Prophecy
This can be used to analyze prophecies for hidden meanings and validity or to construct a prophecy of the chronomancer's own. If onfronted with any portion of a prophecy a successful check aierts the character.
To analyze an existing prophecy, a certain amount of research is necessary This depends greatly upon the particular prophecy but should entail 1d6 days of research. Once this has been completed, the character makes five proficieney checks. Tlie first determines which pieces of the prophecy are important. The next helps the character decide just how far this prophecy reaches (wliether it involves a single town or could affect an empire). Anotlier check tells the character the state of the prophecy's timing. The next check reveals how the prophecy siiould conclude. The final check tells who is behind the prophecy or approximately where a certain person or group fits in (that a major member of the prophecy must play the part of the king's advisor in order for it to work for example).
If any check (rolled bv the DM) is failed but the roll is less tlian 20, no conclusion can be reached, and no further rolls can be made. Further research (say another 1d4 days) allows the diaracter to pick up at the failed proficiency check and proceed until another failure forces more research.
If the check roll is a 20, the error is not caught, and tlie character proceeds with other rolls all of which are wrong since they are based on faulty assumptions.
Once all of the rolls have been made, the character may make an additional dieck at a -2. This check should give the charaeter a few ideas on how to help or hinder the prophecy (at Ihe DM's discretion, of course).
This proficiency can also be used to construct a prophecy. Three checks are necessary for this to work To use it, the character must first have sorne actual knowledge of the event to be prophesied. For every 20 years in the future the event is, a -1 penaity applies.
The first check gains the player some idea from the DM on motivations for the people affeeted by the prophecy (why they would want to remember and believe in it). A second check, aiong with proper action by the character (like presenting to the king a magical sword that is predicted to kill a dragon), establishes the actual beginning of the prophecy. A third check evaluates the work done and finds the weakest spots. If detailed, first-hand knowledge of the future is used, the checks are made witliout the -1 modifier.
The character can use this skili to solve a prophecv set forth by the DM. Wits and good role-playing can help. Conversely, when making a prophecy, the player should actually write it down, leaving it for the DM to misinterpret as he likes.
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