In the most remote reaches of time and space, impossible beings exist, alien gods of such size and power that to apprehend them fully is to go mad forever. Some have sought to consult with these beings, to gain insights from them and thus transcend the limits of their own bodies and minds, but most who do find themselves drawn into psychosis.

Farseers, however, have trained their minds to withstand the rigors of such communion, to gird their personalities against mental assault so that they can understand their dread patrons more fully.

Most farseers come from the ranks of those seekers of forbidden knowledge—individuals who, for one reason or another, believe no secret should be secure, no knowledge should be denied to them. For every farseer who masters the essential talents of the art, a dozen more succumb to madness, their minds buckling under the strain of their investigations. Yet those who survive the training with their faculties more or less intact find their vistas broadened, the possibilities for what they can achieve becoming almost endless.

Level 3 Farseer

Attributes. Increase two by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language or add a profession to your list of professions.
Magic You discover the Divination or Madness tradition or learn one Divination or Madness spell.
Unspeakable Revelation Whenever you cast a Divination spell or a Madness spell, you can choose to gain 1 Insanity and roll on the following table. You do not become frightened from gaining Insanity in this way.

d6Effect
1You gain insanity equal to your Will score.
2You sweat, twitch, or giggle, but nothing otherwise happens.
3For 1 minute, you make all Intellect, Will, and Perception rolls with 1 boon.
4For 1 minute, you ignore the effects of the frightening and horrifying traits and you cannot become charmed.
5for 1 minute, you take half damage from all sources, as your mind becomes partly detached from your body.
6You regain the casting of the triggering spell.

Level 6 Farseer

Characteristics. Health +2
Magic You learn one spell.
Twisted Memories Whenever you become charmed, compelled, or frightened, you can use a triggered action to withdraw your mind to relive a past trauma. If you do so, you gain 1 Insanity. You do not become frightened from gaining Insanity in this way. Instead, you remove the affliction from yourself and, for 1 round, whenever you cast an attack spell, you make the attack roll with 2 boons and you impose 2 banes on challenge rolls made to resist the spell.

Level 9 Master Farseer

Characteristics. Health +2, Power +1
Magic You learn one spell.
Frayed Ends of Sanity For the purpose of determining the maximum amount of Insanity you can gain before going mad, add your Power score to your Will score. In addition, whenever you would go mad, you can roll a d20 on the Madness table (Shadow, page 35) one additional time and use whichever result you choose.