← INTUITION  ·  PLAYBOOK 1 OF 2
The SOOTHSAYER
You know things. You've always known things. Sometimes you know them before they happen, sometimes you pull them out of someone's head like a thread. You've lea
PERSONNEL FILE
STAT: INTUITION
PRIMARY: +2
ACCESS: OPEN
The Soothsayer  ·  FILE INTUITION
The SOOTHSAYER
PRIMARY: INTUITION
HERO / ANTI-HERO / VILLAIN
You know things. You've always known things. Sometimes you know them before they happen, sometimes you pull them out of someone's head like a thread. You've learned to be careful about who you tell.
CHARMING

(1/mission)

Roll +Intuition against a target's relevant resistance.

  • 10+: They treat you as an old friend for one hour.
  • 7–9: They warm to you, but the feeling fades faster or comes with conditions.
TROOF

(1/mission)

Lay hands on someone. They are compelled to tell the truth, no roll required. They may spill everything. They will remember it, and they will know you made them do it.

READ 'EM LIKE A BOOK

You naturally sense surface emotions and intent around you. To dig deeper, roll +Intuition.

  • 10+: Clear read. They don't know you looked.
  • 7–9: You get something real, but roll 1d6, on a 4+, they sense it.
OH THE PLACES YOU'LL GO

At the start of each mission, roll +Intuition to see what you can foresee.

  • 10+: Gain one helpful piece of information that will protect you or your team at a critical moment.
  • 7–9: A single small detail surfaces.
I'VE GOT A BAD FEELING

You have a preternatural sense for danger. You cannot be surprised by traps or sneak attacks from non-powered individuals (passive). Against powered individuals, you still can't be surprised, but they may be able to mask their intent.

IN THE CARDS

When you first meet someone, draw from your tarot deck. Roll +Intuition.

  • 10+: Clear, detailed impression of their intentions and character.
  • 7–9: A vague but useful feeling about their vibe.
IF I RECALL

You have perfect recall of everything your character has seen, heard, or read. Auto-pass all history and memory checks without rolling.

YOU'VE GOT WALLS UP

You are completely immune to mental attacks of any kind (passive). You may extend this protection to up to 2 allies, roll +Intuition.

  • 10+: Both chosen allies are fully shielded for the scene.
  • 7–9: Both are shielded, but you take -1 ongoing to Intuition rolls while maintaining it.
GPS

After spending more than an hour with someone, you've internalized their thought patterns. Roll +Intuition to locate them anywhere on the globe.

  • 10+: Precise location.
  • 7–9: General area, city or region.
EXTRASENSORY COMBAT

In combat, when your attack roll is 10+, you see the counter coming before it lands. Take only half harm from any retaliation that action.

AUGURY

When you take time to read natural patterns, birds, rain, wind, shadows, roll +Intuition.

  • 10+: Take +2 forward on your next 3 rolls made in this location.
  • 7–9: Take +1 forward on your next roll made in this location.
I SEE YOU

Powers of concealment, invisibility, cloaking tech, veiling magic, do not work on you (passive).

POSTCOGNITION

Touch an object and reach for its past. Roll +Intuition.

  • 10+: Clear vision of the most significant recent event involving it.
  • 7–9: Fragmented impressions, emotion and movement, not clear images.
FOREBODING

When you sense incoming danger and warn a teammate before it lands, roll +Intuition.

  • 10+: They avoid the first attack against them in this exchange entirely.
  • 7–9: They take half harm from the first attack instead of full.
MENTAL LINK

Establish a silent two-way channel with one person you can see. Roll +Intuition.

  • 10+: Two-way silent communication for the scene.
  • 7–9: One-way only, you can send thoughts but not receive.
REMOTE VIEWING

When you focus on a place you've been before, roll +Intuition.

  • 10+: You observe the location in real time for up to one scene.
  • 7–9: You get a brief glimpse, the GM describes what you see, but something in the vision is incomplete or ambiguous.
PSYCHIC STATIC

When you project confusion into the mind of one target, roll +Intuition.

  • 10+: They lose their next action completely, too disoriented to act.
  • 7–9: They take -2 ongoing on their next roll.
SIGNAL BLOCK

When you extend your psychic awareness to shield a teammate's mind from intrusion or manipulation, roll +Intuition.

