Feng Shui: The Lost Island
The magician gains information through mystical means. The backlash for Divination is bad luck. The GM assigns your character an additional negative die on your next three important task checks. The GM gets to decide what constitutes an important check. Divination Special
Revelation. On a successful Sorcery task check, the caster can identify illusions as false or divine the true forms of supernatural creatures who are using the Transformation schtick (p. 107.)
Scrying. The sorcerer prepares a clear surface, like a mirror or still pond, and gazes in to see a vision of events happening else where in the present moment. The Difficulty depends on the distance of the target space
- 7; Up to a mile
- 10; 1-5 miles
- 13; 5-25 miles
- 16; 25-125 miles
- +3; x5 miles
Add 3 to the Difficulty if the sorcerer has only a limited acquaintance with the target, or 6 if the sorcerer must rely entirely on pictures, others’ accounts and other sources of information.
The Outcome is the number of turns the Scrying lasts. The sorcerer can see the target clearly, and hear sounds faintly, as if at a distance or muffled. Targets may make a Chi roll with a Difficulty of the sorcerer’s Magic stat to feel a sense of being watched.
Prediction. Gives the caster good, if somewhat obscure, advice or information about the future. Most traditional Chinese mages will employ the I Ching (pronounced Yee Jing), the ancient Book of Changes. This is a book of cryptic verses; one finds the relevant verses by dividing yarrow stalks into odd and even patterns, arriving at a pair of trigrams. Trigrams are parallel broken or unbroken lines arranged in threes. Even more traditional mages will tell fortunes by throwing tortoise shells into the fire and then interpreting the patterns of cracks that appear on them after they are burned.
When a sorcerer PC uses Prediction, the GM should provide a cryptic answer to the question the sorcerer seeks the answer to. This answer should be designed to a) make the player work to puzzle out its meaning and b) move the plot along by providing a clue that gets the characters to the next scene. The Difficulty of such attempts depends on how good the GM thinks her clue is. If all she can think of is an obvious clue, the Difficulty is high. If she is confident in the ingenious nature of her clue, she can make the Difficulty low.
If the GM is familiar with I Ching—good translations can be found at any decent bookstore—she can choose in advance an applicable trigram, and assign a Difficulty of 8 to the divination attempt. If the attempt fails, the sorcerer gets a random trigram instead. (The I Ching being what it is, the players may well find just as good advice in the random trigram!)
When enemy sorcerers succeed in using Prediction, they get warning of the PC’s plans and are ready and waiting to counter them. Difficulties for such divination attempts equals the highest Chi or Magic rating in the PC group.
Warning. The sorcerer draws a chalk outline on the ground around an area she wishes to secure from intrusion, making a Sorcery task check as she does so. There is no limit to the size of the area, but the chalk outline must be unbroken. She may name any number of specific intelligent beings who may cross it without triggering the alarm. Any intelligent being not so named causes a palpable shiver to run down the spine of the sorcerer if the being crosses the line. Secretly make a Magic or Sorcery check (whichever is higher) for the intruder; if the Action Result beats the sorcerer’s original Sorcery Result, the warning is not sent.
If the sorcerer using Warning also knows the Blast schtick, she can combine the two effects to create a mystical booby-trap. She makes two Sorcery checks: the first for Warning, the second for a Blast. If an intruder triggers the warning, he gets to make another Magic or Sorcery check besides the shiver check; if it is lower than the sorcerer’s original Blast check, he suffers the effect of a blast. This blast is a surprise and cannot be dodged. The sorcerer does not know when or if the Blast booby-trap goes off; only the basic Warning provides the shiver of awareness that the line has been crossed.
The warning effect remains in place as long as the chalk line remains unbroken. It is not possible for an intelligent intruder to brush away the line without also triggering the warning, but there are many natural effects that will destroy it without causing a warning