Divination

(Adapted - in some places, stolen outright - from the Divination/Blessed material found in GURPS CI, GURPS Magic and GURPS Grimoire)

 

 

Despite the best efforts of both Destiny and Fate, Blessed mortals can and do exist for years without anyone noticing.  This can result in interesting results - especially if the Blessed mortal is the sort to try and see patterns in the world around him or her.  Sometimes, they succeed.

 

Divination (Perception)      No Default; Prerequisite: the Blessed Advantage

 

This skill represents an organized (if not comprehensive and/or infallible) study of the Symphony, with an emphasis on pattern recognition and general forewarning.  A successful roll will give the mortal at least some idea of what is going around them, a possible way to solve a problem, a general warning of danger... in short, it's a Clue Stick/Thrown Bone/Plot Wagon/Sleazy Rationalization for the GM.  The CD gives a general yardstick to how clear the information is: bear in mind that a CD of 6 isn't going to make things clear.  Also, an Intervention on a Divination roll will alert one Servitor of Destiny/Fate within about half a mile that something interesting is going on yonder: which one it is depends on whether the Intervention was favorable or unfavorable.

 

There are literally hundreds of different Divination 'styles': the below are only a representative sample.  Note that all of them assume hefty penalties for use without the right materials: new types of Divinations should reflect this.

 

Arithomancy

Needs a piece of paper, something to write with and a basic knowledge of mathematics.  The style concentrates on financial matters: any other use is at -4 to both the skill roll and the CD.

However, there is a variant called Rolling up a New Character that allows for general use by roleplaying Diviners.  This involves generating a character from scratch for a RPG that uses a random generation system to determine attributes: with a successful roll, the resulting PC will have skills, stats and abilities deemed best suited to solve the most pressing problem of the Diviner.

For Divining using a point based system, see Bibliomancy (GURPS) below.

 

Astrology

The user must be able to see the night sky and have access to some sort of manual explaining star patterns.  If one or the other is not available, subtract -2 from the skill roll: if neither is, subtract -4 from both the skill roll and the CD (minimum CD 1).

 

Auguries

The study of personal omens: attempting to Divine things for anyone except the Diviner is at a penalty.  A partner is at -1, blood relatives are at -2, friends/enemies are at -3 (and -1 to the CD) and a random person is at -5 to the skill roll and -3 to the CD.

 

Bibliomancy (Bible or other Holy Scriptures)

This type of Divination is fairly common: the Diviner simply opens the religious text to a random point and ponders the scripture verse found there.  Any religious book will work, but the roll is always at -1 to skill and -2 to the CD.  Obviously, the Diviner must be able to read the language in which the scriptures are written.

 

Bibliomancy (GURPS)

This is a very new Divination style, and one of the most flexible ones.  However, this skill is at a base -6 to both skill and CD.  This penalty is reduced by 1 (to either skill or CD) for every 13 unique GURPS supplements that the Diviner owns and/or can access (maximum +0): thus, a Diviner with 156 GURPS supplements can use this Divination without penalty.

By sheer coincidence, the author of this piece currently owns about 156 GURPS supplements.

 

Cartomancy

This type traditionally uses a Tarot deck; modern Diviners have been found with regular playing cards, video poker machines and even CCGs.  The Cartomancer must choose a specific deck: use of another deck of the same type is at -3 and a completely different type of cards is at -6.

 

Crystal-Gazing/Tea Leaves

The Diviner uses one or the other.  Crystal balls have to be at least 6 inches in diameter to be worth anything: Tea Leaves always work, but at a -3.  Also, use of this Divination for anything except matters of romance will be at a -4.

 

Dactylomancy

Otherwise known as an Ouija Board.  This is not strictly speaking a Divination style as much as it is the Language (Ghosts) skill, based off of Perception and effectively limited to Yes/No answers.

 

Haruspication

This would be the reading of entrails: -3 if the animal had blemishes or flaws.  In most countries, it's also a good way to get arrested if done in public.

Fortunately, Diviners in the medical profession have recently discovered a variant: X-Ray Reading.  This requires first that an X-Ray, ultrasound and/or MRI be made of the target to be Divined: the skill can only be used to forecast future health of said target.

 

Oneiromancy

Only technically a Divination style: it's pretty much the Lucid Dreaming skill with a bit more oomph.  The lucid Dreamer must roll against Dreaming -4 in order to gain the benefits listed above.

 

Pyromancy

This style requires a flame and a sacrifice of at least moderate personal value to the Diviner.  Amusingly enough, an Intervention on a Pyromancy roll will not alert a Servitor of Destiny/Fate, but instead garner the personal attention of a Servitor of Divine/Infernal Fire.  Again, which shows up depends on whether the Intervention was favorable or unfavorable.

 

Rune Casting

The user must have a complete set of runes (-5 to skill if even one is missing).  Currently, the most common types are Futhark, Oggham, Dwarvish, Quenya and Klingon.  Use of another type of rune is at -3 to both the skill roll and CD.

 

And, of course:

 

Cell Phone

This Divination is available to Blessed individuals who are formally in the service of either Heaven or Hell.

OK, so it's not actually a Divination.  Sue me.

 

 

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