By Jay Gray (jg0259@cnsvax.albany.edu) for the Tarot bloodline.
System: The character must make a Perception+Empathy roll against a difficulty of seven when concentrating on this power.
The number of successes determines how detailed the information should be. One success might be the ghostly whisper of a name while five might be a very clear image of a certain man standing outside a certain building at a certain time of year. This power is a great tool for storyteller's to use in order to impart a small bit of information to the players.
System: The player should roll Wits+Occult against a difficulty of seven. The number of successes determines how detailed the information received is. Remember that this should be tailored to the divination tool being used and the method of using it. Do the research. Storytellers may elect to allow the use of the Fortune telling talent to lower the difficulty of the Wits+ Occult roll.
System: Whenever the character slumbers she should roll a Perception+Empathy roll against a difficulty of six. The number of successes determines how detailed the information received is. As an option, with less successes the dreams can be made more symbolic and harder to understand. The information gleaned should always be relevant to the campaign or chronicle.
System: When the character wishes to use the Waking Dream, the player should make a Stamina+Empathy roll against a difficulty of seven. The number of successes determines how successful she was in retrieving the information. How long the trance lasts depends on how complex the information is and is up to the Storyteller's discretion. As an optional rule, meditation may be used to lower the difficulty number of Waking Dream.
System: The player should first determine which knowledge or skill she wishes to learn. Then she should roll Intelligence+Empathy. The difficulty will depend on how widely known the skill or knowledge is. If the character is trying to learn something that millions of people know, such as drive, then the difficulty should be six. If she is trying to learn something that only a few hundred know, such as Wyrm Lore, then the difficulty level should be eight or even nine. The number of temporary dots in the skill or knowledge gained will be equal to half the number of successes rolled, rounded up. The knowledge or skill is gained for one hour and then forgotten. This discipline may not be employed to gain the same knowledge or skill more than once a day.