HAUNTING VISIONS: You are haunted by visions of the darkness. At the start of the session, roll +Charm. On a hit, you’ve seen a vision of the Darkness that will aid your Clutch’s efforts; learn something useful and interesting about the tasks at hand. On a 10+, you’ve seen the true face of the Darkness; ask the DM a followup question as well. On a miss, your vision is too dark to aid you; the future it foretells is grim and painful.
When you advance this move, mark a new feature for your visions. When you roll Haunting Vision, you may:
[] share your vision with a Clutchmate; take +1 forward to your Haunting Vision roll.
[x] prepare your mind; ask an additional question (even on a miss).
[] guide your vision; tell the DM what aspect of Dragonia your vision will concern.
[] defy your future; offer a +1 forward to a Clutchmate to alter what you have seen.
Tell the DM which dragons helped you gain the strength to master your visions.
TOUCH THE DARKNESS: Using your powers to spy on the Darkness, roll +Charm. On a hit, the Darkness gives you a vision and answers your questions. On a hit, choose one from the list below. On a 10+, choose two. The visions...
- ... are lucid and detailed; clear a Shadow.
- ... show you what you need to do; take +1 forward to do it.
- ... reveal the role a dragon will play in the events to come; give +1 forward to a Clutchmate.
On a 7-9, choose one from the list below as well. The visions...
- ... corrupt your soul; mark a Shadow.
- ... distance you from others; return a Gem.
- ... attack your weakened body, take -1 forward.
On a miss, you attract the attention of the Darkness itself.
SECRET CATCHER: Add the following options to study another before they have seen you:
- What secrets is your character hiding?
- What has the Darkness offered to you in your moments of weakness?
- How do you think we are alike?