Guides: Knowledge

You see patterns in the flight of birds and bubbles of a cauldron, you hear them in old stories and lies of thieves. These patterns need to be understood.

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.

ProwessIntellect +1
DefenseWill Defense +1
SkillStudy: Deduce from found evidence, learn and recall knowledge.
Choose one Skill
1.Healing: Identify ailments. Treat wounds, poisons and afflictions.
2.Notice: Find hidden threats and detect minute details.
3.Wilds: Track, navigate, find food and survive.
4.Craft: Create artefacts of your craft, appraise quality and value.
Examples; Alchemy, Blacksmithing, Sorcerous.
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.Field tools: Basic tools for a Craft. Makes Craft Downtime possible in wilderness.
3.Healing Brew (2): Recover 1D6+1 Hit-points.
4.Antidote (2): Gain Advantage on Tests against poison until Significant Time passes
Choose a second tool
1.Candles (5). Illuminate Close area until Significant Time passes.
2.Rousing Brew. Reduce Burden by one.
3.Tea of Split Mind: Use Attunement to find Hidden, detect motives and notice Illusions. Effect lasts until Significant Time passes.
4.Heavy Clothes. +1 Armor.

Boons

Create a Bond as your Knowledge Boon. Example Bonds:

  1. Ancients knew so much, their knowledge needs to be unburied
  2. That is an interesting reaction
  3. I am going to get these bastards
  4. I need to know more so I can help more
  5. I have to find these people before its too late
  6. Some things should not be known, I have to hide them

Gifts

Skill Training: Gain a new Skill.

Versed in magic: Choose a Magical Gift.

Alchemist: [Exhaust] to gain Advantage on Tests to create or identify Poisons, cures or Alchemicals. When you create Poisons, Cures or Alchemicals increase die based effects by +1 die and numerical effects by +1. You can make a Crafting Test during Rest to create one Poison, Cure or Alchemical item.

Cunning: In Conflict Difficulty of the Study Action is never higher than 10 for you.

Focused Fighter: You are able to make weapon and unarmed attacks with Intellect.

Healer: [Exhaust] to gain Advantage on Healing Tests and Tests to study, identify and notice wounds, poisons and ailments. During Rest you can make a Healing Test to remove a Wound. On success Wound is removed and patient gains physical or mental Affliction.

Hound: [Exhaust] to gain Advantage on a Test to find information on beings. When you gain Advantage from Study Action you can use a Response to take action with the gained Advantage immediately.

Investigator: When you search for information you always gain one additional piece of information.
Medic: When you use Healing Supplies or brews to restore Hit-points increase recovery by your Mastery.

Scholar: [Exhaust] to gain Advantage on a Test to find information on environments, past events, culture, crafts, ailments and documents. When you gain Advantage from Study Action you can give it to another. They can use their own or your Response to take action with the Advantage immediately.

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