Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.
Augury (Divination)
Properties
Difficulty: 2
Range: N/A
Duration: Special (See below)
Components: V, S, M (Very Rare: See below)
Area of Effect: N/A
Casting Time: 1 action
Opposed By: N/A
Description
The cleric casting an Augury spell seeks to divine whether a single action in the immediate future (within the current or next scene) will be to the benefit of, or harmful to, the party. The material component for Augury is a set of gem-inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed. If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed.
Mechanics
The cleric requests the augury, then asks the question, and the GM rolls 4dF where the players cannot see the dice. Consult the following to determine if the augury is correct...
Cleric's Apex Skill | 4dF Result | Augury Result |
+4 or less | -3 or -4 | Augury will be inaccurate |
+5 or greater | -4 | Augury will be inaccurate |
...otherwise the cleric's augury will be accurate.
Mechanics Alternative
This might also be a good application of the Deck of Fate (cards or app).
Additional Note on Mechanics
The source material often makes the assumption that the GM will keep the result a secret from the player (as well as the character). However in Fate Core games, this may not always be the case. The GM may share the result with the Player in order to perhaps better roleplay the PC (player's character) faith in the Augury. This is up to the GM to determine.
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