#Collection of 4 Prophecy Schools (First Establishment)
Contents
The core Prophecy skill has no schools. This expansion newly establishes 4. The core Licensed reading omens / secret art déjà vu is replaced by newly established maneuvers.
#§ Scent — The Hundred Forks of the Future
The future is not one. So prophecy is always plural. Yin-yang divination, I Ching, oracle, tarot — all go by different paths and bring back different answers. All of those answers can be right at the same time.
#§ Law — 4 Schools
#19-05-01. Yin-Yang Divination (陰陽 易學) — Renowned School · Japan·China
A combination of yin-yang thought + the I Ching. Used in both Japan and China. The Ten Heavenly Stems and Twelve Earthly Branches, the 8 trigrams, the 64 hexagrams. Analysis of fortune, the future, and the present.
- Bonus: yin-yang intuition — fortune check +3.
- Restriction: study of the learning is required. An unstudied PC -1.
- Licensed: [Non-Combat Action] 8-Trigram Divination: Energy 2. After 1 session, auto-identify the fortune of 1 event (GM answer). No round effect, session-scale result.
- Secret art: [Non-Combat Action] 64-Hexagram Precise Prophecy: Energy 5. 1 session. Precisely prophesy 1 event 1 week ahead (GM answer, no falsehood). No round effect, week-scale result.
- Approach: onmyoji class or scholar mentorship.
- Play type: yin-yang divination, Japan-China prophecy.
#19-05-02. Greek Oracle (Greek Oracle) — Foreign School · Greece
Cultural origin: the Delphi/Apollo oracle tradition. Hallucinogenic herbs + divine inspiration + an ambiguous answer. The answer is often open to two interpretations.
- Bonus: oracle ambiguity — the oracle's answer is always open to 2 interpretations (at the GM's discretion, both answers are provided).
- Restriction: hallucinogenic herbs required (40-01-16 hallucinogenic plant). When using the herb, Wisdom (智) -3 (1 session).
- Licensed: [Non-Combat Action] Hallucinogenic Oracle: Energy 3. After the hallucinogenic herb. An ambiguous answer to 1 event (open to 2 interpretations). No round effect, session-scale result.
- Secret art: [Non-Combat Action] Apollo Oracle: Energy 5. 1 session. After the hallucinogenic herb. An ambiguous prophecy of 1 great event 1 year ahead. No round effect, year-scale result.
- Approach: Greek origin, foreign Adaptation (Western), or shrine-priest mentorship. Hallucinogenic herbs essential.
- Play type: oracle, hallucination, ambiguous answer.
#19-05-03. Tarot (Tarot) — Foreign School · Europe
Cultural origin: 15th-century Italian origin. 78 tarot cards. 22 major + 56 minor. A synthesis of divination, psychology, and story.
- Bonus: tarot — when holding tarot cards, divination check +2, narrative use possible.
- Restriction: tarot cards essential (40-02-* variant). No bonus without cards.
- Licensed: [Non-Combat Action] Tarot Divination: Energy 2. While holding tarot. An answer to 1 event (3 cards). No round effect, session-scale result.
- Secret art: [Non-Combat Action] Precise Tarot: Energy 4. 1 session. While holding tarot. A precise answer to an event 1 week ahead (10 cards, Celtic Cross). No round effect, week-scale result.
- Approach: Nanban (Italian/French) origin, foreign Adaptation (Nanban), or tarot mentorship. Cards essential.
- Play type: tarot divination, psychological analysis.
#19-05-04. Revelation Prophecy (啓示豫言) — Secret Transmission · religion
Cultural origin: religious revelation. Catholic, Islam, and Jewish are all similar. A direct divine message. Spiritual intuition, not learning. Infrequent but powerful.
- Bonus: revelation — 1 session 1 time automatic revelation (the GM conveys only the fact that something will happen — 1 item, a simple notification trigger).
- Restriction: absence of PC control. The content of the revelation is decided by the GM. Frequency limited.
- Licensed: [Non-Combat Action] Religious Intuition: session 1 time. When the PC poses 1 specific question to the object of Faith, the GM gives a specific answer in line with the Faith's doctrine (superior in information accuracy and specificity to the Bonus's simple notification). Limit: session 1 time.
- Secret art: [Non-Combat Action] Great Revelation: Energy 5. After 1 session passes, the PC receives a great divine message (a great event 1 year ahead, or the identity of a target figure). No round effect, a year-scale result.
- Approach: secret transmission — religious Faith + mystical experience. Diverse: Catholic, Islam, Jewish, Brahmin, Japanese Shinto, etc. Renown Title "prophet" branch.
- Play type: religious mysticism, revelation.
#§ Design Perspective
- Distribution of 4 schools: 1 renowned + 2 foreign + 1 secret transmission — a balance of 4 types.
- Clarity of answers: yin-yang divination (clear), oracle (ambiguous), tarot (intermediate), revelation (GM discretion) — diverse game use.
- Newly established Licensed/secret art: newly established maneuvers for the core reading omens and déjà vu.
- 35-spell-system linkage: holding a Prophecy school grants access to Prophecy spells (35-16).
- Play use: also usable as a GM tool — so the PC can receive clues to the campaign's core events in advance.
"The one who has seen the future makes the future — without even knowing it."