Dreams bring you visions that become real. Your touch mends bones and voice demands obedience. You can feel a presence within you. You are chosen.
Character Creation
When you create a character with this Guide take the features on this page. Then choose a Boon from the following page.
| Prowess | Attunement +1 |
| Defense | Will Defense +1 |
| Skill | Common Weaponry: Wield weapons with the Common tag and fight unarmed. |
| +1 to 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. |
| Coin | 1D6 Coin |
| Supplies | 1D4 Rations |
| 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
Favour of Grace: As an Action [Exhaust] and restore Attunement D6 Hit-points to a being within Close.
Favour of Sight: During Rest gain Attunement Premonitions. Spend a Premontion to alter a die roll by one. Notice or Study Skill applies to the Test.
Favour of Word: As an Action [Exhaust] to make an Attunement Test against Will of a target within Close. They will attempt to fullfill a single command until they Break the effect. Difficulty is your passive Attunement.
Favour of Wrath: When your attack hits [Exhaust] to add your Attunement to damage and make the attack Otherwordly.
Curses
Broken Vessel: Favour of the greater brings you pain, and will destroy you.
You have one Chosen Boon for each Guide this Curse is marked into. [Stir] to use a Boon for a Significant Time without other costs.
Harbinger: You were chosen to be an instrument of arrival and then to be destroyed.
[Stir] to call an Outsider follower. Follower Attributes
– Prowess of 5 + 1 for each Guide this Curse is marked into. Prowess applies to Attack, Reflex and Stealth.
– One Wound for each Guide this Curse is marked into.
– 1D6 physical and 1D6 mental damage.
– Follower is unaffected by darkness.
Follower will remain until Significant time passes.
Gifts
Anointed: Choose one Chosen Boon. You gain it as a Gift and can use its effect without the Guide.
Divine Magic: When you channel magic you can give it up to Attunement Power. Afterwards suffer an Affliction reducing your Attunement by 1D4.
Fervor: Add your Will Defense to Mental Resistance. [Exhaust] to gain Advantage on a Will Defense Test.
Mystic: As a part of Rest choose a Prowess or Defense. You can use Attunement to make Tests with chosen Prowess or Defense.
Prayer: As a part of Rest remove one Burden from up to Attunement beings.