[FOCI]

Sees the End Coming

Translation Codex

They are seers, sometimes literal palm reading psychics, open of mind to the outer truths that just so happen to be about the end of the world in these recursions. While the terrible knowledge and constant visions might seem burdensome, it's useful to have some kind of insight into events as they unfold.

Lovecraftian recursions have a tendency to iterate through plotlines culminating in the end of everything, only to return to an eerily normal condition once everything is devoured. Having some foreknowledge of the plot can be a life saver when you translate into one of these little worlds in the middle or, Darwin forbid, the end of a story.

Minor Effect Suggestion

Your last vision included this event, granting you knowledge of anyone or anything hidden around you right now.

Major Effect Suggestion

Your last vision included this event, granting you a second action this round.

Extra Equipment

A crystal ball or expensive pack of tarot cards.

Tier 1

Portent (1 Intellect point) Action

You have a sense for the near future, allowing you to act first this round.

Tier 2

Read the Room (2 Intellect points) Action

You get a sense for the emotions of everyone immediately around you, granting you an asset on all social interactions with them until the end of the encounter.

Tier 3

Spiritualism Enabler

You may not be harmed by non-physical creatures such as spirits or extra dimensional horrors that are not yet in this world. Once something becomes physical, you're fair game.

Tier 4

Sudden Vision (3 Intellect points) Action

At some point in the next hour you are struck by a vision, stunning you for 1d6 rounds. At the end of this vision you replenish either your Intellect or your Speed pool.

Tier 5

Psychic Impressions (4 Intellect points) Action

You sense the Immediate area for psychic phenomena, granting you knowledge of anything supernatural that has occurred here before. You see the event in your mind as though you had been there at the time.

Tier 6

Trance (6 Intellect points) Action

You enter into a trance state for the next ten minutes, unable to take any action until you come out of it. Once your trance is over you have a perfect understanding of the near future, granting you two assets on the next three tasks you roll for.

GM Intrusion: You are overcome with visions, stunned for 1d6 rounds.