Dreams bring you visions that become real. Your touch mends bones and voice demands obedience. You can feel a presence within you. You are favoured.
Character Creation
When you create a character with this Guide take the following features. Then follow instructions on the following page to create a Boon and finally choose one Gift.
If you have the Skill at this step choose another from your Guides.
| Prowess | Attunement +1 |
| Defense | Will Defense +1 |
| Skill | Common Weaponry: Wield weapons with the Common tag and fight unarmed. |
| Choose one Skill | |
| 1. | Sway: Make friends, persuade and bargain. |
| 2. | Command: Command immediate obedience, intimidate. |
| 3. | Healing: Identify ailments. Treat wounds, poisons and afflictions. |
| 4. | Notice: Find hidden threats and detect minute details. |
| Choose one weapon | |
| 1. | Knife: 1D6, Common, Cunning, Thrown, Intimate, Discreet, Precise |
| 2. | Sling: 1D6+1, Common, Thrown, Impact |
| 3. | Club: 1D6+1, Common, Impact |
| 4. | Staff: 1D6+2, Common, Impact, Two-handed, Great Reach |
| Choose one tool | |
| 1. | Healing Supplies (5): Add uses as bonus on Tests for Healing and Treating poisons. Alternatively recover Hit-points by 1 for each use. |
| 2. | Spell Components (5): Add uses as a bonus on Channeling Tests. |
| 3. | Candles (5): Illuminate Close area. |
| 4. | Scale Mail: +3 Armor, Burden: 1 |
Boons
Choose one Boon or create a Bond as a Boon.
Favour of Grace: As an Action [Draw] to make a Healing Test to heal Wounds or Afflictions on up to Mastery beings within Close.
Favour of Sight: As a Response [Draw] to alter result of any die roll by up to your Mastery.
Favour of Word: As an Action [Draw] to make an Attunement Test against Will of up to Mastery targets within Near. They will attempt to fullfill a single command until they Break the effect. Targets get to Test Will to Break at the end of their Turn. Difficulty is your passive Attunement.
Favour of Wrath: When your attack hits [Draw] to add Mastery D6 damage to the attack and make the attack Otherwordly.
Example Bonds:
- Dreams told of a need for a great sacrifice
- Whispers promised a great destiny for me
- I feel I am meant to protect
- My hand is not my own. It strikes with an unknown fury
- I wish to return to normalcy
- I dont know what you want from me!?
Gifts
Skill Training: Gain a new Skill.
Versed in magic: Choose a Magical Gift.
Anointed: Choose a Boon from Favour. You will have access to it even without the Guide. And can Draw Strength from any Guide to use the Boon.
Faith: As a part of Rest remove 1 + Mastery Burden. You can split the recovery between multiple beings.
Healing Hands: As an Action [Exhaust] to restore 1D6 + Mastery Hit-points to a being within Reach.
Mystic: As a part of Rest choose a Prowess or Defense. You can use Attunement to make Tests with chosen Prowess or Defense.