Trelawney
"sight beyond sight"
Sigil: an owl clutching an orb on a starry field, gold on royal blue.Skills: Divination (expert) | Potions (advanced) | Charms (basic) | Herbology (basic)
Dwelling in a lonely tower on a misty isle just off the coast, where the smoke-thickened air rings with crystalline chimes and the mournful wailing of gulls, the Trelawneys are a strange clan. Decent folk avoid them, yet the high as well as the low have come to consult them at one time or another, and even the haughtiest Malfoy will hesitate to raise a wand against one protected by the gift of Sight.
Spend Inspiration to describe a brief flashback in which you received a vision of the current situation and some minor preparation you made in advance. Any discrepancies between what you describe in the flashback and the previous events of play (for example, “I, Sybil Trelawney, actually had a vision of this trap, even though I, the player, have just blithely walked into it”) should be waved aside. A sage’s mind operates on a higher plane, the inner eye does not open upon command, etc., etc.
Flaw – Overly Mystical
The Trelawney mind is susceptible to psychic influences and sudden onsets of superstitious dread. You may declare that some action an ally has just performed carries a terrible portent, which gives you Inspiration and makes you Miserable until the expedition ends or some suitable disaster occurs that confirms your suspicions.
Starting Equipment –pick two–
- Crystal ball and tarot cards
- Tea set and very good tea (ud6)
- Incense – pungent, very mystical. Produces drowsiness (ud6)
- Weapon of your choice, once used in a tragic and famous murder
- Centaur’s horn – blown near a forest, calls the centaurs for help. Roll 1d6 +1 for each previous attempt. On a 7 or higher the centaurs are angry with you.
- Lucky star – 1/night, gain Inspiration when you can see your star
Names
Criswell
Ovid
Pollo
Cassandra
Medea
Sylvia
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