

  • Relatively obvious information. Useful for understanding the basic directive or will of a deity. Useful when a player is seeking guidance that would be “known” to the priest.

DC15

  • Spot a simple omen
  • Determine the better of two choices.
  • Receive a warning of danger.

DC18

  • Spot a "vatic" dream from a normal one, or a real vision from an illusion.

DC20

  • Spot a complex omen.
  • Receive a hint about the nature of the worse of two choices.

DC 23

  • Interpret a simple dream.

DC25

  • Understand the basic nature of a threat or the consequences of a choice.
  • Interpret a complex dream.

DC30

  • Receive an insightful or prescient flash of what is to come.