The Seer
The Seer is granted a unique position in the game of Sburb as they are able to see the branching timelines of possibility without risking their life. The Seer is almost always one step ahead of the other players, having already seen all the options and found the best one well in advance. However, their knowledge and skill at the game tends to attract powerful players within the Medium. The Seer will often find themselves caught in the machinations of Exiled Royals or Horror-Terrors in the Furthest Ring as they attempt to manipulate the Seer into assisting their trans-timeline agenda. Perhaps the biggest challenge to most Seer players is the eventual realization that they need to rely on their friends as much as their own abilities.
Possible candidates to take the Seer class were Cassandra or Odin.
Traits
Mental Fortitude | Seer |
Your foresight and planning have given you the idea that you’re one step ahead of everyone. As such, others find it incredibly hard not to be persuaded by you and find it even harder to change your mind. |
+2 bonus to Gambit |
Brilliant Deduction | Seer |
Whenever you succeed at a conflict that relies on your Gambit or Imagination attributes you gain a +1 bonus on your next conflict if it occurs within a short period of time. In order for this bonus to be applied you must have gained some new information from the initial success. |
+1 bonus on conflicts after an initial success |
Talents
Guidance from Beyond | Seer | Level 2 |
Your knowledge of possible outcomes allows you to provide some minor guidance from realms beyond. This gives you a chance to screw fate over and take more direct action, and by sharing this knowledge with a friend you can give them a little boost. If they ask how you knew this stuff it may be best to be a little vague about the voices in your head. |
You and one ally that you can communicate with gain a +2 bonus on a draw before the end of the round. The draw gaining the bonus must be declared before drawing. | Cost: 2 Mangrit |
Prescient Maneuvering | Seer | Level 4 |
Your target thinks he’s fast, but you know what he’s thinking for some reason. You can get the jump on him and prevent that bugger from getting away with it. |
Target: One enemy | Effect: Your target suffers from a -2 defense penalty when you attack and is unable to abscond or arrange during their turn. | Cost: 4 Mangrit |
Bad Feeling About This | Seer | Level 8 |
You know how this will end and you don’t like it. You can choose to take a different path because you know where the other one will end up, and if you can talk to a friend you can convince them to do the same. |
You or one character that you can communicate with can retry a conflict or attack or escape the consequences of a failed consequence once per encounter. | Cost: 8 Mangrit |