  • 10+: Their mind is fully shielded for the scene. Mental attacks against them fail automatically.
  • 7–9: They're shielded until something significant demands your attention elsewhere.
PREMONITION

Once per scene, before any roll is made, you may announce a premonition. Name one outcome you foresee, specific and concrete. If that exact outcome occurs this scene, take +2 forward immediately when it does. If it doesn't occur, take -1 forward on your next roll.

MINDBRIDGE

(1/mission)

Connect the minds of everyone on your team for one scene. All team members share sensory input, they see what you see, hear what you hear. Silent coordination is automatic. Maintaining the bridge requires focus, you cannot use other Intuition moves while it's active.

PERSONAL ASSESSMENT
  • FaceEyes that seem to focus slightly past you, unnervingly still, rarely blinks at the right time, expression that suggests they already know how this conversation ends
  • BodyDeliberate movements, always seems to know where everyone in the room is, sometimes goes somewhere else behind the eyes for a moment
  • StyleLayers, something old mixed with something new, a personal object that never leaves their person, understated in a way that draws attention anyway
  • PresenceRooms get quieter when they enter, people find themselves saying things they didn't mean to, conversations with them always feel like they meant more than they seemed
  • Personal ObjectName and describe the item you always carry, tarot deck, worn journal, a gift from someone gone, something you've had since childhood. The GM may use this. ---
ORIGIN
  • You've had the gift as long as you can remember. You spent years learning to control it. You're still learning.
  • Something happened, an accident, an encounter, a moment you can't fully explain, and you woke up different.
  • Someone trained you. You eventually understood they didn't have your best interests in mind. You're not sure they're done with you.
  • You sought this out deliberately. You wanted to see more than other people see. Now you do.
  • You inherited it. Your family has always been like this. They have opinions about what you do with it.
GEAR & EQUIPMENT

You travel light. Choose two items:

  • A locked journal (once per mission, writing something down gives you +1 forward on actions related to it)
  • A tarot deck (required for In the Cards)
  • A burner phone network (GPS works on anyone you've called)
  • A concealed blade (2 harm, quiet)
  • A small handgun (2 harm, loud, concealable)
  • Noise-canceling earpiece (you can tune out sensory overload, advantage on rolls to resist psychic interference)

Starting Armor: 0 (none)

KNOWN ASSOCIATES / CONNECTIONS
You told them something would happen. It did. Ask them: did knowing make it better or worse?
You've seen something about them that you've chosen not to share. Tell them what it is. Ask: do they want to know?
You've kept a secret for them without being asked to. Ask them: do they know?
You read them once and found something that surprised you. Ask them: have you ever told them what it was?
They were with you when your abilities manifested in a way that was hard to explain. Ask them: what do they think happened?
You saw their future once and it scared you. Ask them: did you change anything because of it?
They've asked you not to read them. Ask them: have you honored that, and do they believe you?
You used your abilities to help them in a situation they never knew was dangerous. Ask them: do they ever wonder why things worked out?
You've had a vision about what ends this team. Ask them: do you tell anyone, and if so, is it them?
They've seen you at your worst — when the visions come too fast to process. Ask them: how do they handle being around that?

YOUR STATS

Your primary stat is INTUITION: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Soothsayer move
  • Take a move from another playbook
  • Add +1 to Intuition (max +3)
  • Add +1 to Strange (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Troof recharges twice per mission instead of once
  • You've learned to look further, Oh the Places You'll Go now gives two pieces of information on a 10+

Advanced Improvements (every 5 level-ups)

  • Open Channel: Your abilities have grown beyond reading the present. Once per session you may ask the GM one question about the future of the current mission, they must answer honestly, but cryptically.
  • The Weight of Knowing: You've seen too much for too long. Work with the GM to establish what this costs you personally, and gain the ability to Read the Room without rolling, ever.
  • Change playbook: You've grown into someone different. Choose a new playbook and rebuild from there, keeping your history and harm track.
  • Retire: You chose not to see anymore. Tell the table how you closed yourself off and what quiet looks like for you now.