Vision of the Seven: Difference between revisions

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==Vision of the Seven==
==Vision of the Seven==
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==Use==
In times of distress, choices may be one of the most defining points in adventurers' life. What option they choose could very well escalate their goals to newer heights or push them down a more frightening path. What they do next depends on exactly what they choose, which is why a numbered few would rely on the wisdom of the Vision of the Seven. Blessed by the deities, those who would be able to illusion this power would be able to see the path to their goal. Not only would this be their guiding foundation, but if they're lucky enough, they may even see little details of the path lying ahead. However, sometimes, visions can go awry, so many adventurers would like a little bit of courage before facing their choice.
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==Charge Use==
When giving a narrative choice, Hero may use a charge to make a [[Social]] [[Skill Check]] and count up the success follow the Vision of the Seven link.





Latest revision as of 06:40, 29 January 2022

Dicey Dangers, Core Rule Game by Joel Hills

Vision of the Seven

In times of distress, choices may be one of the most defining points in adventurers' life. What option they choose could very well escalate their goals to newer heights or push them down a more frightening path. What they do next depends on exactly what they choose, which is why a numbered few would rely on the wisdom of the Vision of the Seven. Blessed by the deities, those who would be able to illusion this power would be able to see the path to their goal. Not only would this be their guiding foundation, but if they're lucky enough, they may even see little details of the path lying ahead. However, sometimes, visions can go awry, so many adventurers would like a little bit of courage before facing their choice.

Charge Use

When giving a narrative choice, Hero may use a charge to make a Social Skill Check and count up the success follow the Vision of the Seven link.


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